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Multiplication bingo cards

The cards show answers, the caller sheet reads out the sums. You call “7 x 8”, the class works it out, and whoever has 56 covers it. Every answer is called once, and every student gets a different card.

Problems

Size

Your cards

Press Generate cards to see them here.

How to run multiplication bingo in class

Print one card per student and one caller sheet for yourself; the PDF puts the caller sheet after the cards. Read the first problem on the sheet aloud, “six times nine”, give the class a few seconds, and tick it off. Anyone with 54 on their card covers that square. Keep going down the list in order. The first student with a full row, column or diagonal calls BINGO and reads their covered answers back to you; each answer on your sheet is printed in small grey type next to its problem, so you can check a win in a few seconds without doing the sums under pressure. Counters, scrap paper squares or a pencil cross all work for covering.

Every answer is called exactly once. With times tables 2 to 10 there are 81 problems but only 37 different answers, because 12 can be 2 x 6, 3 x 4, 4 x 3 or 6 x 2, and 36 can be 4 x 9 or 6 x 6. The caller sheet holds one problem for each answer, so a square can never be covered twice by two different sums, and no student is left waiting for a number that was already called under another name. The problem chosen for each answer changes from set to set, so a class that plays every week hears 3 x 8 one time and 4 x 6 the next.

Which tables suit which class

As a rough guide only (your school’s own scheme decides when each table is taught): children who are just starting multiplication do well with a small range such as 2 to 5 on a 3x3 card with a free space, which uses 8 of the 10 possible answers, so nearly everything called is on every card and the game moves quickly. Once most of the class knows the tables up to 10, use 2 to 10 on a 5x5 card. For older students revising up to 12 x 12, use 2 to 12 (53 answers) or 6 to 12 (27 answers, the hard end of the tables only, which gives more practice where mistakes happen). The addition setting covers number bonds: 1 to 10 makes the 19 sums 2 to 20, enough for 3x3 or 4x4 but not 5x5, and 1 to 20 makes 39.

Planning the game length

On a 5x5 card with tables 2 to 10, each student holds 24 of the 37 answers, so roughly two calls in three hit any given card. In 300 simulated games with 30 cards, the first line came on the 11th call in the middle case and between the 8th and 14th call in 8 games out of 10. A blackout game (every square covered) was first won around the 34th of the 37 calls, so it uses nearly the whole sheet: about 15 to 20 minutes at 30 seconds a call. If you want a short warm-up, play first line only; if you want a whole lesson, play line, then two lines, then full card without reprinting.

Printing

Two cards per page on Letter or A4 gives answers large enough to read from a desk; four per page saves paper for a class of 30 (8 sheets) if the students are older. Press Download PDF to keep the set: the set number on each card and on the caller sheet makes the same cards again from this page, so a lost caller sheet can be reprinted. Everything is made in your browser and nothing is uploaded.

How many different answers each range makes

A card needs 8 answers at 3x3 with a free space, 9 without, 16 at 4x4, 24 at 5x5 with a free space and 25 without. Both numbers in every problem come from the range you choose.

ProblemsAnswersSmallest to largestCard sizes
Times 2-5104 to 253x3
Times 2-6144 to 363x3
Times 3-9269 to 813x3, 4x4, 5x5
Times 2-10374 to 1003x3, 4x4, 5x5
Times 6-122736 to 1443x3, 4x4, 5x5
Times 2-12534 to 1443x3, 4x4, 5x5
Times 1-12591 to 1443x3, 4x4, 5x5
Plus 1-10192 to 203x3, 4x4
Plus 0-10210 to 203x3, 4x4
Plus 1-20392 to 403x3, 4x4, 5x5