---
title: "Customise Bingo Bash Gameplay"
slug: "customise-bingo-bash-gameplay"
updated: 2026-06-08T23:12:39Z
published: 2026-06-08T23:12:39Z
canonical: "docs.xtremepush.com/customise-bingo-bash-gameplay"
---

> ## Documentation Index
> Fetch the complete documentation index at: https://docs.xtremepush.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Customise Bingo Bash Gameplay

Use the Editor to adjust the selection size, draw size, and total number pool in a Bingo Bash game.

This use case describes how to adjust key gameplay elements of the *Bingo Bash* game using the Editor. It covers changing the number of player selections, the quantity of numbers drawn, and the total pool of numbers.

This example shows how to make the following three changes:

- Reduce the player selection size from 5 to 4.
- Increase the number of balls drawn from 12 to 14.
- Increase the total pool of balls from 50 to 60.

![The three areas of the Bingo Bash game modified in this use case: (1) Player Selection, (2) Draw Result, and (3) the total number pool.](https://cdn.document360.io/b056e88b-f6c1-4bd2-b5b8-08e9336a17c9/Images/Documentation/dddba206de7ac2a92ba62a6cbc4c5cd5d2b056012437211c46cc55dd3ce892ce-Screenshot_2025-10-07_at_16.20.01(3).png)

The three areas of the Bingo Bash game modified in this example: (1) Player Selection, (2) Draw Result, and (3) the total number pool.

> [!NOTE]
> Adjusting these game mechanics does not change the odds of winning or losing. All prize probabilities are configured in the **Prizes** tab of the campaign.

## Reduce Selection Size

Follow these steps to reduce the number of selections a player can make from 5 to 4.

1. In the Editor, go to **Settings** > **Bingo** and set the **Selection Size** to `4`.
2. From the **Layout** drop-down at the top of the Editor, select **Selected**. This layout view shows the containers for the numbers chosen by the player.
3. In the **Layers** pane on the right, right-click and remove one of the selection containers. For example *slot_5*
4. Select the **Grid Arranger** layer in the **Layers** pane. In the properties pane on the left, update the following:
  1. Set the **Columns** value to `4`
  2. Scroll to the bottom of the properties pane and click **Execute** to apply the changes.

> [!NOTE]
> Grid Arranger
> 
> The Grid Arranger organizes the selection slots. The original game template uses a 1x5 grid, arranging the five slots in a continuous row. By changing it to a 1x4 grid, you ensure the remaining four slots are arranged correctly. For a larger number of selections, you could use a different arrangement, such as a 2x5 grid for 10 slots.
5. In the **Layers** pane, select and adjust the **Background** layer's size and position as needed to fit the new 1x4 grid.

## Increase Draw Size

Follow these steps to increase the number of balls drawn in a round from 12 to 14.

1. In the **Editor**, navigate to **Settings** > **Bingo** and set the **Draw Size** to `14`.
2. From the **Layout** drop-down menu, select **Draw Result**. This view shows the containers for the numbers drawn by the game.
3. In the **Layers** pane, right-click an existing slot layer and select **Duplicate Layer**. Repeat this process to add a second new slot, for a total of 14.
4. Select each new slot layer one by one. In the properties pane, update the following:
  - **Label** field with a unique name such as *slot_13* and *slot_14*.
  - Under **Local Variables**, update the **id** to be unique for each new slot. For example `13` and `14`. This ID is essential for differentiating each ball for the game's logic.
5. Select the **Grid Arranger** layer in the **Layers** pane. In the properties pane on the right, update the following:
  1. Set the **Columns** value to `7`. Since the grid in the default template has 2 rows, setting **Columns** to `7` ensures all 14 draw slots are arranged in a 2x7 grid.
  2. Scroll to the bottom of the properties pane and click **Execute** to apply the changes.

## Increase Pool Count

These steps describe how to increase the total pool of numbers from 50 to 60. This process involves three parts: updating the Editor settings, uploading the new image assets, and updating the game layout to display them.

> [!TIP]
> Prerequisites
> 
> Before you begin, ensure you have created and named the image files for each new ball you intend to add. For example, ball_51.png up to ball_60.png.

### Update Editor Settings

Before uploading the new ball images, you must first define them in the Editor's settings.

1. Go to **Settings** > **Bingo** and set **Balls** to `60`.
2. Go to **Settings** > **Assets**. In the **Images** field, add the names for each new ball image. For example *ball_51*, *ball_52*, up to *ball_60*.
3. Repeat this process in the **Image Sets** tab in the Editor **Settings**.

### Upload New Assets

1. Go to the **Assets** tab of your game campaign (outside of the Editor).
2. Upload the image files for the new balls. Ensure the filenames exactly match the names you defined in the Editor For example, *ball_51.png*

For more information on uploading or replacing assets, see [Replace Assets](/documentation/docs/replace-assets).

### Update the Game Layout

1. Return to the Editor and select the **Tombola** layout from the **Layout** drop-down.
2. In the **Layers** pane, duplicate existing ball slots until you have a total of 60.
3. Select each new slot and update its properties:
  - Set the **Label** to a unique name. For example, *slot_51*.
  - In the **Image** drop-down, select the corresponding new ball asset you uploaded.
4. Select the **Grid Arranger** layer. In the properties pane on the left, update the following:
  1. Set the **Columns** value to `12`. The default template uses 5 rows. Setting **Columns** to 12 arranges all 60 balls in a 5x12 grid. You can use any row and column arrangement that suits your requirement.
  2. Scroll to the bottom of the properties pane and click **Execute** to apply the changes.
5. Adjust the **Foreground** and **Background** layers as required to accommodate the new grid size.
6. Add the new slots to the Tombola animation:
  1. Select the **Tombola Animation** layer from the **Layers** pane.
  2. In the properties pane, find the **Balls** field under the **Logic** section.
  3. For each new slot you created, add its unique layer ID and enter a ball ID.
7. Update the **Ball Table** layout to ensure the new balls are displayed after being drawn:
  1. Select the **Ball Table** layout
  2. In the **Layers** pane, duplicate the existing ball slots to match the new total.
  3. For each new slot, select it and update these properties in the properties pane:
    - **Label**: Set a unique name for the slot, for example, *slot_51*.
    - **Local Variables**: Update the id to a unique value. This ID is essential for differentiating each ball for the game's logic.
