www.fliip.com Game Instructions
Quick Start Guide Quick Start Guide GAME SETUP: There are two matching teams red and blue. Each team has 12 offense and 12 defense play cards. The offense should organize their play cards into 3 piles: Power, Base, and Spread personnel. Four cards in each pile. The defense should organize their play cards into 3 piles: Run- Stop, Base, and Pass-Stop personnel. Four cards in each pile. You can use the same personnel or play as often as you want, or never if you choose. While on offense do not refer to your defense cards. And while on defense do not refer to your offense cards. OFFENSE DEFENSE POWER BASE SPREAD RUN-STOP BASE PASS-STOP RUNNING A PLAY: Use this sequence to select play cards: (1) offense chooses and announces personnel; and then chooses a play card based on its announced personnel and places that play card face-down on the field, and (2) defense then does the same. To run the play: (3) fliip the offense and defense play cards face-up, align them, and read the play outcome from the defense card. Just follow the arrow! Runs are solid and passes are dashed. 1 PLAY OUTCOMES ON THE DEFENSE CARDS: Yardage outcomes on the defense play cards are measured from the line-of-scrimmage. Positive numbers are in the direction the offense is facing and negative numbers are in the direction the defense is facing. TD means the offense scored a touchdown. INC is an incomplete pass. Sack and TFL (tackled for a loss) mean the offense lost yards. FUM (fumble) and INT (interception) are turnovers with the defense taking possession at the spot indicated by the yardage outcome (there are no returns beyond the outcome shown). KICKING: The player who is kicking rolls three dice. Use the combined dice total to read the result from the appropriate kicking table. The results on the tables include the kick return. There are no fake kicks. SCORING: A touchdown is seven points. Extra points are automatic. There are no two-point conversions. A field-goal is three points. A safety is two points. GAME MANAGEMENT: Flip a coin at the start of a game to see who wants to kick-off or receive. There is no half-time. There are no clocks. There are no penalties. Eight possessions per side is a good game. Four possessions per side is a quick game. Overtime in the event of a tie is one possession per side starting with a coin flip and a kick-off. Track the down, line-of-scrimmage, and first-down-line with the clear markers. Use the score sheets to record the result of each possession and the score. 2
HOW TO PLAY HOW TO PLAY Choosing Personnel Each offense personnel group has two run and two pass plays. The offense Power personnel are better at run plays; Spread personnel are better at pass plays; and Base personnel are average at both. The defense Run-Stop personnel are better at defending run plays; Pass-Stop personnel are better at defending pass plays; and Base personnel are average at defending both. These choices add a rock-paper-scissors dynamic to the game play. For example, if the offense chooses Spread personnel then the defense will often choose Pass-Stop, may sometimes choose Base if a run is suspected, but will likely not choose Run-Stop because of the pass yards that could be given up. The offense may often pass with Spread personnel and will generally have a good result. But not every possible outcome will be positive. Runs have lower average yardage results but have more outcomes with positive yardage compared to passes. Try to keep the other side off-balance, read their tendencies, and avoid falling into tendencies yourself. Choosing Plays After the personnel are decided, each side has 4 play cards to choose from. The offense can choose to run or pass; and choose to be aggressive or conservative. Running with Spread personnel can catch the defense off-balance. Or, if you always run after selecting Power personnel the defense might read that tendency and use it against you. The defense can also choose to be aggressive or conservative; and can choose which area of the field to focus on defending. The four focus choices are the inside, outside, and the defenses left and right. If you 3 notice the other player tends to run to your left side in short yardage situations then you can focus your defense on that side of the field. Each defense play also has an indicator showing if the priority is on Cover or Tackle. All four Run-Stop plays have Tackle priority which emphasizes defending run plays; all four Pass-Stop plays have Cover priority which emphasizes defending pass plays; and Base personnel have two plays which are Tackle and two plays which are Cover. For both the offense and defense, aggressive plays can result in an immediate touchdown or a turnover. Conservative plays can result in a loss of yardage. These are noted on each play card as the most extreme possible outcomes possible for a given play. Being aggressive is high risk and high reward. Being conservative can result in slower steadier drives. You can run the same personnel or play as often as you want, or never if you choose. Running a Play (1) The player on offense decides which player personnel to use on this play: Power, Base, or Spread ; tells the defense this choice; secretly picks a play card from the four with the selected offensive personnel; and places that play card face-down on the field. (2) Then the player on defense decides which player personnel to use on this play: Run-Stop, Base, or Pass-Stop ; tells the offense this choice; secretly picks a play card from the four with the selected defensive personnel; and places that play card face-down on the field. (3) Then fliip over the two selected play cards, align them, and read the play outcome from the defense play card. The solid lines are for running plays and the dashed lines are for passing plays. 4
HOW TO PLAY HOW TO PLAY Outcomes on the Play Cards Yardage Outcomes on the defense play cards are measured from the position of the line-of-scrimmage (LOS) at the start of the play. Positive numbers are in the direction the offense is facing and are a gain for the offense. For example, 7 means the play resulted in a 7 yard gain. Negative numbers are in the direction the defense is facing and are a loss for the offense. For example, -4 means the play resulted in a 4 yard loss. There are no fractional yards. Sacks and Tackles-for-Loss Conservative plays can result in a loss of yardage. For example, -3 SACK means the quarterback was tackled for a 3 yard loss on a pass play. And, -2 TFL means the runner was tackled for a 2 yard loss on a run play. Touchdowns Aggressive plays can result in an immediate touchdown run or pass. TD means the play results in a touchdown regardless of the current line-of-scrimmage. Note that you can also score touchdowns by driving down the field and reaching or crossing your opponent s goal-line. For example, if you have a fourth and goal-to-go at the defense s five yard line and you gain 5 or more yards then you score a touchdown. You do not need to end a scoring play exactly within the end-zone. For example, if you have a second and goal-to-go at the defense s three yard line and you gain 19 yards then you score a touchdown. 5 Turnovers Aggressive plays can result in an immediate turnover. For example, 4 FUM means the ball was fumbled after a 4 yard gain on a run play. And, 8 INT means the ball was intercepted after an 8 yard completion on a pass play. There are no returns beyond the outcome shown. The defense takes over at the spot indicated by the outcome yardage. Down and Distance The offense gets four downs to make 10 yards for a first down. The offense must track the down and distance using the clear lineof-scrimmage and first-down-line markers. You can get a first down by reaching or crossing the first-down-line. For example, if you have a third and 10 and you gain 10 or more yards then you get a first down. Going for it on fourth down and failing will result in a turnover-ondowns. The offense can Take a Knee anytime and lose 2 yards. Safeties If the offense gets sacked or tackled-for-a-loss such that they end up on their own goal-line or in their own end-zone then this results in a safety. For example, if you are on offense and you have a first down on your 3 yard line and you loose 3 or more yards then the defense scores a safety. 6
HOW TO PLAY HOW TO PLAY The offense must then kick-off to the defense using the safety type kick-off Scoring A touchdown is seven points for the offense. Extra-point kicks are automatic and there are no two point conversions. A made field goal is three points for the kicking team. A safety awards two points to the defense. Kicking Each team has three matching kicking tables: kick-off, punt, and fieldgoal. The player who is kicking rolls three dice. Use the combined dice total to read the result from the appropriate kicking table. Higher dice rolls are better for the kicking team (and worse for the defending/ receiving team). Kick-offs Choose a normal, onside, or safety type kick-off and tell the receiving player before rolling the dice. Use the dice total to read the receiving team s new LOS from the kick-off table; if the kick-off was returned for a touchdown; or if the return was fumbled. The kick-off table results are the net of the kick-off and the return. The new line-of-scrimmage is always on the receiving team s side of the field (unless the kick-off is returned for a touchdown). 34 means the receiving team gets possession on their 34 yard line. Fumble/20 means the kicking team gets possession at the 20 yard line of the receiving team. The fumbled return counts as a possession for the receiving team. 7 Return/TD means the receiving team returned the kick-off for a touchdown. The touchdown return counts as a possession for the receiving team. The kicking team must choose the safety type kick-off after a safety. Punts Choose a normal or pooch punt and tell the receiving player before rolling the dice. Use the dice total to read the distance from the kicking team s current LOS to the receiving team s new LOS from the punt table; if the punt was blocked; if the punt was returned for a touchdown; or if the return was fumbled. The punt table results are the net of the punt and the return. Positive numbers are in the direction the kicking team is facing. Negative numbers are in the direction the receiving team is facing. 34 means the receiving team gets possession 34 yards ahead of the original LOS. Start from the original LOS and measure the distance indicated by the kick table in the direction the kicking team is facing to get the new LOS. Fumble/27 means the kicking team gets possession 27 yards ahead of the original LOS. Start from the original LOS and measure 27 yards in the direction the kicking team is facing to get the new LOS. The fumbled return counts as a possession for the receiving team. Block/-10 means the punt was blocked and the receiving team gets possession 10 yards behind the original LOS. Start from the original LOS and measure 10 yards in the direction the receiving team is facing to get the new LOS. Return/TD means the receiving team returned the punt for a touchdown. The touchdown return counts as a possession for the receiving team. 8
HOW TO PLAY HOW TO PLAY Field-Goals Use the current LOS and dice total to read from the field-goal table if the kick was made, missed, blocked, or returned for a touchdown. You must reach the opponent s 45 yard-line before you can attempt a field-goal (ie, you must cross over their 46 yard-line). Miss/-8 means the field-goal missed and the defending team gets possession 8 yards behind the line-of-scrimmage. Start from the original LOS and measure 8 yards in the direction the defending team is facing to get the new LOS. Block/-15 means the field-goal was blocked and the defending team gets possession 15 yards behind the original LOS. Start from the original LOS and measure 15 yards in the direction the defending team is facing to get the new LOS. Block/TD means the field-goal was blocked and the defending team returned it for a touchdown. The touchdown return counts as a possession for the defending team. Kicking Notes Distances for field-goals and punts are based on the current line-ofscrimmage before the kick (not the location of the kicker). There are no fake kicks. Starting and Stopping a Game Flip a coin to see who wants to kick-off or receive. Eight possessions per side is a good game (about 60 minutes). Four possessions per side is a quick game (about 30 minutes). There is no half-time and so there is no second kick-off after half. Overtime in the event of a tie is one possession per side starting with a coin flip and a kick-off. There are no game or play clocks. There are no penalties. Coach s Clipboard Go to www.fliip.com for more information on Fliip Football and check out the Coach s Clipboard section. It has lots of cool extra information about play selections, outcomes, and statistics of the game. Study this information before a game but don t refer to it during a game. Audibles Want to add another layer of action to the game-play? The offense and defense can change their plays at the line-of-scrimmage. It s easy! Just go to www.fliip.com and look in the Audibles section. Additional Game Information Thank you for choosing Fliip Football. We wanted to make a quality game that plays like real football while being easy to learn and play. We hope like it. If you have questions you can email us at team@fliip.com. Published by Fliip, LLC, Dallas, TX. All intellectual property rights in the original works of authorship, designs, and inventorship depicted herein are expressly reserved and protected by Fliip, LLC. FLIIP, FLIIP FOOTBALL, and READY. SET. FLIIP! are proprietary trademarks of Fliip, LLC. US Patent No. 8,702,103. Version: 10.08.2014 9 10
Play Solution EXAMPLE Down & Distance EXAMPLE Unique Fliip TM play solution. Just follow the arrow! Runs are solid and passes are dashed. 34 YD LINE 24 YD LINE SECOND DOWN SOLUTION: The RED team gains 18 yards on the TE Post pass play. 2nd Down & 10 from the 24 11 12
Offense Play CARD REFERENCE Defense Play CARD REFERENCE BACK BACK PERSONNEL PACKAGE PERSONNEL PACKAGE OFFENSE / DEFENSE IDENTIFIER OFFENSE / DEFENSE IDENTIFIER TEAM COLOR BACKGROUND TEAM COLOR BACKGROUND FRONT FRONT PLAY PATHS WITH YARDAGE. OUTCOMES: RUN = SOLID PASS = DASHED PLAY PATH RUN = SOLID PASS = DASHED BIG PLAY OUTCOMES OFFENSIVE PLAY EXTREME OUTCOMES PERSONNEL PACKAGE DEFENSE S FOCUS EXTREME OUTCOMES PERSONNEL PACKAGE RUN / PASS INDICATOR AGGRESSIVE / CONSERVATIVE INDICATOR COVER / TACKLE INDICATOR AGGRESSIVE / CONSERVATIVE INDICATOR 13 14
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