Running a Play

CALLING A PLAY:

Ready.
The player on offense secretly picks an offense play card and places it face-down on the table.
 
Set.
The player on defense reads the personnel shown on the top face of the offense play card and then picks a defense play card and places it face-down on the table.
 
Fliip!
Fliip over the two selected play cards, align them, and read the play outcome from the defense play card.

Example outcome: Run gain of 6 yards.
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    Ready.

    Button
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    Set.

    Button
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    Fliip!

    Button
PLAY OUTCOMES:

Runs are solid and passes are dashed.

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. NG (OrangeGrey) and 0 (RedBlue) is a run for no-gain. 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).

SET-UP and PACE:

Picking your play cards, running a play, and resetting the down-and-distance markers should take about 20 to 40 seconds per play. Organizing your play cards as shown in the picture below can help your game-play, or you can just hold your play cards in your hand.

NOT A CARD GAME:
 
There are no card-game type rules such as discards or draws. You can use any personnel or play whenever you want.
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