Skills Roster.
Skills can change Fliip outcomes and are drafted to customize your team. Skill tokens are included in the OrangeGrey gameset and will also work with RedBlue.
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Change an interception into an incompletion.
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Change a fumble into a run for no-gain.
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Change a touchdown pass into an incompletion.
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Change a touchdown run into a run for no-gain.
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Add two yards to a pass completion for a gain.
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Add two yards to a run for a gain.
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Double the yards gained on a pass completion.
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Double the yards gained from a run.
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Change an incompletion into a coverage sack loss of two yards.
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Change a run for no-gain into a tackle-for-loss of two yards.
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Double the yards lost from a sack.
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Double the yards lost from a tackle-for-loss.
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Enforce a ten yard penalty against your opponent.
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Add 3 to the special teams kick-dice-roll.
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Place two offense play cards for the Fliip.
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Freeze the offense and defense personnel.
Pass Offense
OFFENSE GAME SKILL
Change an interception to an incompletion.
Roll 9 or higher and change outcome to incompletion.
Roll 8 or lower and the interception stays.
Use for the entire game while on offense.

Example below: Interception changes to an incompletion.
Run Offense
OFFENSE GAME SKILL
Change a fumble to a no-gain.
Roll 9 or higher and change outcome to no-gain.
Roll 8 or lower and the fumble stays.
Use for the entire game while on offense.

Example below: Outcome remains fumble (dice too low).
Pass Defense
DEFENSE GAME SKILL
Change a TD pass to an incompletion.
Roll 11 or higher and change outcome to incompletion.
Roll 10 or lower and the touchdown stays.
Use for the entire game while on defense.

Example below: Outcome remains touchdown (dice too low).
Run Defense
DEFENSE GAME SKILL
Change a TD run to a no-gain.
Roll 11 or higher and change outcome to no-gain.
Roll 10 or lower and the touchdown stays.
Use for the entire game while on defense.

Example below: Touchdown run changes to a no-gain.
Strength Receiver
OFFENSE POSSESSION SKILL
Add two yards to pass completions for a gain.
No skill-dice-dice roll required.
Does not apply to incompletions and sacks.
Use for one offense possessionand then discard.

Example below: Outcome remains incompletion (skill is not matched to this Fliip outcome).
Strength Runner
OFFENSE POSSESSION SKILL
Add two yards to runs for a gain.
No skill-dice-dice roll required.
Does not apply to runs for no-gain and TFLs.
Use for one offense possession and then discard.

Example below: Run of 8 becomes 10 yards.
Speed Receiver
OFFENSE POSSESSION SKILL
Double the yards from pass completions for a gain.
Roll 11 or higher and double the yards.
Roll 10 or lower and the yards do not double.
Does not apply to incompletions and sacks.
Use for one offense possession and then discard.

Example below: Completion of 8 becomes 16 yards.
Speed Runner
OFFENSE POSSESSION SKILL
Double the yards from runs for a gain.
Roll 11 or higher and double the yards.
Roll 10 or lower and the yards do not double.
Does not apply to runs for no-gain and TFLs.
Use for one offense possession and then discard.

Example below: Outcome remains 11 yards (dice too low).
Pass Cover
DEFENSE POSSESSION SKILL
Change an incompletion to a loss of two yards.
No skill-dice-dice roll required.
Does not apply to completions for a gain or SACKs.
Use for one defense possession and then discard.

Example below: Incompletion becomes loss of 2 yards.
Run Tackler
DEFENSE POSSESSION SKILL
Change a run for no-gain to a loss of two yards.
No skill-dice-dice roll required.
Does not apply to runs for a gain or TFLs.
Use for one defense possession and then discard.

Example below: Run for no-gain becomes loss of 2 yards.
Pass Blitzer
DEFENSE POSSESSION SKILL
Double the negative yards on a sack.
No skill-dice-dice roll required.
Applies only to sack outcomes from the Fliip.
Does not create a sack.
Use for one defense possession and then discard.

Example below: Loss due to sack doubles to 12 yards.
Run Blitzer
DEFENSE POSSESSION SKILL
Double the negative yards on a tackle-for-loss.
No skill-dice-dice roll required.
Applies only to TFL outcomes from the Fliip.
Does not create a TFL.
Use for one defense possession and then discard.

Example below: Loss due to TFL doubles to 4 yards.
Kicker
PLAY SKILL
Add 3 to the kick-dice-roll.
No skill-dice-roll required.
Use for one play and then discard.
Can be used by the kicking team.
Kick-off, or punt, or field-goals.

Example below: Kick-dice-roll of 7 becomes 10. Field-goal attempt from the 37 is good!
Penalty
PLAY SKILL
Charge a 10 yard penalty to you opponent.
Roll an 11 or higher and 10 yards is assessed.
Roll 10 or lower and there is no penalty.
Use for one play and then discard.
Can be used prior to a play by offense or defense
(pre-Fliip or prior to the kick-dice-roll).
The down is not affected
(unless the penalty creates a first down).
Penalty yardage reduced to half-the-distance to the goal
(within the 20-yard-line).

Example below: Offense uses penalty skill and rolls dice. A 10-yard penalty is assessed against defense.
Skills Details.
Go to the Skills Details section to learn all about how to include Skills in your game-play.