Q: I can't decide which offense or defense play card to pick. How should I decide?
A: Try adopting the following styles for a simple easy game-plan.
- Use a conservative style on offense by picking conservative plays about 75% of the time. Mix in all personnel and an even split of runs and passes.
- Use a personnel matching style on defense by picking Run-Stop personnel when the offense is in Power, Base personnel when the offense is in Base, and Pass-Stop personnel when the offense is in Spread. Stay conservative most of the time and mix in various focus areas.
These are great ways to get started. You can switch to other styles as the game goes on and you react to the other player. Refer to the Game Plans
page for more details.
Q: Can I try to figure out the best defense play-card to use against a given offense personnel and always use that defense play?
A: You can try but it will not work. When your opponent on offense selects their play-card and places it face-down you will know their personnel but you will not know which of four possible plays they have selected. So for any given combination of offense personnel and a specific defense play-card there are four possible outcomes. Fliip is designed such that each set of four includes at least two outcomes which are good for the offense and at least one outcome which is good for the defense. If you always select a given defense play-card against a given offense personnel then the offense can counter by selecting the specific offense play-card which is most successful against your preferred defense play-card.
Similarly, for any given combination of a specific offense play-card and a given defense personnel
there are four possible outcomes. Fliip is designed such that each set of four includes at least two outcomes which are good for the offense and at least one outcome which is good for the defense.
Refer to the Coach's Clipboards found on the Extras section of this site for more information.
You can refer to the Pre-Snap Uncertainty
area found in the DETAILS section of this site for more information.
Q: Why not always select aggressive passes on offense since I could get a touchdown pass?
A: There is a balance of reward and risk. Each aggressive offense play-card has a chance to result in an instant TD but could also result in a turnover. Similarly, each aggressive defense play-card has a chance to result in a turnover but can also result in an instant TD.
Q: I picked a defense play-card which should be perfect against a given offense play-card but the outcome is still good for the offense. Why aren't all outcomes bad for the offense when I pick a great defense?
A: Fliip is designed to permit a range of outcomes from good to bad for each possible combination while matching statistics within the aggregate. So if you make a great defense personnel or play call you will do well in the aggregate but there are still a few outcomes that are good for the offense. Similarly, if you call an ill-suited defense personnel or play you will do poorly in the aggregate but there are still a few outcomes that are bad for the offense. We feel this matches real football which obviously does not have certainty of outcome for any given play but still produces aggregate outcomes that make sense on a relative basis.
For example, the conservative pass play "WR Slant" from the offense Spread personnel will gain on average 10 yards against Run-Stop, 8 yards against Base, and 4 yards against Pass-Stop defense personnel. So if you expect the offense to select this play then you will do best in the aggregate to use Pass-Stop defense personnel. However there still two good outcomes from this play for the offense against this personnel.
Similarly, the conservative run play "HB Off-Tackle" from the offense Base personnel will gain on average 3 yards against Run-Stop, 5 yards against Base, and 6 yards against Pass-Stop defense personnel. So if you expect the offense to select this play then you will do best in the aggregate to use Run-Stop defense personnel. However there are still two good outcomes from this play for the offense against this personnel.
Your choice of defense focus and aggressive-versus-conservative are also important to the play outcome along with your choice of personnel. Refer to the Coach's Clipboards
found in the Extras section of this site for more information.
Q: I got intercepted on my first few drives. How should I adjust?
A: Don't be too aggressive on offense until you get a feel for how the defense is playing. Start with one aggressive play for every three or four conservative plays and watch the defense.
Be careful about aggressive passes when you think the defense might be playing aggressive pass defense (or aggressive runs against aggressive run defenses). Page 7 of the 'Coaches Clipboard' shows plays to avoid these situations to reduce the odds of a turnover. If you notice that the defense just plays aggressive a lot then stick to mostly conservative plays and march down the field. Later on you can try an aggressive run play from your spread offense personnel (a somewhat unexpected play call) and you might run for a TD.
Another way of thinking about this situation is that match-ups of "irresistible force against immovable object" have a higher chance of a turnover than normal; particularly if the defense is aggressive. These match-ups are as follows:
- Aggressive runs in Power personnel against Run-Stop defense personnel.
- Aggressive passes in Spread personnel against Pass-Stop defense personnel.
These match-ups also include some very good yardage outcomes for the offense but do not include any immediate touchdowns. Mixing in unexpected plays (runs from Spread personnel and passes from Power personnel) will add the possibility of an immediate touchdown and discourage the defense from being aggressive.
Q: Why are the statistics in the game not exact
matches to the real statistics?
A: This is intentional as we've made a few adjustments to accommodate better and more balanced game-play. For example, the turnover rate is set higher than the real 2.4% statistic and at the immediate touchdown rate of 4.2%. This permits the balancing of risk and reward by pairing each immediate touchdown with a companion turnover. The game is as close as is reasonable to the real statistics while deferring to good game-play.