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Flooping

Flooping Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Components
  • Set up
  • Playing the Game
    • Ready for takeoff!
    • LANDING
    • Position the new card according to your score and in a way you can read it.
  • Challenges
  • End of the game

Goal of the Game

Score the most points by landing on the cards spread on the table after you completed the required aerobatics.

Components

  • 4 BuzzPlane rings (1 green, 1 yellow, 1 orange, 1 blue)
  • 50 cards
  • 4 Take off Cards (1 green, 1 yellow, 1 orange, 1 blue)

Set up

Each player is given a BuzzPlane Ring paired with its Take off Card.

You each place your Take off card face up in front of you and slide the ring on your forefinger.

The playing cards are then shuffled and placed in a pile, Landing face visible (each card had a Landing face and a Challenge Face).

Display 8 cards randomly in the center of the table, Landing face up.

The younger player starts the game.

Playing the Game

Ready for takeoff!

All players start with the same Challenge as indicated on their Take off card.

You must land on one of the cards displayed on the table, after flying a loop with your eyes closed (or placing one hand in front of them).

Instructions: press your forefinger with the Buzzplane on your chin, carefully scan the cards and then close your eyes (or hide them behind your other hand). Then try to land on one of these cards after completing the required aerobatics.

The first player is ready for Takeoff.

The game then plays clockwise.

LANDING

On the Landing side of the cards, you will see the Buzzplane's favourite spots. However, some of these spots will bring you more points than others, or even no points at all!

If you land outside the card, no point is taken and you will meet the same challenge in the next turn.

The next player can take off and take on the challenge given on the card in front of them.

When you complete your challenge, you win the number of points indicated on the landing zone. You collect the card and place it, Challenge face up, in front of you, and so that you can read the number of collected points. If you have collected points before, you place the newly won card in a pile on top of the cards you already have, in front of you.

Position the new card according to your score and in a way you can read it.

You will have to take on the Challenge displayed on this card in the next turn.

A new card is set in the center of the table in place of the card you just won and the next player can take off.

Important: if you land right on the line between 2 zones, you will win the points from the zone with the less points.

Challenges

There are 6 separate challenges which you have to meet on your way to the landing zone:

  • Vertical loop: fly a vertical loop in front of you.
  • Horizontal loop: fly a horizontal loop in front of you before landing. Fly a horizontal loop in front of you before landing.
  • Zig Zag: do a zig zag.
  • Fight plan with a stop-over: land on a first card; wait for other players to approve your landing, then take off again towards a new card (you only win at the end).
  • Duel: pick another player, then pick a card you will both have to land on. At the sign from a third player, both of you try to land on the card. The player with the most points wins.
  • Joker: pick one challenge amongst these: loop, turn, zigzag.
  • Nosedive: start from the top of your head, dive straight down to the card.

Editor's note: the printed English text says "There are 6 separate challenges" but lists seven entries above, the "Horizontal loop" entry repeats its second sentence, and the stop-over entry is printed as "Fight plan with a stop-over". All are transcribed as printed; none has been corrected.

End of the game

The game is over as soon as one player has collected 15 points, therefore winning the game.