Clash Yard

Clash Yard

Football is how this world settles its arguments. Build a team, call the plays, and win your way from a small island toward the First Yard.

Out now on theApp Store Coming soonGoogle Play

How it plays

Clash Yard is American football, flag football and an RPG in one. It is quick to pick up, with a great deal to dig into.

Build a team that is yours

A Slinger throws, a Crusher tackles, a Vanguard runs things down. Each type is good at different things. Choose them, grow them, and decide which position each one plays. That decision is how your side plays.

Play a match with one finger

Five on five. Call the play in the huddle, and the rest is one finger: drag to throw, flick to run, or steer with an on-screen controller if you prefer. Catching, blocking and tackling take care of themselves, and the rules are plain enough to enjoy without ever having followed American or flag football.

Live the story

The players are not simply playing matches. Every player, every coach and every side across from you has a reason for standing there. Their stories cross against a much larger world, and the story you make as you go is your own. This is where the RPG lives.

Keep the team ready

Stamina drains while a player is on the field. A tired player slows down, and one who runs out is far weaker and gets hurt more easily. Use an item, or rest them: an empty player is back to full in about six hours, and their page shows how long is left. That makes who you put on the bench matter as much as who you start, and sometimes the best move is to close the game and give them time. Your call decides the next match.

Grow your team and players

Your team and your players each carry a level. Players earn XP from what they do on the field, and a win pays more than a tie or a loss. Each level-up adds two points to a stat you choose. Team XP works differently: it is paid only on the match that clears a stage, once per stage, and more when you clear it at the first try. Each team level brings a rare item or unlocks a new feature.

What a type is

A type is the closest thing this world has to a lineage. It is what you are born as. Each one comes into Clash Yard suited to some parts of it and not others, so play them where they belong.

6 types to begin with, and the road may yet introduce you to others.

Fighter

All-rounder

Fighter

Fighter is a dependable all-rounder on either side of the ball. Steady in any position but quarterback (#2), and a good snapper besides, which makes center (#1) an easy call.

Two-way pick for offense or defense. Best at #3, the RB/TE.

Throw
10
Speed
60
Catch
60
Catch Area
30
Block
50
Tackle
40
Size
60
Durability
50
Stamina
40

These are level 1. Each level-up adds two points to one ability of your choice. Size is excluded, abilities cap at 99, and level caps at 50.

How a match works

Clash Yard takes its elements from American football and flag football, then tunes them to a phone screen and a match you can finish in a few minutes.

The TEAM page: the eight active players, with the starters set

Your roster

From the players you own, you pick eight as the active roster for a match. You can hold ten players, and buy your way up to fifty.

Anyone left outside the eight earns no XP from the match.

Only five take the field at a time, so you choose five starters for offense and five for defense. The same player can start on both, at the cost of far more stamina.

The rest wait on the bench for a teammate who tires or gets hurt. A player who never comes on still earns a little XP when the match is won (quests aside).

To swap players, long-press a card on the TEAM page and drag it.

On offense

  1. Choose your starters

    Choose your starters

  2. Pick a play call from your playbook

    Pick a play call from your playbook

  3. Before the ball crosses the scrimmage line, drag anywhere outside the white ring and the throwing guide appears. Take your aim, lift your finger, and the ball is away

    Before the ball crosses the scrimmage line, drag anywhere outside the white ring and the throwing guide appears. Take your aim, lift your finger, and the ball is away

  4. Flick the white ring around the ball carrier to change where they run. Once the ball has crossed the scrimmage line, a flick anywhere on screen steers them

    Flick the white ring around the ball carrier to change where they run. Once the ball has crossed the scrimmage line, a flick anywhere on screen steers them

  5. Catching, run-after-catch, blocking and the scramble happen on their own

    Catching, run-after-catch, blocking and the scramble happen on their own

Prefer a controller? Choose CONTROLLER when stage 1-01 asks how you want to run, or switch Run control any time in SETTINGS ▸ GENERAL. The runner follows the controller and keeps going the same way when you let go, and a drag anywhere on the field aims the throw.

On defense

  1. Choose your starters

    Choose your starters

  2. Pick a defensive call from your playbook

    Pick a defensive call from your playbook

  3. Pursuit, tackling, interceptions and the return happen on their own

    Pursuit, tackling, interceptions and the return happen on their own

  4. Tap a defender and you take direct control of them

    Tap a defender and you take direct control of them

  5. Man coverage, zone, blitz, rush: the more defense you learn, the better the game gets

    Man coverage, zone, blitz, rush: the more defense you learn, the better the game gets

The rules, briefly

Five on five
A field shaped exactly as the international flag-football rules draw it, five a side. The offense lines up below the line of scrimmage and the defense above it, and neither may cross it until the ball is snapped.
Taking ground
You move the ball by running with it, or by throwing it and making the catch. Four downs to cover the twenty yards to a first down, then twenty-five more to reach the goal.
Ending a play
The play stops when the ball carrier is tackled to the ground. An incomplete pass or a carrier stepping out of bounds ends it too, among others.
Pass and run
A pass can only be thrown while the passer is below the line of scrimmage, and only forward. Real American and flag football allow one forward pass per play. Here, until the ball crosses the line, a player who catches a pass below it may throw again. A run can start anywhere after the snap, and whoever holds the ball below the line can pass, so a handoff can still turn into a throw. A receiver who catches the ball beyond the line keeps running.
Rushers and blitzers
The only defensive positions allowed to cross the line of scrimmage and pressure the ball carrier are the rusher and the blitzer. An edge rusher (ER) starts close to the line, and the offense can block them. A blitzer (BL) starts seven yards back and cannot be blocked at all for about seven seconds, or until the ball is thrown.
The no-run zone
Snap from inside the last five yards and the carrier cannot run the ball across the line of scrimmage. Either catch a pass beyond the line and run on from there, or catch it in the end zone. Near the goal, throwing is the only way.
Hyper Skills
Every player has two Hyper Skills, one for offense and one for defense, set by their type. Nobody knows when one will come, not even the player. If an aura lights up at a player's feet right after the snap, that is the chance, and only one player can light up per play. When the moment comes during the play, the skill fires by itself. While the aura shows, the game moves that player for you, though a lit passer still throws when you choose. Your opponents have Hyper Skills too.
Scoring
  • 6 Touchdown
  • 1 or 2 Conversion (your choice of one or two)
  • 2 Safety
Winning the match
A normal match gives each side one possession, and the higher score wins. Special formats run to two drives or three. In quests and in some matches, you are asked only to score, or only to stop. A tie also clears most stages, but some deciding matches have to be won.
END ZONE END ZONE 20 25 25 yd wide GOAL FIRST DOWN LINE OF SCRIMMAGE
A drive starts on your own five. Four downs to reach the line to gain, then the goal.

A gentle world, a game to feel safe in

In a world that settles its quarrels at the Clash Yard, nobody carries a weapon, no blood is spilled, and nobody dies over a difference of opinion.

There are no ads either. There are things to buy, but we try never to push them on you, and we steer clear of gacha-style mechanics that play on the urge to gamble.

Clash Yard aims to be a game that anyone can play with peace of mind.

  • No weapons
  • No blood
  • No ads
  • No gacha

Play anywhere

Clash Yard plays wherever you happen to be.

  • Plays offline

    It plays just the same with a poor connection or in airplane mode.

  • Saves to the cloud

    Progress backs itself up whenever you are online. Link your Apple account in SETTINGS and it follows you to your next iPhone or iPad.

  • iPhone or iPad

    It plays on iPhone and iPad, and the iPad's larger screen is put to use.