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
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- 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.