Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






@Pajamas, your house rule is a very interesting addition to the game. As for having a larger board or a larger goal area, I've considered that, and there were boards with larger goals in the past. The main issue I ran into was that with a larger goal, it was very easy to make cross-field goals, which I didn't like much. I may revisit the idea now that I know what works and what doesn't, especially if I made a larger board. I've considered making an "advanced" board for a while, for people who have really gotten into the game and broken it down into a meta where the original board doesn't hold up as much.
I really love the back and forth of the game, and it is so open to tons of meta and strategy. My group disliked that if the ball got close, but the opponent could not kick it, then the defender could just force all his balls out, so he could reset his defense the next turn. So we implemented a house rule. If you self out a piece of your own, three times, during a period, you are forced to pass. This forced us to be WAY more accurate with our flicks all around, and it broke up the game play a bit forcing us to keep defenders and spread out our team.
I really feel the board needs to be larger, and you need a larger goal area. Opening up the play area is honestly the only request I could make at this time, everything else seems wonderful!
I'll do it for the 3-way game too. Btw, does it mean we won't see a 4-player Flickball?
Suggestions: The dice should change colors with scripting when their exhaustion tiles are flipped so that it's easier to see which dice can still move. Also, there should a button to flip back all the exhaustion tokens back to their rigth side up. And I'd remove like half of the codes on the dice so they're easier to see on the dice.
Would it be ok if i made a mod with those changes? I'd link to this mod and credit you
@Revso Having no table at all is actually one of the available tables you can choose in the Objects > Tables section of the menu at the top of the screen :) It's as simple as that, and then you can use whatever tables or lack thereof you desire.
I wanted to ask, how did you get it so the table vanishes? I've been wondering this for years!
And given football's long history of "interesting" plays, I'm sure they have a rule against... Foreign equipment *cough cough bad racism joke cough*.
Seriously though, while I haven't been able to get a game going yet, I grasped the rules after playing against myself in ~10 minutes. My only big confusion was the exhaustion system, but when I started playing, I realised "oh, you move each piece once before you can move again". I also missed the line about the black areas being out of bounds, which I might just ignore during a real game (the black traps limited how hard I could flick without going out of bounds, and I like flicking hard, at least when I was playing with myself, cough dicks cough).
I'll see if I can get an actual game going sometime soon. The concept alone is great, can't wait to try it out!