Flip
Flip Rulebook
Table of Contents
Table of Contents
Components
- 50x Personality Cards (each card has a number from 1 to 50, a Strength side and a Weakness side)
- 16x Situation Cards
- 5x Personality Type Cards
- 6x Flip Envelopes
- 100x Sheets of Flip Note
Note: The Strength side of the cards should not be seen during play.
Personality Type Card
The Personality Type Card is printed with a "Cappuccino Type" heading and the following User Manual (How to Use) panel:
- User Manual (How to Use):
- Ask for assistance.
- Share your interest.
- Give words of compliment and encouragement.
- Smile and show your agreement.
Game Modes
The game has four modes, each with its own set of rules:
- FAKE & MAKE GAME (3 to 6 persons, Round 1: 20+ minutes, Round 2: 10+ minutes). The two rounds are meant to be played consecutively.
- STORY & MAKE GAME (4 to 6 persons, 30+ minutes).
- PICK & MAKE GAME (2 persons, 15+ minutes).
- Personality Type & Explanation (a personality analysis based on the card numbers a player picks).
FAKE & MAKE GAME
Object of the Game
Players share personal episodes about their personality, find strengths and weaknesses, and get to know each other. The game is divided into two rounds. It is strongly recommended to play both rounds consecutively.
Round 1 Setup
- Hand each player a sheet of Flip Note.
- Make all Personality Cards into a pile and put the Weakness side face up.
- One player becomes the narrator.
- Deal each player a specific number of cards:
- 3 players: 15 cards
- 4 players: 12 cards
- 5 players: 10 cards
- 6 players: 8 cards
Round 1 Play
- Each player picks one Weakness card from their hand and passes the rest to the right. Do this process six times.
- Each player must pick five real weaknesses that he or she has and one weakness that is not true.
- Put the remaining cards aside for the second round.
- Players open the six cards in front of them.
- Starting with the narrator, pick three out of the six cards in front of you and tell stories about them. The narrator can pick three of the real weaknesses, or two real weaknesses and one fake one.
- The narrator describes specific experiences related to the three weaknesses. If there is a fake card, the narrator should make it seem like a real one.
- The stories can be told separately or interwoven altogether.
- All other players mark on their sheet whether they think the stories were all true or included a fake one. If you don't want to make a guess, leave that section blank.
- The round ends when everyone has played the narrator once.
- Now it is time to make a confession. If there was a lie, let the others know.
Round 1 End of the Game
After the phase, the game ends.
- 3 points for each guess you made correctly.
- -2 points for each guess you made wrong.
Write down the scores on the sheets.
Round 2 Setup
- Among the six cards in a player's hand, return the fake weakness card back to the pile.
- From the pile, take a new Weakness card that is actually your true weakness.
- Take an envelope and put the six cards in as shown in the picture of the manual. The Weakness side should face the back of the envelope.
- Shuffle the envelopes and randomly distribute one to each player.
Round 2 Play
- Start from the first narrator of the first round and take the cards out of the envelope he or she has.
- Note: When you pull out the cards, be careful not to show the back of the cards, which is the Weakness side.
- Starting with the narrator, read the Strength side of all six cards to the other players.
- Other players guess whose strengths they are and write the person's name on their sheets.
Round 2 End of the Game
After the phase, the game ends.
- Starting with the narrator and moving clockwise, look at the cards on the Weakness side and reveal who they belong to.
- 4 points for each guess you made correctly.
- -2 points for each guess you made wrong.
- -5 points if you failed to guess your own cards correctly.
Add up the scores from the previous round. Whoever has the most points is the winner.
STORY & MAKE GAME
Object of the Game
This is a team building game that shows how each other's strengths and weaknesses affect cooperative situations.
Setup
- Shuffle and stack the Situation Cards in the middle, face down. Players may select ten specific Situation Cards that suit their situation to play.
- Each player starts with six Personality Cards in hand.
- If you have not played the FAKE & MAKE GAME yet, refer to the setup and play phase of the FAKE & MAKE GAME and draw six cards.
Play
- Open a Situation Card from the deck.
- Each player picks a Personality Card that might help with the situation and puts it down on the table, revealing either side.
- The player who took the Situation Card discards the card that was just played. That card cannot be played again.
- Each player tells how the strength or the weakness would be helpful in the situation.
- When everyone has finished, count "one, two, three" and, at the same time, point at the card with the most persuasive story.
- The player who earned the most votes takes the Situation Card. In case of a tie, play rock-paper-scissors and the winner takes the Situation Card.
- The player who took the Situation Card discards the card that was just played. That card cannot be played again.
- The other players take their cards back to their hands. Those cards can be played again.
End of the Game
Play eight rounds, sum up the stars on the Situation Cards, and multiply the total by two. The player with the highest star count claims the victory.
PICK & MAKE GAME
Object of the Game
Players compare how they look at themselves and how the others look at them, to find out their personalities.
Setup
- Put the Personality Cards in the center with the Weakness side face up.
- One player becomes the protagonist and the other becomes the guesser.
Play
- The protagonist opens the top five cards from the deck and arranges them on the table.
- The protagonist and the guesser each think of two weaknesses that are the closest fit to the protagonist's personality. Write the numbers of those cards on the sheets. Even if they are not your own weaknesses, you must pick the two closest.
- Once everyone has finished writing, take those cards and set them aside in a pile.
- Repeat the phase [ ] and [ ] ten times, until the deck runs out.
- When all guessing is done, compare the two sheets. The guesser scores one point for each guess he or she made correctly.
- Change roles and play again.
End of the Game
After each player has played both roles, the game ends. The player with the higher score wins.
You can analyze your disposition through the sheet you played with. It is also fun to look at the differences between how you see yourself and how the other person sees you.
Personality Type and Explanation
There are numbers (1 to 50) written on each Flip card. Pick a card that you think suits your personality the most. Playing a game that analyzes personalities, ten cards in numerical order fall into the same category. Check which range group includes the most of your cards. Your personality is then compared with a type of coffee.
Cards 1 to 10 (RED): Espresso Type
As strong as espresso, you have a strong sense of responsibility and leadership, and you love systematic and regulated situations. If you can be a little more generous to others and to yourself, your strong taste will be more charming.
Cards 11 to 20 (YELLOW): Cappuccino Type
As the soft froth and aromatic cinnamon add flavor, your warm heart and thoughtfulness make you attractive. But as too much milk spoils coffee, do not let your interest in others and desire for recognition run over.
Cards 21 to 30 (BLUE): Iced Coffee Type
You are like iced coffee, which cools off the heat of the summer sun. You have the power to think rationally and objectively. But if you put too much ice into your thinking, people will think you are cold-hearted instead of rational and organized.
Cards 31 to 40 (PURPLE): Macchiato Type
Like a macchiato, with caramel syrup poured on top of a latte, which makes an unusual and unique flavor, you are one very unique person. You are sociable and creative, and you like new stuff. But be cautious about your impulsive and wild side going over the fence, because no one will be able to handle that.
Cards 41 to 50 (GREEN): Decaf Type
Like caffeine-free decaffeinated coffee, you are hard to get to know. You are gentle and kind enough to get along well with others, but if you are too passive and dependent, some people might not know you exist.