+2
The +2 card must match the current colour. The next player receives two generated cards and loses their turn.
THE FIELD GUIDE TO FRIENDLY SABOTAGE
The quick rules, the familiar numbers, and every piece of chaos in the game.
SIX THINGS TO KNOW
Easy to start. Increasingly difficult to explain to your family.
Everyone starts with eight cards by default. The host can choose a different starting number before the game begins.
On your turn, play a card that matches the colour or number on the table. Action and special cards have their own rules.
Don’t want to play, or can’t? Pick up one card instead. Your turn ends and play moves on.
If you play an action or special card, do what it says before the next player takes their turn.
Floop has no fixed deck. Whenever someone needs a card, a new one is generated using the room’s chaos level.
Put down all of your cards to win. The first player out takes first place, and everyone else keeps going to fill the leaderboard.
THE SENSIBLE ONES
Numbers 0–9 come in red, blue, yellow and green. Match either the colour or the number shown on the current card.
CONTROL THE TABLE
Action cards always make up 20% of generated cards. They change the turn, the colour, or somebody’s hand.
The +2 card must match the current colour. The next player receives two generated cards and loses their turn.
The -1 card must match the current colour. The next player randomly loses one card.
Reverse the direction of play. It can be played on any colour or value.
Play at any time and choose the colour that continues the game.
HERE COMES THE TROUBLE
Special cards are wild: play them on any colour during your turn. Their frequency rises with the room’s chaos level.
Shuffle all active players’ cards together, then deal them back while preserving every hand size.
Every active player with cards, including you, gives up one random card. Shuffle those cards, deal one back to each player, and see the card you received.
Each other active player may have one random unpoisoned held card poisoned. Playing one still works, then its holder picks up two.
Skip your next turn and choose another player to skip their next two turns.
Test a random card against the game’s threshold. Succeed and you may play up to two legal cards on each of your next two turns.
Challenge another player to a secret best-of-three Rock, Paper, Scissors showdown. First to two wins; a level Duel moves no cards. The loser takes half of the winner’s cards, rounded down.
Randomly discard half of your remaining hand, always rounding the number discarded down.
Choose three cards to look at from an opponent’s hand. They are revealed to you for three seconds.
Steal from a chosen opponent. Pick a card you checked earlier, or take one at random.
Choose another active player and give them up to two cards selected from your hand. If fewer remain, give what you have.
Pet the moving kittens before time runs out. Miss them and you pick up a card.
Pass every card remaining in your hand to the next player in the current direction. It does nothing as your final card.
ENOUGH READING