How to Play Flickland
Flickland is a turn-based land-grab game. On your turn you flick a go-stone to leave your own land and return; everything inside your trail becomes yours. Whoever claims the most of the field wins. Here is the full rule set.
▶ Play now1. Place the stone
When your turn starts, click (or tap) inside your own land — usually along its border — to drop the go-stone. Before your first flick you can re-click to move it anywhere in your territory.
2. Flick up to three times
Pull the stone (or its launch handle) back, opposite to where you want it to go, then release — the stone launches in the opposite direction, like a slingshot. The farther you pull, the harder it flies (up to a cap). You get up to three flicks per turn.
Leave your land and come back: everything enclosed by your trail becomes yours. You fail the turn if you:
- leave the playable map boundary,
- cross your own trail (while outside your land),
- pass all the way through your own land and out the other side, or
- touch or enter an opponent’s land.
Stopping back inside your own land after at least one flick is a successful capture.
3. Use the one-span (한뼘) rule
After a successful capture you may extend your territory once with a one-span ruler. Press near any of your land borders to raise the ruler, then grab its rotate handle and turn it. When the ruler, your land, and the map edge seal off an area, that whole pocket turns green — release the handle to claim it. This mirrors the traditional hand-span measure used in ttang-ttameokgi.
4. Win
Be the first to capture enough of the field: 50% in a 2-player game, 40% in a 3-player game.
Maps, grounds, and map rules
Pick a map shape (square, circle, pentagon, hexagon, or random) and a ground texture — each ground has its own friction, so the stone rolls farther on asphalt or tile and stops sooner on sand. Optional map rules layer extra physics and visuals onto any territory game:
- Reflex walls: short cushions inside the map that bounce the stone (not a foul) — bank shots like a pool table.
- Terrain patches: irregular patches of a different ground (ice, mud, sand) that change friction where the stone rolls over them.
- Wind: a steady, map-seeded breeze that curves the stone’s flight; drifting leaves and dust show its direction.
- Fog: the field is hidden except around your stone and your own land — you scout as you play.
All game modes
Flickland has eight game modes. Land-grab modes share the flick-and-return core above; the special modes change the goal. Most modes also keep the one-span rule unless noted.
Land Grab Practice
Practice against a bot with no time limit. The predicted-stop guide (the Scope) is on, so it’s great for learning your aim. Win by claiming enough of the land. (Versus bot only.)
Land Grab (Classic)
Claim the most land first to win — 50% with 2 players, 40% with 3, no time limit. Playing solo (1 player) turns it into a time attack: the clock starts on your first flick, and your time and turn count at 50% become a per-map best.
Time Attack
20 seconds per turn — flick in time. Claim the target share of the land to win, or, when the overall game timer runs out, the territory leader wins on time.
Item Battle
Pick up “?” boxes on the map by crossing them with your trail. Items include Flick +1 (an extra flick this turn), the Scope (turns on the predicted-stop guide), and three Fixed Range items (short / mid / long) that launch the stone a set distance so your pull strength is ignored. Win like Classic by claiming enough of the land. (Local play only.)
Target Match (gwanyeokjeon)
Territory plus precision. Land the stone on an archery-style five-ring bullseye for bonus points; a hit target disappears and a new one appears. Your “effective share” — land percentage plus the target bonus — is what counts, and reaching the goal share first wins. (Local play only.)
Flag Capture
Break through the maze walls and surround the far-corner flag with your land to win instantly. If the overall time runs out, whoever is closest to the flag wins. This mode has no span rule — after you capture, the turn passes to the next player right away. (2 players.)
Stronghold Battle
Surround and capture your own colored strongholds scattered across the map with your land; capture all of yours to win instantly. Surrounding an opponent’s stronghold is a foul — that turn’s gain is voided. When the overall time runs out, whoever captured more strongholds wins; on a tie, the larger territory wins. No span rule.
Maze Time Attack
Bounce through a rounded-block maze with pinball physics to reach the goal on the far side. Your finish time is measured for a best record. Play solo (beat your own time) or against a bot / locally (fastest finish wins). No span rule.