The Fixes ProgramTHE FIXES PROGRAM™
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ONE SCREEN · THE WHOLE CLASS PLAYS

SCHOOLYARD STRATEGY.
FIVE-SECOND DECISIONS.

A schoolyard capture-the-flag strategy game for ages 7–12. The screen runs the random wheel, five-second decisions, movement, prison, rescues, flags and scoring while classroom corners make the choices.

FLAGSHIFT™ teacher guide
PRODUCT COVERTeacher-facing overview
4corner teams
5 secdecision huddle
60 secpractice raid
1 / 3 / 5flag modes
WHY THIS EXISTS

PRACTISE THE
HARD MOMENT.

Whole-class strategy games often turn into one student controlling the mouse while everyone else watches.

THE PROBLEM

Whole-class strategy games often turn into one student controlling the mouse while everyone else watches.

Teacher time disappears when the same moment has to be re-explained in real time.

THE FIX

Physical classroom corners make the decision together; the screen handles the shared board, turn selection and consequences.

The classroom version handles the structure so the teacher can supervise the room instead of operating another complicated system.

HOW IT RUNS

SAY LESS.
LET THE SYSTEM HELP.

The classroom round isolates the decisions that usually create arguments outside: where to move, when to stop and how to restart after a close call.

01 · SPIN

SPIN

A true random wheel selects the next free corner.

02 · HUDDLE

HUDDLE

That corner gets five seconds to point to one legal move or choose Block.

03 · MOVE + WATCH

MOVE + WATCH

One action moves the runner and the playground announces tags, rescues, steals, prison or scoring.

TEACHER RESOURCES

KEEP THE SOURCE
HANDY.

Teacher-facing guides and support files stay here. The classroom launch remains a separate clean route.

CLASSROOM-SAFE DELIVERY: The launch route below does not load AdSense, Stripe, the Teacher Time Receipt or the teacher analytics layer.
USE IT WHEN

THE MOMENT ARRIVES.

whole-class strategy · team decisions · bonus time · indoor movement · ages 7–12

SIX-SQUAD EDITION

SIX SQUADS.
ONE SHARED BOARD.

Solar and Volt each split into North, Centre and South. The random six-section wheel selects one free squad at a time.

FLAGSHIFT Six-Squad teacher guide
READY TO RUN

More voices. Same simple loop.

Use the same five-second decision structure with six classroom zones.

Launch Six-Squad ↗

CLASSROOM SIDE

THE NEXT CLICK
RUNS THE FIX.

Open the classroom version full-screen. No advertising or payment prompt is loaded there.

Launch two-team FLAGSHIFT ↗
CLASSROOM ROUTE · AD-FREE
Strategy before movement

FLAGSHIFT is a shared decision game: the class should be thinking faster than the teacher is explaining.

The projected board compresses a capture-the-flag style problem into short choices. Teams get only a few seconds to decide, which makes communication and trade-offs more important than a long perfect plan. The screen carries the turn order and state so the teacher can watch whether teams are actually making decisions together.

Explain the objective once

Students need to know what counts as progress, capture, prison and rescue before the first serious choice. After that, let the repeated turns teach the structure.

Keep the five-second decision real

A short window prevents one student from running every discussion and keeps the game moving. If a team needs longer every turn, simplify the language or roles rather than extending the whole game.

Use it when disagreement can stay playful

If teams are already struggling with conflict, choose a more cooperative format first. Strategy is useful only when students can accept a shared decision and move on.