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
ACTUAL PRODUCT SOURCETeacher guide preview
4corner teams
5 secdecision huddle
60 secpractice raid
1 / 3 / 5flag modes
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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 steps below come directly from the teacher-facing source material for this Fix.

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.

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TEACHER RESOURCES

KEEP THE SOURCE
HANDY.

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

GUIDE

FLAGSHIFT Teacher Guide

Complete two-team setup, turn loop, controls and classroom guidance.

Open resource ↗
QUICK RULES

Student Quick Rules

A fast rules reference for the two-team edition.

Open resource ↗
SIX-SQUAD GUIDE

Six-Squad Teacher Guide

The six-squad version with North, Centre and South squads.

Open resource ↗
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

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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
USE IT FIRST

IF IT HELPED,
YOU DECIDE WHAT IT WAS WORTH.

Use the real product first. If it earns a place in your day, support the work afterward. If paying is not right for you, keep using it anyway.

Pay what it was worth ↗
WE TRUST TEACHERS.No trial clock. No subscription gate. No suggested price. The work goes first.