March 8, 2026
Description
This is an easy-to-print and use, sturdy fidget flipper toy, where you hold the body/frame of the toy in one hand (usually thumb and index finger), and flip the flipper with the other hand. It can be upright, and used to catapult small items (if you can get them to balance on the flipper), or, as was intended for this design, to be held flat on a table or desk top and the flipper flips forward like the swing of a baseball bat, striking various game pieces, described below. As such, it works well for being the flipper in the five additional games included with this model. A creative mind could easily come up with additional games, using the various pieces included herein.
The Fidget Flipper is designed in a minimalistic way to print fast and use minimal filament. It consists of three parts: 2 body part halves (identical), and one spring with integrated flipper arm. The spring is sturdy and should last a long time. Durability and strength of the spring will vary with the filament used. Print one set of the above parts for each Fidget Flipper that you want; if playing games, usually one flipper per player/team is good. To assemble, place the spring on one body half, then place the other body half on top, making sure that the sockets and post are aligned properly. See the attached assembly diagram.
These parts are designed to fit together tightly with a friction fit (no glue needed). You will likely hear a few clicks from layer lines rubbing against each other. The tolerances are intentionally very tight, which requires you to push them together with reasonable force -- you might need to tap them together with a hammer or mallet. The reason for making the connection so tight is to firmly hold the spring in place, without any rattling when the flipper is flipped. There are small notches on the ends of the body, to possibly allow for the halves to be pried apart with a small flat screw driver.
NOTE: The Fidget Flipper is designed to be flipped by pulling back on the flipper arm in the direction that tightens the spring. More power can be achieved this way. However, it can be flipped in the opposite direction, but with less power.
Unless otherwise noted under specific game piece descriptions, all components were printed with PLA, 0.4mm nozzle, 0.20mm layer height, 100% infill, with 3 walls/perimeters (sides and top & bottom layers), and no supports.
SHARED GAME PIECES
There are certain pieces that are shared by multiple games (Player Ring - Light, Player Ring - Heavy, and Bocce/Pyramid Bocce Target).
Player Ring - Light & Player Ring - Heavy:
As the names suggest, the light rings are lighter, the Heavy rings are heavier. This effects the distance and speed of travel, as well as the bumping force. You make the rules on which ones you will use.
Print two sets of 4 rings of each weight (Light & Heavy), with each set having a different color (different colors for different players/teams). More sets/colors can be printed for additional players/teams.
Bocce/Pyramid Bocce Target:
These targets are used for the Bocce style games; 1 for regular Bocce Ball and two more (3 total) for Pyramid Bocce Ball.
Unless you know that you won't play Pyramid, print three of these targets.
INDIVIDUAL GAMES, PIECE REQUIREMENTS AND GAME INSTRUCTIONS -- a .pdf of these game instructions is included as a downloadable file.
NOTE: The rules of the games can easily be modified to allow for more than two players. The game pieces can be used for different games, as well.
NOTE: The assumption is that the game is being played on a common desk or table top. It would be helpful to practice flipping rings before starting a game, to get a feel for how hard to strike the rings and in what direction the ring will go. Take some warm-up, practice flips.
BOCCE BALL:
Game Pieces: (4) Light or Heavy Player Rings for each player, (1) Target
Game Play: The goal is to flip rings closer to the target than the opposing player.
Players sit on the same side of the surface.
Target is placed reasonably far away from players.
Placing the flipper close to their edge of the table, the first player flips a ring and tries to get close to the target.
The second player then flips a ring, trying to get closer than the first player's ring, and/or to knock away the first player's ring or the target.
Turns (flipping a ring) alternate between the players, as long as after each flip the most recently flipped ring is closer to the target. A player keeps flipping rings until one is closer than the opposing player. If the first player's first ring flip is very close to the target, and the second player is unsuccessful at getting closer, or knocking the first player's ring away, it is possible for the second player to flip all four rings in a row.
Players continue flipping rings until they have flipped all of their rings -- this is the end of a "frame."
1 point is awarded for each ring to the player with the closest ring(s) to the target. It is possible for a player to earn up to 4 points in one frame.
Alternate which player starts each frame.
The game is over when a player or team has reached a predetermined score, such as 11, 12, 15, or 21.
Modify these rules however you like.
PYRAMID BOCCE BALL:
Game Pieces: (4) Light or Heavy Player Rings for each player, (3) Targets, and (1) Target Positioning Rack
The Target Positioning Rack can be printed with 15% infill.
Game Play: The goal is to flip rings inside the perimeter formed by the outside edges of the 3 targets, which are positioned in a triangle or pyramid (side view -- it sounded more mysterious)
Players sit on the same side of the surface.
Three targets are placed reasonably far away from players, in a triangle, using the Target Positioning Rack, with the bottom of the triangle facing the players, making the center of the triangle open to the players. The rack is only for setting up/positioning, and is removed before game play.
Placing the flipper close to their edge of the table, the first player flips a ring and tries to land the ring inside the triangle target perimeter.
NOTE: During a frame (all of the players' rings are flipped), the perimeter will change each time a ring strikes a target. Determining the perimeter and earned points occurs after the frame is completed.
To determine if a ring is inside the perimeter, players can eyeball it via line-of-sight, or they can use a ruler or straight edge to carefully touch the perimeter and see if it his the edge of the ring.
The second player then flips a ring, trying to place a ring inside the perimeter, and/or to knock away the first player's ring, or to change the perimeter by hitting a target.
Unlike regular Bocce Ball, turns (flipping a ring) alternate between the players, regardless of what happens with the previous player's flip.
Players continue flipping rings until they have flipped all of their rings.
1 point is awarded to players for each of their rings that are within the perimeter at the end of the frame. Each player may earn one or more points in a given frame.
Alternate which player starts each frame.
The game is over when a player or team has reached a predetermined score, such as 11, 12, 15, or 21.
Modify these rules however you like.
ON THE EDGE - Futbol/Football/Soccer:
Game Pieces: (1) On the Edge - Goal Post for each player, (1) On the Edge - Ring.
All of these pieces can be printed with 15% infill.
Game Play: Usually 2-player, facing each other on opposing sides of the surface (table, desktop, etc.); the goal is to flip the ring toward the opponent's edge of the surface, and to have the ring hang partially over the edge. 3 Points are awarded for accomplishing this. If the ring falls off the edge, the opponent gets one free kick and tries to make it through the goal post. If successful, the opponent earns 1 point.
Players sit on opposite sides of the surface.
NOTE: when it is difficult to determine if the ring has scored a goal (1-point or 3-point), the benefit of the doubt goes to the player who flipped the ring, and points are awarded.
The goal posts are set aside until there is a penalty.
Players flip the ring by holding their flipper flat on the playing surface, close to their edge (within a few inches)
The first player puts the ring 'in play' by flipping it into the middle of the surface. No points can be earned on the first flip.
Once the ring is in play, it is flipped from wherever it stopped on the previous flip. Players should be careful not to accidentally move the ring when getting ready to flip it.
After the ring is put in play, players try to score 3-point goals by landing the ring so that it is hanging over the opponent's edge of the surface, but not falling off.
NOTE: A contested scored 3-point goal can be determined by sliding the straight edge goal post perpendicularly against the edge of the surface to see if it hits the ring.
NOTE: Players may not bump, hit, jiggle, kick or move the surface in any way, in an effort to make the opponent's flipped ring teeter and fall off the edge of the surface. Nobody likes cheaters, so don't do it.
If the first flip goes too far and falls off the opponent's edge of the surface (resulting in a penalty), the opponent gets a penalty kick.
Penalty Kick:
The penalized player holds the goal post steady, in line and on the edge of the surface on penalized player's side. The goal posts have feet that allow the player to hold the post in place with two fingertips.
The opponent flips the ring from the opponent's side, attempting to send the ring across and through the goal.
A penalty flip is considered successful if it crosses the front plane of the goal post.
NOTE: There is no penalty if a penalty flip goes off the edge of the surface.
If the penalty flip goes in the goal post, the opponent earns 1 point.
If the opponent is able to flip the ring in the goal post, AND the ring stops hanging over the edge, but not falling off, this special penalty kick earns the opponent 3 points.
After a player scores points, or misses a penalty flip, that player puts the ring in play, as described above.
The game is over when a player or team has reached a predetermined score, such as 11, 12, 15, or 21.
Modify these rules however you like.
CORN HOLE:
Game Pieces: (4) Light or Heavy Player Rings for each player, (1) Corn Hole board, and thin cellophane tape.
The Corn Hole Board can be printed with 15% infill.
Game Play: The goal is to flip rings at the Corn Hole Board and score points by having a ring fall in the hole (3-points), or stop on the board (1-point). The player or team that reaches a predetermined score wins.
NOTE: The slope of this board is 5 degrees, whereas, the slope of a traditional corn hole board is roughly 10 degrees. The 5-degree slope is necessary to stop the rings from sliding back to the bottom (in most cases). However, this shallow slope makes it so that rings that fall in the hole may land upright and partially protrude out of the hole. Players can make their own rules on how to address this when it happens. This happens more often with the Heavy Rings.
NOTE: this board has optional scoring lines, where 3, 2, 1, or 0 points can be earned:
Option 1: 3-Points: in the hole; 2-points: touching the first ring; 1-point: touching the second ring; and 0-points for all others.
Option 2: 3-Points: in the hole; and 1-point anywhere on the board above the horizontal line (~1/3 of the way up).
Option 3: Make up your own scoring.
Place the Corn Hole Board away from the players on the opposite side of the surface.
Tape down the front lip/edge of the board with thin cellophane tape (to help the rings glide over the front lip).
Player are on the same side of the surface, facing the board.
Players take turns flipping one ring at the board. They alternate turns until all eight of the rings have been flipped (a completed 'round').
Players' points for their rings are calculated. Games typically use "cancellation scoring" to 21 points, where only the net point difference between players/teams is added to the score each round. For example, if Player 1 scored 3-points and Player 2 scored 4-points, Player 2 would earn 1-point for the round (4-3=1).
The player/team that earned points in the previous round flips first for the next round. If no points were earned, then the player who started the previous round starts the next round.
Modify these rules however you like.
IN THE HOLE (Golf putting game, sort of):
Game Pieces: (4) Light or Heavy Player Rings for each player for cancellation and additive scoring, or (1) Ring for traditional golf scoring, (1) In the Hole Golf Hole, and thin cellophane tape.
The In the Hole Golf Hole can be printed with 15% infill.
Game Play: The goal is to flip rings at the In the Hole Golf Hole and score points by having a ring fall within the hole/circle (1-point), or to make ringer on the center peg (3-point). The player or team that reaches a predetermined score wins (15 or 21 points).
NOTE: This game can also be played with more traditional golf scoring, where 2-to-3 'strokes' (ring flips) are allotted per hole (play the same hole 9 or 18 times), and keep track of your golf score. For example, if Hole #3 is a 'Par 2', you have 2 flips to try to get the ring into the hole; with each subsequent flip being done from where the previous ring flip stopped. Players would keep track of their scores/strokes/flips, and compare the total quantity of flips taken to the total allotted strokes allowed. The difference would be their score. The player with the lowest score would win.
Place the In the Hole Golf Hole away from the players on the opposite side of the surface.
Tape down the internal ribs of the hole to keep it fixed in place (see attached diagram).
Players are on the same side of the surface, facing the hole.
Players take turns flipping one ring at the hole. They alternate turns until all eight of the rings have been flipped (a completed 'hole').
Scoring can be done by cancellation, or simple addition, or traditional golf scoring. You decide. However, with regular golf scoring, players will only use one ring for a hole, and flip the ring from where it stopped on the previous flip (if after the first flip). With cancellation or simple addition scoring, all rings are flipped from the players' edge of the surface, or close to it.
After a predetermined quantity of holes (usually 9 or 18), the winner is the player with the highest score (cancellation or simple addition scoring), or the Player with the lowest score (traditional golf scoring).
Modify these rules however you like.
License:
Creative Commons — Attribution — Noncommercial — Share Alike