Mission Tickets and Selection Mechanisms
What is a mission ?

A mission is an exercise you need to accomplish in order to earn points. It can be anything pickup related from e.g. having to talk to a girl to stealing your buddy's women. Missions are the heart of this game and with proper selection they can determine the style and the difficulty of the game.
What is a mission ticket ?
A mission ticket is a message that tells you what mission you have to play, how the mission is played and how do you earn points out of it. Mission tickets can be either little papers that you keep in your pocket or electronical messages stored in your mobile phone. More on that later. Each time you want to read your next mission (pick a mission) you reach in to the mission pool (pocket or mobile phone folder) and pick randomly a mission ticket. You then read the mission ticket and find out what you have to do next.
What is the difference between a mission ticket and a mission (type) ?
A mission ticket is the message (electronic or paper) that announces a specific type of mission. You can have multiple mission tickets per mission type.
What is a mission pool ?
A mission pool is all the mission tickets of a game gathered together. It is where you store the mission tickets during the game. It can be a pocket or it can be a folder in your mobile phone- depending whether the mission tickets are in paper or electronic form.
How do you pick your missions ?
- Either by picking randomly out of group of little papers called mission tickets - Paper version
- Or by picking randomly out of a group of notes in your mobile phone - Electronic version
Those two methods will be presented later.
One mission at a time policy
Missions are played one at a time. This means that you cannot accept two or more missions at the same time, and then use them on the same women to save time. Each mission means that you have to appoach a new group of women - women that you haven't met yet. This demands your total, complete focus and this is what will bring the best results.
Let's say that you have started one mission and while you play, you decide to accept a second mission also. This will automatically fail the first mission as you can have only one active mission at a time.
Can I refuse (drop) a mission ?

Yes, you can at any time. This is the same as having failed a mission and will cost you one point ( -1pt) If you receive a mission that you believe cannot be accomplished, it is far better to drop the mission and lose one point, than to insist without results for ever.
You should instead focus your energy on new missions and gather more points. Learning how to direct your efforts and economize energy is an important lesson that this game can provide. This is easier experienced than described.
How many times can I attempt a mission ?
As many as you want as long as you don't pick another mission in the meantime. Remember: one mission at a time.You can pick a mission and insist on that mission until you succeed. If however you realize that the time is running out and you do not see getting any closer to your goal, it may be better to drop it all together and get a new one, than to insist for ever on that one.
Why do you use missions and don't let the game flow naturally as it does in a simple pickup competition? - (He who gets more women wins type-of-scenario)
As was said earlier this game sets as goal to fine tune and improve all the small steps of the seduction process independently from the overall seductive capability of a player. Every player has certain parts of his seduction skills that he feels he is weak at (AKA sticking points). All players from newbies to super-advanced-guru-I-ll-sleep-with-all-of-you players have aspects of their seductive skills that can accept improvement. All except Chuck Norris and Mystery himself, of course ...
By building one mission around each weak point and by asking you to accomplish it, you focus your attention on that specific sticking point (the weakest part of your seduction chain), and this is what brings the best results. This is the logic behind the one-mission-at-a-time policy. This process is also known as small chunking, the task of learning one sub-skill at a time, until your overall seductive capacity becomes so good that you can seduce any woman you want. Fast Flirting adds a game like atmosphere to this process making seduction even more fun.
If the number and type of missions are very close to the situations that a player meets in reality, we ensure that the overall score at the end of each game captures the real level of his seductive prowess.
(In reality, you need around ten hours of collective Fast Flirting gaming time, to determine your real seductive level. This is to ensure that statistic irregularities will not alter the result. The more one plays, the more one approaches reality. The reason behind this can be found inside a very heavy book known as "Statistics and Probability: Sixth Edition"...)
If instead of playing missions, you choose to play a game where you count just the make outs and telephone numbers you have gathered, there will be little improvement in the technical aspects of each player's game.
The worst part is that the ones that suffer the most out of this, are the unexperienced players that are not able to capture their progress, as they do not have any numbers or make outs to count ! If you feel that you have a superior level of seductive skillset and still want to play this game then worry not my friend. The game still counts any 'closes' you make and you will be still able to show your value. If on the other hand you want to improve some more technical aspects of your game, then Fast Flirting can be tweaked to demonstrate a superior level of difficulty by changing the level of difficulty of the missions.
{All this has made me hungry and as I am at the airport of Amsterdam right now, I will go grab a Panini. You should have a break too. See you later.
Here is a video that has nothing to do with this Game but everything with what I am watching as I am writing these words. It may be a nice break for you too. Really. Wait for 0:50. I love this guy's videos. Travelling around around Europe is such a nice thing.}
[...]
Now the big question.
How do you pick your missions and how can you do that randomly ?
This includes two steps :
Before the game starts
- You create a mission pool that includes all mission tickets - It is the responsability of each player to prepare his own mission pool.
During the game:
- Every time you want to pick a new mission, you reach into the mission pool and pick a new mission ticket
How do you create a mission pool ? - Overview
- You sit down, discuss with your Fast Flirting buddies and agree on the following points:
* Game level (Very Easy-Easy-Moderate-Hard-ChuckNorris). This is a one minute decision to take.
* Sticking points that you want to improve. Each player adds at least one sticking point he wants to improve and then he looks at the exercise list to find what missions capture those sticking points so that he can include them. This is a ten minute decision.
* You make a list with all the type of missions that you want to include. Not all missions in this site may be appropriate for you. Choose wisely and make sure that the list is the same for all.
* You decide how many tickets you should have per mission type. Some missions are more important than others and this should appear in the ratio of the different missions.
You now have created a mission pool with multiple mission tickets.
Congratulations, you can grab your self a drink. :)
Detailed version - how do you create your mission pool ?
Why multiple tickets of the same mission per game ?
Some missions are more important than others, however that importance has to do with the skill of each player. You may want to train a specific exercise more often. Or you may simply want to fix the difficulty of the game at a certain level.
By tweaking how many tickets you have per mission, you can also change the probability of getting that exercise during the game.

EXAMPLE: If in your pool you have 100 mission tickets and 30 out of them are related to approaching women, then no matter what, 30% of the game time will be spent on approaching women.
Will you ever be able to execute all of the missions in a mission pool during a game ?
Absolutely not! The number of tickets must always be at least three times more than the necessary number of tickets for the duration of each game. The average time needed to fulfill a mission in Fast Flirting is around 10 - 15 minutes, with the time increasing for newbies. Some missions take less than two minutes to accomplish and others may take up to half an hour. This means that on average you will manage to rotate 4 - 6 missions per hour. In a typical game that lasts around two hours you will be able to rotate 8 - 12 missions. For a two hour game you must have at least 30 tickets in your pool so that in the end of each game there are many more missions that have not been attempted yet. This is done to introduce an element of chance: you never know what exercise is waiting you next.

How do you find out your sticking points ?
A sticking point is the moment you lose it during an approach. For a newbie it can simply be the fear of approach. For a more advanced player it maybe that he forgets to qualify the girl and for another player it maybe that he doesn't know how to sexualise the conversation. These sticking points must be solved by selecting the proper type of missions for your game.
You should write down three sticking points per player. Then you should collect all these different sticking points in one big list and merge those ones that are similar.
Such a list may look something like this:
- I am afraid to approach
- After I approach, I forget that I must transition to another subject
- I do not know what to tell them
- I have no clue how to trigger attraction.
Well, such a list is a typical list for a beginner. It may be advisable to read first a seduction ebook before you play this game, so that you will first understand the mechanics behind this (no need to re-invent the wheel).
How do you know how many tickets per game you should have in a mission pool ?

Once you know what yours and your friend's sticking points are, you should look into the list and decide how many mission tickets are necessary for the duration of that game.
To help you solve this you should understand the following calculation (boring but necessary):
You need around 18 missions per hour of play e.g for a three hour play you need 54 mission tickets. Out of those 54 you will be able to play only around 12 tickets because of time duration. This number is approximate and it doesn't matter if you do not follow it closely, it is only given as a suggestion. The rest unused mission tickets add an element of chance so that you do not know which missions you will meet during your game.
Now out of the total number of tickets look at the list of missions and decide which ones should be included in your game.
- Make sure that the game is neither TOO challenging nor TOO boring. For this to happen you must have one third of the exercises that are simple, one third that are moderate and one third that are difficult. This ratio is by no means the norm, and it is left to you to decide how much is appropriate.

Example of a newbie's mission pool:
Imagine that you decide to play the game with a group of friends. Let's say you are a group of 4 buddies and only one among you has an advanced pickup capacity. This makes it necessary that the level of your game remains simple.
The sticking point list for the first three unexperienced players can look something like this:
- I am afraid to approach
- After I approach, I forget that I must transition to another subject
- I do not know what to tell them
- I have no clue how to trigger attraction.
It is clear that you will need a lot of exercises that have to do with approaching and triggering attraction. However as there is only one experienced player among you, you will have to include some extra exercises for him too.
Let's say that his sticking points are:
- He doesn't qualify the girl enough
- He doesn't build enough connection with the girl
Now the total list of our imaginary group of friends looks something like that
- Fear of approach
- No transition
- Lack of attraction material
- Lack of qualification
- Lack of comfort

After looking inside the Fast Flirting missions list, you decide to use the following games/missions
- Improv
- Visualization
- Transition
- Teaser
- Storyteller
- StickToIt
- SelfishBastard
- Rebound
- RolePlaying
- Qualify
- RadicalHonesty
- MixedSalad
- ThisIsAGuysThing
- Kino
- Direct
- MattDamon
- Connection
- NumClose
and always add one DrunkBum at each game to make sure that everybody understands well, that alcohol sucks during pickup.
Now you must make sure that there are around 54 ticket missions and you must choose which missions deserve an extra attention. Again this number is approximate based on our assumption that you need around 18 missions per hour but you are free to alter this number. For the sake of this example we will stick with that.
From the above list we chose 18 mission types. In order to fit 18 mission types equally in 54 mission tickets you need to put arount 3 tickets per exercise.
3*18=54 tickets
Exercise NumbeOfMissionTickets
- Improv 3
- Visualization 3
- Transition 3
- Teaser 3
- Storyteller 3
- StickToIt 3
- SelfishBastard 3
- Rebound 3
- RolePlaying 3
- Qualify 3
- RadicalHonesty 3
- MixedSalad 3
- ThisIsAGuysThing 3
- Kino 3
- Direct 3
- MattDamon 3
- Connection 3
- NumClose 3
However we want to make sure that it is more probable to pick certain exercises than others.
Here is how we achieve that. First we decide which exercises should be played only once:
- StickToIt 1
- MattDamon 1
- ThisIsAGuysThing 1
- Selfish Bastard 1
This liberates 4missions*2tickets=8 tickets that you can now add to your favorite exercises. Here I am going to add 4 to improv and 4 to visualisation.
This changes the list as follows:
- Improv 7 <<<< added 4
- Visualization 7 <<<< added 4
- Transition 3
- Teaser 3
- Storyteller 3
- StickToIt 1 <<<< subtracted 2
- SelfishBastard 1 <<<< subtracted 2
- Rebound 3
- RolePlaying 3
- Qualify 3
- RadicalHonesty 3
- MixedSalad 3
- ThisIsAGuysThing 1 <<<< subtracted 2
- Kino 3
- Direct 3
- MattDamon 1 <<<< subtracted 2
- Connection 3
- NumClose 3
Now I decide which missions I want to play only two times.
- Radical Honesty 2
- Mixed Salad 2
Which frees 2*1=2 tickets that I will add to Transition. And this will form the final mission pool.
- Improv 7
- Visualization 7
- Transition 5
- Teaser 3
- Storyteller 3
- StickToIt 1
- SelfishBastard 1
- Rebound 3
- RolePlaying 3
- Qualify 3
- RadicalHonesty 2
- MixedSalad 2
- ThisIsAGuysThing 1
- Kino 3
- Direct 3
- MattDamon 1
- Connection 3
- NumClose 3
- DrunkBum 1
Watch I have added DrunkBum at the end pushing the number of tickets to 55. My mission pool must be made by these exact number ratios.
Creating the mission pool
The simple PAPER METHOD of creating a mission pool
For this you will have to create 55 little papers - I know, I know it is a lot of them but they are to be made only once. Each paper will have written on it the name of the exercise, the points you get if you succeed and the points you lose if you fail or if you drop the exercise to pick a new one.

It is expected to either know the rules of each exercise from before or to keep a small cheat sheet in your pocket if you are a beginner, so if you forget the rules you can read them at any point.
Make sure that the papers are as small as possible so that people will not see you reading them in field. You will make the girl suspicious if you arrive with a newspaper in a night club.
You then put all the papers in your RIGHT pocket - the pocket of the new unused missions. Each time you pick a mission, you put your hand in that front right pocket and pull randomly one paper out. This should be done in such a way that people cannot see you pulling the paper. You can use your cigars, mobile or even your hand to cover up this process.

After have read the mission details you should then put that paper ticket in your BACK pocket - the pocket of the mission that haven't been accomplished. This is the pocket where you will hold the unfulfilled exercises. A mission will stay there until you accomplish with success that given mission.
If you succeed the mission you will take the paper out of that pocket and place it in your LEFT pocket. The left pocket is your winning points pocket.
ATTENTION: If you don't succeed in a mission you cannot put it's ticket back in your right pocket - new mission's pocket . It has to remain in your back pocket so that you know how many missions you have failed and how many you have accomplished.
At the end of the game you take out all the tickets from your left front pocket and sum up their points. This is how many points you have earned. You then take out the tickets from your back pocket and subtract those points from the points you have earned.
Now you will have to wait 48 hours to add up any one night stand and valid numbers you have collected during the game - we said that if the girl you call picks up the phone, this earns you extra points.
At any moment you will find:
LEFT FRONT POCKET - winning tickets
BACK POCKET - losing tickets
RIGHT FRONT POCKET - tickets you haven't used yet.
The mobile phone method

However, there are easier methods to play this game. If you have a mobile phone, you can make your life much, much easier.
Here is how you can play Fast Flirting with the use of your mobile telephone.
Each mobile phone has a function known as Notes (aka Memos). Each note (or memo) is a short message that can be stored in a mobile phone and it can be exchanged with other mobile phones, as an ordinary text file.
They way we use notes for fast flirting is the following: Instead of holding papers as mission tickets, we use notes.
You can either create a huge big file or you can make multiple files (notes). These files can be uploaded from the computer via USB or send them to your cellphone via Skype SMS - or use bluetooth to copy them from a friend.

When we want to read a new message we open the folder were our mission tickets/notes are stored and we start scrolling randomly without looking. When we stop, we read the first message/line downwards that hasn't been read already and we mark it as processed - we will see how we do that, focus on the big picture for the moment.
If later we accomplish that mission, we edit the note so that it is clear that it has been accomplished. At the end of the game we count the number of accomplished missions from the number of missions we attempted but did not succeed and we calculate our overall score.
Format of notes (mission tickets) on a mobile
While you can derive your own way of writing down those notes, and mark the points you earn etc we propose a simple way to do that in order to play the game easily.

Each mission should look like this:
STATUS MISSION_NAME WINNING_POINTS LOSING_POINTS
ex @ IMPROV W3 L1
STATUS shows if the mission has been played before (We say that a message has been processed), if it was a failure or if it was a success. Played missions are considered a failure until they are accomplished. This is to ensure that you are not going to earn points 'by mistake'. When you accomplish that mission, you should edit that note to so that it is clear afterwards when you are going to count all of your earned points.
"@" means that this is an unprocessed mission. You havent read this mission ticket before. All unplayed missions must start with this symbol.
"+" All missions that have been terminated with success are saved with this starting symbol.
"-" Each mission that has not been attempted but not yet accomplished (in other words the mission failed) is marked with this starting symbol.
Clarification: Each mission starts either with '@', or with '+', or with '-'.
MISSION_NAME is the name of the mission. Look at the list of missions for their names.
WINNING_POINTS tells us how many points we will earn if we accomplish a given mission e.g. 'W3' means we are going to earn 3 points and 'W4' means we are going to earn 4 points if we accomplish that mission. This also can be found in the list of missions as well as for the following entry.
LOSING_POINTS tells us how many missions it is going to cost us, if we fail that mission e.g 'L1' means we are going to lose1 point if we do not succeed in this given mission.
Examples
@ IMPROV W3 L1 = a mission ticket that has not been played yet '@' , of type 'IMPROV'. It offers 3 points in case we accomplish it and costs us 1 point if we do not accompish it.
+ AMOG W5 L5 = a mission ticket that has already been played with success '+', of type 'AMOG', that offers 5 points in case we accomplish it and costs us 5 point if we do not accompish it. Here it means we have won 5 points.
- REBOUND W6 L2 = a mission ticket that has already been played without any success '-' or a mission we are currently playing but we haven't accomplished it yet, of type 'REBOUND' that offers 6 points in case we accomplish it and costs us 2 point if we do not accompish it. If this ticket is found at the end it will cost us 2 points.
So, if someone wants to play the game he must have a folder with notes on his mobile with many such notes. A random example of how your folder may look like before the game starts is here:
[...]
@ IMPROV W3 L1
@ IMPROV W3 L1
@ IMPROV W3 L1
@ AMOG W5 L5
@ AMOG W5 L5
[...] etc
And during the game it may look like this as we keep editing different lines or titles of the files - if we choose to have a note per file.
[...]
+ IMPROV W3 L1
+IMPROV W3 L1
@ IMPROV W3 L1
- AMOG W5 L5
@ AMOG W5 L5
[...] etc
In this last example: The first two missions have been completed with success while the fourth one is either what we are doing now or what we tried earlier but didn't work out well.
Preparing the notes.
MULTIPLE NOTES:You are free to add more details in your notes if you want to. When you use this line and scroll in the folder, you can see the title of each note to be its first line (NOKIA does that for example) and you do not have to open the note to know what is there inside. For other mobiles you may have to open that file.
The number of notes must be equal to the number of ticket missions e.g. previously we saw an example with 55 ticket messages. In such a scenario we must store 55 notes in our mobile. Tough job ? Well, you will have to do it once and you can always copy the notes from other guys that have played the game before and transfer them through bluetooth.
ONE NOTE FOR ALL MISSION TICKETS: In this case you need one SINGLE file with multiple lines and each line is a mission ticket. In this case you need one note with 55 tickets.
TIP: Most mobile phones have modes that can sent notes to neigbor mobile phone with the use of short range connectivity e.g. bluetooth. This means that you are not obliged to re-write all messages from scratch. It suffices to have one person that has these notes in his mobile and he can send them to you through bluetooth.
Selecting new missions randomly
Each time you want to select a new mission you do the following:
1. You pick your mobile and move into the folder where your notes are stored (they must have been prepared before the game).
2. You scroll down without looking in the folder. You stop randomly and select the mission that your cursor has stopped upon. If the mission starts with a '@' you congratulate yourself as this is your new mission, if not you will have to select the first mission under the position of the cursor that starts with an '@'.
Example
[...]
+ IMPROV W3 L1 < Cursor stops here
+IMPROV W3 L1
@ IMPROV W3 L1 < You pick this mission: the first mission under the cursor starting with a '@' that is.
- AMOG W5 L5
@ AMOG W5 L5
[...] etc
3. You edit the mission and change the '@' to a '-'
4. If you complete this mission with success you edit it again and change the '-' to a '+'
If you pick another mission you can only pick one that starts with a '@'. By marking any missions you decided to play with '-' immediately after you have read them, you guarantee that if you find out that you cannot accompish the mission, you can freely pass on a new mission without the risk of getting wrong points.This is to avoid unfair mistakes. If however you succeed, you mark it with a plus. While people can 'forget' to correct a false positive point, nobody forgets to correct a false negative point. This is why we do it this way.
At the end you should add all the positive points from missions with '+' and subctract those with '-'. This is your score. Now you have to wait a final 48 hours to take into account also any other points from phone numbers that may have been collected plus the happy event that some of your bodies did not participate in a same night orgy.
Here are some sample games.
Happy game!

