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To Win: A team must capture an opposing team’s flags (3) and bring them back to their home territory.

 

Field Layout

 

  • Three flags for each team are placed in a designated safety zone within a team's home territory.

  • The designated safety zone is only accessible from within the field boundary. If part of a safety zone is against a boundary it must be considered a wall and cannot be penetrated.

  • Two jails, one for each team, near the center line.

 

Rules of Play

 

  • Safety zone (SZ)

    • May only be entered by a member of the opposing team. You are not permitted to go into your own safety zone.

    • Only one player at a time is allowed in the safety zone.

    • May only be guarded by two people at a time.

    • Non-SZ guards may run up to the safety zone but if two guards are present they must fall back at least 20 paces.

    • Enemy team members may not be tagged while in the safety zone.

    • Enemy team members may not stay more than 10 minues in the safety zone. One of the guards is responsible for timing.

 

  • Jail

    • If an opposing team member is tagged in an enemy zone (that isn’t the SZ) they must go to the jail.

    • Inmates may not tag anyone when going to the jail.

    • Inmates are required to stay in jail for 10 minutes. After 10 minutes they are permitted to break out.

    • Inmates may also be rescued by a team member.

    • In order to rescue from the jail, the inmate’s team member must tag them out.

    • The rescuing team member can be tagged when attempting to rescue but the jailer cannot tag them. The jailer cannot tag anyone.

    • Only one person can be rescued from jail at a time. Once the former inmate and rescuer are in their own territory, they are allowed to return to rescue another inmate.

 

  • Capturing

    • Only one flag can be captured at a time.

    • If a flag is captured but the capturer is tagged on the way back to his/her territory, the flag must be returned to the enemy’s SZ.

    • The tagged capturer goes to jail and the game resumes.

    • The capturer must be the only person returning a flag to his/her territory. Passing a flag to another player is not permitted.

    • When the third and final flag is captured and brought safely back across the center line, the game is won.

 

Player Positions

 

  • Team Captain

    • Responsible for timing the game

    • Responsible for keeping track of their team's total flag count

 

  • Jailer/Judge

    • The person guarding the jail.

    • Will settle any disputes.

    • The jailer/judge from each team must agree on a decision together regarding a dispute before game play can resume.

 

  • SZ Guard

    • Limit: 2

    • A set guard position is not required (but recommended).

    • These players are not required to guard at all times and may come and go from the SZ as they please. They may also cross territory lines.

    • If your team chooses to not designate stationary guards you are still required to maintain the 2-guard rule (ie. Your entire team cannot surround the SZ when an opposing player is in it).

 

  • Runners

    • Runners will be doing most of the tagging and the actual capturing of the flag.

    • Runners come and go from their home territory as they please.

 

  • Backup

    • Backup players remain in their home territory to watch for enemy intruders.

    • This position is also not required (but recommended).

    • These players can come and go from their home territory as they please.

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