To Win: A team must capture an opposing team’s flags (3) and bring them back to their home territory.
Field Layout
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Three flags for each team are placed in a designated safety zone within a team's home territory.
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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.
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Two jails, one for each team, near the center line.
Rules of Play
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Safety zone (SZ)
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May only be entered by a member of the opposing team. You are not permitted to go into your own safety zone.
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Only one player at a time is allowed in the safety zone.
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May only be guarded by two people at a time.
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Non-SZ guards may run up to the safety zone but if two guards are present they must fall back at least 20 paces.
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Enemy team members may not be tagged while in the safety zone.
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Enemy team members may not stay more than 10 minues in the safety zone. One of the guards is responsible for timing.
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Jail
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If an opposing team member is tagged in an enemy zone (that isn’t the SZ) they must go to the jail.
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Inmates may not tag anyone when going to the jail.
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Inmates are required to stay in jail for 10 minutes. After 10 minutes they are permitted to break out.
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Inmates may also be rescued by a team member.
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In order to rescue from the jail, the inmate’s team member must tag them out.
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The rescuing team member can be tagged when attempting to rescue but the jailer cannot tag them. The jailer cannot tag anyone.
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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.
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Capturing
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Only one flag can be captured at a time.
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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.
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The tagged capturer goes to jail and the game resumes.
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The capturer must be the only person returning a flag to his/her territory. Passing a flag to another player is not permitted.
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When the third and final flag is captured and brought safely back across the center line, the game is won.
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Player Positions
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Team Captain
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Responsible for timing the game
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Responsible for keeping track of their team's total flag count
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Jailer/Judge
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The person guarding the jail.
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Will settle any disputes.
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The jailer/judge from each team must agree on a decision together regarding a dispute before game play can resume.
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SZ Guard
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Limit: 2
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A set guard position is not required (but recommended).
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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.
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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).
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Runners
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Runners will be doing most of the tagging and the actual capturing of the flag.
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Runners come and go from their home territory as they please.
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Backup
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Backup players remain in their home territory to watch for enemy intruders.
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This position is also not required (but recommended).
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These players can come and go from their home territory as they please.
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