Rules
Overview:
The game consists of two teams, each with an equal number of players. The teams are divided into two territories of equal size separated by a border in the middle. At the start of the game, each team must set up its jail and hide its flag somewhere within its territory. The flag must be clearly visible and the jail should be accessible from at least three sides. The object of the game is to capture the opposing team’s flag, carry it back to friendly territory, and place it beside one’s own flag, at which point victory is achieved and the game ends.
Boundaries:
Boundaries are determined before the start of the game. As a general guideline there should be more than two, but less than five people per square city block. Unless otherwise specified, the streets forming the outer boundaries of the playing area are off limits. Thus, if 12th Avenue forms the northern boundary, players may move along the sidewalk on the south side of 12th, but may not set foot on the street itself.
The border separating the two territories is a neutral zone. Players may not be tagged in the border area with the exception of a player carrying an enemy flag who may be tagged anywhere on the map.
Capturing Players:
Players are safe within their own territory, but may be captured if they are tagged in enemy territory. After tagging an opposing player, you have two choices. You may either escort that player to your jail, or let them go. If you let them go, they must ‘tag up’ by promptly taking the most direct route possible back into their own territory before they can perform any other actions. While tagging up, players have complete immunity and may not be captured again until they have finished tagging up. If you elect to take them to jail, you may either escort them there yourself or hand them off to be escorted to jail by a friendly player. You cannot tag or escort more than one person at once. Thus, you must release or hand off your original captive before taking a new one.
If you find yourself in jail, you must remain there until you are tagged and rescued by a friendly player. All players in jail can be rescued at once by a single teammate, but must then directly and promptly ‘tag up’ (during which time they have immunity) before they can perform further actions. The player who performed the rescue, however, is not required to ‘tag up’ and may continue playing as normal. The rules for tagging flag bearers are somewhat different and are explained below.
Capturing the Flag:
Upon capturing an enemy flag, flag bearers may be tagged anywhere on the map, including in their own territory. When flag bearers are caught, they do not have to go to jail, but must relinquish the flag to their captor (and must ‘tag up’ if they were caught in enemy territory). Captors must then directly and promptly take their own flag back to its original location, during which time they have immunity and cannot be tagged.
A flag bearer, whether carrying an enemy flag or a friendly flag may not tag any other player or rescue anyone from jail. The flag may be handed off to a teammate, however it may not be thrown in the air or placed on the ground at any point, except when returning a friendly flag to its original location, or when placing an enemy flag next to one’s own flag to win the game.
If, upon returning with an enemy flag, a player finds their own flag to be missing, they may not put the enemy flag down, but must instead hang on to it until they are either caught, or the friendly flag is returned to its original spot, allowing them to place their flag beside it to finish the game.
Guarding the Flag and the Jail:
A no-guarding zone which extends ½ a block from the flag in every direction is in effect at all times. ½ a block is defined as halfway between two named streets (not halfway between a street and an alley). Defending players should avoid entering the no-guarding zone with the following exception: As soon as an opposing player enters the zone, you can enter the zone as well. However, as soon as the opposing player leaves the zone, you have to exit the zone too. So, if you started chasing someone from outside the zone and they get close to your flag you can continue to chase them, whether they grab your flag or not. By the same token, if a player approaches your flag from the opposite direction, so the flag is situated in the middle between the two of you, the same rule applies. As soon as the opponent steps inside the zone, you can come after them, and as soon as they leave, you have to leave as well.
Given the restrictions of an urban environment, however, there must be a certain degree of leniency concerning rules relating to the no-guarding zone. Strict enforcement would often require an unreasonably large detour in order to get somewhere. Therefore, if there aren’t any enemy players nearby, you may move through the no-guarding zone, but you have to leave as soon as possible, and once you’ve exited the zone, you can’t turn around and enter it again straight away (no patrolling, or camping). Ultimately, it comes down to the honour system. If you see an enemy player approaching while you’re in the no-guarding zone, then you have to exit it as quickly as possible. If not, you risk being reported and subjected to the unfettered wrath of the fearsome CTF organizers.
The same guarding rules that apply to the flag also apply to the jail. After escorting someone to prison, you must promptly leave the zone and resist the urge to trash talk, sweet talk, interrogate or otherwise engage with your captive.
Common Sense Guidelines:
All of the below can basically be encapsulated by the phrase, “use common sense”, but since that’s rather subjective, try and follow these suggestions:
When tagging someone, be cool about it. No pushing, grabbing or tackling. Avoid contact with pedestrians, stay out of private property, and obey traffic laws. If you have to go to the bathroom, try not to do it in public view. When shouting commands use some discretion. For instance, don’t yell, “Help, intruder!” when there are concerned elderly citizens in the vicinity.
Any violations may result in serious consequences, such as CTF organizers revoking your right to drink beer while waiting in jail.