Objective:
To "capture" the opposing team’s flag by securing their flag and transporting it back to your territory. The game ends when either the time limit expires or the flag is legally captured.
Rules for hiding and capturing the flag
1. The flag must be visible from at least one angle at a reasonable distance.
2. No decoy flags.
3. Flag is a standard flag during the day or a glow stick at night. Flags are acknowledged by both teams at the beginning of each game.
4. The flag may not be buried.
5. The flag may not be placed at an elevation higher than 5 feet (i.e. it must be reachable).
6. The flag must be hidden within the team's own territory and within the bounds agreed upon by both teams.
7. No member of a team may be in possession of their own flag.
8. Those defending the flag must remain at a reasonable and respectful distance from the flag - no "sitting" on top of the flag.
9. If the flag is found and the carrier from the opposing team is captured within the defenders’ territory, the flag is left where the carrier was captured. It does not get returned to its original place.
10. The player carrying the flag cannot deny having the flag, at the same time the player need to obviously "show-off" the flag for all to see (unless, of course, he/she wishes).
11. Players may hand-off the flag to other teammates, but they can not throw it too each other.
12. The flag and participants must always be outdoors. Buildings, vehicles, etc. are off limits.
13. No climbing buildings during games. 14. The flag is legally captured if a player safely carries the opponent's flag back to their own territory. Once the flag is captured all players gather around together at the center line and share stories of victory and defeat. If time allows, the teams will regroup and a new game will begin.
15. Teams will be distinguished from the other with different colored glow necklaces. Players found to be hiding their necklace will be sent immediately to the other team’s prison. Capture rules will then apply.
Capture Rules:
1. Offensive players are captured when they are tagged by the defender; however many people the defensive player initially captures are his prisoners (i.e. one, two or even three players caught nearly together (within a few seconds of each other) become the defenders prisoner(s).
2. The defensive player must walk the prisoner (s) back to the line
a. The defender nor offensive team members may not free prisoners prior to the line (this avoids any confusion as to who is captured).
b. Defenders do not need to hold on to or touch the prisoners, but must remain at a close distance with them (side by side).
c. If another offensive player literally runs into the defender escorting prisoners they may also be captured.
d. Conversely, the defender escorting prisoners may not intentionally pursue other offensive players.
e. If both defensive and offensive players agree, you may run to the line, rather than walk.
f. Defender must walk captured prisoners to the line (within 15 feet) unless mutually agreed upon by both the prisoner and the defender.
g. The defender escorting a prisoner may hand the prisoner off to another defender (exchange must take place within 2 feet of each other). Regardless, the prisoner must be escorted to the line.
h. Prisoners and defenders may talk; unless specifically ordered not to by the defender.
3. Upon being released at the line, the prisoner(s) must walk/run 300 feet into their own territory, actually sit down, count to 90 or wait an equivalent 1 minute and 30 seconds.*
4. At this point the prisoner is free and may reengage either offensively or defensively.
* If there are enough players and both teams agree, prisons can be established for the prisoners (see below).
Prison Rules:
1. Prisons can be established at the beginning of the game.
2. The prison must be clearly marked as a prison, though it need not necessarily be common knowledge to the other team prior to being captured. Prisons must be accessible and within bounds and within the team's own territory.
3. Prisoners may be freed one at a time by teammates.
a. Upon being freed from jail, both rescuer and ex-prisoner are given a free pass to walk back to the line.
b. If they choose to continue playing in enemy territory without walking straight back to the line, they revoke their free pass and may be recaptured upon being tagged.
c. A player carrying the flag back to the line may not free prisoners from jail and thereby receive a free pass back to the line.
4. Prisoners must remain in the prison at all times (standing or sitting are both fine).
5. Defenders guarding or watching the prison must remain at a respectful distance and not "baby sit" the prison.
6. Players in jail may not call out or use their radios (though they may signal in other creative ways).
7. After 10 minutes (or another time established at the beginning of the game by both teams) prisoners are granted full amnesty and a free pass back to the line.
Boundaries
1. The game will be played on the K-State at Salina campus.
2. Boundaries shall be the roads on the north, south, east, and west points of campus: Tony’s Road, Beechcraft Road, Centennial Road, and Hein Road. Please note that various businesses around campus have their own evening Security that will not appreciate trespassing on their ground in the late evening / early morning hours.
2. At the start of the game a central gathering point is established at Ballou Plaza. This shall be the “central line” separating the north and south ends of campus.
3. The line between the two territories has a 10 ft. neutral area.
4. Flag boundaries exist as more specific areas for hiding the flag (defined by two teams).
5. If a player runs/plays substantially outside of the set boundaries he/she is considered captured and must return to the line or be escorted by the pursuing defender (for example, if an offensive player is being chased near the road, s/he is captured if s/he runs out of play or across the road).
Recommended Personal/Team Equipment:
1. Radios/Walkie talkies
2. Appropriate clothing and shoes (military fatigues and boots) You will get muddy and possibly wet as well
3. Flashlights
4. Face paint
5. Cell phones (for emergencies)
6. Maps
7. Some way to tell time
8. A first aid kit will be available in Ballou Plaza.
Miscellaneous Endnotes:
o K-State at Salina Security Officers are aware that we play capture the flag, nevertheless, if they should ever question us or ask us to stop, the game would immediately end and we would gather at Ballou Plaza.
o If someone were to ever seriously get hurt and in need of assistance the game immediately stops and everyone helps each other (there is absolutely no pretending to be hurt).
o While the game is both serious and competitive, the teams should continue to strive for the well-being, safety, and enjoyment of the whole capture the flag community.
o The team captains, in cooperation with the SGA Activities Director, decide/amend rules and facilitate fun and fair games.
o All players must be on foot (that means no hummers, tanks, helicopters, etc - we need to draw the line somewhere).
o Please be familiar with the rules and understand how to play before the game. Overall, this makes for a much better game that is fun, exciting, and fair!
o Capture the flag is mostly based on the players’ collective respect and honor for each other, the game, and the rules. Have fun and play hard!
Special thanks to Valparaiso University for sharing their Capture the Flag rules & information! |