Capture The Flag (in Ann Arbor)
Ann Arbor doesn't play that kind of flag. We play a much
stronger and compassionate type that you have come to expect from our bleeding liberal hearts. In fact, we
have given social welfare to those stuck in the hideous and inhumane prisons of enemy CTF teams. Anyway, lets
get down to business.
Next CTF Games
No games currently scheduled, winter dood.
The Game
There are many variations, but probably the most familiar version is the one where there
are two teams, two flags, and two territories. Both teams are attempting to find the other teams flag and
bring it back to their territory without being caught. Once a team brings the enemy team's flag back to their
terrority (fairly), that team has won the game and can do whatever celebration dance they want.
To start, the players will split into two equal (as possible) teams. Each team will have an established
terroritory with borders. Before gameplay starts, each team should establish where they want to have their prison for keeping
captured prisoners. Once gameplay starts, each team will be
given 5 minutes (note: It's good to wear a watch in this game) to find a spot in their terrority for their
flag. After the 5 minute grace period, full gameplay commences and its every team for itself. Now for the
hard part, the rules!
The Rules
The #1 rule is "Have fun," don't turn it into some full-scale game of Risk.
It is ideal to have a referee for each game, but thats not always possible. So play fair
and follow the rules, else playing with you will suck, and the game will suck.
Territories
- Each team should be made aware of all territories, boundaries and "neutral zones"
prior to gameplay.
- No player is allowed outside team territory while playing. Players that go into
forbidden territory to avoid being caught are allowed one warning before they are automatically considered a
prisoner of the enemy. If they do not return to the territory that they left from after their warning they
will be immediately subject to this.
Flags
- Each team has one flag.
- During the 5 minute flag placement period, players are to stay
within their own terroritory.
- Once the flag has been placed and the 5 minute period is over, the flag
can no longer be touched by any players on the flag's team.
- The flag must be initially placed between (approx.) 2' and 6' above ground in a visible location.
Atleast half the flag must be visible from all possible viewing angles.
- A player who is caught (tagged) while attempting to return an enemy flag must drop the flag where they
were captured.
- There is no baby-sitting the flag. Team members must remain 10 or more feet from the flag. This only
applies when the flag is not in the possession of an enemy.
Prisons, Capturers, Captives, Rescuers
- Each team has one prison that can be no smaller than
15'x15' approximately. Captured players are to remain in this area until released or freed.
- If a player has any part of their body in enemy territory, they are in enemy territory. This applies to 3
dimensions, which would include hovering over enemy territory :)
- A player who is tagged by an enemy
(who is in their own territory) while in enemy territory must go directly to the enemy's prison at a
reasonable pace.
- A prisoner is rescued when a teammate reaches the prison untagged and tags that
prisoner. The released prisoner must return directly to their territory and is given safe passage. The
rescuer can go anywhere after rescuing a teammate and is not given safe passage back to their
territory.
- Every 20 minutes after the commencement of gameplay (after 5 minute flag-placing period),
players are released from all prisons. After release, they are to return directly and immediately to their
own territory and are given safe passage.
Fields of Play
Places of play and their respective territories.
West Park: Tentative borders, I'm gonna look at the site more. Center line runs along main path.
Path itself is "neutral zone."
Previous Games
Thursday August 28th: West Park
Monday September 8th: West Park, 6:30pm
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