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Capture the Flag games

Boundary-safe flag runs, jail breaks, zone defense, and short-field capture games for parks and camps with soft flags only.

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All Capture the Flag games (30)

Capture the Flag Twists (30)

Optional one-rule scoring twists for a game your group already plays.

Soft Tag Only Rule

Use light one-hand tags and stop an unsafe tag immediately.

  • Use light one-hand tags and stop an unsafe tag immediately.
  • Use Classic Flag Run. Selected rule for this version: Keep Classic Flag Run’s light one-hand tag rule. An illegal tag sends nobody to jail and cannot complete a capture: stop, undo the invalid tag consequence and safely restore the last agreed flag state. No tackling, tripping or grabbing clothes. Other capture points and timed rounds stay unchanged. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Classic Flag Run. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Soft Tag Only Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Soft Tag Only Rule; stop at the agreed finish condition.
Two-Defender Flag Rule

At most two defenders may occupy each marked flag circle.

  • At most two defenders may occupy each marked flag circle.
  • Use Classic Flag Run. Selected rule for this version: Before play, mark a roomy circle around each flag. At most two home defenders may be inside it; others defend outside without blocking the approaches. On overcrowding, pause and move extra defenders out before restarting. This restriction adds no bonus or penalty point to the base capture score. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Classic Flag Run. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Two-Defender Flag Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Two-Defender Flag Rule; stop at the agreed finish condition.
One-Runner Rule

Use one crossing runner per team in equal scheduled windows.

  • Use one crossing runner per team in equal scheduled windows.
  • Use Classic Flag Run. Selected rule for this version: Before play replace the base’s default round duration with a complete roster of 30-second runner windows for each team. List each willing player once per round; pad the shorter list with empty rest windows and run both lists on the same clock. Only the named active runner crosses midfield; others defend at home. A jailed runner may be freed normally and re-enter only within their own window. If everyone on a team is jailed, use the base’s free release/reset. At each window signal, stop the clock, restore flags, release both jails, return everyone to their own half and introduce the next scheduled runner; an unfinished carry scores 0. This full reset prevents a former window’s jailed runner remaining off the next window’s defending roster. Empty or passed windows give nobody an extra turn. Keep the base’s 1-point capture value, not One-Runner Pressure’s 2. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Classic Flag Run. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score One-Runner Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after One-Runner Rule; stop at the agreed finish condition.
Walking Round Rule

Walk for one announced round; a running attempt scores zero.

  • Walk for one announced round; a running attempt scores zero.
  • Use Classic Flag Run. Selected rule for this version: Select one round before the match in which everyone walks, including rescuers and defenders. A running player stops; that attempt scores 0, any carried flag returns to its zone, and all players restart from home. Other completed captures stay recorded. Legal walking captures still score 1 for the team. Never chase or hold someone to enforce walking. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Classic Flag Run. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Walking Round Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Walking Round Rule; stop at the agreed finish condition.
Tag Honesty Rule

A confirmed self-called illegal tag earns one honesty point.

  • A confirmed self-called illegal tag earns one honesty point.
  • Use Classic Flag Run. Selected rule for this version: Add an honesty column for each team. If a player promptly reports their own actual illegal tag and the opponent confirms the event kindly, give that caller’s team 1 honesty point once for that event. Undo the invalid tag consequence; the illegal tag itself still scores nothing. The point never cancels a safety stop. Do not stage faults or recount the same event to create points. Add confirmed honesty points to that team’s capture total at close. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Classic Flag Run. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Tag Honesty Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Tag Honesty Rule; stop at the agreed finish condition.
Jail Chain Rule

Choose and demonstrate free-tag or a stationary two-person jail chain.

  • Choose and demonstrate free-tag or a stationary two-person jail chain.
  • Use Jail Break Challenge. Selected rule for this version: Use the complete individual free-tag or two-person chain procedure in Jail Break Challenge. Choose one before round one and use it for both teams. In the chain option, two prisoners touch hands only while standing inside the jail; a free teammate tags the nearer prisoner, both separate and walk home. Never pull or run linked. An unpaired prisoner uses individual free-tag. Keep that base’s 1 process point only for emptying a genuinely nonempty jail by legal rescue, not an automatic all-jailed reset. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Jail Break Challenge. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Before play, choose and demonstrate one jail-release method for both teams: individual free-tag, or the two-person chain below. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. With free-tag, a rescuer light-tags one prisoner at a time; repeat to free the others. For the chain option, two jailed teammates stand side by side entirely inside the jail and lightly touch hands while stationary; a rescuer light-tags the nearer person to release both. An unpaired last prisoner is freed by an individual tag. Nobody pulls, runs linked, or stretches outside the jail. Released players separate and walk home along the sideline as usual. A full jail free means a nonempty jail has been emptied by legal rescues, not by the automatic all-jailed reset. Scoring: Captures score 1 for the capturing team. A successful full jail free adds 1 process point to the rescuing team when the last prisoner is freed; log that completion once, not once per tag. An empty jail cannot be farmed for points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Jail Chain Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Jail Chain Rule; stop at the agreed finish condition.
No Crowding Rule · Capture the Flag

Keep flag and jail approaches open, with a process point for clear zones.

  • Keep flag and jail approaches open, with a process point for clear zones.
  • Use Classic Flag Run. Selected rule for this version: Mark roomy flag circles and jails before play; no player may form a barrier at an entrance or physically block a release route. Stop and clear a crowded zone before play continues. At each completed round, give each team 1 process point if its own flag and jail approaches stayed clear throughout that round. Record that team point separately, then add it to its captures for the match total. Clearing unsafe space is mandatory even when the point is not earned. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Classic Flag Run. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score No Crowding Rule · Capture the Flag as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after No Crowding Rule · Capture the Flag; stop at the agreed finish condition.
Comeback Free Runner Rule

A trailing team may use its one ten-second protected runner window.

  • A trailing team may use its one ten-second protected runner window.
  • Use Comeback Free Runner. Selected rule for this version: Keep Comeback Free Runner’s one use per team per match: spend it only while trailing, announce the named runner and countdown at a stoppage, and resume ordinary tag eligibility at ten seconds even if the runner holds a flag. Safety pauses freeze the countdown. Captures still score 1 and no tackling is ever allowed. A team tied or leading cannot activate the window. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Comeback Free Runner. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Put one unused comeback marker beside each team’s score. A team may spend its marker only while trailing. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. At a stoppage, the trailing team names one free runner and announces its one-time ten-second window. Start the countdown when play resumes; that runner cannot be tagged during those ten seconds, but all boundary, flag and no-contact rules still apply. At “time,” normal tag rules resume wherever the runner is, even while carrying a flag. The runner never pushes through defenders. A safety pause freezes the countdown; it does not create a second use. Scoring: Captures score the normal 1 for the capturing team. The protected runner earns no extra points and still cannot tackle. Each team may use its comeback window only once in the match, and only when trailing. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Comeback Free Runner Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Comeback Free Runner Rule; stop at the agreed finish condition.
Short Field Option

The captain may announce a smaller shared map for one round.

  • The captain may announce a smaller shared map for one round.
  • Use Classic Flag Run. Selected rule for this version: Before that round, the rotating captain marks a shorter rectangle with both flags equally far from midfield, roomy jails and visible safe stop lines. Both sides walk the revised map before the clock starts. Use it for that entire equal timed round, then return to the original map for later rounds. Keep 1-point captures and the base tag/jail rules. Do not shrink a live field around players. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Classic Flag Run. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Short Field Option as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Short Field Option; stop at the agreed finish condition.
Blind Team Rule

Draw teams once before play and keep them for the match.

  • Draw teams once before play and keep them for the match.
  • Use Blind Draw Teams. Selected rule for this version: Use Blind Draw Teams’ equal-as-possible team slips and single pregame draw. No redraw follows a disappointing score. Keep its one shared group process point for completing the agreed draw separate from competing capture totals; random allocation does not guarantee equal skill. Access and safety adjustments are explained before the next restart, not disguised as a score-driven redraw. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Blind Draw Teams. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Put one team slip per player in a bag, with the two team counts as even as possible. Each player draws once; show and record the assignments before round one. A random draw allocates places without promising equal skill. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Keep those teams for the whole match. Do not redraw in response to a score; pause to resolve access or safety needs before restarting. Scoring: Captures score 1 for the capturing team. Completing the agreed team draw adds 1 shared group process point once, shown on a separate group line; it does not advantage either team. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Blind Team Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Blind Team Rule; stop at the agreed finish condition.
Beginner Safe Zone Rule

Each new player may use one announced safe-zone restart.

  • Each new player may use one announced safe-zone restart.
  • Use Beginner Safe Zone. Selected rule for this version: Keep Beginner Safe Zone’s marked home restart spot and one marker per new player. On the declared use, stop the player’s run, return any carried flag, let them walk home protected and re-enter on the host’s signal instead of serving that jail trip. It scores no bonus and does not limit ordinary safety or rules pauses. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Beginner Safe Zone. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Mark a restart spot on each home return line, away from the live route. Identify new players who want the once-only safe-zone option; place one marker by each name. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. A new player may announce their safe-zone restart before rejoining play or immediately on a tag. Stop that player’s run, restore any carried flag, and let them walk to the marked home spot with a hand raised. They re-enter only on the host’s signal. This replaces that one jail trip; it cannot complete a capture or grant lasting tag immunity. Scoring: Legal captures score 1 for the capturing team. Each new player’s safe-zone restart is available once per match, scores no bonus, and does not limit ordinary safety pauses. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Beginner Safe Zone Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Beginner Safe Zone Rule; stop at the agreed finish condition.
Double Final Rule · Capture the Flag

Double legal captures in the pre-announced final equal-time round.

  • Double legal captures in the pre-announced final equal-time round.
  • Use Classic Flag Run. Selected rule for this version: Before the match, mark the final round as double. Only its legal capture value changes from 1 to 2 per team return; earlier rounds stay at 1 and other process or recognition points do not double. Both teams play the full same duration. An unsafe or unfinished run still scores 0. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Classic Flag Run. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Double Final Rule · Capture the Flag as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Double Final Rule · Capture the Flag; stop at the agreed finish condition.
Medic Role Rule

An optional medic can free one prisoner per round and is taggable only at midfield.

  • An optional medic can free one prisoner per round and is taggable only at midfield.
  • Use Medic Tag Out. Selected rule for this version: If both teams choose the role before play, use Medic Tag Out’s named rotating medic, visible midfield strip and once-per-round light-tag rescue. Only a tag in that strip sends a medic to jail; outside it the medic cannot carry a flag, block opponents or make additional rescues. A freed teammate walks home by the sideline. Ordinary free tags by other players remain available; the medic rescue adds no bonus. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Medic Tag Out. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. If both teams choose the optional medic role, name one medic per team for each round and mark a wide, visible midfield strip. Rotate the role on the posted roster. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. A medic may enter enemy territory to free one jailed teammate with a light tag per round; the freed player uses the ordinary protected walk home. A medic is taggable only while crossing the marked midfield strip; a legal tag there sends the medic to jail. Outside that strip the medic is not taggable, but may not carry a flag or block players. After using the one rescue, the medic returns home and stays out of attacking play for the round. Ordinary players may still make ordinary rescues. Scoring: Captures score 1 for the capturing team. A medic free is a normal jail release and adds no capture bonus. Nobody tackles a medic or any other player. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Medic Role Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Medic Role Rule; stop at the agreed finish condition.
Zone Defense Rule

Assign home, midfield and flag duties, then rotate them each round.

  • Assign home, midfield and flag duties, then rotate them each round.
  • Use Zone Defense Draft. Selected rule for this version: Use Zone Defense Draft’s three mapped defensive duties and name who covers each before the round. Roles may hand off when someone attacks or rescues, but do not grant illegal-territory tags or permission to obstruct. Rotate duties between rounds and retain the base’s 1 process point per team for clear assignment and completed rotation. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Zone Defense Draft. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Mark home, midfield and flag defensive areas in each team’s half. Each team assigns willing players to those duties before the round; with three players, use one in each. Rotate roles each round. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Home watches runners approaching the return line, midfield watches legal crossings, and flag watches the flag approach. These are responsibilities, not permission to obstruct or tag in enemy territory. Teammates may leave their area to attack or rescue, but tell someone who is covering it first. Scoring: Captures score 1 for the capturing team. Each team earns 1 process point for a round when it names all three duties clearly before the start and completes the announced rotation afterward. Record that point on its own line. Add that team’s earned role-rotation points to its captures for the match total. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Zone Defense Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Zone Defense Rule; stop at the agreed finish condition.
Kids Track Rule · Capture the Flag

Run a shorter separate kids track with its own result and supervision.

  • Run a shorter separate kids track with its own result and supervision.
  • Use Kids Zone Split. Selected rule for this version: Use Kids Zone Split’s separate buffered fields, flags, jails, timing and score lines. The shorter kids track needs an adult supervisor and two playable teams of its own; if it cannot be staffed, do not run it. Keep captures and winners independent; no player crosses between the two games during a live round. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Kids Zone Split. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Set up separate adult and kids games with a clear buffer between them; make the kids field shorter while retaining room to stop. Each track needs two teams, its own two soft flags, jails, timer and score line. Assign an adult to supervise the kids track and demonstrate its map. If either track lacks players or supervision, do not run that track. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Use the complete tag, jail, flag-return and reset rules separately in each track. Nobody crosses between games or carries points from one track to the other. Choose suitable equal timed rounds for each track before it starts. Scoring: Each legal capture scores 1 for the capturing team on that track only. Keep the kids and adults results independent. Finish: Most captures after equal timed rounds wins within each track; ties share within that track. Celebrate the kids winner and adults winner independently. Base option: Retain the separate shorter kids track only when it can be supervised and played as its own game; announce each track’s final round before it starts. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Kids Track Rule · Capture the Flag as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kids Track Rule · Capture the Flag; stop at the agreed finish condition.
Silent Signals Rule

Use hand signals for one strategy round; safety calls stay spoken.

  • Use hand signals for one strategy round; safety calls stay spoken.
  • Use Silent Round Signals. Selected rule for this version: Select the silent-strategy round before play and demonstrate the same simple signals to both teams. During it only strategy communication becomes nonverbal. Safety, comfort, access, tag disputes and stop calls remain spoken. The normal 1-point capture, jail release and equal-time finish remain unchanged. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Silent Round Signals. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Choose one scored round for hand-signal strategy before the match. Agree simple signals such as point left, point right and return home. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. During that round, strategy uses those hand signals. Tags, scores, the clock and jail rules stay the same. Safety calls and necessary comfort or access communication are always spoken; silence must never delay a stop. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Silent Signals Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Silent Signals Rule; stop at the agreed finish condition.
Team Average Rule · Capture the Flag

Compare captures per equal-length round, with equal round counts.

  • Compare captures per equal-length round, with equal round counts.
  • Use Team Average Rounds. Selected rule for this version: Use Team Average Rounds’ capture total divided by rounds played. Both teams must finish the same number of equal-length rounds; do not divide by players. For example 5 captures in 2 rounds gives 2.5 captures per round. Highest average wins and equal averages share. A partial unequal match is not a valid average contest. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Team Average Rounds. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Use the same duration for every scored round and the same number of rounds for both teams. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. After the last round, add each team’s captures and divide by its rounds played; for example, 4 captures over 2 rounds is an average of 2. Do not divide by players. Scoring: Every legal capture contributes 1 capture to that team’s round total. Compare average captures per round, using equal-length rounds and equal round counts. Finish: Highest average captures per round wins after both teams finish the same number of equal-length rounds. Equal averages share the result. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Team Average Rule · Capture the Flag as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Team Average Rule · Capture the Flag; stop at the agreed finish condition.
Pause Free Rule · Capture the Flag

Safety pauses and their restarts cost no points.

  • Safety pauses and their restarts cost no points.
  • Use Safety Pause Round · Capture the Flag. Selected rule for this version: Keep Safety Pause Round’s free stop, clock freeze and safe restart. Requesting a pause never consumes a token or erases a completed legal capture. Resolve the last agreed score and flag state together, clear the cause, and restart only when ready. A needed break does not reduce later offered turns. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Safety Pause Round · Capture the Flag. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Show the group a clear spoken “pause” signal before the start. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Anyone may use it for a fall, unsafe contact, fatigue or a needed break. Everyone stops immediately; attend to the person first. Freeze the clock, confirm the last agreed score and flag state, then restart together when ready. If positions are unsafe or disputed, restore flags and start players at home without changing completed scores. Scoring: Captures score 1 for the capturing team. Safety pauses and the restart cost no points and do not use a limited token. Nobody loses a future offered turn for requesting one. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Pause Free Rule · Capture the Flag as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Pause Free Rule · Capture the Flag; stop at the agreed finish condition.
Color Band Rule

Draw team-color bands once and keep those teams for the match.

  • Draw team-color bands once and keep those teams for the match.
  • Use Color Band Blind Draft. Selected rule for this version: Use Color Band Blind Draft’s bag with one visible team-color band per player and even-as-possible counts. Draw before play and record the teams. Replace a lost band with the same color; no mid-match swap. Keep its one shared draw-completion point separate from team capture totals, and never grab a band to tag. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Color Band Blind Draft. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Put an equal-as-possible mix of two team-color bands in a bag, one per player. Draw once, show the result and record who belongs to each color before play. Wear bands loosely and visibly; never tag or grab a band. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Keep the drawn colors and team membership throughout the match. Replace a lost band with the same color, not a mid-match team swap. Scoring: Captures score 1 for the capturing team. Completing the agreed band draft earns 1 shared group process point once; show it apart from the competing team totals. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Color Band Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Color Band Rule; stop at the agreed finish condition.
First Flag Bonus Rule

The first clean capture receives one extra point, once per round.

  • The first clean capture receives one extra point, once per round.
  • Use Classic Flag Run. Selected rule for this version: Before each round clear one “first bonus used” box. The first legal capture scores the normal 1 plus +1 for its team; check the box immediately. Later captures score only 1. A truly simultaneous first return shares the single +1 equally between teams; it does not create two bonuses. Illegal or unfinished runs cannot win the bonus. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Classic Flag Run. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score First Flag Bonus Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after First Flag Bonus Rule; stop at the agreed finish condition.
Two-Team Rotation Rule · Capture the Flag

Give every squad equal scheduled rounds and add its captures.

  • Give every squad equal scheduled rounds and add its captures.
  • Use Two-Team Rotation Field. Selected rule for this version: Use Two-Team Rotation Field’s complete round-robin list and equal timed pairings. Only two squads play at once; others rest or help. Do not replace the schedule with winner-stays-on. Finish the same number of rounds for every squad before comparing cumulative captures; record an interrupted cycle as incomplete. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Two-Team Rotation Field. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. If there are more than two squads, post a round-robin pairing list before play, with the same timed round for every pairing. For A, B and C, play A–B, B–C and C–A; then repeat with ends reversed if a second cycle was agreed. Other squads rest or help spot boundaries. With only two squads, use the usual equal timed rounds. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Only the named two squads enter the field. Reset flags and jails between pairings. Complete the entire posted cycle so each squad plays the same number of equal-length rounds; do not substitute winner-stays-on. Scoring: Each legal capture scores 1 for its squad. Add captures across its scheduled rounds. Finish: Most cumulative captures after every squad completes its equal scheduled rounds wins; ties share. If play stops early, record an incomplete match rather than compare unequal appearances. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Two-Team Rotation Rule · Capture the Flag as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Two-Team Rotation Rule · Capture the Flag; stop at the agreed finish condition.
Practice Map Rule

Give everyone one free map walk-through before round one.

  • Give everyone one free map walk-through before round one.
  • Use Practice Beat Allowed · Capture the Flag. Selected rule for this version: Use Practice Beat Allowed’s one unscored walk-through of boundary, tag, jail, release and capture-reset routes. Everyone hears the same map, then flags and players return to their starting places. Practice scores 0; the later posted match uses normal 1-point captures. Necessary later rules clarification is still allowed. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Practice Beat Allowed · Capture the Flag. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Before round one, give everyone one free walk-through of the full map. Demonstrate an enemy-territory tag, jail walk, free tag, home return and flag reset with volunteers. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. The walk-through is not a scored run. Ask both sides to locate every boundary and restart point, then restore all flags and start everyone at home for the scored match. Scoring: Practice scores 0. Once scored play starts, each legal capture scores 1 for the capturing team. Everyone receives the same map explanation. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Practice Map Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Practice Map Rule; stop at the agreed finish condition.
Boundary Zero Rule · Capture the Flag

A run past the hard stop line ends and resets safely.

  • A run past the hard stop line ends and resets safely.
  • Use Classic Flag Run. Selected rule for this version: Before each round the host points out the same visible hard stop line once to both sides. Any run crossing it ends with 0 for that attempt; stop, restore any carried flag and restart players at home. Do not pursue a loose flag beyond the line. This modifier adds no honesty bonus; only legal base captures score 1. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Classic Flag Run. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Boundary Zero Rule · Capture the Flag as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Boundary Zero Rule · Capture the Flag; stop at the agreed finish condition.
Process Sheet Rule · Capture the Flag

Use one visible score sheet and award one shared process point.

  • Use one visible score sheet and award one shared process point.
  • Use Process Sheet Visible · Capture the Flag. Selected rule for this version: Use Process Sheet Visible’s round/team capture columns and shared process line. Both teams can hear and inspect entries from the sideline. Announce corrections at stoppages before the next restart. A visible, usable sheet earns the group 1 process point once, separate from either team’s competing capture total. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Process Sheet Visible · Capture the Flag. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Put a visible sheet at a safe sideline spot with columns for round, team captures, any separately agreed process points, and total. Name a scorer who repeats each entry so both teams can hear it. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. At a stoppage, either side may ask the scorer to read the line back. Announce and confirm corrections aloud before the next restart; do not ask players to inspect a sheet in the live running lane. Scoring: Captures score 1 for the capturing team. A sheet kept visible and accessible to both teams earns 1 shared group process point once, recorded separately. Each team’s match total remains its own capture total. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Process Sheet Rule · Capture the Flag as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Process Sheet Rule · Capture the Flag; stop at the agreed finish condition.
Clean Reset Rule · Capture the Flag

Collect all field gear and verify one shared reset point.

  • Collect all field gear and verify one shared reset point.
  • Use Clean Reset Credits · Capture the Flag. Selected rule for this version: Use Clean Reset Credits after the match result is recorded. Gather flags, bands, markers and score sheets; count them against the starting list and leave the field clear. Verify the whole reset, then award the single shared group point. There is no fastest-cleaner race, team bonus or separate tiebreak. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Clean Reset Credits · Capture the Flag. Setup: After the field match has ended and everyone has stopped, put a collection spot beside the host. Make a checklist for every soft flag, band, cone and score sheet, including borrowed gear. Assign comfortable jobs by choice; anyone may help by counting or reading the list. Play: Walk the field together, collect flags and bands, remove every temporary marker and check that no gear or litter remains. Count items against the starting list and return borrowed equipment to its owner. Do not send anyone beyond an unsafe boundary to recover an item; ask the responsible adult or site staff for help. The host reads short, kind credits for useful help. Scoring: A verified full field reset scores 1 shared group point once. It is a closing completion mark, not an extra team capture or an individual race. Finish: Everyone shares the win when the space and equipment are reset. There is no separate cleanup winner or tiebreak. Base option: Finish and record the match result before cleanup; the shared reset point does not change that result. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Clean Reset Rule · Capture the Flag as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Clean Reset Rule · Capture the Flag; stop at the agreed finish condition.
Partner Switch Rule · Capture the Flag

Change partners every two rounds and keep points with the pair that earned them.

  • Change partners every two rounds and keep points with the pair that earned them.
  • Use Partner Switch Field. Selected rule for this version: Use the complete posted circle schedule in Partner Switch Field: adjacent named pairs face the pair K places farther around the list, with reversed duplicate fixtures removed. Each fixture is exactly two 30-second active rounds with ends exchanged. Then change to the next fixture. Keep captures on the named pair’s own line; do not transfer old points or invent a personal aggregate. Every pair gets one fixture for even N or two for odd N, and every person is offered four or eight active rounds respectively. Compare pair totals only after the complete sheet, with remaining ties shared. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Partner Switch Field. Setup: House partner field format: outline one clear rectangular field, divide it at midfield, and put one soft flag at the back of each half. Mark one roomy jail per half and a home return line along midfield. Walk all boundaries and leave clear stopping space. This card uses four active players, two per side; everyone else waits off the field and may rotate as a playing participant who records scores between their own fixtures. Randomly number all N participants in a circle, from 1 to N, with the last followed by 1. Make N named pairs P1=(1,2), P2=(2,3), and so on through PN=(N,1). Let K be the whole number obtained by rounding N/2 down. For each i from 1 to N, schedule Pi against the pair K places farther around that pair list, wrapping at N. Write each unordered fixture only once: if its reverse is already on the sheet, skip it. For six players the full sheet is (1,2) versus (4,5), (2,3) versus (5,6), then (3,4) versus (6,1). Post the entire sheet before play. Every fixture has exactly two 30-second active rounds; exchange field ends after round one, then move to the next written fixture. Safety pauses and resets are outside the active clock. Play: Only the four named players enter. In each round start both pairs in their own halves. A home defender may use a light one-hand tag only against a visitor in that defender’s half. A tagged visitor stops, puts down any carried flag and walks to that half’s jail. Their free partner may light-tag them free; the released player walks home along the sideline with a raised hand, cannot carry or rescue on that return, and rejoins from home. If both members of either active pair are jailed, pause and release both jails. Carry one enemy flag across your home midfield return line to capture it; no throw or handoff. On a capture, dropped flag, out-of-bounds run or invalid tag, stop, restore both flags and restart the four players in their own halves; retain earlier completed scores. An illegal tag sends nobody to jail. At each 30-second signal, unfinished carries score 0; restore flags, clear both jails and change ends or fixtures as written. If either pair cannot field two willing players before a fixture starts, both pairs record 0 for that fixture and rest. A voluntary stop after it starts preserves all completed captures; stop safely and offer either a restart with both complete pairs or rest for both sides through the unused scheduled time. The unused time adds no captures and no later substitute attempt. Never run two against one. A needed safety pause freezes time, preserves completed scores and restores the last agreed safe flag state. Nobody loses a later offered fixture for passing this one. Scoring: Each legal capture scores 1 for the exact named pair that returned the flag. Keep one score line per Pi and add only its own scheduled captures. A later partnership never inherits points. With an even N, every pair plays one two-round fixture; with an odd N, every pair plays two two-round fixtures. Every person belongs to two pairs, so every person is offered four active rounds for even N or eight for odd N; report the two named-pair scores separately. Finish: Compare named-pair totals only after the entire posted fixture sheet is complete, including recorded voluntary passes. Each pair has the same offered fixture count within that gathering. Highest pair total wins and tied pairs share; an interrupted sheet is incomplete, not a result from unequal appearances. Allow N/2 minutes of scheduled active play for even N or N minutes for odd N, plus explanation, resets, rests and safety pauses. A voluntarily unused window stays unused rather than creating extra play. Base option: Change the active pairing after each written two-round fixture. Keep every old score with its named pair; use the posted circle rather than inventing new pairings after seeing results. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Partner Switch Rule · Capture the Flag as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Partner Switch Rule · Capture the Flag; stop at the agreed finish condition.
Captain Boundary Rule

Confirm boundaries, jails and restart labels before the first round.

  • Confirm boundaries, jails and restart labels before the first round.
  • Use Captain Call Boundaries. Selected rule for this version: Use Captain Call Boundaries’ shared pregame walk and labels. Ask both sides to identify outer limits, midfield, return lines, flags, jails and safe restart places. Confirm any correction before the clock starts. Keep the base’s single shared clarity point separate from capture totals; a safety pause can still correct an unsafe map later. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Captain Call Boundaries. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Before round one, both captains walk the same outer lines, midfield, return lines, flag zones and jails. Read their labels aloud, then ask both teams to point to the restart places. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. A disputed label is resolved before the clock starts. During play, honor the posted map; a dangerous condition always allows a safety pause and a jointly explained map correction before the next restart. Scoring: Captures score 1 for the capturing team. Completing the shared boundary-and-jail confirmation earns 1 group clarity point once, on a separate process line. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Captain Boundary Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Captain Boundary Rule; stop at the agreed finish condition.
Three-Round Cap Rule · Capture the Flag

Play three rounds; a tied match gets one equal-time extra round.

  • Play three rounds; a tied match gets one equal-time extra round.
  • Use Classic Flag Run. Selected rule for this version: Replace Classic Flag Run’s posted round count with three equal timed rounds. If tied after three, play exactly one additional equal-length round with both teams active and ordinary 1-point captures. Add that round to totals; if still tied, share. Do not use Three-Round Mini Match as the host, whose “exactly three” cap is different. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Classic Flag Run. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Three-Round Cap Rule · Capture the Flag as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Three-Round Cap Rule · Capture the Flag; stop at the agreed finish condition.
No Cash Prize Rule · Capture the Flag

Use points or stickers only; no gambling.

  • Use points or stickers only; no gambling.
  • Use Classic Flag Run. Selected rule for this version: Announce “points or stickers only; no gambling” before play. Keep Classic Flag Run’s 1-point team captures and shared tied result; a sticker can acknowledge that recorded result but has no separate exchange value or compulsory purchase. This is the complete chosen format, not permission to attach a cash prize. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Classic Flag Run. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score No Cash Prize Rule · Capture the Flag as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after No Cash Prize Rule · Capture the Flag; stop at the agreed finish condition.
Fair Pass Rule · Capture the Flag

Passing a round keeps all later fair turns available.

  • Passing a round keeps all later fair turns available.
  • Use Classic Flag Run. Selected rule for this version: Mark a voluntary pass as a pass, not a foul or removal from the roster. Offer that player their next scheduled running/defending turn normally; they may pass again. Keep teams’ existing completed scores and equal scheduled playing windows. Never demand a catch-up run, personal explanation or celebration in return for a later turn. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Classic Flag Run. Setup: House field format: use cones or flat markers to outline a clear rectangle, divide it at midfield, and put one soft flag at the back of each half. Mark a roomy jail beside each flag zone and a home return line along midfield. Walk the map together; leave room to turn and stop, and make the field smaller if players cannot see the lines. Form two teams as evenly as possible. Post an equal-length round duration and a round count before starting; use two three-minute rounds if the group needs a starting format. Both teams play throughout each round, then exchange ends. List willing runners and rotate attacking and defending duties between rounds; passing never removes a later offered turn. Play: Start everyone in their own half. A player can be tagged only while in the opposing team’s half. A defender staying in their own half may light-tag that visiting opponent with one hand; the tagged visitor stops, puts down any flag, and walks to that half’s jail. A visitor already back in their own half cannot be tagged. A free teammate can reach the jail and light-tag one prisoner, who walks home by the sideline with a hand raised, cannot carry a flag or rescue anyone on that return, and rejoins from home. If an entire team is jailed, pause and release both jails so play can continue. Carry one enemy flag at a time across your home return line for a capture; do not throw or hand it off. A dropped flag is out of play: pause, return it to its marked zone, and restart players in their own halves. Do the same reset after a capture, without erasing earlier scores. An out-of-bounds run or invalid tag earns no capture; stop, restore the flag and restart safely. Stop the clock for safety pauses and restart from the last agreed state; a completed score stays recorded. At the round signal, unfinished runs score nothing. Scoring: Each legal returned flag scores 1 point for the capturing team. Record captures by team and round; jail releases alone add no capture points. Finish: Finish the posted rounds with both teams receiving the same playing time. Highest total wins; equal totals share the result. Do not add an unannounced scoring change to the last round. Base option: Before the match, read the round count, duration and scoring aloud; remind both teams before the final round. Any optional scoring change must already be agreed before play. Use soft flags only on a clear field away from roads, water edges, and hard obstacles. No tackling, tripping, or grabbing clothes. Tags are light one-hand touches. Pause for anyone who falls or needs a break. Scored results are tracked as challenge points.
  • Score Fair Pass Rule · Capture the Flag as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Fair Pass Rule · Capture the Flag; stop at the agreed finish condition.