CAPTURE THE FLAG
Retrieve your opponents flag without being captured.
Active. A lot of movement may be required.
6 or more players
What You Need To Play
Flags for each team
Divide the group into two equal teams. Each team will start the game from their own playing area. Each team needs a flag (or something representing a flag such as a scarf) and both team's flags should be the same. Teams need to agree to a set playing time at which point the game ends. Obviously the game can also end when a team carries the opposing team's flag into their own playing area. It also helps if players have similar shirt colors or markings to distinguish who is who.
Set clear external boundaries for the playing area. The playing field needs to be large with a central dividing line down the middle separating each team's playing area. Players cannot go outside external boundaries. Violation of this rules is punishable by going to the opposing team's jail. Generally you cannot go inside buildings if buildings are located within the boundaries. Each team must define a jail, usually 10 feet by 10 feet. This should be located inside each teams' playing area.
Each team's flag should be clearly visible and sit in the middle of a 10 x 10 safety zone. There is no tagging in the safety zone! Flags cannot be place higher than 5-6 feet off the ground. Flags cannot be hidden. Once placed, flags cannot be moved by team members owning it. If a flag is taken by the opposing team
Members of each team will attempt to get the opposing team's flag and carry it into their playing area, thus ending the game. If a team member gets the flag but is tagged prior to entering their playing area, the player goes to jail and the flag stays exactly where the player was tagged. Flags can be passed off baton style from one team member to another but CANNOT be thrown. A tag is constituted by a touch of the hand such that contact may be felt by both parties. A cannot tag a player while they are standing within their own playing area.
Upon being tagged, the taggee must be escorted directly to jail by a member of the opposing team. The taggee cannot be rescued until he is placed in jail. Jailees may not call out, and must remain within the borders of the jail. The taggee remains in jail until 10 minutes have passed or he is rescued. A rescue is defined by a tag by a free member of the same team to any imprisoned individual. Upon rescue, all jailed members and the rescuer are out-of-play until they cross the dividing line to their side. They must proceed directly to line -- at which point they return to play. (i.e. free passage straight home). At least one player must guard his team's jail to track time -- he may not enter the jail at any time.
1. Freeze-tag variation: Tags don't send you to jail, only freeze you until you are unfrozen by a tag from your own team. Frozen players can not move or unfreeze each other.
2. Closest-flag variation: At the end of a given time, the flag closest to the center dividing line wins.
3. Last-man-standing variation: A tag eliminates a player entirely from the game. The team that carries the flag across first, or last team with people not eliminated wins.