Shane J. M. Liesegang

<cutthroat ninjas>

Capture the Flag: Rules and Regulations

v1.7 (4/10/2002)
University of Virginia
First Year Players
Prepared by:
Dante Guanlao (SEAS 2002) and Shane Liesegang (CLAS 2004)

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  1. General Rules
    1. Prime Directive
    2. Knowledge of this Document
  1. Personnel
    1. Moderator (i.e. "The Dante")
    2. Player
    3. Team
    1. Captain
    2. Medic
    3. Spectators
  2. Playing Area
    1. General Location and Time
    2. Borders
    3. Sides
    1. Flags and Prison Locations
    2. Prohibited Areas
    3. Out of Bounds
  3. Gameplay
    1. Winning
    2. The Flag
    3. Capturing the Enemy and Prison
    1. Prison
    2. Prison Breaks
    3. Free Walks
    4. Indecent Acts Committed Upon Inmates
    5. The Flagrunner
    6. Starting the Game
    7. Prohibited Items
  1. Advice on Gameplay
    1. Clothing
    2. Stealth and Speed
    3. Guarding the Flag
    1. Choosing Teams
    2. Intention of Game
  2. Changing the Rules and Various Notes
    1. Optional Rules
    2. Modification
    3. Numbering
  3. Ratification
  4. Appendix

  1. General Rules
    1. Prime Directive
      1. The most important rule in First Year Players Capture the Flag (commonly called CTF) is to HAVE FUN. Players (see section I.2) not adhering to this rule will be dealt with summarily.
      2. This rule is absolute (see regulation I.1.d).
    2. Knowledge of this Document
      1. Not every Player is required to commit these rules to memory, but they should have more than a passing familiarity with them.
      2. Moderators and their assistants (see section I.1) are strongly recommended to know all the rules or to have a hard copy with them at all times during gameplay.
  1. Personnel
    1. Moderator (i.e. "The Dante")
      1. Oversees all aspects of the game, including coordination, scheduling, serving as referee for the actual game, obtaining all necessary materials, and maintaining the revisions to this document.
      2. The Moderator is free to charge a fee to play the game, but only as a means to recoup money spent from his or her own pocket as a result of fulfilling the duties outlined above.
      3. During gameplay, the Moderator's word is final and absolute. This is not for ego-stroking, but for the continuance and efficiency of gameplay.
      4. If a rule is declared absolute, a Moderator may not change it in the course of gameplay.
      5. The power granted to the Moderator is contingent on the Moderator's flexibility and reasonable nature. Very few rules in this document are absolute, with the exceptions of the ones noted as such. In short, if a Moderator starts acting in any fashion which displeases the majority of the Players, then those Players are permitted to smack the Moderator in a fashion commonly known as "upside the head."
      6. The Moderator is free to designate any number of assistants up until two (2) days before the game. The Moderator and all assistants should have an easily identifiable and visible marker so that they can be found easily during gameplay.
        1. The authority of the assistants is second only to the Moderator, who will handle all appeals.
    2. Player
      1. A member of the FYP community who has been allied with a Team (see section I.3).
      2. Outside Players may be allowed at the Moderator's discretion.
    3. Team
      1. A group of Players whose collective goal is to Win (see section III.1)
      2. Each Team should be assigned to a Side (see section II.3)
      3. Teams may be divided in any fashion in which the Moderator chooses. (see section V.5)
      4. Players belonging to the same team should have some easily identifiable and visible marker to distinguish them from the other Team. Different colored mini-glowsticks work very well.
      5. NO COUPLES are to be on the same Team together.
    1. Captain
      1. The leader of a Team is to be chosen by the Moderator no less than two (2) days before the game is to take place.
      2. Responsible for communicating with the Moderator and reporting any conflicts (outside of the typical conflict between the Teams [i.e. gameplay])
      3. Performs any other duties detailed elsewhere in this document
    2. Medic
      1. The Moderator is responsible for seeing that a person with First Aid knowledge and appropriate equipment is present from the beginning of the game until the end. This game can be a dangerous one, and taking all precautions is a good thing.
      2. This rule is absolute.
    3. Spectators
      1. Non-playing friends of the group are allowed, but must stay in No-Man's Land and not distract members of either Team. This is to avoid any potential accusations of spies or decoys.
      2. We acknowledge the possibility for honest communication between Players and non-Players, but to avoid any conflicts, for the course of the game, all such communication is prohibited, except in the event of an emergency.
  2. Playing Area
    1. General Location and Time
      1. The game, in its standard form, is to be played on the Lawn at the University of Virginia in Charlottesville, Virginia. Thomas Jefferson would certainly be proud that one of America's greatest architectural achievements was being used for merriment to this day.
      2. Although it almost goes without saying, for maximum enjoyment, the game should be played at night.
    2. Borders
      1. North Border - Bottom Step of Rotunda stairs on the north side
      2. South Border - bottom of the slope of the top plateau
      3. East/West Borders - Back Walls of the gardens, inclusive of the gravel path running behind them.
      For a graphical clarification of these areas, please see Figure 1 in the Appendix.
    3. Sides
      1. West Side: Includes the sidewalk and covered portico outside the Lawn rooms and stretches to the aforementioned West Border.
      2. East Side: Includes the sidewalk and covered portico outside the Lawn rooms and stretches to the aforementioned East Border.
      3. No-Man's Land: consists of the grassy area (and attempted grassy areas) on the main Lawn (between Ranges).
      For a graphical clarification of these areas, please see Figure 2 in the Appendix.
    1. Flags and Prison Locations
      1. A Team's Flag and Prison may be placed anywhere on that Team's Side within stated boundaries. Players are under no obligation to reveal the location of Prison or (especially) the Flag, except to the Moderator for purposes of monitoring Game Balance.
    2. Prohibited Areas
      1. Under NO circumstances will play be allowed inside any of the Lawn rooms, facilities, or Pavilions (this prohibition also applies to roofs and balconies). Being found inside these Prohibited Areas is grounds for immediate expulsion from the game. Lawn residents are welcome to play, but may not use their domiciles to their unfair advantage.
      2. This rule is absolute.
    3. Out of Bounds
      1. Use of areas other than the aforementioned Prohibited Areas (see section II.6) and the Play Area(see section II.1) particularly if used to escape capture, is grounds for immediate capture by the opposing Team. The moderator should be made aware of any non-compliance.
  3. Gameplay
    1. Winning
      1. A Team wins when one and only one thing happens:
        1. One of the Team's Players captures the opposing Team's Flag (see section III.2), and returns it back to their own Team's Home Base (where the flag is kept).
        2. If both Flags have been captured, the game becomes a race to see which Team can get the opponent's flag back to their own side first.
      2. Once in possession of the flag, the Player becomes designated as the Flagrunner. Special capture rules apply (see section III.9).
    2. The Flag
      1. The Flag will consist of one (1) large glowstick, properly illuminated. It must be in view such that at least 75% is visible and is reachable by the shortest person on the opposing Team without serious risk to their personal safety. The Moderator can tell what is valid and will settle all conflicts.
      2. The Flag MAY NOT, under any circumstances, be moved from its original location during the course of a single game. An exception may be made for Players adhering to regulation III.2.c, below, and for a Flag which has been retrieved after an aborted capture (see regulation III.2.f, below).
      3. If the glowstick representing the Flag begins to dim, the Team who is represented by that Flag is obligated to shake, bend, and otherwise manipulate it until it is glowing at its maximum brightness.
      4. d. Upon capture of a Flag, the game is still considered as "live" up until the moment that Flag is successfully returned to the opponent's base.
      5. e. The flag may NOT be thrown, hidden by the Flagrunner or any members of the Flagrunner's Team in transit, or used as a weapon.
        1. The prohibition against using the Flag as a weapon is negotiable.
      6. If a Flag has been captured but the Flagrunner was also captured before reaching their own Side (an aborted capture), the Players transporting the Flag back to their base are not considered Flagrunners (i.e. they may not be captured and have a new run started). Under these circumstances, the Team whose flag has been retrieved are permitted to find a new location for it, provided that location still upholds regulation III.2.a.
    3. Capturing the Enemy and Prison
      1. A Player may only capture members of the opposite Team on their OWN Side of the play area (this does not apply to Flagrunners, who can be captured anywhere, as detailed in section III.9). Capture will consist of a wrapround of arms around any part of the enemy's upper torso so that hands touch. A wraparound of the legs is permitted, but discouraged due to the increased chance of injury. Due to the presence of dangerous large hard objects like brick walls, and stairs on the Lawn, TACKLING IS NOT ALLOWED. Failure to abide by this rule will result in immediate expulsion from the game or capture by the opposing Team, at the Moderator's discretion.
      2. It is worth noting, for historical value, the original wording of the final sentence of part a: "Failure to abide by this rule will result in a private meeting with you, me, and the Peacemaker." -- Dante Guanlao
      3. This rule is absolute.
    1. Prison
      1. A Team may place their Prison anywhere on their OWN Side. Prison is generally considered the place where captured enemies are "kept." Every captured enemy (now designated as Inmates) will spend no more than 7 minutes (time is negotiable and may be changed to suit the game in question or the Moderator"s whims) in prison.
      2. b. In contrast to the regulations regarding Flag placement, a Prison may be moved at any time during gameplay if the Team sees fit to do so.
    2. Prison Breaks
      1. If a Player from an opposing Team is able to locate the Prison and tag (any kind of body contact is acceptable) the Inmates, those Inmate's time constraints are erased. They do NOT, however, receive a Free Walk (see section III.7) back, and must safely make it to no man's land without being recaptured (i.e. run like HELL).
    3. Free Walk
      1. At the Inmate's fulfillment of time (7 minutes in standard gameplay) they are permitted to walk freely back to their home base (they MUST return to their Side) by the most direct route possible. If a recently freed Player is found snooping around for the Flag during their Free Walk, they forfeit their Free Walk and may be recaptured. To avoid confusion regarding this matter, it is recommended that escorts are appointed for the Free Walk.
    4. Indecent Acts Committed Upon Inmates
      1. Such acts are not only allowed, but encouraged.
    5. Flagrunner
      1. A Flagrunner may be captured ANYWHERE within the area of play. Upon capture of the Flagrunner, the Flagrunner is now an Inmate, and the Flag which was in their possession is returned to its Team.
    6. Starting the Game
      1. Both Teams are given a few minutes (at the Moderator's discretion) to hide their Flag and determine the location of their Prison. At this point, the Team Captains are to return to the bottom of the South steps of the Rotunda to check in with the Moderator. When both Captains are present, the Moderator declares the game open.
    7. Prohibited Items
      1. Weapons (blunt objects, knives, etc)
      2. Telecommunication devices (cell phones, walkie-talkies, etc.)
      3. Flashlights, lighters, other light sources
      4. Doomsday weapons
      5. Fireworks
      6. Dildos (or any sort of sexual pleasuring device)
        1. Players who qualify as sexual pleasuring devices are allowed, provided that they refrain from that role for the duration of gameplay.
      7. Anything else the Moderator deems inappropriate to an enjoyable game for all
  1. Advice on Gameplay
    1. Clothing
      1. Wear something dark (if you have something that can completely absorb, or bend light this is acceptable as well), that will be comfortable for running, getting dirty, and warm enough for night wear. Also wear some comfortable shoes
    2. Stealth and Speed: In this game stealth is just as important as speed. In fact, the designers of this document have attempted to do so in such a fashion that stealth will be favored over speed and brute strength.
      1. ESPECIALLY SINCE WE CANNOT RESERVE THE LAWN, ANYTHING THAT DISTURBS LAWN RESIDENTS MAY RESULT IN POLICE ACTION. Remember that families and old crotchety professors live on the Lawn, and while they may be deserving of ridicule for their being upset at us, the police generally have little empathy in such matters. At that point Stealth and Speed become VERY important.
      2. The Moderator is free to make the following prerequisite:
        1. All players must have logged at least two hours of gameplay in Konami's Metal Gear Solid.
        2. This prerequisite may be waived unilaterally or generally ignored, even if the Moderator attempts to enforce it.
    3. Guarding the Flag
      1. Those in power are hesitant to actually legislate this portion of gameplay, but have found the following guidelines helpful.
      2. A Team can have as many Players as they wish surrounding their Flag. But this is bad in 2 ways: It reveals your Flag's location much quicker, and if you have 20 people on your Team and 20 people are guarding the Flag, who's more likely to win?
      3. Remember that only one person can be captured at a time by a single player. Thus the emphasis should be not on guarding the flag but on ensuring that, if caught, it cannot make it beyond the boundaries of your Side.
    1. Choosing of Teams
      1. In the past, Teams have been split up in various ways. We encourage interesting ways of determining Teams, and strongly discourage the schoolyard method of Captains choosing their players -- through such a system an event which should be a bonding experience for FYP becomes a potentially embarrassing and awkward situation.
    2. Intention of Game
      1. In contrast to past iterations of Capture the Flag, the intention of the game outlined herein is not to simulate the realities of war, but to ensure the enjoyment of all those who play. All Moderators should keep this in mind when making changes both during gameplay and to this document.
  2. Changing the Rules and Various Notes
    1. The following are optional rules which have been employed in the past and may be added to the rulebook upon voting as detailed in section VI.2.
      1. The Free Look: At 20 minute intervals, a Team's Captain is granted a time period in which they may go through the opponent's side without molestation or capture. This time period is one minute for every 20 minute interval which has passed.
        1. It is the hopes of the creators of this document that games should last no more than 30 minutes and we hope that this rule will go a ways towards achieving that goal.
      2. Moderator Prison Break: The Moderator may, at any time, declare that all Inmates are free.
      3. The Dead Duck: Designed to simulate the realities of war. A captured person is to freeze and remain silent until their captor returns to escort them back to prison. This rule heavily favors the captor and reduces the effectiveness of group raids.
      4. Dragging: A person in No-Man's Land may be dragged back to the opposing Team's side for capture. This rule is strongly discouraged as it introduces too much opportunity for injury, and is included merely for historical purposes.
      5. Eternal Prison: There is no time limit on how long an Inmate remains an Inmate. This can be problematic if the majority of a Team is captured because (in our experience), the Team with the advantage at that point for some reason remains hesitant to mount an offensive and the game stagnates quickly.
      6. Single Release: Prison Breaks are limited to one Inmate being released at a time. Both that Inmate and their teammate who liberated them are given a Free Walk back to their side.
      7. Elimination of Neutral Zone: There is no No-Man's Land, only a divider of sides.
      8. Communications Devices: Walkie-talkies and the like may be permitted provided that both Teams have equal capabilities.
    2. This document may be modified, but the players who participated in the most recent game must vote upon changes to any section other than Section V and section VI.1. A simple majority is sufficient to authorize changes.
    3. A note on the numbering used in this document
      1. There is no number 4.
        1. Deal with it.
  3. Ratification
    1. This document is ratified by executive order of its creators.
  4. Appendix

    Figure 1 (Playing Area - Section II.2) Figure 2 (Sides - Section II.3)

© 2000-2008, Shane Liesegang