Capture the Flag with Stuff


A somewhat psychotic variation on a classic game
By Andrew Plotkin
Revised 2/7/2001 by Sean "Teki" Dobbs
Revised 11/14/2002 by David "dkitchin" Kitchin
Revised 3/10/2003, 11/7/2003, 3/25/2004, 11/19/2004, 3/24/05, 3/30/06 by Benjamin "Hey You" Gilbert
Revised 3/19/2007 for HRSFA and Vericon by Thomas Lotze

These are the official rules for the Vericon 007 game.
Major changes since last year are set in red.


For history and alternative rules, see KGB, from whom we stole this game.

  • Comments on the rules are given in this manner, as emphasized footnotes. Comments are not rules; they are meant to clarify and explain the reasoning behind the rules.

Base rules (everyone must know these!)

  • The goal:
    • The goal of the game is to capture the opposing teams' flags and bring them to the main judge (in Sever 208). Note that you bring the flags to the main judge, NOT back to your own territory.
    • Each team has three flags (plus one fake flag). Each real flag has a point value (2, 3, or 4).
    • Play continues until time is up. At the end of the game, your team scores points for each of your remaining flags (defense!) and for any flags you have captured (offense!).
  • Flags:
    • You may NOT touch or move your own team's flags during the game.
      This includes indirect moving; you may NOT poke a flag with a stick to move it.
    • You may not conceal a flag (such as under a jacket or in a pocket); it must be carried openly in the hand.
    • While carrying a flag, none of your other items will function.
  • Territory
    • Each team has a team territory. There are three teams. The teams and territories are:
      • Orange: Most of Sever 3rd floor, specifically both hallways, 302, 303, 305, 306, 307, 308, and 310. Not 304 or the 3rd floor landing.
      • Pink: South Sever 2nd floor, specifically the south hallway, 201, 202, 203, 204, 205, 206, and 207.
      • Yellow: North Sever 2nd floor, specifically the north hallway, 209, 210, 211, 212, 213, 214, and 215.
    • Territories include the raised bit of wood separating the landing from the hallway.
    • There is also neutral territory. This includes all 3 stairs, the 2nd and 3rd floor main landings, the elevator, and Sever 208.
    • You are within a team's territory if either foot touches or is within that territory.
  • Capture
    • If you tag an enemy (even a nick), and both of you are in your territory, they are captured by you. You must lead the captive to your jail at reasonable speed; both you and your captive are considered out-of-game until you reach Jail. (Please put your fist on your head to indicate that you are out-of-game.)
    • Once there, they must "enter jail" by touching either the Jail or a prisoner already in jail.
    • Since you are both out-of-game, you cannot be affected by other items.
      For example, no one can use the Wand of Vengeance or Wand of Stunning on you while you are bringing your captive to jail.
    • When captured, the captive must first drop any flags they are holding; they must then give you any wands or belts (but not potions) they are holding.
    • You may not make any more captures until your captive has entered jail, nor may you "pass off" your captive to another teammate.
    • You may not pass any items after a capture until you have dropped your captive off in jail.
  • Freedom
    • If you are free and touch an enemy Jail, or any person currently in that Jail, you and the prisoner of your choice get to go back to your home territory.
      Note that you only free one prisoner, NOT all prisoners currently in jail.
      You can choose to free a prisoner from another team, if you really want to.
    • You and the person you free must go directly and rapidly home, and are out-of-game until you reach your own territory. (Please put your fist on your head to indicate that you are out-of-game.)
    • Since you are both out-of-game, you cannot be affected by another item.
      For example, no one can use the Wand of Stunning on you while you are returning to your home territory after freeing a prisoner, or have just been freed.

The Stuff

For a quick stuff reference guide, see the Field Guide to Stuff

  • Glyphs
    Glyphs are large sheets of paper marked with a team color. At the beginning of the game, your team places each of your glyphs on a wall or floor using masking tape.
    Glyphs may not be moved during the game.
    Yukko Glyph of the Disgusting Doorknob

      If an enemy Glyph of the Disgusting Doorknob is on the side of a door facing you, you may not open the door or prevent it from closing. If the Glyph is mounted next to buttons controlling an elevator, you may not push any of the buttons or prevent the doors from closing.
      No poking with a stick or wand either.
      You do not have to see the Glyph in order for it to be effective. Closing your eyes does not enable you to go through the door.

    Jail Glyph of Jail

      This is Jail. See Capturing rules.

    Still Going Glyph of Charging

      Any magic item touched to this regains full charge. (Some items must be recharged after use.)
      You may use any Glyph of Charging, even an enemy Glyph of Charging.

    There is no Glyph of the Net or Glyph of Entrancement.

  • Wands
    Wands are floppy two-foot lengths of foam rubber.
    To use one, whap your target with the wand and say the keyword.
    Wands may not be thrown. Wands must be worn in plain view or held.
    Blue Wand Long Wand of the Law (Blue; keyword "Gotcha!")

      You may consider this wand part of your body, or not, at whim. (e.g., you can tag someone with it, using the keyword, but if someone hits it with a Wand of Stunning you can say they never hit you.)

    Red Wand Wand of Vengeance (Red; keyword "Toast!")

      If you whap an Enemy while both of you are in their territory, you capture them but must immediately drop the wand. Take them back to your jail (as normal, with both of you out-of-game; please put your fist on your head to indicate that you are out-of-game.).
      Notice that you are immediately out-of-game and must take the prisoner back; no stopping to do anything else.
      Remember, this only works in the victim's territory; it has no effect in your territory or neutral space.
      This also means that it will not affect, for example, a Yellow team member in Orange team space, but would affect a Yellow team member in Yellow team space.
      You may not move or pick up this item if it is in enemy territory; you may only do so in your own or neutral space.

    Green Wand Wand of Stunning (Green; keyword "Stun!")

      Whap an enemy. They are stunned for 1 minute.
      A stunned player must sit down on the floor and wait until the stun wears off.
      They may not move from their spot on the floor, nor may they capture or free anyone. However, they may use other items if they have them.
      For example, it is possible for a stunned player to stun someone (if they also have a Wand of Stunning), so don't wander too close.
      They may easily be captured according to the normal rules, in which case they are unstunned and must get up to go to jail.
      A player may not be stunned again if he is already stunned.
      Captured players cannot be stunned.

    White Wand Wand of Dispel (White; keyword "Dispel!")

      If you whap any Wand, Belt, or Potion, the item is nullfied for 1 minute (i.e., it loses its special properties and cannot be used).
      If you whap a person, all items they are carrying are nullified for 1 minute.
      One charge. After using this item, you must recharge it (at a Glyph of Charging) before using it again.
      If two Wands of Dispel whap each other, both are nullified.
      A nullified item loses all magical properties; you may treat it as a mundane piece of foam.
      Any nullified item (not just one charge items) will regain its magical properties if touched to a glyph of charging.
  • Potions
    Potions are folded-over pieces of soft foam, with colored tape.
    To use one, bonk your target (which may be yourself) with the potion.
    Red Potion Bribe (Red)

      When captured, you may immediately give this to your captor in order to negate the capture; you must then immediately return to your team's territory.
      You are out-of-game (and so cannot use or be affected by items) while you return to your territory.
      You do not need to give up any wands or belts, but must still drop any flags you hold.
      The captor has no choice but to accept the bribe (it's red!)
      You may not nullify a bribe (it's red!)

    White Potion Potion of Lubrication (White)

      When in jail, you may give this to someone on the team which has captured you (presumably the jail guard). You may then leave jail, bringing along one other prisoner of your choice, as though you had just freed them. The two of you are out-of-game while you return to your territory. (Please put your fist on your head to indicate that you are out-of-game.)
      The captor must accept the potion.

    Green Potion Jolt (Green)

      Person bonked is unstunned. You may use this on yourself even if stunned.
      One charge. After using this item, you must recharge it (at a Glyph of Charging) before using it again.

    Blue Potion Truth Serum (Blue)

      If used on a person in jail, he must answer 6 yes/no questions, lying no more than once. They may answer Yes, No, or I don't know.
      If a question not relating to the game is asked, the prisoner may refuse to answer. This question does not then count against the 6 questions.
      This potion may only be used once on each prisoner; it may be used on them again if they are freed and recaptured.
      One charge. After using this item, you must recharge it (at a Glyph of Charging) before using it again.
      The questioner may ask the same question more than once.
  • Belts
    Belts are long sashes of colored felt.
    To use one, tie it around your waist.
    Red Belt Belt of Twofer (Red)

      You may capture two Enemies at a time.
      After capturing someone, you may call out "Twofer!" Instead of immediately taking the capturee to jail, you may attempt to capture a second person. When you capture a second, you must bring them straight back to the first, and then lead them both to jail.
      The first must sit down and wait; they are considered out-of-the game (they should put a fist on their head to indicate they are out-of-game), although the capturer is not.
      The first capturee need only wait one minute; after that, the capture is void and they may leave.
      You may call "Twofer!" at any time while bringing a capturee to jail.
      You may return to your capturee without having captured a second, if you wish, but you may not call "Twofer!" again until you have taken them to jail.
      Note that the first capturee is captured, not stunned.

    Green Belt Goombah's Belt of Humiliating Protection (Green)

      While wearing this, you are immune to capture, stunning, and generally all magic (except Dispel).
      While wearing the belt, you must jump up and down and loudly sing "Yankee Doodle" (or, optionally, the "Super Mario Bros." theme).
      While wearing the belt, you may not pick up or carry other Stuff, including flags.
      You may not wear Goombah's Belt Of Humiliating Protection without using it. You must untie it and hold it in your hand, or have it on and be hopping and singing.
      This is to prevent one from wearing the belt and only using it (beginning jumping and singing) when in danger.
      Goombah's belt may not be shared.
      While wearing this, you may ignore the glyph of the disgusting doorknob.

    Blue Belt Belt of Flying (Blue)

      While you have this belt on, you are flying! You can only be touched by wands or other people who are flying.
      Note that this means you cannot free prisoners from jail, since they are neither.
      Also note that when stunned, you are still flying (so are difficult to capture), but are stunned for a minute while they try to find someone with a Long Wand of the Law or Belt of Flying
      Note also that it will be difficult to capture you...but that once you pick up a flag, you are grounded.

    Scoring, Strategy Details, and FAQ

    • Flags and Scoring:
      • Each real flag will be labeled "2", "3", or "4", to indicate the number of points it is worth.
      • Each flag of your color is worth its number of points.
      • Each flag you capture is worth 1 extra point (offense is better than defense).
      • Each team has another team as its prey. Each flag of your prey is worth 1 extra point if you capture it. Prey relationships are as follows:
        • Yellow's prey is Pink
        • Pink's prey is Orange
        • Orange's prey is Yellow

        For example: at the end of a game, Yellow has its own 3 and 4 point flags, and Pink's 2 point flag. Pink has its own 4 point flag, Yellow's 2 point flag, and Orange's 4 point flag. Orange has its own 2 and 3 point flags and Pink's 4 point flag. Yellow has 7+(2+2)=11 points; Pink has 4+(2+1)+(4+2)=13 points; Orange has 5+(4+1)=10 points.
      • The fake flags will be labeled "Psych!"; they are worth no points (nor any extra points).
      • The head judge will keep the current score for each team posted on the blackboard in Sever 208.
      • The game ends after the time limit, or when there remains only one team with uncaptured flags. The winner is the team with the greatest number of points. In the case of a tie, the winner is the tying team that most recently captured a flag.
      • Note: point system may change slightly, as required, between now and Vericon.
    • More on Flags:
      • Flags must be placed somewhere in your team's territory, visible and accessible. Judges will confirm all flags before play begins.
        You may place them on or under a chair; you may NOT place them inside a box, on top of a projector, etc.
      • No two flags may initially be placed in the same room.
      • Once a flag has been given to the main judge, it is out of play for the rest of the game.
      • You may carry more than one enemy flag at once; try not to get captured while you do!
    • Jail:
        Jail must be placed accessibly and visibly in the same way as flags.
    • Knowledge:
        If there's no way for you to know something, don't worry about it; for example, if you come across a magic item and don't know otherwise, you may assume it's active and charged.
    • Bribery
      • You may bribe someone who has just used a Wand of Vengeance on you. You may then capture them. However, they will almost certainly then immediately bribe you back. You will get your bribery potion back and end up with a net gain of one Wand of Vengeance, so it's still pretty good.
      • If you are carrying a flag and have a bribery potion, and are captured, you first drop the flag; since you no longer have the flag, you may then bribe your captor. So you get to go free and keep your other items, but you don't get the flag.
    • Long Wand of the Law
      • This counts for all forms of touching in the rules, including capturing, staying in contact with jail, and freeing teammates.
    • Wand of Dispel
      • the dispel lasts for a maniute, even if the item was already dispelled (from a previous dispel whap, or from the user carrying the flag at the same time).
      • If you dispel a Wand of Vengeance, you may pick it up, even in enemy territory.
      • For this to work, however, you cannot have just used the Wand of Vengeance yourself (as you are out-of-game while bringing yout prisoner back to your jail).
      • For similar reason, you cannot use two Wands of Vengeance and a Belt of Twofer to capture two enemy prisoners in their territory.
    • Wand of Vengeance
      • Since holding a flag nullfies all other items, you will not be able to use this when carrying a flag.
      • However, you could drop the flag and then use it.
      • However, it's hard to time that right. If you have already been touched, tough noogies. Given them the wand and go to jail.
    • Goombah's Belt of Humiliating Protection
      • Once captured or stunned, you cannot use Goombah's Belt to get free / wake up.
      • Since holding a flag nullfies all other items, it is technically legal to take off the belt, pick up the flag, then put the belt back on. Note that in order to pick up the flag in the first place, you must first take off the belt (as wearing it prevents you from picking up other items). You will also have to drop the flag in order to use the belt (otherwise, you can be captured or stunned as normal).
    • Belt of Flying
      • Since holding a flag nullfies all other items, you can be captured by anyone while you are holding a flag.
    • Alliances
      • You can certainly offer to join forces with team 2 to make a simultaneous run on team 3's territory, in hopes that you both get a flag.
      • You can also send forces to attack team 2's territory at the same time, of course.
      • You can even go ahead and personally attack team 2's territory while other people on your team are making the deal with 2.
      • Offers to trade flags with another team (by allowing each other to come in and take a flag without anyone trying to capture them), however, are strongly discouraged.
    • More rules
      • You must wear Team Identification and a watch at all times.
      • Physical force is NOT okay. You may not physically steal or yank items from people, or otherwise physically harm them.

    Sportsmanship

    The point of the game is to have fun. Strategy, cleverness, and... um... close readings of the rules are encouraged. Excessive competitiveness is strongly discouraged. There are some interesting strategies that are made possible by cooperative effort, but players shouldn't necessarily feel that they have to go along with a large group. Solo, independent exploration is a viable tactic.

    Players should exhibit good sportsmanship. Physically impeding or blocking other players (e.g., maintaining physical contact with an opposing player or preventing them from passing, or placing obstacles in players' paths) is a major offense and may cause the Wrath of the Judges to come down upon you. In addition, while deceit is an integral part of the game, you may not conceal, obfuscate, or lie about:

    • Whether you're in the game
    • Your team membership
    • Whether the game has started or ended
    • What flags, wands, or belts you have
    • The charge and dispel status of wands or potions (knowingly)
    • Whether a player has been stunned, captured, imprisoned, or tagged
    You also may not fabricate or replicate game items or interfere with official timekeeping.

    This game only works if people actually follow the rules. Some of this stuff is very hard to enforce, and the judges have a hard enough time dealing with legitimate questions of interpretation (and misunderstandings) without being your mother. Do everyone a favor: respect the judges and don't cheat.

    Finally, listen to the judges. This is an extremely difficult game to run, and they are doing their best to be fair and have a fun game. Stay calm, and listen to the judges. If you are going to try something that is unclear in the rules, it would be a good idea to ask them first. Judges do have final authority to resolve situations, including ejecting players or breaking the rules if necessary. Listen to the judges.


    Credits

    • Designed and written by Andrew Plotkin (erkyrath@eblong.com)
    • Primary inspiration from The Rules of Moopsball, Gary Cohn.
    • Wand of Vengeance inspired by Farslayer in Fred Saberhagan's Books of Swords.
    • Belt of Humiliating Protection inspired by the thought of otherwise rational adults bouncing down a hallway singing at the top of their lungs.
    • Multiple-flag point system developed by committee (blame kgb@andrew.cmu.edu).
    • Prey system developed by Thomas Lotze, with inspiration from Timothy Hunter.
    • Belt of Flying developed by Dennis Clark, Neil Sinhababu, and Kevin Gold, with probable inspiration from Richard Garfield.
    • Modified by Thomas Lotze for Vericon and HRSFA.