Capture the Flag with Stuff

Activities Distractions People Propaganda
Carnegie Mellon KGB
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 3/2008 by edanaher, csjackso, ddagradi, cmartens, jgg, csawyer, ehohenst, mglisson...
Classic rules may be found here

These are the differences between the Capture the Flag with Stuff 2.0 rules and the Capture the Flag with Stuff Classic rules.


Printable Version

Base Rules

Generally the same as before.

Jail

The role of Jailer is now official; it is indicated by a fedora. The major responsibility of the jailer is, as has unofficially been the case, to oversee the prisoners (e.g., relaxing the "chain connecting to jail" requirement).
The Potion of Truth (nearly always used by the jailer anyway) has been replaced by the jailer's truth serum. The jailer may use this by poking a prisoner in the shoulder with a pinky finger, with the same effect as the potion of truth: six questions, one lie, etc. Rather than the "once per jailbreak" rule, this may be used as many times as desired, but when questioning completes, the victim is freed as if after a jailbreak.
Questioning is complete when the victim answers the sixth question, if the jailer decides he is done with this victim, if the prisoner is freed, or if there is no jailer. Further, the jailer must remain within line of site of the victim at all times.

Additional Terms

  • Cooldown/Recharging: The concept of Recharging has been replaced by cooldown. Rather than finding the glyph of recharging, an item with cooldown cannot be used again until either a minute has passed or an appropriate number of versus from a song have been sung.
  • Concealment: This acts the same as before, but has been simplified in where it applies: all potions are concealable, and nothing else is.
  • Ethereal: This is as before, but now may be indicated by jazz hands.
  • Line of sight: this is defined in the obvious way: if you can see it by rotating your head, but without otherwise moving.
  • Sacrificial: Like the Wand of Vengeance, the red items may only be used in enemy territory, must be dropped upon use, and may not be picked up or moved when in enemy territory, even if dispelled.
  • Seeing: This is still defined as passing within field of view, but the distance requirement (e.g., 10 feet of a glyph) has been replaced with ability to recognize it.

Judges

In addition to the head judge, there are now assistant head judges at each team's jail.

Glyphs

All glyphs now only affect enemies. The movement of glyphs for one minute after jailbreak has been eliminated. If a flag is dropped near a glyph, it is dispelled as long as the flag remains and for one minute after, but remains on the wall.
The glyphs of Charging and Net were eliminated.

Glyph of Jail

Changes noted in the section on jail above.

Glyph of Entrancement

The stun lasts for one minute, rather than five.

Glyph of the Disgusting Doorknob

No change.

Glyph of Alarm

No change.

Potions

All potions are concealable.

Ninja Potion of Magic Smoke (Red, Sacrificial)

This is a new potion. From the formal rules:

III.B.1. The Ninja Potion of Magic Smoke is red and sacrificial.

III.B.2. A captive may throw this potion onto the ground and yell as loud as possible "Poof, I am a Ninja!". All enemy players who hear this and are within line of sight of the user and stunned for ten seconds.

III.B.2.a. This includes enemy players within line of sight in all territories. Players in neutral territory are unaffected, as they are immune to all stuff.

III.B.2.b. Yelling this phrase at other times is a violation of rule 0 - DON'T DO IT.

Potion of Wait... There's a Key at the Bottom of This (Green, Cooldown)

A combination of Jolt and Lube, this allows a player to unstun himself or free himself from jail. It now has three keywords: "Lolt", "Jube", and "Key", one of which must be used.

Light Grenade (Blue)

The light grenade is now blue, not red, since red is reserved for sacrificial items. Futher, picking it up in your home territory has no effect. Picking it up in enemy territory or accepting it in any territory (except neutral) still stuns you.

Wands

These are generally the same as before.

Wand of Vengeance (Red, "Toast", Sacrificial)

Both players are ethereal immediately after the use of this wand, and remain so until reaching the user's home territory. In particular, the user must wait until then to take items from the captive, and the captive cannot use the Ninja Potion until then.

Wand of Stun (Green, "Stun", Cooldown)

Recharging has been replaced by cooldown; the stun is still one minute.

Wand of Dispel (Blue, "Dispel", Cooldown)

This wand may only be used on players and glyphs; magic items may not be individually dispelled. Recharging has been replaced by cooldown. It is also now blue instead of brown.

Belts

Belts also remained generally the same.

Andy Warhol's Belt of Pop Occultism (Red, Sacrificial)

A new belt. From the official rules:

V.B.1. Andy Warhol's Belt of Pop Occultism is red and sacrificial.

V.B.2. To activate this belt, the wearer must yell as loud as possible some phrase to be determined by the judges before the start of the game. Upon activation, all enemy players within line of sight of the user are stunned for one minute.

V.B.2.a. Since the belt is sacrificial, the user must also drop the belt.

Goombah's Belt of Humiliating Protection (Green)

This belt is identical to before. (How could we change this belt?)

Doc Ock's Belt of Many Arms (Blue)

This belt is effectively the belt of twofer, extended to handle four players. It has also been fixed; rather than the 60 second limit to search for other captives, a new captive can only be obtained if all current captives are within an arm's length. If the wearer has any captives, he must lead them back to jail as usual, but may still make captures along the way, according to the previous rule.
Also, it is blue instead of red.

Sportsmanship

This hasn't changed much, but for the sake of emphasis (from the official rules):

VI.A. Physicality

VI.A.1. Players may not physically impede or block other players, either with their bodies or with objects.

VI.A.1.a. This includes actions like preventing elevators from moving. Breakage of this rule is grounds to eject you from the game.

VI.A.2. You may not change official timekeeping watches.

VI.A.3. You may not fabricate or replicate game items.

VI.B. Lies

VI.B.1. Although lies and deceit are part of the game, there are several things you may not conceal, obfuscate, or lie about.

VI.B.2. You may not lie about whether you're in the game.

VI.B.3. You may not lie about which team you're on.

VI.B.4. You may not lie about the status of the game.

VI.B.4.a. For example, whether the game has started or ended.

VI.B.5. You may not lie about what non-concealable items you have.

VI.B.6. You may not lie about cooldown or dispel status of items.

VI.B.7. You may not lie about any player's status.

VI.B.8. You may not make jazz hands unless you are ethereal.

0. Respect: Above all, don't be a jackass.



Current top banner: Architect's Leap (credit: James Johnson) Reload for a new one.

Copyright © The Carnegie Mellon KGB.
Top banner and other media copyright © their respective owners.