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 official rules for the Spring 2008 game of Capture the Flag with Stuff.


Printable Version

I. Base Rules

I.A. Teams and Territories

I.A.1. The game consists of two teams, red and yellow. Team membership is indicated by colored armbands, which must be worn visibly at all times.

I.A.2. Each team has a home territory. One team's is Wean, the other is Doherty. The teams should swap territories after each game. The territory is defined as the volume and all surfaces inside the building with the doors closed, or as defined by the judges in the case of ambiguity. Where there is a chamber between two sets of doors, the chamber is included in the building.

I.A.3. Certain areas such as labs, clusters, and any normally inaccessible or otherwise restricted areas are forbidden. No player may enter these areas at any time during the game.

I.A.4. All areas which are neither a team's home territory nor forbidden are neutral. There must always at least ten feet of neutral territory between opposing teams' home territories.

I.A.5. A player is considered to be in a team's territory if any part of his body is in the team's territory. If a player is in neither team's territory, he is in neutral territory. Magic items have no effect in neutral territory.

I.A.5.a The inside of a door leading out of a team's territory is in the team's territory, so can have a glyph applied to it. However, a player touching this surface is next to the team's territory, not within it, so is still in neutral territory.

I.B. Players

I.B.1. A player is any person playing the game.

I.B.2. An teammate is a member of the same team.

I.B.3. An enemy is a player who is not a teammate.

I.B.4. An player may be normal, ethereal, captive, captor, prisoner, interrogation victim, or stunned.

I.B.5. An normal player is in the default state described in these rules.

I.B.6. An ethereal player may not use, drop, or pick up magic items, is not affected by magic items, may not capture, and may not be captured. A player may use jazz hands to signal ethereality.

I.B.7. A captive is a player who is been captured (see I.C). Captives may not move or touch enemy flags and may not use magic items.

I.B.8. A captor is a player who has captured another player (see I.C). Captors must lead their captives to the jail (see I.C), but are otherwise normal players.

I.B.9. A prisoner is a player who was a captive, but has touched the Glyph of Jail (see I.C).

I.B.10. An interrogation victim is a prisoner who has been given truth serum by the jailer (see I.C). He may not use magic items, but otherwise acts identically to a prisoner except where specified.

I.B.11. A stunned player must sit on the floor until the stun wears off. If he is captured while stunned, he becomes unstunned. A player may not be stunned again while stunned. Stunned players may not capture.

I.B.12. Only normal players and captors can be stunned.

I.C. Capture and Imprisonment

I.C.1. If a player touches an enemy when both are in the first player's home territory, he may choose to capture the enemy. At this point, the enemy becomes a captive.

I.C.1.a. As capture is optional, you are encouraged to notify your captive of this action ("Gotcha" is a good choice).

I.C.2. A captive or prisoner must give up any non-concealable items upon request of the captor or a teammate of the captor. Concealable items need not be given up unless the enemy asking for them knows that the player has the item.

I.C.3. A captor must lead his captive directly to his team's Glyph of Jail (see II.B) at a reasonable speed. He cannot make any more captures until his captive has entered jail by touching the Glyph of Jail, either directly or through a chain of other prisoners. Once this occurs, the captor is again a normal player, and the captive becomes a prisoner.

I.C.4. If a captor is stunned, his captive becomes a normal player.

I.C.5. Prisoners may use magic items.

I.D. Jail

I.D.1. Each team has a jail, designated by the Glyph of Jail.

I.D.2. One player on each team may take on the role of jailer by wearing the team's Jailer Fedora. The jailer is a normal player except as described in the remainder of this section. The jailer may at any time transfer the fedora to a teammate, who becomes jailer, or remove it, leaving no jailer.

I.D.2.a. In particular, if the jailer is captured or stunned, the jail remains functional; prisoners are not released.

I.D.3. A player may not move the opposing team's fedora.

I.D.4. The prisoners must form one or more chains, with each player touching the Glyph of Jail either directly or through a chain of other prisoners.

I.D.5. If there is a jailer, he may relax the requirement to form chains.

I.D.5.a Typically, the jail is at the end of a hall, and prisoners are allowed to sit around in the vicinity of the jail.

I.D.6. Every fifteen minutes, starting from the beginning of play, all prisoners are released from all jails. Released prisoners must return to their home territories at reasonable speed, by the most direct route. Prisoners released in this manner are ethereal until they re-enter their home territories.

I.D.7. A player in a normal state may touch a prisoner in another team's jail. As long as freeing the prisoner does not break a chain leading back to the jail, the prisoner is freed. Both players are ethereal and must return to their home territories by the most direct route; they need not remain together.

I.D.8. The jailer has a supply of Truth Serum, which he may use by poking a prisoner in the shoulder with a pinky finger. The prisoner then becomes a interrogation victim.

I.D.9. The jailer may then ask the victim up to six yes/no questions, and the victim may lie no more than once. The victim may answer "I don't know" if she really doesn't know, but then the question doesn't count against the six.

I.D.10. Upon completion of questioning, the victim is freed from jail and must return to his home territory as after a jailbreak (see I.D.6) Questioning is complete when the victim answers the sixth question, if the jailer decides he is done with this victim, if the victim is freed, at jailbreak, if there is no jailer, or the jailer leaves line of sight of the victim.

I.D.11. There may be at most one truth serum victim in each jail.

I.E. Initial Setup and Game Completion

I.E.1. At the beginning of the game, there is a setup period of fifteen minutes. This time should be used for the placement of flags and glyphs, and distribution of magic items. No player may enter enemy territory during this period. Magic items have no effect during this time.

I.E.2. The game ends after one hour, or when there remains only one team with uncaptured flags.

I.E.3. The winner is the team with the greatest number of points; in the case of a tie, the winner is the tying team that reached its final point total first.

I.F. Additional Terms

I.F.1. Cooldown: This is a property of certain items. An item with cooldown may not be used again for one minute after its use. This requirement may be suspended by the singing of a number of verses from a song determined before the game begins; the item is then usable after singing that song.

I.F.2. Concealment: Potions may be concealed, meaning they need not be visible. All other game items must be visible at all times. A captive is not required to give up a concealed item unless his captor asks for it specifically and knows that she has the item.

I.F.3. Dispelling: A dispelled item may not be used for its magical effects.

I.F.4. Line of Sight: A player is within line of sight of an item or event if he can see it by rotating.

I.F.5. See: A player sees an item or glyph if it passes within his field of view and can recognize it.

I.F.6. Sacrificial: Certain items are sacrificial. These 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.

I.F.7. Key Words/Phrases: Some items have a key word or phrase used to activate them. This phrase must be said entirely in the territory where the use occurs, and the action occurs upon completion of the phrase.

I.G. Flags

I.G.1. Flags are large pieces of cloth or felt. Each team has three or more flags.

I.G.2. Before each game, a point value will be assigned to each flag.

I.G.2.a. Judges may or may not inform the players of these values on a per-game basis.

I.G.3. Flags must be placed during the initial setup time, and their placement must be supervised by a judge. They must be placed no higher than six feet above the floor; at least half the flag must be visible from every angle; flags must be placed no more than one flag per hallway or corridor. If the flag is placed inside a container, there must be an obvious way to remove the flag in one smooth motion.

I.G.4. No flag may ever exist in an area with fewer than two exits, unless it is being carried. If a flag is dropped in an area with only one exit, a judge must move it the shortest possible distance to a valid location.

I.G.5. Any magic items a player is carrying are dispelled if he is carrying a flag, and remain dispelled for one minute after the player gives up the item or drops the flag.

I.G.6. A player who brings a flag to the judges room earns for his team the number of points associated with the flag. The flag is then out of play for the remainder of the game.

I.H. Judges

I.H.1. Judges are indicated by blue headbands, and are responsible for keeping the game running smoothly.

I.H.2. The head judge is the final arbiter and scorekeeper, and should remain in the judges' room, Wean Hall 8427.

I.H.3. An assistant head judge shall reside at each team's jail.

I.H.4. Each team should also have at least 3 roaming judges whose responsibility is to resolve conflicts or perform other duties required of them. Judges should attempt to resolve disputes fairly and find outcomes agreeable to both sides. However, if this is impossible, the judge's decision is final.

II. Glyphs

II.A. General

II.A.1. Glyphs are large sheets of paper or posterboard marked with a spell.

II.A.2. Each glyph is owned by a particular team, indicated by the coloring of the glyph.

II.A.3. A glyph must be taped to a wall or door in the team's territory.

II.A.4. A glyph affects all players except those of its owning team.

II.A.5. A glyph may not be placed within ten feet of a flag. If the flag is dropped within ten feet of a dispellable glyph, the glyph is dispelled for as long as the flag remains, and for one minute after.

II.B. Glyph of Jail

II.B.1. The Glyph of Jail is indicated by the word "Jail".

II.B.2. The Glyph of Jail defines the Jail, as described by section I.D.

II.B.3. The Glyph of Jail cannot be dispelled.

II.C. Glyph of Entrancement

II.C.1. The Glyph of Entrancement is indicated by the word "Gotcha".

II.C.2. A player who sees the Glyph of Entrancement is stunned for one minute.

II.D. Glyph of the Disgusting Doorknob

II.D.1. The Glyph of the Disgusting Doorknob is indicated by the word "Yukko".

II.D.2. If a Glyph of the Disgusting Doorknob is on the side of a door facing a player, she may not open the door or prevent it from closing. If the Glyph is mounted on one of a set of doors, all doors are affected.

II.D.3. If a Glyph of the Disgusting Doorknob is mounted next to the buttons controlling an elevator, you may not push any of the buttons or prevent the elevator doors from closing.

II.E. Glyph of Alarm

II.E.1. The Glyph of Alarm is indicated by the word "Alarm".

II.E.2. A player who sees the Glyph of Alarm must shout or sing "Alarm" or a similar loud phrase as loud as possible for one minute or until she is captured or returns to neutral space.

III.Potions

III.A. General

III.A.1. Potions are foam-rubber balls.

III.A.2. Potions are concealable.

III.B. Ninja Potion of Magic Smoke

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.

III.C. Potion of Wait... There's a Key at the Bottom of This

III.C.1. The Potion of Wait... There's a Key at the Bottom of This is green and has cooldown.

III.C.2. To use this potion, a player must bonk himself on the head with this potion and use one of the key words "Lolt", "Jube", or "Key".

III.C.3. A stunned player may use this potion to unstun himself and return to a normal state.

III.C.4. A prisoner may use this potion to free himself from jail and return to a normal state.

III.D. Light Grenade

III.D.1. The Light Grenade is blue.

III.D.2. A player who picks up this potion in enemy territory is stunned for one minute.

III.D.2.a. Picking up this potion in neutral or home territory has no effect.

III.D.3. A player who voluntarily accepts this potion from another player is stunned for one minute.

IV. Wands

IV.A. General

IV.A.1. Wands are two-foot lengths of foam rubber.

IV.A.2. A wand is used by whapping a person or glyph and shouting the keyword.

IV.A.3. Each use of the keyword invokes at most one wand on one subject.

IV.B. Wand of Vengeance

IV.B.1. The Wand of Vengeance has keyword "Toast", and is red and sacrificial.

IV.B.2. A player may whap an enemy in the enemy's home territory. The user captures the enemy, and both players become ethereal. The user must lead the enemy back to his jail as directly as possible at reasonable speed.

IV.B.3. Upon entry into the user's home territory, the user becomes a captor and the enemy becomes a captive.

IV.C. Wand of Stun

IV.C.1. The Wand of Stun has keyword "Stun", and is green and has cooldown.

IV.C.2. Any player whapped with this wand is stunned for one minute.

IV.D. Wand of Dispel

IV.D.1. The Wand of Dispel has keyword "Dispel", and is blue and has cooldown.

IV.D.2. If a player is whapped with the wand of dispel, all magic items he is carrying are dispelled for one minute.

IV.D.3. If two players simultaneously use this wand on each other, all items carried by both players are dispelled for one minute.

IV.D.4. A glyph which is whapped by the Wand of Dispel is dispelled for one minute.

V. Belts

V.A. General

V.A.1. A belt is a long sash of cloth or felt.

V.A.2. To be active, a belt must be tied around a player's waist.

V.A.3. A belt can be worn by at most one player.

V.A.4. A player can wear at most one belt.

V.B. Andy Warhol's Belt of Pop Occultism

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.

V.C. Goombah's Belt of Humiliating Protection

V.C.1. Goombah's Belt of Humiliating Protection is green.

V.C.2. This belt is activated by skipping and loudly singing "Yankee Doodle". While active, the wearer is immune to capture and stun.

V.C.3. Any number of teammates may share the protection of this belt by holding hands with the wearer, either directly or through a chain of teammates, as long as all teammates in the chain are skipping and singing along.

V.C.4. If any player in the chain is dispelled, all items carried by all members of the chain are dispelled.

V.C.4.a. In particular, the Goombah's belt is dispelled.

V.C.5. This belt does not function in elevators.

V.D. Doc Ock's Belt of Many Arms

V.D.1. Doc Ock's Belt of Many Arms is blue.

V.D.2. The wearer may have up to four captives, as long as he is within an arm's length of each previous captive at the time of the next enemy's capture.

V.D.2.a. Once any captures have been made, he must still lead the captives back to jail as usual, but may still capture on the way to jail according to V.D.2.

V.D.3. If the belt is dispelled, all captives except the first are freed. If there is a tie, the captor may choose which one to keep.

VI. Sportsmanship

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.



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