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Capture the FlagRules Card

Setup, scoring, and how to play on one sheet. Print a copy to keep with your set, or read the full Capture the Flag rules.

Capture the Flag Rules

Players
6 to 20+ (two teams)
Ages
7+
Setup time
5 min
Space
A large yard, field, or park

What you need

  • Two flags or stand-in markers (bandanas, cones, or a glow set)
  • A way to split the field in half (a path, a row of cones, or a chalk line)
  • Two teams of players, roughly even in number and size
  • A clearly marked jail area near each team's flag
  • For night games, glow sticks, LED markers, or a glow-in-the-dark set

Set it up

There is no fixed field size. A backyard works for a small group, but capture the flag shines on a big field, a park, or a wooded area where there is real ground to cover and places to break a defender's line of sight. The one rule that matters is a clear, agreed midline splitting the two territories evenly. The bigger the space, the more running and strategy, so scale the field to your group size and energy.

Scoring

  • An untagged capture across the midline wins one round. Record the round winner.
  • Choose one round or a match first to two or three round wins; swap sides after each round.
  • A tagged flag carrier goes to jail and the flag returns to its base in this version.
  • A rescuer frees one prisoner per trip; both walk safely home before rejoining.

How to play

  1. Divide the field and set the flags. Split the play area into two equal territories with a clear midline (a path, cones, or chalk). Each team places its flag in plain sight somewhere on its own half, usually toward the back. The flag has to be reachable and not buried or hidden, so everyone agrees it is fair.
  2. Mark each team's jail. Pick a jail spot on each half, often near that team's flag or in a back corner. This is where tagged opponents are held. Make the boundary obvious so there are no arguments about who is in jail and who broke free.
  3. Split into two even teams. Make two balanced teams and agree the match length: one round, first to two round wins, or first to three. Swap territories between rounds. Decide who attacks, guards the flag and attempts rescues.
  4. Cross the line to attack, defend on your side. On your own half you are safe and can tag opponents. The moment you cross into enemy territory you are fair game and can be tagged by the defending team. The whole game is a push and pull of dashing across, drawing defenders, and looking for a gap to the flag.
  5. Get tagged, go to jail. A defender may tag an attacker in the defender's territory with a light touch; do not grab or push. The tagged player goes to that side's jail and waits for a rescue.
  6. Rescue your teammates. A free teammate can tag one jailed player to release them. In this version, the rescuer and freed player walk safely back to their own territory before rejoining play.
  7. Grab the flag and run it home. Carry the opposing flag across the midline without being tagged to win the round. If the carrier is tagged first, return the flag to its base and send the carrier to jail. Reset the flags and swap sides for the next round.