Capture the Flag Tournament 


The rules governing this intramural sport activity are unique to the UVM Intramural Sports Program. This rules sheet is not meant to be all-inclusive; rather it is a summary of the more common rules, policies, and procedures used by the Intramural Sports Program. Important policy information can be found in the Intramural Sports Handbook. All team managers and players are responsible for reading this document and understanding the rules, policies, and procedures prior to participating in this activity.

General/Eligibility
See the Intramural Sports Handbook for complete listing of eligibility.

Intramural Team Participation
Individuals may only play on one (1) team. 

UVM Identification
All players MUST present a UVM Cat Card to the IMS Supervisor prior to each game. Players who do not have their Cat Card will be subject to the terms of the Campus Recreation ID Policy.

Team Rosters
All participants must sign the online IMLeagues roster/waiver form in order to participate in Intramural Sports. 
 

The Players

  • The game shall be played in teams of 6 players.. 
  • A minimum of six players are needed to play. Teams can have up to 10 people on a roster.
  • Teams should wear the same colors which are decided at the time of registration.
  • Each player will receive a flag belt at game time.

Substitutes

  • If a team is playing with substitutes, they must only enter at the start of a new game (within the match).

 
GAME GUIDELINES
The match will last 15 minutes. Tournament officials will monitor the field during play. In order to win a match within the tournament the winning team must capture the most flags at the end of 15 minutes. Every time a flag is successfully brought back from an opponents side, a new game starts.

  • If there's a tie in "flags captured" once the clock hits 0:00, A 2:00 minute "golden flag" match will be played with the only the players remaining on the field. If no team returns a flag, the match ends in a tie.
  • Flags captured is an important stat, as it could determine final standings if there is a tie in the match records.

Flags and Cones

  • There will be one (1) flag located on each team's side.
  • The flag will be visible on top of a large cone.
  • Players cannot move the location of any of the flags and/or cones.
  • Cones will serve as a perimeter to indicate a no guarding zone for both the jail and flags.
  • Guards must remain outside the cone perimeter.  
    • Only 1 person may guard the jail
    • Only 1 person may guard the flag

Jail

If a participant is caught, by having their flag belt pulled on the opposing team's side, the person caught must be escorted to jail.
Participants in jail can only be rescued by their own team members.

  • A player may only have their flags removed if they are on their opponents side. 
  • Once they are in jail they should reattach their flag belt. In order to be free, they must be "high-fived" by a rescuing teammate.
    • Participants who are rescued from jail must return to their own side by holding their flag belt up in the air until they have returned safely to the other side. 
    • The rescuer is free to remain on the opponents side and is "fair game" to be tagged out.


Capturing the Flag
Once a player has captured a flag from the other team's side, the flag must remain visible at all times.The player can remain in the coned safety area until they are ready to leave. The flag must be brought over to their side in order for it to count as a retrieved flag. The flag may only be thrown backwards to teammates, if it touches the ground it must be returned to the original flag zone. Handoffs are acceptable. Once a flag is brought over safely, that game is over and a new game begins.