Joined: October 8th, 2008, 11:40 am
Location: Southside Houston, Texas
Real Name: Jose C Cantu II- Mr. Alacran
New changes to the rules
RULE #2 IF YOU ARE NOT HAVING FUN, YOU ARE DOING IT WRONG. RE-EVALUATE YOUR GOALS FOR THIS GAME AND PLAY FOR THE FUN OF IT, NOT FOR THE VICTORY.Game Types:Capture
Capture the Flag
Two or more teams defend their flags within defined borders on campus, while trying to capture the other teams’ flag.
In large enough games, one glowstick or arm/headband colored red or Blue
Nerf-style dart guns
Clean, balled-up socks
Tube Socks with <1c of flour
Each game will have at least two teams. Players will be informed of their team assignment when they arrive on the field of play. Attempts will be made for teams to be equal, but no one will be excluded from play in the name of team balance.
Game boundaries will be established by the Administrator before play begins. Obsolete line removed. Any player who leaves the boundaries of the playing field is immediately treated as tagged.
Players are tagged when they are: 1) shot with a dart gun, 2) hit with a balled up sock, 3) Hit in any manner with a tube sock full of flour, or 4) tagged by hand. Simultaneous Tags: both players are considered out.
Exception: Tag Parries- in the event of a Palm to palm hand-tag or a simultaneous hand tag, both tags are nulled and the attack begins again. The same applies to a sock that is caught, or blocked with another sock, or a dart that is shot out of the air with another dart
Tagged players are out of the game, and must quickly go to their capture or re-spawn points, or the neutral zone. In transit, they must hold their hands and or weapons above their head to signify that they are out. Stunned players may not interfere with the game, including acting as shields.
Unlike traditional CtF, a player may be tagged on any part of the playing field – even their own base.
Obsolete line removed.
Flags & Bases:
Flags for all games will be provided at the start of the game, and will include a ~5 foot flagpole. The Jolly Roger shall fly over all games on a 12 foot pole, marking the game area. Flags may not be removed from the flagpole at any point during the game. Each team’s flag must either be mounted in the stand of their base to be considered within their control.
The player carrying the flag may not attack another player in any way, and the flag may not be passed between players. If the player carrying the flag is tagged, they must immediately drop it. Obsolete line removed.
Base locations will be established and marked off by the Administrator before play begins. Players guarding the base may not enter its perimeter, except to chase another player. Players may not use their bodies to block attempts to grab the flag, unless attempting to make a tag.
Respawn Zones will be established prior to the game, and will be used to re-integrate stunned players into the game. To become active again, a player need only pass through the marked area.
Winning the Game:
A team wins the game when they have crossed into their end-zone with the opposing teams flag while their own flag is safely on its stand. if their flag is being contested, the game continues until the qualifications are met.
Shotgunning: Shotgun blasts of socks or darts will not be allowed, except by special exception cleared by the administrator. for all other situations, understand that only one dart may be shot at a time, and only one sock may be thrown at a time.
Ammo Capacity: Each player may have 2 guns at any given time, 4 clips, and 4 socks. Items may not be substituted, and if you are over the limit, you will be asked to drop extra items.
Sock start-up: at the beginning of every game, ALL socks will start at the center of the field. the only exception will be in gun based games, where a person who intends to use only socks may start with one in hand.
keep in mind that tags are perfectly legal in all CTF games so feel free to administer Zombie hugs as you are able.
Enforcing the Rules:
As with all other UGL events, if you encounter a situation in which the rules are called into question, you have two options: work it out amongst yourselves, or call a moderator. If a moderator is called, their decision is final.
Also remember that Rule #1 applies here as well as any other game. Camping a player to ensure that he is constantly stunned, while being an effective strategy, does not allow all players to enjoy the thrill of the game. A good rule of thumb to remember is of course the golden one. Before attempting anything questionable, ask yourself how much you would enjoy the game if it were done to you.
– A tagged player is captured and goes to the other team's jail. Captured players can be freed by an uncaptured teammate tagging (not shooting) them while in the boundaries of the jail. Freed players must then return to their team's territory before re-entering play. In this game type, the jail for each team will be established and marked off by the Administrator before play begins.Elimination
– Tagged players are out for the remainder of the match, and must return to the Neutral Zone established at the beginning of the game.Game Variants:Three Team CtF
–Three teams will be split up around the playing area, rather than two. Both opponents' flags
must be captured to win.Assault The Flag
– Teams take turns attacking or defending a single flag. Once the attacking team successfully captures the flag, or a predetermined time limit is reached, the sides switch, and the team who had been defending now tries to complete the same objective. Assault is usually played with Respawn or Elimination rules.Checkpoint CtF
– Teams must capture a series of checkpoints between their base and the enemy base by bringing a designated flag bearer to each checkpoint. The first team to bring their flag to the other team’s base wins. To capture a checkpoint, each team must tag the enemy team’s flag bearer and move their flag into the checkpoint boundaries. Tagged flag bearers must fall back to the previous checkpoint gained. If played with Capture or Respawn rules, the jail or respawn points of each team advance or retreat as checkpoints are gained or lost.Multi-Flag CtF
– Each team has more than one flag and an equal number of bases. A team must have all of their own flags and the opposing team’s flags to win. Each team may only have one of their own flags at each of their bases.Multi-Base CtF
– Each team has a single flag, with multiple bases to return it to after being captured. Multi-Base CtF is usually played with Respawn rules, with each empty base acting as a respawn point. With Capture rules, the unused bases act as jails. Captured players must move to an unused base if the flag is brought to them, and may not be freed until they reach the new base.Line moved for better placementOther Variations
Single Flag CtF
One flag (hence the name) is placed at a centralized starting location. Each team starts at an opposing end of the field. At the start of the game, each team will then rush the central flag in attempt to get it to their base before the other team can steal it. if stunned, however, players must go all the way back to respawn zones at opposing SIDES of the playing field. such that if a team starts at the north end of the field, they will respawn at the west side of the field. Vice versa, if they start at the south end, they go to the east side. Ideally this calls for an almost square playing area.
try playing with two teams and a third, king-of-the-hill team whose sole charge is to keep the flag from being taken by either team. the KOTH team of course, has lowered stun timers and hopefully more ammunition, as they will be hit from both sides, presumably simultaneously.
Name: Mercenary (MERC)
The MERC starts at the center of the field. At the start of the game, the MERC will be rogue until tagged by any member of either team. once tagged, the mercenary swears allegiance to the team that achieved the tag. The MERC will play for that team, reacting as a normal player, until tagged by the hand of the opposing team. Then the alliance switches, and the cycle continues.
The Merc starts in the center of the field, and is bound to a circle where all of the socks start. The Merc will attack any member of either team, for the duration of the game, but can only use socks. When all of the socks have been thrown out of the circle, the Merc becomes a true rogue and can expand his territory to a larger area at the center of the field. When there are no more socks in that area, the merc is done and must wait for more socks to be in the area. To return the Merc to the original circle of power, any member of either team can deposit 10 socks into that circle, and the Merc will have to return.