Name and Purpose
- Four-Base Flag Rescue is a large-scale territory game that builds strategy, communication, and teamwork under pressure.
- Four teams compete to protect their flag while attempting to capture rivals’ flags.
a.k.a.
- Capture the Flag, Territory Tag
Age / Group / Time / Space
- Ages 8-16 | 40-80 players (4 teams of 10-20) | 40-60 minutes | Large open field with clear sightlines; adjacent natural zones optional for added terrain
Materials
- 4 glow sticks or bright flag markers, one per team
- Boundary cones or rope to mark territories
- 4 water blasters for Water Patrol roles (one per team)
- Whistle (staff signal)
- Optional: headlamps for night play (one per staff member)
- Colour-coded bibs or wristbands per team
Quick-Run Card
- Mark four team territories with cones. Place one glowing flag in each zone, visible and reachable (no higher than 1.5 metres).
- Signal: 1 whistle = pause; 2 whistles = game ends, everyone freeze.
- Players tag opponents in rival territory to send them to that team’s Holding Zone.
- Free a teammate by tagging them in the Holding Zone. Walk together (no tagging during escort) back to your territory.
- Carry a rival flag into your home territory to score. Flagless teams keep playing.
Setup and Boundaries
- Mark a large field into four equal quadrants with cones or rope. Each quadrant is one team’s home territory.
- Flag placement: on the ground or tied to a low cone. Must be 25% visible at all times; not hidden above 1.5 metres.
- Holding Zone: a marked circle near each team’s back boundary.
- Boundary sweep: check for holes, debris, and wet patches before play.
- Night play: all staff carry headlamps. Glow sticks on flags and boundary markers. Brief players on reduced-speed rule after dark.
- Signals: 1 whistle = immediate pause (everyone freezes); 2 whistles = game over, gather at centre.
How to Play
- Each team starts in their home territory for a 2-minute strategy session.
- On the start signal, players move freely across the field.
- Tag an opponent in your territory: they walk (not run) to your team’s Holding Zone.
- Free a captured teammate: enter the rival’s Holding Zone, tag your teammate, and walk together back to home territory. You may free up to 2 teammates per rescue attempt.
- Water Patrol role: one to three designated players per team carry a water blaster. A direct hit from the Water Patrol sends an opponent to the Holding Zone. Water Patrol players wear a colour-coded bib so everyone can identify them.
- Each team may relocate their flag once when the staff blows a single mid-game whistle. This is a high-risk moment as rivals may be watching.
- Capture a rival’s flag by carrying it into your home territory. A flagless team stays in the game as a raiding team until another flag is captured or the round ends.
- Round ends by time limit or when three of four flags have been captured. Tally scores. Run multiple rounds.
I-OPt Options
Start:
- A (Active): Join a raiding or defence squad.
- S (Support): Take the Water Patrol or flag-guard role.
- Q (Quiet): Serve as team strategist, calling directions from home base.
- O (Observer): Watch the first round, then step in as a replacement or flag guard.
Mid:
- A (Active): Lead a rescue mission into a rival Holding Zone.
- S (Support): Relay scouting information to teammates.
- Q (Quiet): Hold position near your flag as a quiet guardian.
- O (Observer): Rest at the sideline and re-enter next round.
Late:
- A (Active): Sprint to secure a final flag capture.
- S (Support): Escort a freed teammate back safely.
- Q (Quiet): Defend home base.
- O (Observer): Count team points from the sideline.
End:
- A (Active): Participate in the debrief circle.
- S (Support): Help collect cones and flag markers.
- Q (Quiet): Share one observation from the round.
- O (Observer): Listen and join when ready.
Inclusion Adaptations
- Walking-only option: any player may declare themselves a Walking Player. They cannot be tagged while walking and may not tag others while walking. This keeps them fully in the game.
- Non-contact Water Patrol role is available for players who prefer not to be tagged by hand.
- Night play: players who are uncomfortable in low-light conditions may take a flag-guard role in a well-lit zone.
Stewardship Moment
- Glow sticks: collect all glow sticks after play. Do not crack open or discard them on the field.
- End-of-game sweep: each team walks their territory once and picks up any gear before leaving.
Consent
- Pre-brief: “This game involves running, strategy, and light water squirting at night. For those not comfortable being tagged by hand, the Water Patrol role uses a water blaster instead. For those not comfortable with night conditions, flag-guard roles in lit zones are another option.”
- Mid-game check: after the first round, pause and ask players to signal thumbs up, sideways, or down. Adjust team sizes or roles before round two.
- Opt-out/re-entry: any player may step to the sideline at any time by raising both hands. Call “Back in!” to re-enter at the start of the next rescue cycle.
Risks and Mitigation
- Collision in the dark: mandatory reduced-speed rule after dark. Walk/jog only. Brief this clearly before night play begins.
- Overheating and dehydration during long play: set a mandatory water break at the midpoint whistle. Staff carry extra water.
- Water in eyes from blasters: Water Patrol must aim at the torso only, never the head or face. Brief this rule explicitly and remind mid-game.
- Disputes over tags: each team has one staff member as a zone judge. Their call is final.
- Players with relevant sensory or medical needs: staff will already be aware and can assign appropriate roles at the start.
Warm-Up Suggestions
- “Team Handshake”: each team has 90 seconds to invent a secret handshake. Builds cohesion before competition starts.
- “Quick Raid”: a one-minute mini-round with no Holding Zone, just flag touch-and-retreat. Helps players learn the layout.
Debrief Questions
- What? “What was the hardest part of protecting your flag while also trying to capture others?”
- So What? “What did your team do when someone got captured? How did you decide who to send on a rescue?”
- Now What? “Where else do you make decisions under pressure as a group? What made your team trust each other tonight?”
Cleanup and Reset
- Collect all cones, bibs, glow sticks, and water blasters.
- Empty water blasters and store them open to dry.
- Walk the field for any dropped gear before leaving.
