Name and Purpose
- Flag Rescue adds a cooperative rescue layer to the classic Capture the Flag format.
- Players practise strategy, teamwork, spatial awareness, and supporting teammates under pressure.
a.k.a.
- Capture the Flag Plus, Team Rescue Tag
Age / Group / Time / Space
- Ages 8-16 | 20-60 players (10-30 per team) | 30-60 minutes | Large outdoor field, 1-2 acres preferred, with a clear centre line
Materials
- 1 flag or marker per team (bandana, pinnie, or cone)
- Coloured armbands or headbands (two colours, one per team)
- Cones for the centre line, jail zones, and Rescue Player spot
- Optional: flag football belts for tag variation
Quick-Run Card
- Divide into two teams with clear colours. Define territories with a centre line.
- Each team selects one Rescue Player from the other team. Rescue Players are placed in a visible spot in the opponent’s base.
- Tags on the opponent’s side send players to jail. Teammates can free jail players by reaching the jail.
- Win by returning your Rescue Player safely to your base, or by tagging a set number of opponents.
- Freed Rescue Players walk home , if tagged, they return to their spot.
Setup and Boundaries
- Mark a clear centre line with cones or use a natural divider.
- Mark a jail zone (roughly 3×4 metres) on each side of the field.
- Mark the Rescue Player spot in each team’s base (visible but not in the flag position).
- Signal: 1 short whistle = pause all play and freeze; 2 whistles = round over, gather at centre.
- Conduct a boundary walk-through with both teams before starting.
How to Play
- Both teams assemble on their side of the centre line for a rules briefing.
- Each team picks one player who will act as the Rescue Player for the other team. Rescue Players are exchanged and placed in a visible designated spot in the opponent’s base.
- On “Go,” players on their own side are safe and on defence.
- Players who cross the centre line are on offence.
- If tagged on the opponent’s side, a player goes directly to the opponent’s jail zone.
- Jailed players can be freed when a teammate crosses into the opponent’s territory and reaches the jail. All freed players walk back to their own side before re-entering.
- The Rescue Player stays in their designated spot. To free them, an offence player reaches them and they begin moving home together.
- Once free, the Rescue Player does not need to run with their rescuer. They walk home under their own power.
- If the Rescue Player is tagged while walking home, they return to their designated spot.
- Win condition 1: Rescue Player reaches their home base safely.
- Win condition 2: A team tags a pre-agreed number of opponents.
- Staff monitor the centre line and jail zones throughout.
I-OPt Options
- Start
- A (Active): Join the offence and cross into opponent territory
- S (Support): Stay on defence, protect the base and jail
- Q (Quiet): Volunteer as the Rescue Player, taking a lower-movement role
- O (Observer): Watch the first few minutes, then choose a role and join
- Mid
- A (Active): Run offence missions across the centre line
- S (Support): Act as jail keeper or flag guard on defence
- Q (Quiet): Walk the boundary, provide awareness for teammates
- O (Observer): Step to the sideline, track team strategy, re-enter when ready
- Late
- A (Active): Lead a coordinated push to free the Rescue Player
- S (Support): Coordinate freed jail players back to home base
- Q (Quiet): Hold a position and communicate without running
- O (Observer): Call out positions and movements to help the team from the sideline
- End
- A (Active): Sprint to home base or jail in the final moments
- S (Support): Walk the Rescue Player home safely
- Q (Quiet): Watch the finish and cheer
- O (Observer): Help staff gather the group for debrief
Inclusion Adaptations
- Players with lower mobility can take on Rescue Player or jail keeper roles, which involve less running.
- Flag football belts can replace physical tagging for players who prefer not to be touched.
Stewardship Moment
- Armbands and flags are reused. At the end, sort and store them for next time.
- Reflection: “We played for an hour with a handful of simple props. What made it feel big?”
Consent
- Pre-brief: “This game involves being tagged by other players. For those not comfortable with physical contact, flag-belt or bandana-pull variations are another option.”
- Mid-game check: Staff pause after 10 minutes. “Is the game feeling fair and fun? Any adjustments before we keep going?”
- Opt-out/re-entry: Any player can step to their home base and take a breather. They re-enter by crossing back into play from their home base.
Risks and Mitigation
- Disputes about tagging or jail: set clear tag rules before starting and brief both teams together
- Players being left in jail for the whole game: jail keeper role should actively acknowledge and count jail time; staff can call a “free release” midway through if jails are overcrowded
- Rough play near the centre line: remind players tags are light touches, not grabs
Warm-Up Suggestions
- Quick team huddle: 2 minutes for each team to assign initial roles (offence, defence, jail keeper, flag guard)
- “Territory Walk”: both teams walk the full field together before the game to learn the boundaries
Debrief Questions
- What? “What was your team’s strategy? Did it change during the game?”
- So What? “What made freeing the Rescue Player hard? What would have made it easier?”
- Now What? “When have you had to make a plan as a group and adjust it on the fly?”
Cleanup and Reset
- Collect all armbands and flags.
- Remove or store cones.
- Quick field check for anything left behind.
