Name and Purpose
- Outpost is a large-scale strategy and movement game built on team roles, communication, and protecting your most important player.
- Players practise leadership, spatial thinking, and adapting to a changing game.
a.k.a.
- Hidden General; Capture the General
Age / Group / Time / Space
- Ages 8-16 | 16-50 players | 30-60 minutes | Large outdoor space with natural cover (wooded area, field with structures). The more hiding space, the better.
Materials
- Flag belts or coloured sashes: two sets of colours (one per team)
- Designated jail area for each team (a small marked circle or natural landmark)
- Optional: a small bonus item (ball, card, or toy) hidden in the field for extra points
- Whistles for staff
Quick-Run Card
- Split into teams. Each team secretly selects: one General (1 life), four Guards (2 lives), rest are Infantry (4 lives).
- Losing all lives = player becomes a Spy (no more tagging, shifts to observing and passing information to teammates).
- Caught players go to their team’s jail for one to two minutes, then walk back in freely.
- Capture the opposing General to win the round.
- Swap roles or mix teams and replay.
Setup and Boundaries
- Mark clear outer boundaries. Jail areas are clearly marked at a neutral edge of the field.
- Signal: one whistle = pause; two whistles = round over, gather.
- Staff are stationed at each jail to time the one-to-two minute wait and release players fairly.
- Check the space for hidden hazards (holes, slippery patches, low branches).
How to Play
- Split into two or more teams. Teams huddle privately to choose their General, four Guards, and Infantry players. No other team knows who holds which role.
- When the counsellor signals “Go!” teams spread into the field.
- Any player can tag an opponent by pulling their flag or touching their shoulder.
- Caught players go to their team’s jail. A staff member at the jail counts one to two minutes, then releases them back into the game.
- Each role has a life count: General = 1 life, Guards = 2 lives, Infantry = 4 lives. Each time a player is caught, they lose one life. When lives run out, that player becomes a Spy.
- Spies may no longer tag opponents. Their new role: move freely through the field, observe enemy positions, and pass information to teammates using only hand signals or whispers. They cannot be caught.
- A team wins the round by tagging the opposing General all their lives out. A staff member confirms the win.
- Optional: A bonus item is hidden in the field. Finding and returning it to your base earns a bonus point.
I-OPt Options
- A (Active): Infantry or Guard, moving and tagging across the field.
- S (Support): General’s personal escort, coordinating team communication.
- Q (Quiet): Spy role (by choice, before lives run out): focus on observation and passing intel without physical confrontation.
- O (Observer): Staff-supported scorekeeper or round timer. Choose when to rotate in for the next round.
Inclusion Adaptations
- Players who prefer lower physical intensity can begin as Spies by choice, contributing through observation and communication from the start.
- Jail wait time can be reduced to 30 seconds for younger or less physically patient players.
- Team sizes can be adjusted so no player feels isolated or without a teammate nearby.
Stewardship Moment
- After the game, do a full boundary sweep: collect all flag belts and any items brought out for the optional bonus round.
- Reflection: “How did your team use the space? Did you leave it the way you found it?”
Consent
- Pre-brief: “This game involves flag-pulling and moving through a large outdoor space. For those not comfortable with flag-pulling, a shoulder-tap version is another option. Let your counsellor know before we start.”
- Mid-game check: Staff circulate and check in with Spies and jail players to ensure they feel engaged, not sidelined.
- Opt-out/re-entry: Any player can step to a neutral zone and take a breather. They re-enter at the next jail release or start of a new round.
Risks and Mitigation
- Aggressive flag-pulling: remind players that a firm but gentle pull is the goal. No yanking. Staff reinforce this before play.
- Players who feel singled out as General: keep role selection private. No team should reveal their General during the debrief.
- Spies feeling disengaged: actively coach Spies on how to contribute. Frame it as a valued role, not a penalty.
- Uneven teams: staff can join a smaller team or act as a roving neutral player.
Warm-Up Suggestions
- “Mirror Walk”: pairs face each other and mirror movements for 60 seconds. Builds spatial awareness and reading others.
- “Role Call”: counsellor calls a role (Guard, Infantry) and players jog to a matching colour cone. Reinforces role awareness before the game starts.
Debrief Questions
- What? “What happened when your General was close to being caught?”
- So What? “What made communication hard when you were spread out?”
- Now What? “How do you protect the most important parts of a plan when things get complicated?”
Cleanup and Reset
- Collect all flag belts and boundary markers.
- Retrieve any bonus items used.
- 60-second space check for anything left behind.
