Fall 2010 EPIC CTF Competition


Two Teams Battle to Out Plan & Out Play


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Synopsis - Teams - Before Game Day - Game Day: November 14 - Prisoners - Winning the Game


– Rules –

Synopsis

Three weeks before the game, two team captains were chosen from among the active ranks.  On the same day, the team captains formed initial teams by choosing from among the active ranks.  It is now up to the two teams to 1) recruit additional players, 2) plan an effective strategy, and 3) win the game.

The game will be played on McG's property in Winthrop, NY on November 14 at 1:00pm, rain or shine. The game itself will last until about 3:30, and be followed by a BBQ. Rides will be arranged with by your team.

Teams

Each team may recruit up to 20 players.  No more than 5 players can be ineligible for the active ranks.  The remaining must be potentially eligible for inclusion into the active ranks.

Field of Play

The field of play is the land bounded by Trout brook, Mill Creek, Mill Pond, and Mr. Cockaynes property.  A map outlining the trail system can be found on the game webpage.

The field of play is divided nearly in half by a system of trails: from Elmer's Pass to Maple Ridge, to Timber Valley, to Land's End.  This system of trials, referred to as No-Man's Land, divides the field of play into the Eastern Territory and the Western Territory and is land in which no player, when standing on, can be captured.  

A satellite photo can be downloaded or viewed from: Google Maps

This game contains one central prison located on Maple Ridge Trail and will be referred to as “the prison”.  During the game, all prisoners will be escorted to the prison to be “processed” (see below).

Before Game Day

Prior to game day, ideally more than once, both team should meet to strategize how best to recruit players and win the game.  

Teams may bring and use any gear they wish, so long as there is absolutely no risk of injury by bringing or using the gear.

Teams may explore and practice manuvers on the field of play at any time prior to November 14.  Team captains MUST accompany their players on any of these excursions.

Each team must choose a location for their flag in their territory that is between 3 and 5 feet from the ground and is in a clearing with a radius of at least 5 feet.  In other words, if a player is within 5 feet, in any direction, of their opponents flag they should have no problem identifying and retrieving the flag.

Game Day: November 14

ATV in to the woods..

On November 14, players are not allowed on the field of play between sunrise and 1:00pm.  

Before the teams assemble on the edge of the field of play on game day, the referees will set each teams flags at the locations specified by the team captains.

Each team can arrive at McG's at any time they wish, and assemble at the entrance to the field of play – though they may not step foot on the field until they hear the air horn sound indicating the beginning of the game.  All players must enter the field of play at the bridge on Elmer's Pass.  Donuts and hot beverages will be served at 12:30pm at the the entrance to the field of play.

At 1:00pm on November 14 a referee will sound an air horn at the bridge at Elmer's Pass and the game will begin.

Prisoners

Each player must maintain, while not captured, on each side of his waist, plastic tape that hangs to his knees.

A player is considered captured if an opponent removes either strip of tape from the player when the player is in the opponents territory.

If a player is captured, the player is considered a prisoner and must be escorted to prison.  One player may escort more than one prisoner to prison.  If two team mates are escorting prisoners to prison, one may transfer his prisoners to the other.  The transfer is completed by a handshake or high five between the escorts.

If a player is captured when possessing the flag, the flag is planted exactly where the player is captured.  Throwing the flag to a teammate is acceptable.

When a prisoner is dropped off at the prison, the prison warden (a neutral referee) will enter the name of the prisoner and time of arrival at the prison into the log book.  After a prisoner has spent 20 minutes inside the prison, he may re-affix his waist tape, leave the prison, and resume playing the game.

Winning the Game

The first team to capture their opponent's flag and bring it to Maple Ridge Prison wins!  When a team has won, the referee who is stationed at the prison will sound the air horn twice.  All players should, at that point, meet back at the prison.

If no team has won by 3pm, the referees will sound the air horn once to indicate the Free For All, in which no player can be captured.

If no team has won by 3:30pm, the referees will sound the air horn twice to indicate a stalemate and the end of the game.

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Synopsis - Teams - Before Game Day - Game Day: November 14 - Prisoners - Winning the Game
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