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Overview: For each team, there can only be one Highlander. The Highlander will live, die, and be reborn in infamy in the pursuit of victory.CTF is popular on the West Coast but not at all popular on the East Coast because we love to cram as many rounds as we can into a war to make up for the travel time and money that many invest in order to attend.
The problem with traditional CTF is that unlike 3/15 Deathmatch and Gunslinger Heaven there's little or no open strategy element. And previous attempts at refining the play rules lead to the rounds consisting of primarily defense or hiding. Both of which are contradictory concepts to the mode of play that Nerf typically provides.
Play Style Rules
1. The flag must be a usable Nerf weapon. Either a boffer sword or a side arm that's brightly colored, has team-color streamers hanging from it or whatever is needed to make it very difficult to conceal and easily identifiable.
2. The "Flag" starts from a pre-agreed upon location at its respective team base. Cannot be repositioned by the team players of the same color as the "Flag".
3. The "Flag" can only be moved by the opposing team.
4. Once captured by a player of the opposing team that player becomes the "Highlanders" and that player can use the flag as a weapon. Either by tapping or by firing darts with it (if applicable).
5. Once the "Highlander" gets shot or tapped by an opposing team player they must drop the "Flag" weapon they are carrying. The same applies if a "Highlander" manages to score a hit on another "Highlander"
6. "Flag" weapon will remain where it falls and the respective team that matches that color of "Flag" is not allowed to move it or return it to their base.
7. All players who get shot by an opposing team member have to clear back in to the game either by touching their base, or by counting to 15 seconds getting completely out of range of the opposing team and yelling CLEAR. If a player is shot while standing within 15 feet of their base they have to count to 15 out loud before yelling that they are clear.
8. First person to get a live "Highlander" back to their base wins.
Optional Rule: All players can only use side arms (will shorten the game)
Optional Rule: All players have infinite lives
Optional Rule: "Highlander" can only use the "Flag" as a weapon and no others so long as they are carrying the "Flag". (i.e. no dual-wielding and if the "Flag" is a sword they can only use that.)
This arrangement introduces an opportunity for each team to sabotage the ability of their opponents to effectively defend their "Flag" since they can progressively move it away from the respawn location and out into open terrain. The "Flag" being a usable weapon also does not inhibit the ability of the "Highlander" to defend themself while retreating towards their base.
Edited by CaptainSlug, 28 September 2008 - 08:46 PM.