Capture The Flag
Capture the Flag Widegame, slightly modified but based on that from American 1947 Scoutmaster's Handbook.
2 Flags of different colors or items such as cones to be used as "flags", armbands for each team that match the colors of their designated "flag" or an alternative way of identifying which Scouts are on which team to avoid confusion, Large wooded area.
From the 1947 Scoutmaster's Handbook, pp 447-8 but changed to make the game non-contact:
Space Required - Large (Preferably with plenty of cover)
Type - Strenuous
Teams - Half Unit or Troop in attendance
Formation - Informal with 2 team captains
Equipment Required - 2 Flags of different colours and matching armbands for each corresponding team member.
Each team has its own territory in which its Scouts are free to move as they please, but on which opponents enter at their peril. The territories are separated by a boundary line such as a brook or a trail, etc. Any Scout crossing this line in to their opponents territory may be captured by the enemy.
The teams assemble close together at a starting point near the centre of the boundary line, each team in its own territory. On a signal the teams proceed to set their flags at any point within 200 steps of the starting point The flags must be visible, although it is permissible to place them as inconspicuously as possible.
After three minutes another signal is given for start of game. The object now is to enter the enemy's territory, capture the flag, and carry it across the line into home territory without being caught. Scouts may be posted to guard the flag, but not get nearer than 50 feet to it, unless an enemy Scout goes within the 50-foot circle. They may then follow him.
Any Scout found in the enemy's territory may be captured by tagging them. Scouts must be reminded to be honest and that this is a non contact game. When a Scout is captured he must go with captor to the "guard house" - a designated tree, rock or campfire close to the boundary line.
A prisoner may be released by a member of their own touching them, provided the prisoner at that time is touching the guard house with a hand or a foot, whereupon both return to their own territory. If the rescuer is caught by the guards before he touches the prisoner, he, too, must go to the guard house. A rescuer can rescue only one prisoner at a time.
If the flag is successfully captured, it must be carried across the line into home territory. If the raider is caught before he reaches home, the flag is set up again at the point where it was rescued and the game continues as before. If neither side captures the enemy's flag within the time agreed up on (say, 1 hour) the game is won by the team with the most prisoners.
ADDITIONAL IDEAS / VARIATIONS
Allow each team to hide their flag out of sight but not out of reach. Before starting the game allow a Scout from each team to be shown where the opposing team's flag is. He must describe accurately, to his team, where the flag is. This requires that the Scout be very observant.
Get Out of Jail Free....................
All team members caught in the jail can be set free when a single teammate touches the jailhouse, however they do not have free passage back to their own territory and can be recaptured immediately.
If the game begins to stall or become stagnant, allow the judges (Leaders) to yell "Jail Break." At this moment all players in both jails are free to escape.
- team game
- wide game
- Adventure - Activity
- Outdoors - Game
- Outdoors - Wide game