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Capture the Flag
Boy scouts do it, paint-ballers do it, why not fencers? Suggested rules for capture the flag with swords. NOTE: We have never played this before, but when we do, we intend to fine-tune the rules. We are not responsible for injuries sustained when people play this game. Field of play Ideally, an area of ten or more acres should be used (20 acres would be perfect!). A minimum of five fencers per team is suggested. Of course, the more fencers playing, the more space you need, and the larger the field, the longer the game. There should be plenty of cover (natural or man made) evenly distributed across the field of play. The field should be divided equally between the two teams, or alternately the field can be divided in three, consisting of a no-man's land and the two home turf areas. The only point is that the home areas must be of approximately equal size. The outside borders of the field of play must be clearly marked by a fence or tape-line or natural boundaries. The interior borders marking the division of home turf from one another or the no-man's land must also be clearly and regularly marked along the frontier. Each home turf should have a fort. This may be a playground, a campsite, a ring of logs, etc. The perimeter of the fort should be clearly marked by some structure, even if it's just brightly coloured tape strung around trees. A standing guard of one fencer must remain at the fort at all times. Other fencers may patrol outside the perimeter of the fort if desired. Minimum equipment All fencers must use the same type of weapon, which shall be agreed upon before the game. The minimum personal equipment is a mask and glove. It is recommended that no skin be exposed on the valid target. Fencers may wear whites if they so chose, however these do make you extremely visible, unless of course you're playing in the snow (and then there's the grass stains!). The minimum required protection shall be determined by the group prior to the game. Anyone who wears thin cloth or has exposed skin does so entirely at his own risk. The fencers must wear an item of clothing (a shirt, arm band, flag, etc.) that is the same colour as the team's flag. This team marker should be standardised for ease of identification. Fencers are required to wear their masks and gloves at all times during the game, except while in prison, or while acting as the fort guard. The flag should be a piece of brightly coloured cloth about 30cm by 15cm. It should be attached to an old blade or stick, a minimum of 40cm long (if a broken blade is used, ensure the broken end is blunted). The flag may be hidden anywhere on the team's home turf. The flag may not be buried, hidden in an animal's hole or made otherwise entirely invisible. At least 50% of the flag's staff must be above ground, and the flag must be visible from an erect standing position. The flag may not be hidden more than eight feet above the ground. The flag may not be moved by its protectors once the game has commenced. Combat Combat may be initiated by any fencer, by tagging an opponent, either physically or with a sword. A fencer must participate in combat if tagged, unless the particular situation warrants exemption (see below). Contact between blades counts as a tag. Fencers must exercise extreme caution when tagging with the weapon. Points are not counted until the proper on-guard has been established and both combatants are ready. The rules of combat shall follow the standard rules of the weapon used. Bouts will be fought to 3 hits. Combat will take place only on a one-on-one basis. In situations where multiple fencers meet up, combat order is determined by the order of tagging. If more than one adversary is present, the first tag will result in combat. Any subsequent tags must be re-established after the first bout. This means, should the tagged fencer win, he may then attempt to escape before the next adversary tags him. A fencer may only tag one adversary at a time. No combat may be initiated if the two potential combatants are on opposite sides of a border. If a fencer is tagged as he crosses a border the combat will take place on the side the tagging fencer was on. Combat in the no-man's land: The loser of combat in the no-man's-land must return to his home fort with his weapon above his head. On his way back to the fort he may not participate in any bouts. He may only vocally alert his team-mates of intruders. Upon arrival at the home fort he replaces the standing guard stationed in the fort. He must remain as guard of the fort until he is relieved by a team-mate. The winner of the combat in no-man's-land may continue on his way until another adversary presents himself. Combat behind the lines If the loser of the bout is behind enemy lines, he is taken prisoner by the winner. The prisoner is taken to the fort where he must remain until rescued. A fencer escorting a prisoner may not participate in any additional bouts. He may only vocally alert his team-mates to other intruders. Upon arrival at the home fort, he replaces the standing guard stationed in the fort. He must remain as guard of the fort until he is relieved by a team-mate. If the loser of the combat is on home turf he must return to his home fort with his weapon above his head. He may only vocally alert his team-mates to any other intruders. Upon arrival at the home fort, he replaces the standing guard stationed in the fort. He must remain as guard of the fort until he is relieved by a team-mate. The winner of the combat may continue on his way until another adversary presents himself. Rules of Engagement at the fort Fencers attempting to rescue team members imprisoned at the enemy fort must first get past the regular patrols behind enemy lines. Upon arrival at the fort the intruder, must fight the guardsman. If the guardsman wins, the intruder is taken prisoner. If the intruder defeats the guardsman, he may then rescue one prisoner and the two must return to the edge of their home turf, weapons over their heads, before they can resume the game. Note: Prisoners retain possession of their weapons. Taking the Flag Once the location of the enemy flag is discovered, it must be brought back to the frontier of the intruder's home turf. The fencer carrying the flag is required to fight as many bouts as enemies present themselves. If the flag carrier is defeated behind enemy lines, he is taken prisoner, and the flag is planted at the site of his defeat. The flag is NOT returned to its original hiding place. If the flag carrier is defeated in no-man's-land, he must return to his home fort, and the flag is taken back by its team and placed no more than 20 feet behind the frontier of its home turf. Winning the Game The game is won when one team captures the opposing team's flag and carries it back to their home turf. In the event all members of one team are captured (excluding the guard at the fort), the free team must inform the remaining member at the fort before proceeding with any further action. The fort guard must then fight a bout to 3 against each member of the opposing team who is not in prison. If the fort guard loses any of the bouts, the game is then over. If the fort guard beats every free member of the opposing team, all prisoners from both sides are released and the game resumes. Home | About Us
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