MEGA FLAG

(by Ethan McCarthy)

Equipment: four 4-foot pieces of rope, four bean bags (or crumpled pieces of paper)

Basic rules: A team cannot touch their own flag. The field is divided into two equal parts or "sides". At the back of each side is a marked area to be the "Jail".

Teams: Each team is assigned to one side of the field and one jail by the SPL. (The teams are patrols.) Team captains are assigned by majority vote.

Hiding the flag: Before play starts, each team can hide their flag in any given space on their side as long as one-inch of their flag can be clearly seen. A flag may be hidden in a tree, bookshelves, or other high places, as long as the shortest player on the opposing team can easily reach it.

Capturing the player: When a player from one team crosses onto the opposing team's side, he becomes "vulnerable", meaning he may be tagged by the opposing team. If he is tagged by the opposing team, he is then guided to the opposing team's jail, in which he stays until he is tagged by a vulnerable teammates.

"Walkbacks": When a teammate tags his teammate in the jail, he and his teammate are "invulnerable" until they cross back onto their team's side (which they must do in 20 seconds, or an assigned amount of time, or both are sent to jail).

Capturing the flag: If a teammate grabs the opposing team's flag, while he is vulnerable, and brings it back to his own side, his team wins. If, however, he is captured on his way back to his own side, he must drop the flag, where he is standing, and go to the jail.

Advanced rules: No "puppy guarding" the flag. No person may be standing within 7 feet (or a chosen distance) of their own flag, unless an opposing teammate is within 10 feet (or a chosen distance) of this flag.

Prisoner swaps: Team captains may trade prisoners for prisoners.

Guarding: Only one person may be within 7 feet (or a chosen distance) of their own jail, unless an opposing teammate is within 10 feet (or a chosen distance) of this jail.

Last Revised 03/28/02