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Nerf War Rules For

Capture the Flag

Player Count:

4+

Playing Time:

3-20 Min

Age:

 5+

Untested

Game Designer:

Unknown

Description:

This is the classic game mode where you are trying to steal the other team’s flag and return it to your base. There are several variants including Standard, Multi Flag, and Quikflag/Ion Rush. In general, each team has at least one flag and the locations of the flags are known by both teams. Games can be played with either infinite respawns or elimination. Quikflag/Ion Rush is generally used in tournament style games but can be adapted to casual play as well. For a more detailed description of Quikflag/Ion Rush check out the Blaster Tag Association (BTA) Rules.

Quick Reference Rules:

  1. Infinite Respawns. 15 second respawn.

  2. If shot while carrying a flag you drop it where you were shot.

  3. No throwing of flags.

  4. Flags must be taken directly back to your team’s base.

  5. You can only carry one flag at a time.

  6. You may return you flag to your base.

  7. Game ends when one team has captured all of the flags.

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Detailed Rules

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Does my team’s flag have to be at my base in order to win?

Yes. Most people play that you must have both your flag(s) and the other teams flag(s) at your base to win.

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What is the difference between standard and multi flag?

The only real difference is the number of flags located at each team’s base. Usually multi flag is used for games where you have fewer players (6 or less) in order to make the games last longer.

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How many flags should we use for multi flag?

2 to 3 per team is usually all that you need.

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Can this be played as an elimination game?

Yes, for those who like elimination this game mode works well. However for casual play I recommend having infinite respawns.

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Can flags be handed to other players?

Yes if both players have not been tagged out.

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Can you play with more than 2 teams?

Yes. In this case each team will need a flag and a team usually wins by either capturing all the flags or by having the most flags at the end of a timer.

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Group-Specific Rules

Decide On...

  • who has the final say on a disagreement about someone getting hit.

  • rules for jumping over or climbing on bunkers

  • what types of ammo are allowed

  • a dart velocity limit (I like 120 fps)

  • whether blaster hits and friendly fire count

  • rules for shields and melee weapons

  • what signifies that a player has respawned

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Other General Rules

  • Be respectful. It’s only a game.

  • Use common sense

  • Before touching someone's gear ask for permission

  • Everyone should have eye protection

  • Don't move bunkers

  • Ricochets don't count

  • Players shouldn't discuss what's going on if they haven't spawned back in.

Victory Condition:

The team that captures the opposing team’s flag(s) wins.

Supplies Needed:

  • 2 or more flags

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More Information

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Learn More

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Basic Supplies

  • Foam Blasters (e.g. Nerf)

  • Extra Ammo

  • Bunkers (e.g. cardboard)

  • Copy of Rules

  • Team Indicators (Optional)

Setup Required:

  1. Designate each teams respawn area.

  2. Place the flag(s) at a location away from each teams respawn.

Variants:

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Example Field Setups

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