WARLORDS II "CAPTURE THE FLAG" RULES (version 0.5.1 beta!)
- TERMINOLOGY:
- Principal Game Elements:
- The Flag (standards of White/Black)
- The Bearer (White/Black heroes)
- Helpers (all other heroes)
- Bases (all capitals)
- Resources (any other city)
- Additional Terminology:
- The Sides ("South", led by White, and "North", led by Black)
- The Players: White, Orange, Green, etc. - the countries in
the game; also refers to the people playing those countries.
- The Teams: groups of allied players; each Team plays a Side
- Team Captain: the person playing White/Black, who controls
the Bearers for his Team
- Team Actions: something a Team has to decide as a group
- Dropping: When an item is dropped on the ground as a bag.
- Planting: When a standard is planted and can be vectored to.
- Owners: When discussing a Flag, this is the
Team to whom the flag belongs.
- Thieves: When discussing a Flag, this is the team which
is trying to capture/steal the flag.
- HOW TO WIN:
- Capture the other Side's Flag, and return it to any Base on
your own Side. (Or eliminate all the other Side's players
from the game, as per usual Warlords.)
- THE FLAG:
- Is kept by the Bearer(s).
- Only the Bearer(s) on a given Side can carry that side's Flag,
though they may choose to plant it and then go somewhere else.
- One Side's flag MAY be picked up and moved by ANY Thief (Bearer or
Helper on the OTHER Side), at ANY time. Relays are allowed.
- Note - if a Side's Flag is stolen, only Bearers of that Flag
can reclaim and carry it!
- Unless stolen by a Thief, the Flag must be "Planted"
at the end of every turn, for all the world to see.
Therefore, unless stolen, the Flag may not end a turn in a
city, temple, ruin, but it may fly atop a tower.
- When planted as a standard, armies MAY be vectored to a Flag.
- If a Flag is stolen by a Thief, the Thief must drop the
Flag at the end of each turn, and announce where the
Flag is. A *stolen* Flag *may* end in cities, temples, ruins,
or towers, but not in the water!
- If a Bearer loses his Team's Flag over water, his Team forfeits.
- If a Thief loses a stolen Flag over water, his Team forfeits.
- The positions of BOTH Flags must be announced to ALL Players
at the beginning and end of every turn; if the Flag is
dropped as a bag, players should indicate which bag it is
(in case there might be more than one). Each turn-change
message should include info in the Flanagan Format:
- The turn 14 game file was sent to black at 12:32 est 4/1/96.
- The Black Flag was still planted sothwest of Midgard.
- The White Flag was moved and dropped northeast of Arkulsludge
- If everyone uses this in their email every turn, no one
should forget to plant/drop the Flag at their turn's end.
- If someone DOES forget, and it's caught right away, use
the Elamurian Compromise: REDO the turn.
- If it isn't caught right away, then on the offending player's
NEXT turn, implement the Goransson Penalty: force the
player to move BACK to the NEAREST SQUARE on which the
Flag can be planted (leaving a tower if in the tower),
PLANT THE FLAG PROPERLY, and LEAVE IT PLANTED FOR A FULL
TURN. (Teammates of the offending player may not
intervene to move the Flag to safety for one turn.)
- BEARER(S):
- Are any White/Black heroes.
- Are the only heroes allowed to carry their Side's Flag.
- The Flag must be Planted at the end of each turn.
- Bearers may not deliberately drop a flag in water so that it
disappears; this forfeits the game.
- Bearers ARE NOT allowed to use speed items at any time.
- Bearers ARE allowed to use flight items at any time.
- HELPER(S):
- Are any other heroes in the game, besides the Bearer(s)
- Cannot carry their own Side's Flag.
- Are (only) allowed to carry the other Side's Flag, but must
drop the flag at the end of each turn, and therefore cannot
end a turn over water while carrying the oppostion's Flag.
Note that it's not possible to *plant* another side's flag;
the game simply doesn't have that feature. Nor would you
want to - they might vector units in to attack you!)
- Are allowed to start/finish their turn anywhere, unless carrying
the other side's Flag.
- Helpers MAY NOT use speed items at any time.
- Helpers MAY use flight items at any time.
- BASES:
- Are the capital cities of each of the players.
- Must be kept so there is somewhere to return the enemy Flag to!
- If all bases are lost and the enemy Flag captured, at least one
base must be recaptured, and the flag held in that base,
in order to claim victory.
- A captured flag can be returned by ANY player on a Side to ANY
of that Side's Bases, though they may have to capture the
Base to allow the Flag to get in.
- RESOURCES:
- Are the other cities in the game.
- Exist only to deliver money or units to a player, and shelter
to the Bearer and the Helpers of a Side.
- Players on the same Team can exchange Resources as
desired to further the cause of that Team.
- VARIATIONS:
- If razing is enabled, it may make more sense for players to
return a captured Flag to a designated Home Temple, rather
than to a potentially-razed Base.
Initial Idea by : Mike Heeter
Idea might have died except for: Elam T. Birnbaum
Fine tuned and developed by : Mike Heeter, Bob Newell, Bob Heeter, Magnus Gšransson, Elam T. Birnbaum, Jim Panagos, Jim Flanagan
Rules Written by : Bob Heeter
Special thanks to SSG
If you have questions or comments on these rules, especially if you have played a game of capture the flag, please send a short email to .
If you have questions or comments about the Battle Flag scenario, please contact Jim Flanagan.
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