Capture the Flag Game Mechanics
GAMEPLAY MECHANICS
Credit to Meiyu Xiang
All DC's are displayed for Y 1-3 and Y 4-7
ZONES
- The arena have 4 different zones where each team can hide their flags. The location will be decided among the team and owled to the moderator.
- Each zone connects only to certain adjacent zones. Players may not move freely across the map and must travel through connected zones to reach their destination. Jumping between non-adjacent zones is not permitted.
- Each round, rolls will be made for every zone and will determine whether there's any environmental changes that will affect actions.
- Environmental effects apply only to players currently in the affected zone.
- Each round, all players must submit one action. This may include movement between zones, capture-the-flag actions, or offensive/defensive actions against other players.
- At the end of each moderation post, an updated list of all player locations (by zone) will be provided.
- Players may only target or attack other players who are in the same zone during that round.
FLAG MECHANICS
- Players may only attempt to retrieve the flag if they are in the same zone in which it is hidden.
-Once a flag is successfully retrieved, the player becomes the carrier.The carrier:- To win, the carrier must successfully return the flag to their team’s base zone.
May move and act as normal
Can be targeted and intercepted by opposing players
If the carrier is successfully intercepted (hit by an offensive action):
The flag is dropped in the current zone
It may be picked up again in the following round by any player in that zone
- You can only win if you end a full round in your base while carrying the flag, not during movement resolution or immediately upon pickup.
- If a flag is located in a zone that is not directly connected to a team’s base, the carrier must move through each connecting zone step-by-step to return it. Direct travel is not allowed.
FLAG CARRIER MOVEMENT
- While carrying a flag, a player must make an Escape Check whenever they attempt to enter a new zone.
- Escape Check = 1d20 + Stamina or Evasion (player choice).
- DC is determined for each zone by a roll.
- If successful, the Flag Carrier enters the next zone, otherwise they'll remain the the previous zone and actions resolve as usual.
RESOLVING ORDER
• All actions are submitted simultaneously based on the previous round’s map state. Each player must perform one action per round unless otherwise stated.
1. Movement
• All declared movement actions resolve first.
• Players are moved into their final zones for the round.
2. Environment roll
Environmental obstacle rolls are made for each zone.
• Active environmental modifiers are immediately applied to all players currently in the affected zone.
3. Flag-related, stealth, and support resolution
Flag-related, stealth, and support interactions resolves.
• This includes all actions tagged as [FLAG ACTION], [SUPPORT], [UTILITY] and [DEFENSE/STEALTH].
• Defensive and support effects are applied before [FLAG ACTION] rolls are resolved.
• A player may only attempt one [FLAG ACTION] each round.
• If multiple players attempt to retrieve the same dropped flag, actions resolve in order of highest successful roll.
4. Interception
Offensive and interception actions resolve.
• This includes Flag Intercept and any offensive spell actions.
• Players may only target characters who are in the same zone after movement resolution, unless the action explicitly includes a chase mechanic.
• If a target is no longer in the attacker’s zone after the Movement Phase and the action does not include a chase mechanic, the action automatically fails.
• If an action includes a [CHASE], the player may follow the target into the destination zone as part of the action resolution.
• If the chase action fails, they're left behind in the original zone.
• If multiple offensive actions target the same player, they resolve in order of highest successful roll.
• In all opposed rolls, ties are resolved in favor of the attacking player unless otherwise specified.
5. Trap Activation
• Traps are initiated through actions such as Lay Trap.
• A trap is considered in progress for the remainder of the round in which it is created.
• Traps are not active immediately upon being set and do not affect gameplay during the same round they are placed.
• At the end of the round, any trap that was not interrupted becomes successfully completed and active in its zone.
• If the trap-layer is successfully targeted by an offensive action during the same round the trap is being set, the trap is interrupted and does not complete.
• If a trap is targeted, the player who attempted to set the trap is not bound by the no-action/movement rule the following round.
• Active traps apply their effects from the start of the following round and remain active for their stated duration unless sabotaged.
• Only one active trap per team may exist in a single zone at a time.
POINTS
A team wins immediately if they successfully return the opposing team’s flag to their base.
If no team achieves this by the end of the final round (round 10), the winner will be determined by total points.
Points are awarded as follows:
+5 retrieving the enemy flag
+10 returning the flag to base
+2 intercepting a flag carrier
+1 successful offensive action
+2 preventing a flag captureZONES
Each team may hide their flag in any of the zones below.
ZONE 1: Team 1's base.
This part of the jungle is quite stable, with massive trees whose roots grow upward, making a barricade-like structure of their own. The atmosphere is dense, and a thick smell of moist bark and moss hangs in the air, which makes way for a filtered sunlight from above through the forest canopy. The ground itself is firm yet rough because of the roots of trees and vine-like structures present on the ground guiding people further into the arena.
Modifier: -1 Accuracy
ZONE 2: The terrain breaks into a sudden drop where a waterfall crashes into a wide lagoon before feeding into a fast-moving river that continues onward toward the next zone. Fog settles over the wet stones and roots of the riverbank, creating a difficult surface to walk on near its edge. The roaring of the falls is so loud that it masks other sounds in the vicinity. Naturally, the river would become the path of choice, getting narrower along the way as it cuts through the thick forest ahead.
Modifiers: -2 Evasion
ZONE 3: The forest in this section is thick and extremely challenging to pass through. The trees stand crookedly, with the branches intersecting each other and obstructing the view. Sound can be deceptive because of the density of the flora found in the neighboring regions, and it may also be difficult to identify movements. This region is home to magical and ordinary fauna, some of which have bright colors and will attempt to steer you off-course.
Modifiers: -2 Accuracy, -1 Stamina
ZONE 4: Team 2's base.
Jungle is suddenly replaced by a wide trench dug in the ground. The sides of the trench are extremely steep, with roots and vines supporting them, and trees lie on top of it in a form of temporary and rather precarious bridges. The air coming out of it is cold, and the trench prevents any kind of lighting penetrating down to it. Crossing of the trench can only be made through certain spots to reach team 2's base at the other side of it.
Modifiers: -2 StaminaD100 86–100 means the zone is spared from obstacles that round.OBSTACLES
Mist [Accuracy] A heavy mist moves into the arena, disorienting them.
DC 15 | 18 Accuracy
D100: 61–75
Failure:
• Accuracy and Evasion halved for the duration of the round.
Heatwave [Stamina] The area the players are passing through is incredibly hot.
DC 12 | 15 Stamina
D100: 31–45
Failure:
• Take 20 damage
• Future DCs +2 permanently
• These DC's will stack up to a maximum of +4
Downpour [Evasion] The sky opens up, releasing a colossal waterfall of rain that floods the ground and turns the terrain unstable.
DC 13 | 16 Evasion
D100: 46–60
Failure:
• Cannot move next round
Iara [Wisdom] A carnivorous river seductress lures players toward false safety in the water.
DC 15 | 18 Wisdom
D100: 11-20
Failure:
• Your intended action is distorted by illusion and mistiming
• You suffer -3 acc on your declared action that round.
Jaguar [Evasion] A silent predator punishes careless movement.
DC 15 | 18 Evasion
D100: 01–10
Failure:
• Take 20 damage
• Forced to retreat to previous or next zone
Anaconda [Stamina] A massive serpent lurks in the waterways, striking when players pass too close.
DC 14 | 17 Stamina
D100: 21–30
Failure:
• Player becomes immobilized for 1 round as the constricting coils restrict movement
• Cannot perform actions next round
Capuchin Monkeys [Strength] These curious animals have decided to steal anything you have on your hands.
DC 13 | 16 Strength
D100: 76–85
Failure:
• Your wand is stolen and you spend the round searching for it, forfeiting your action the same round it's rolled.
• If you're a flag carrier, they'll steal it from you.
• The flag will be dropped in the zone and is up for grabs by anyone the next round.ACTIONSSpot Flag • DC 16 | 19 [UTILITY] [FLAG ACTION]
ReducioRoll
• 1d20 + Wisdom
Effect
• Attempt to locate the enemy flag.
• On success, it's revealed if the flag is in the current zone or not.
Nullify
None
Critical Failure
• The player is misdirected and moves to the next zone.
Critical Success
• +2 Accuracy on any flag related action next round.
Flag Grab • DC 19 | 23 [FLAG ACTION]
ReducioRequirement: Someone in your team must have spotted the flag before attempting to grab it.
Roll
• 1d20 + Accuracy
Effect
• Attempt to retrieve the enemy team’s hidden flag.
• Requires being in the same zone as the flag.
• On success, the player becomes the Flag Carrier.
• Grants +5 team points.
Nullify
• The flag remains hidden and unretrieved.
Critical Failure
• The player’s position is exposed to the opposing team.
• -1 Evasion until the end of next round.
Critical Success
• The flag is retrieved.
• The player gains +1 Evasion until the end of the round.
Flag Intercept • Opposing roll [CHASE] [FLAG ACTION]
ReducioRoll
• Attacker: 1d20 + Accuracy
• Defender: 1d20 + Evasion
Effect
• Attempt to force the Flag Carrier to drop the flag.
• On success, the flag is dropped in the current zone.
• Team gets 2 points.
Nullify
• The carrier maintains possession of the flag.
Critical Failure
• The attacker loses footing or momentum.
• -1 Stamina until the end of next round.
Critical Success
• The carrier is completely stopped.
• The flag is dropped and the carrier cannot perform movement actions next round.
Flag Retrieve • DC 13 | 15 [FLAG ACTION]
ReducioRoll
• 1d20 + Accuracy
Effect
• Attempt to recover a dropped flag in the current zone.
• On success, the player becomes the new Flag Carrier.
Nullify
• The flag remains on the ground.
Critical Failure
• The player fumbles the retrieval attempt.
• -1 Accuracy until the end of next round.
Critical Success
• The flag is recovered.
• The player may immediately take cover within the zone.
Conceal Movement • DC 13 | 16 [DEFENSE/STEALTH]
ReducioRoll
• 1d20 + Wisdom
Effect
• Until the end of the round, enemies attempting offensive or interception actions against you suffer -2 Accuracy
Nullify
None
Critical Failure
• Your movement becomes obvious.
• Enemies gain +1 Accuracy against you next round.
Critical Success
• You cannot be intercepted this round.
Flag Assist • DC 17 | 19 [SUPPORT] [CHASE]
ReducioRequirement: Must be in the same zone as the Flag Carrier
Roll
• 1d20 + Wisdom
Effect
• On success, the player becomes the Flag Carrier’s Assistant for the round.
• While assisting, both players are treated as a linked unit and their stats may be combined during Escape checks and interception.
Nullify
They play individually
Critical Failure
• Link is lost.
• The Escape Check is treated as a failure regardless of roll result.
Critical Success
• The Flag Carrier automatically passes the next Escape Check regardless of DC.
Guard • DC 13 | 15 [DEFENSE]
ReducioRoll
• 1d20 + Stamina
Effect
• You actively disrupt enemy attempts to handle the flag in this zone
• Opposing team suffers -3 Accuracy on Flag Grab or Flag Retrieve attempts in your zone this round
Nullify
None
Critical Failure
• You suffer -1 Evasion next round
Critical Success
• You gain +2 Evasion and automatically negate the first successful hit against you this round
Lay Trap • DC 16 | 18 [UTILITY]
ReducioPrerequisite: Making a trap takes time. You're not allowed to make any movement or action during the next round. Each team is only allowed one active trap per zone.
Roll
• 1d20 + Wisdom
Effect
• You try to reinforce your zone by laying a hidden trap for your enemies.
• Enemies in this zone suffer -2 Accuracy when performing actions here.
• The effect of the trap lasts for 3 rounds unless someone sabotage the trap.
Nullify
None
Critical Failure
• You trigger your own trap
•You suffer -2 Evasion and -2 Accuracy for 2 rounds.
Critical Success
• You gain +2 in wisdom for 3 rounds.
• The first attempted sabotage will automatically fail.
Search Area • DC 14 | 16 [SUPPORT]
ReducioRoll
• 1d20 + Wisdom
Effect
• You scan your current zone for hidden traps or environmental threats.
• On success, you detect whether any traps are present in the zone.
• You gain +2 against the next environmental obstacle.
• If there's a trap, its effect won't affect you from the next round.
• Does not remove traps for the others in your team.
Nullify
None
Critical Failure
• You suffer -2 Accuracy on your next action.
Critical Success
• You tell the rest of the team so they're aware of the trap.
• If you fail the next environmental obstacle, you will only suffer half of the penalty.
Sabotage Trap • DC 15 | 17 [UTILITY]
ReducioPrerequisite: You must have found the trap or been told by a teammate to sabotage it.
Roll
• 1d20 + Wisdom
Effect
• You sabotage the trap so it's no longer in effect.
Nullify
None
Critical Failure
• The next trap or environmental obstacle against you gains +2 effectiveness against you only.
Critical Success
• Your team gains +2 against the next environmental obstacle in this zone.
Banter • DC 11 | 14 [SUPPORT]
ReducioRoll
• 1d20 + Wisdom
Effect
• You lighten the mood with some banter.
• One ally gains +2 Accuracy on their next action within 2 rounds.
• You must declare target ally (or allies on Critical Success) when you use this action.
• Cannot target yourself.
Nullify
None
Critical Failure
• Your timing is off or your words backfire.
• You suffer -2 Accuracy on your next action.
Critical Success
• Your banter strongly boosts morale.
• Two allies gain +2 Accuracy on their next action within 2 rounds instead of one.
Body Block • Opposing roll [DEFENSE] [CHASE]
ReducioRequirement: You must declare which ally you are protecting when submitting this action.
Roll
• 1d20 + Stamina vs attacker's roll
Effect
• When a Flag Carrier or allied teammate in your zone is targeted by an attack or Flag action, you physically intercept the incoming action
• You become the new target of the attack instead of them
• Body Block only applies to one incoming action per round. If the protected ally is targeted multiple times, Body Block redirects only the action with the highest successful roll.
Nullify
None
Critical Failure
• You suffer -1 Evasion next round
Critical Success
• You gain +2 Evasion and automatically negate the first successful hit against you this round
Illegal Tackle • Opposed Roll [FOUL] [CHASE]
ReducioRoll
• 1d20 + Strength vs target 1d20 + Evasion
Effect
• You illegally tackle an enemy in your zone
• On success, the target is disrupted and loses their current action and gets -10 damage.
• If the target was performing a Flag Grab, Flag Retrieve, Flag Assist, or carrying the Flag, your team gains +2 points.
Nullify
Your tackle fails to connect or is poorly timed
Critical Failure
• The foul is exposed as illegal interference
• The caipora disrupts the arena and you end up in another zone.
Critical Success
• You gain +2 Evasion
• The target is immediately disrupted and loses their next action (cannot move or attempt flag actions next round)All duelling spells apply.Desperate Relocation • WC 19 | 21 [FOUL] [FLAG ACTION]
ReducioRoll
• 1d20 + Wisdom
Effect
• You attempt to secretly relocate your team’s hidden flag to a new zone
• On success, the flag is moved to a new chosen zone, which will remain secret.
Nullify
You don't get an opportunity to relocate the flag.
Critical Failure
• The relocation attempt is exposed
• The flag’s current location becomes revealed to all teams.
Critical Success
• The relocation is completely undetected.
• First Spot Flag attempt against the new location suffers -2 Accuracy
