Lara hat uns einen Spieletipp für ein Mannschaftsspiel geschickt, das man super im Freien spielen kann. Capture the Flag ist Englisch und. Vielen Schülerinnen und Schülern ist der Modus „Capture the Flag“ (CtF) aus Flummis im Sportunterricht Stationskarten Wimasu 4. Capture the Flag (deutsch: Erobere die Flagge) ist ein Geländespiel für zwischen acht und 32 Mitspieler (notfalls auch mehr).
Capture the FlagKostenlose Spiele-Highlights: Erfassen Sie die Flagge der Sporterziehung Source by wimasu Sportspiele Grundschule. 2 Teams, die in 2 gleich großen Gebieten die Flagge des anderen Teams suchen. Das Spiel „Capture the Flag“ (Flaggenklau) wird vor allem im angloamerikanischen Sprachraum von Kindern und Jugendlichen in der Freizeit gespielt und.
Capture The Flag Sportunterricht Navigation menu Video4 Team Capture the Flag
Here's what you need to do:. Divide players evenly into two to four teams. Aim for a balanced mix of ages, sizes, and fitness levels for each team if you can.
But it's also fun to play parents vs. White Sox supporters, say. Divide playing area into equal-sized territories, one for each team.
You can use chalk, cones, tape, or landmarks such as trees or sidewalks to mark boundaries and make sure each player understands the lay of the land.
Make sure the area is free of any hazards lawn tools, broken glass before playing. Place one flag into each territory. This can be done by a representative from each team or a neutral person who isn't playing.
The flag can be mostly hidden, but some part of it must be visible. Once it's placed, the flag can't be moved by its home team.
Aside from fun and fitness, Capture the Flag helps players build problem-solving, communication, and teamwork skills. Now that you've set up your playing field and placed your flags you're officially ready to play the game!
But of course, it wouldn't be a proper game without a set of rules. Here are some ground rules to follow to play Capture the Flag:.
In some versions of the game, captured players are sent to "jail" and must be tagged by a teammate to be freed. Decide beforehand how you'll handle captured players, and make sure everyone knows the plan.
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Sometimes, players in jail form chains, so that if a teammate tags one person in the chain, everyone is free.
Simply leaving jail without being freed is considered poor sportsmanship and is severely frowned upon, often leading to expulsion from the game. If all players on one team are jailed meaning no teammate can free them from jail , then the other team will have all the time they want to find the other team's flag.
The rules for the handling of the flag also vary from game to game and deal mostly with the disposition of the flag after a failed attempt at capturing it.
In one variant, after a player is tagged while carrying the flag, it is returned to its original place. In another variant, the flag is left in the location where the player was tagged.
This latter variant makes offensive play easier, as the flag will tend, over the course of the game, to be moved closer to the dividing line between territories.
In some games, it is possible for the players to throw the flag to teammates. As long as the flag stays in play without hitting the ground, it is allowed for the players to pass.
When the flag is captured by one player, they're not safe from being tagged, unless they trip. Sometimes, the flag holder may not be safe at all, even in their home territory, until they obtain both flags, thus ending the game.
But they have the option to return to their own side or hand it off to a teammate who will then carry it to the other side. In most versions, they may not throw the flag but only hand it off while running.
The game is won when a player returns to their own territory with the enemy flag or both teams' flags. Also, as a general rule, the flag carrier may not attempt to free any of their teammates from jail.
Alterations may include "one flag" CTF in which there is a defensive team and an offensive team, or games with three or more flags.
In the case of the latter, one can only win when all flags are captured, not only one. Another variation is when the players put bandannas in their pockets with about six inches sticking out.
Instead of tagging your opponents, you must pull your opponent's bandanna out of their pocket. No matter where a player is when their bandanna is pulled, they're captured and must, depending on the preferences of the players, go to jail, or return to their base before returning to play.
In this version there is no team territory, only a small base where the team's flag is kept. To win, one team must have both of the flags in their base.
In some urban settings, the game is played indoors in an enclosed area with walls, similar to the walls in a hockey rink.
There is also a spot sticking out of the back of the opposing ends which is connected to the playing area for the flag to be placed in. In this urban variation, legal checking hockey style and legal checking against the boards is allowed.
A player who commits a foul or illegal check is placed in a penalty box for a specified amount of time, depending on the severity of the foul.
A player who deliberately injures an opponent is expelled from the rest of the game. Throwing the flag is allowed in this variation, as long as the flag is caught before it hits the ground.
If the flag is thrown to a teammate but hits the ground before it can be caught, the flag is placed from the spot of the throw.
If a player throws the flag, but is blocked or intercepted by a player from the opposing team, the flag is placed back at the base.
It is not uncommon for people to play airsoft, paintball, or Nerf variations of CTF. Typically there are no territories in these versions.
Players who are "hit" must sit out a predetermined amount of time before returning to play respawning.
However, instead of a flag, a number of sticks or other items such as coats or hats are placed in a "goal" on the far end of each side of the playing field or area.
As in capture the flag, players are sent to a "prison" if tagged on the opponents' side, and may be freed by teammates. Each player may only take one of their opponents' sticks at a time.
The first team to take all of the opponents' sticks to their own side wins. An edutainment game with recognizable capture-the-flag mechanics, Bannercatch allows up to two humans each alternating between two characters in the game world to play capture the flag against an increasingly difficult team of four AI bots.
Bannercatch ' s game world is divided into quadrants: home, enemy, and two "no-mans land" areas which hold the jails.
A successful capture requires bringing the enemy flag into one team's "home" quadrant. Players can be captured when in an enemy territory, or in "no-mans land" while holding a flag.
Captured players must be "rescued" from their designated jail by one of the other members of the team. Fallen flags remain where they dropped until a time-out period elapses, after which the flag returns to one of several starting locations in home territory.
The 2D map also features walls, trees and a moving river, enabling a wide variety of strategies. Special locations in the play area allow humans to query the game state such as flag status using binary messages.
The game required players to merely move one of their characters onto the same square as their opponent's flag, as opposed to bringing it back to friendly territory, because of difficulties implementing the artificial intelligence that the computer player would have needed to bring the enemy flag home and intercept opposing characters carrying the flag.
In computer security Capture the Flag CTF , "flags" are secrets hidden in purposefully-vulnerable programs or websites. Security CTFs are usually designed to serve as an educational exercise to give participants experience in securing a machine, as well as conducting and reacting to the sort of attacks found in the real world i.
Classic activities include reverse-engineering , network sniffing , protocol analysis, system administration, programming , cryptoanalysis , and writing exploits , among others.
Teams are scored on both their success in defending their assigned machine s and on their success in attacking the other team's machines.
A variation from classic flag-stealing is to "plant" own flags on opponent's machines. Hardware challenges usually involve getting an unknown piece of hardware and having to figure out how to bypass part of the security measures, e.
Jeopardy-style competitions are closer to programming competitions : teams do not directly attack each other, but rather solve challenges posed by the organizers.
Time is generally not be a factor in scoring these competitions, but "first blood" bonus points are often given to the first solver.
In King of the Hill—style challenges, players gain points by relative ranking. Classically, only the top team gains points.
When another team bests the current champion e. Capture the Flag is among the games that have made a recent comeback among adults as part of the urban gaming trend which includes games like Pac-Manhattan , Fugitive and Manhunt.
The game is played on city streets and players use cellphones to communicate. News about the games spreads virally through the use of blogs and mailing lists.
Urban Capture the Flag has been played in cities throughout North America.