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paintballimpact.com / Game Formats / Hold That Flag! Game Format
Hold That Flag! | Game Format
Hold That Flag is a unique paintball game where the winner of a bidding contest can actually be the loser in the game. It is a game where three team captains boldly predict the number of minutes they will be able to hold a flag, and the one that bids the most minutes must then defend the flag against the two other teams. Since the team defending the flag is always outnumbered 2 to 1, there is only so much time that they will be able to hold the flag until they are overwhelmed. This game is also a game of wits and bluffing and careful analysis of the other team. Strategy in the game relies heavily on the team captain's abilities to calculate the offensive and defensive strengths of the other teams and the degree of difficulty in defending the flag as it has been positioned for the current game. Before we discuss the different variations of the game, we will go over the basic rules for Hold That Flag!
The game Hold That Flag begins with a Gamemaster selecting three captains who pick their teams and then go through a bidding process, with the bid being how many minutes they think they can hold the flag (hold the flag means how long they think they can keep the other from touching it).

The bidding process begins with Team A saying "I can hold the flag for 4 minutes." Team B says "I can hold it for 6 minutes." Team C says "I can hold for 8 minutes." The bidding can go on, like in poker, until one captain says "then hold that flag!" If the other captain also says "Yeah, then hold that flag", then the game begins shortly thereafter. The defending team must then fight off the other team for as many minutes as they put out in their bid. If the flag-holding team is successful, they get two points. If the defending team is unsuccessful in defending the flag, then each of the other teams get 1 point. A number of key strategies come into play when a captain is participating in the bidding process. A captain wants to get the maximum number of points as he can, with the two points going to the successful flag holders. So a team wants to bet as high as they have to in order to get the winning bid, but not so high that they won't be successful. Sometimes, a captain will bid a longer time than they know they can handle with the hope of bluffing the other captains into way too high for the flag.
Other strategies come into play during the bidding process. A good team can lose by allowing another team to bid so low that it's not possible to touch the flag before the time limit is up. A team can also help themselves in the bidding process by playing so well in the previous games. If your team has consistently been successful at grabbing the flag before the other teams' bid minutes are up, you may get the flag for such a ridiculously low bid that they can't possibly touch the flag in the time allowed.
Hold That Flag variations may include not just touching the flag, but actually taking it back to a team's starting point or some type of safe zone. Another variation involves a roll of the dice rather than the bidding process. In this variation the flag holding team rotates, and the number of minutes will be decided by a roll of the dice.
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