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Flag Dash Rulebook

Table of Contents

Table of Contents

  • Components
  • Objective
  • Setup
  • Gameplay Overview
  • Phase 1: Plan Moves
  • Phase 2: Resolve Moves (2x)
    • Determine Move Order
    • Move Characters
  • Movement Rules
    • Using Tunnels
    • Using Boosts
  • Phase 3: Cleanup
  • Game End
  • Action Cards
    • Run
    • Flag
    • Push
    • Copy
  • Priority Tokens
    • Basic (#1 and #2)
    • Multiplier (#4 and #5)
    • Combo (#3 and #6)
    • Reset (#7)
  • Character Abilities
    • Athletic Businessman: Tripp "the Boss" Truman -- Ability: Jump
    • Wannabe Ninja: Rachel -- Ability: Spy
    • Tech Nerd: James "2-bits" Hendrix -- Ability: Trap
    • Modern Cowboy: Preston -- Ability: Lasso
    • Crazy Cat Lady: Cynthia "Catnip" Furguson -- Ability: Cats
    • Construction Worker: Harold B. Onionson -- Ability: Dig
  • Custom Layout
  • Alternate Board Setup
  • 2-Player Rules
  • 3-Player Rules

Components

  • 1 Game Board
  • 4 Player Screens
  • 1 Tiebreak Marker
  • 2 Team Flags
  • 6 Character Pawns
  • 6 Character Cards
  • 12 Character Flags (2 per color)
  • 28 Basic Action Cards (4 sets of 7)
  • 28 Priority Tokens (4 sets of 7)
  • 12 Boost Tokens
  • 6 Tunnel Tokens
  • 6 Walls
  • 4 Special Action Cards*
  • 2 Trap Tokens*
  • 4 Orange Cone Tokens*
  • 2 Cat Tokens*
  • 2 Spy Tokens*

*Components marked with an asterisk are for CHARACTER ABILITIES and CUSTOM LAYOUT.

Objective

For each team, the goal is to capture the opposing team flag and return to their own territory or to collect one character flag from each opposing character.

Setup

NOTE: This rulebook assumes a basic 4-player game. If you are playing with 2 or 3 players, see the 2-Player and 3-Player Rules. If you would like to incorporate advanced rules, see the sections at the back of the rulebook. For variants, see the double-sided insert sheet.

  1. Divide players into two teams (Team White & Team Red), with teammates seated next to each other. Each team will control three characters.
  2. Players each select one character that only they control (their runner); the third character (their team's defender) they will control jointly with their teammate.
  3. Place the game board between the teams.
  4. Place the following components on board (see diagram):
    • Two walls and four tunnels
    • All six character pawns
    • Both team flags
  5. Place all three character cards for each team side by side, next to the board. Flip each defender to the back side and each runner to the front side.
  6. On each character card, place two character flags of the corresponding color.
  7. Give each player the following components:
    • A player screen
    • A set of seven priority tokens (behind screen)
    • A set of seven basic action cards (in hand)
  8. Give tiebreak marker to the team with the youngest player.
  9. Place all 12 boost tokens next to the board.

Example A: Setup for basic game from Team Red's view. Mirror steps 5-7 for Team White.

Gameplay Overview

The game takes place over a series of rounds until one team achieves one of two victory conditions. Each round follows this outline:

  • Phase 1: Plan Moves
  • Phase 2: Resolve Moves (2x)
    • Determine Move Order
    • Move Characters
  • Phase 3: Cleanup

Phase 1: Plan Moves

During this phase, each player secretly plans two moves. To plan a move, place one of your action cards face down (see Action Cards). Then, select one of your priority tokens (see Priority Tokens) and place it face down on top of that action card. Position your first move closer to the board than your second move. The action in this phase is simultaneous; there is no player order.

Example B: For your first move, you secretly select your run forward card with the #1 priority token, hoping to move first. For your second move, you select your flag card with the #3 priority token, hoping to grab the flag and then play another card.

Phase 2: Resolve Moves (2x)

During this phase, each player will resolve their first move (after the move order has been determined). Then, once all first moves have been fully resolved, each player will resolve their second move (after move order has been re-determined).

Determine Move Order

All players simultaneously reveal their selected priority token. Move order is assigned from lowest numbered priority token to highest (i.e., a player with a #1 token will move first). In case of a tie for priority, the tied player on the team who currently has the tiebreak marker moves first. If players on the same team are tied, they choose which of them moves first.

Move Characters

In move order, each player resolves their move. When it is your turn to move, reveal your selected action card and choose whether you will move your runner or your team's defender. Then, carry out the action (shown on your action card) as many times as indicated by your selected priority token, following all movement rules.

NOTE: Sometimes you will resolve two separate action cards, based on your selected priority token.

Movement Rules

  • You may only move to adjacent spaces (i.e., horizontally or vertically; spaces at diagonals are not adjacent).
  • You may not move through, or end your move in, a space occupied by another character.
  • You may not move through a wall.
  • You may not move onto a space containing a team flag. Instead, you move through it to the space on the other side of the flag; this counts as moving only one space.

Using Tunnels

While you are resolving a move, if a character you are moving shares a space with a tunnel at any point before, during, or after your move, you may move the character from that tunnel to any other tunnel. This does not count as moving one space.

  • If a team flag or character shares a space with another tunnel when you attempt to use a tunnel, you first bump the blocking flag or character one adjacent space away (see Example C) before using the tunnel.
  • Characters may not use tunnels when holding a team flag.
  • Each character may only use a tunnel once per move.

Example C: Orange is blocking a tunnel. Blue may use the tunnel and bump Orange one space away. Blue may then move to the tunnel previously occupied by Orange (or to a different tunnel).

Using Boosts

Boosts, gained by playing priority tokens #2 and #4, allow you some flexibility when moving a character.

  • Boosts are placed on the character card of the character that you selected in the "Move Characters" step.
  • Each character may only have up to two boosts at a time.
  • You may use one or more boosts from a character to move that character one space for each boost, before or after resolving any action card with that character.
  • Boost moves may be in any direction, regardless of what action card you play.
  • You may only use boosts acquired during prior moves.

You must fully resolve the action on your action card (if possible) or not at all. When you are done, discard your priority token face up next to the board to signify the end of your move.

NOTE: Teammates may communicate as much as they desire throughout the round and may look at one another's face-down action cards and priority tokens at any time.

Phase 3: Cleanup

During this phase, all action cards are returned to their respective players' hands. Give the tiebreak marker to the team that was the last to move in Phase 2.

Game End

The game ends as soon as either of the following occurs:

  • One team flag enters the opposing team's territory
  • One runner collects one character flag from each opposing character

The team that scored the opposing team's flag (or flags) wins!

Action Cards

During Phase 1 of each round, players select action cards and then resolve the actions on them during Phase 2. Below is a detailed list of the various basic action cards and their effects.

Run

Move your character one space in the direction indicated by the arrow on the card. (When grass is facing you, the card is oriented correctly.) All normal movement rules apply.

Flag

Perform one of the following three flag actions:

  • If your runner is adjacent to the opposing team flag (even if separated by a wall), you may take it and place on your runner. You may take the opposing team flag from a teammate in this way.
  • If your runner is carrying the opposing team flag, you may give it to an adjacent teammate (runner or defender) or drop it on an adjacent space (even if separated by wall) unoccupied by a character.
  • If your runner is adjacent to an opposing character and not separated by a wall, you may collect one of their character flags, if you have not already done so, and place it on your character. (Nothing happens if both of your character flags are taken by opponents.)

Example D: Purple is a runner & Yellow is a defender, both for Team Red. Purple holds the opposing team flag. Purple may play the flag card to drop the flag on an adjacent space or give the flag to Yellow.

You may not take your own character flag back from an opposing character, and you may not take your own team flag.

Push

If your character is adjacent to any other character (i.e., teammate or opposing character), but not separated by a wall, move the other character up to two spaces away. All normal movement rules apply.

If you push an opposing character that was holding your team flag, they must drop the team flag on the space where they were pushed from. The flag remains where it dropped; it does not reset.

NOTE: Push is the only way to make your opponent drop your team flag!

Copy

Copy any other action card you have already played this round (during either your first move or second move), resolving that card as though you played it again.

Priority Tokens

Your priority tokens determine how many times you get to resolve your action card's effect and may also have other bonuses. Below is a detailed list of all priority tokens and their effects.

Basic (#1 and #2)

Resolve your action card's effect once. If you selected #2, the character you selected to move also gains a boost.

Multiplier (#4 and #5)

Resolve your action card's effect two or three times, as indicated by the priority token. If you selected #4, the character you selected to move also gains a boost.

Combo (#3 and #6)

Resolve the effects of two different action cards -- the one you already selected and another from your hand -- once each, in any order. Both moves must be carried out by the same character; you cannot split the moves between two characters.

Reset (#7)

Resolve your action card's effect once and return all of your discarded priority tokens (including this one). If you played this priority token during your first move in a round, do not return your priority token played during your second move.

NOTE: If reset is the only priority token you have available while planning your moves for a given round, you may only plan your first move. Plan carefully to ensure you can play each move!

Character Abilities

Each character has a unique special ability. Characters may only use their abilities when they are runners; defenders may not use special abilities.

NOTE: Moves resulting from character abilities must follow all movement rules, unless explicitly stated otherwise.

Athletic Businessman: Tripp "the Boss" Truman -- Ability: Jump

This businessman is in a rush to play capture the flag after work and didn't bother to fully change clothes. He is the most athletic character, but he doesn't realize how tacky he looks!

  • Gain the jump card to use as an action card.

When you play the jump card, if your runner is adjacent to a wall or another character, you may jump over to the space on the other side. You may not jump if there is another wall or character immediately beyond the wall or character you want to jump over.

Wannabe Ninja: Rachel -- Ability: Spy

This pilates enthusiast is the most serious capture the flag player of the group. She is a wannabe ninja and focuses on stealth. She's determined to win!

  • Gain two spy tokens to use as priority tokens. These may be used only once each.

When you play a spy token, after each player reveals their priority token during the "Determine Move Order" step, force one opponent to reveal their selected action card. Then, you must discard the spy token and replace with another one of your priority tokens. You may also replace your selected action card with another card from hand, played face down. Then, proceed with the "Determine Move Order" step.

Tech Nerd: James "2-bits" Hendrix -- Ability: Trap

This tech nerd is a genius and comes prepared. He uses his tech savvy to trap other characters and show off his skills.

  • Gain the trap card to use as an action card and two trap tokens.

When you play the trap card, place a trap token up to two spaces (not counting diagonals) away from your runner. You may not place a trap on a space occupied by another character or a team flag.

When any other character (including a teammate!) moves onto a space with a trap, they are trapped there until a player plays their reset priority token and selects the trapped character in Phase 2. Then, the trapped character escapes and proceeds with the "Move Characters" step.

When a trapped character successfully escapes the trap, or when the Tech Nerd moves onto a space with a trap, immediately return the trap to the owner's supply.

If a character holding the opposing team flag enters their own territory for the win and simultaneously moves onto a trap, the flag bearer's team still wins.

Modern Cowboy: Preston -- Ability: Lasso

This modern cowboy is the toughest character of the bunch. His use of a lasso in capture the flag is pretty much cheating, but you can't blame him -- he is used to roping cattle!

  • Gain the lasso card to use as an action card.

When you play the lasso card, if your runner is in the same row or column on the board as another character, you may pull that character one space toward your runner.

Crazy Cat Lady: Cynthia "Catnip" Furguson -- Ability: Cats

This crazy cat lady isn't keen on getting out much, but she's a loyal soul and is anxious to help her team snag the flag. She's brought along her endearing cats, who should prove useful in providing the distraction she needs to make her move.

  • Gain two cat tokens to use as priority tokens.

When you play the #3 cat token, your cats chase the two characters closest to your runner one space away from you (in a direction of your choice). Then resolve your selected action card once.

When you play the #5 cat token, resolve your selected action card once. Then your cats chase the two characters closest to your runner one space away from you (in a direction of your choice).

Construction Worker: Harold B. Onionson -- Ability: Dig

Even after a day of hard work, this construction worker is ready to play hard. He decides he can gain the advantage over his companions by utilizing his knowledge of the local underground tunnel system.

  • Gain the dig card to use as an action card and two tunnel tokens.

When you play the dig card, perform one of the following actions:

  • If your runner is adjacent to any tunnel, remove that tunnel from board.
  • Place one of your tunnel tokens onto a space adjacent to your runner. The space may be on the other side of a wall, but may not be occupied by a character, tunnel, or flag.

Custom Layout

During setup, you can change the layout of the game board, placing any number of walls and tunnels and altering the characters' starting positions.

You can even change the location and size of the territories (i.e., where team flags must be taken to score) using the orange cone tokens. For each team, on the sides of the board, place two orange cone tokens just off the board to form an invisible "finish line" that a flagbearer must cross in order to score.

To make things tougher, put the orange cone tokens along the edges of the back rows (i.e., the rows that the team flags start on), only a few spaces apart. In this setup, a flagbearer must return to the spaces between the cones on the back row to score! (See Example E.)

Example E: Blue is on Team Red and must return Team White's flag to one of the three spaces between the orange cones.

For a secret custom layout, use one or more screens to hide each half of the game board. Then, have each team set up their territory as desired (e.g., placing their characters, team flag, tunnels).

Alternate Board Setup

When your character shares a space with the secret tunnel entrance on the center of the board at the end of Phase 2 (and only then), you may move your character to the secret tunnel exit on your opponent's side of the board.

When a team flag or character is occupying a space with a secret tunnel exit, other characters may not move to that secret tunnel exit.

Example F: Purple and Blue are runners and Yellow is the defender for Team Red. Green and Orange are runners and Black is the defender for Team White. The walls block the entire 4x4 grids at the top left and bottom right of the board. If you use the secret tunnel to get behind the walls, you may jump over the walls (when moving toward them) as if they were not there!

2-Player Rules

You can play 2-player games in one of the following ways:

Advanced: Play as two players. Take all game actions as if you were two separate players playing on a team. All rules apply.

Basic: Play as one player. The following rules changes apply:

  • Play with one set of seven priority tokens and seven action cards. You may move any one of your three characters with each move.
  • During setup, move each runner from the left-most and right-most columns one space toward the center of the board; these outer columns are out of play. (You may find it helpful to use the extra walls to separate these columns from the rest of board.)
  • When your runners are adjacent to one another, you may play the flag card to pass any number of character flags from one runner to the other.

3-Player Rules

You can play 3-player games by dividing into uneven teams. The most advanced player should be the single player.

The two players on a team play as normal. The single player plays as two players (i.e., with two hands of cards, two sets of priority tokens, etc.), taking all game actions as if they were two separate players playing on a team.