Flag Game with a Command Post: The General Stays Put
Capture the flag in which each team has a general who may not enter the field: the general watches from a command post on the sideline with a whiteboard map and passes orders through two messengers. The game works on leadership, clear communication and the gap between planning and execution.
How to play
- Set up two halves with a flag zone and a return zone, plus a command post with a whiteboard on each team's sideline (3 min).
- Each team chooses a general and two messengers, and the general sketches an opening plan on the whiteboard with named areas (left, center, right) (4 min).
- Round 1: only messengers may run between the command post and the field to deliver specific orders (for example, three attack down the right on the signal); tagged players return to their end line (8 min).
- Switch general and messengers; the new general reviews with the team which orders arrived wrong or late (3 min).
- Round 2 with a restriction: each messenger may pass on orders of at most seven words (8 min).
- Final discussion: which kinds of orders worked best and what gets lost between plan and action (4 min).
Rules
- Field players may not talk to the general directly: only through the messengers.
- Tag with an open hand on the shoulder or back, without pushing.
- Messengers can only be tagged on the opponents' side.
- The general stays respectful: orders are given without shouting or put-downs.
Variations
Easier
The general may speak directly to two field players near the sideline.
Standard
A fixed general at the command post with a whiteboard and two messengers, with a word limit in round two.
Harder
Messengers carry orders written on a card that they lose if tagged on the opponents' side.
Adaptations
- Limited mobility: makes an ideal general, since the role demands vision and communication but no running.
- Hearing impairment: orders are passed on with written cards or pre-agreed gestures.
- Autism: may act as a messenger carrying a written order to reduce the need to improvise.
Learning goals
- Lead clearly and respectfully.
- Pass on precise, brief tactical orders.
- Analyze the gap between planning and execution in the game.
Equipment for a class of 25
- cones: 24
- pinnies: 28
- bandanas: 2
- whiteboard: 2
- markers: 2
Teacher tip
Rotate the general role among different personalities, not just the most talkative students. The seven-word limit usually improves the quality of orders a lot.
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