Capture the Flag

Steal their flag, defend yours.

The goal

Take theirs home while yours is still standing. That last clause is the whole mode: you cannot simply trade flags, so somebody on your side has to stay and hold, and the run only pays if the defence held while you were gone.

How to win

Because a capture only counts with your own flag home, you cannot trade runs. Somebody has to stay. In a team of four that usually means one runner, one escort, and two who never leave. The runner's job is less about speed than timing: you leave when the enemy's defenders have just committed somewhere else, which is a thing you can see, because the minimap shows both flags and who is carrying them. The information is free. What loses matches is nobody looking at it.

How many to bring

Capture the Flag supports 4 to 8, and the lower end is the harder game: at 2v2 the mode's central tension (somebody has to stay home) costs you half your team. At 4v4 you can afford a runner, an escort and a defence, which is the point at which it stops being a race and becomes something you can plan.

The StarForge Circuit · The Run

Two stands, two flags, and a rule the Circuit bolted on after a season of crews politely swapping trophies to a scoreless draw. The base axis is redrawn before every card so that no team can arrive with a lane already memorised.

Know before you drop in

  • A capture only counts if your own flag is home.
  • The bases move every match, so the routes are never the same twice.
  • Flags show on the minimap, including who is carrying one.
Capture the Flag at a glance
Players4–8
TeamsTwo
RespawnsYes
Clock2, 5 or 10 minutes, or none
Win conditionFirst to 1, 3 or 5 captures, or ahead when the clock runs out
Solo vs botsYes, offline, no account
With friendsInvite code, quick match, or server browser
Plays onMac and Windows today; iPhone and iPad are coming
PriceFree in Early Access
Coming soon to iOS

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