This is our most popular format and is used at our main events (e.g. WCT2, WCT3 etc.)
It is a team format that is played by two teams and each team has a maximum of five athletes.
Each match consists of a pre-determined number of chases (usually 16 chases).
Each chase is twenty seconds long and has one athlete from each team - one is the Chaser and one is the Evader.
The winning athlete in each chase stays on as the evader and the losing athlete comes off and is replaced by a teammate who becomes the Chaser in the nextChase.
A team is awarded one point when their athlete successfully evades their opponent for the entire duration of the chase (i.e. 20 seconds).
The team with the most points after of the pre-determined number of chases wins the match.
Tags must be made with the hand (i.e. NOT your foot).
If an athlete steps out of bounds, they lose that chase.
Dangerous play is prohibited.
For an overview watch the following video:
Each team consist of up to 5 players. Matches are divided into Rounds. Each Round has 2x 20 second Chases and is contested by one player from each Team. Firstly, Player A chases Player B, then Player B chases player A. Whoever Tags their opponent in the quickest time wins that round and gets one point for their team. If a round ends in a draw, neither team get a point. After a predetermined number of rounds, the team with the most points wins. Tags must be made with the hand (i.e. NOT your foot). Tag-Backs and dangerous play are prohibited.
There are two athletes in each match. The winner is the first athlete to accumulate 10 points and he / she must be two points clear of his / her opponent. The match is played in rounds. Each round consists of two periods where each athlete takes it in turn to be the tag. Each period lasts for 20-seconds or until the Tag touches the Evader. One point is scored for a successful tag and an additional point is scored by the athlete who wins the round (i.e. the athlete who scored a successful tag in the lowest time). Tags must be made with the hand (i.e. NOT your foot). Tag-Backs and dangerous play are prohibited.
There are two athletes in each match. Matches are divided into Rounds. Each Round has 2x 20 second Chases where the athletes alternate as Chaser & Evader. The athlete that Evades for the longest amount of time in the Round wins the match. If a Round ends in a draw / tie, a second Round is played until there is an outright winner. The winner proceeds to the next round, the loser is eliminated from the competition. Tags must be made with the hand (i.e. NOT your foot) and dangerous play are prohibited.
Can be played by any number of athletes from 2 upwards. The match lasts for a pre-determined period of time or number of rounds. Each round has one chaser and one evader and lasts for 20-seconds long, or until the Tag touches the Evader. The winning athlete in each chase stays on as the evader. Athletes are awarded 0 points for a tag and 1 point for a successful evasion. The Athlete with the most points after a given period of time, or number of rounds, wins.Tags must be made with the hand (i.e. NOT your foot). Tag-Backs and dangerous play are prohibited.
There are four athletes in each match. Matches consist of 4x 40-second rounds. Each round begins with a different athlete on Tag. The athlete with the lowest Accumulated Tag-Time wins. If an athlete steps out of bounds, they are considered 'Tagged'. Tags must be made with the hand (i.e. NOT your foot). Tag-Backs and dangerous play are prohibited.
NOTE: Both male and female athletes currently compete together in a single unified league.
Accumulated Tag-Time™ - Our terminology to describe the total amount of time that an individual athlete spends on Tag during a game in the UltimateTag™ format.
Chaser - Our terminology to describe the athlete that is currently on Tag.
Chaser Plate™ - Our terminology to describe the area within which the Chaser must stand as the game commences.
Chase tAG™ - Our terminology to denote the one-on-one format of competitive tag involving one Chaser and one Evader in a chase that typically lasts for 20-seconds.
Chase Tag Timing System™ - Our terminology to describe the apparatus used for timing a game of Chase Tag™.
Clean Game™ - Our terminology to describe when a player is not Tagged for the full duration of a game in the Ultimate Tag™ format (i.e. his Accumulated Tag-time remains on zero).
Current Tag-Time - Our terminology to describe the amount of time that the currently Tagged athlete has been on Tag in the Ultimate Tag™ format.
EQ (Evasion Quality) - A phrase coined by Jason Matten that gives a hypothetical value to a quad or an individual obstacle within the quad that indicates the amount of protection it provides to the Evader.
Evader - Our terminology to describe any athlete that is not currently on Tag.
Evader Plate™ -Our terminology to describe the area within which the Evader(s) must stand as the game commences.
Fandiction™ -Our fan prediction app that is currently under development.
InsTAGator™- Our terminology to describe the athlete that starts a game on Tag, usually in UltimateTag (multiplayer).
Jacking - Bending over (either forward or backwards) in order to avoid being tagged.
Juking - Otherwise known as 'Faking' or 'Dummying' - a small movement created by a player in order to make his / her opponent move in the opposite direction.
Tag-Back™- Our terminology to describe the situation when the Chaser tags the same Evader that last Tagged him / her.
The Quad™ - Our terminology to describe the area within which a game of Chase Tag™ or Ultimate Tag™ takes place.
Ultimate Tag™- Our terminology to denote the multiplayer format of tag where the “tag” status is transferred between players.
WCT™- Acronym of World Chase Tag™.
The above-mentioned rules are not only intended for running-based activities, but are in fact valid to all forms of Chase Tag™ related activities howsoever applied including but not limited to chases involving motor vehicles, bicycles, roller blades, skateboards, roller skates, ice skates, wheelchairs, on bouldering or climbing walls, in water-filled spaces or snow-filled spaces etc.
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