TagPro maps run one of two modes: capture the flag, where each team has its own flag and you can only score if your flag is at home, or neutral flag, where a single white flag sits in the middle and you score by carrying it into your own base.
Last updated
How do I know which mode I'm in?
Look at the flags when the game loads. Two flags โ one red, one blue, each sitting in a base โ means capture the flag. A single white flag near the centre of the map means neutral flag.
| Capture the Flag | Neutral Flag | |
|---|---|---|
| Flags on the map | Two โ one per team, in each base | One white flag, usually centre map |
| How you score | Carry the enemy flag to your own flag | Carry the white flag into your own base |
| Can you always score? | No โ your own flag must be at home | Yes โ there is no flag-at-home rule |
| When you're popped as carrier | The flag returns to its base | Tagged, it passes to whoever tagged you; killed by a spike, gate or bomb, it returns to its centre spawn |
| Typical shape of play | Two-sided: attack one base, defend yours | One contested point, then a run home |
| Where you'll meet it | Most public and competitive maps | A subset of maps in the rotation |
Capture the flag
Each team owns a flag in its own base. You score by grabbing the enemy flag and carrying it back to where your flag sits.
The rule that catches everyone out: your own flag has to be home. If the enemy is holding your flag, walking theirs into your base does nothing. A teammate has to pop their carrier so your flag returns before your capture counts.
- Play splits โ someone attacks, someone holds base. Both bases matter at once.
- A double-hold (both flags taken) is a race: whoever gets a return first gets the cap.
- Returning your own flag is often worth more than chasing a grab.
Full rules and your first game โ
Neutral flag
There is one flag and nobody owns it. It spawns in a contested spot โ usually the middle โ and either team can take it. Score by carrying it into your own base.
Because there is no flag-at-home condition, every grab is immediately a scoring threat. Tagging the carrier does not reset the fight โ the flag passes straight to whoever tagged them, so the play turns around instantly and the new carrier is already running the other way. It only goes back to its centre spawn when a carrier is killed by a spike, a gate or a bomb, with nobody to hand it to.
- Grabbing is cheap; keeping it is the game. A contested flag changes hands dozens of times for every capture, so the run after the grab is what actually scores.
- You cannot rely on 'their flag is out, we're safe' โ there is no such state.
- Escorting matters more: the carrier has to travel from mid to your base through everyone.
- Power-up timing around the flag spawn decides most neutral-flag games.
Which mode should I learn first?
Capture the flag. It's the default you'll see in most games, and the flag-at-home rule teaches the returning and containing habits that carry into everything else. Neutral flag then feels like a simplification rather than a different game.
Playing offense โ ยท Playing defense โ
Frequently asked questions
Next
