CHASE TAG® – CHASE-OFF™: How the Game Works

Our most popular format, the CHASE-OFF™, is featured in major events such as the World Chase Tag (WCT) National Championships and WCT4 and WCT5 tournaments. Here’s how it works:

• Teams: Two teams, each with up to 6 athletes, compete against each other.

• Chases: Each match consists of 16 chases, and each chase lasts 20 seconds.

• Roles: In each chase, one athlete is the Chaser, while the other is the Evader.

• Rest Period: After each chase, there’s a 25-second rest period.

• Scoring: The winning athlete of each chase stays on as the Evader for the next round. Teams earn one point for each successful evasion, which occurs when the Evader lasts the full 20 seconds without being tagged.

• Tagging Rules: Tags must be made with the hand—using your feet is not allowed.

• Out of Bounds: If an athlete steps outside the designated area, they lose that chase.

• Tiebreakers: In the event of a tie, the match goes into a Sudden Death Chase-Off.

SUDDEN DEATH CHASE-OFF™

If the game ends in a tie, the Sudden Death Chase-Off™ comes into play, with two additional 20-second chases:

Each team gets a chance to Evade.

The team with the longest evasion time wins.

There is no 25-second rest between chases, but teams have up to 3 minutes to decide their athletes.

The Evading team must choose their athlete first.

If the game is still tied after one round of Sudden Death, the process repeats until a winner is determined.

 

TERMINOLOGY

• BENNY HILL – When the Chaser runs round and round the same (usually high EQ) obstacle to try to catch the Evader (generally done by inexperienced athletes). More experienced athletes will look to FLUSH the Chaser out of high EQ areas quickly and efficiently.

• CENTER CONTROL – A technique used by the Chaser to regain control of centre of the Quad after an attempted Tag (Marrero Gang).

• CHASE TAG® – The one-on-one format of competitive tag with 20 second Chases involving one Chaser and one Evader.

• EQ (EVASION QUALITY) – A hypothetical value representing how much protection an obstacle (or area on the Quad) provides for the Evader. The higher the EQ, the more the protection (Jason Matten).

• EVASION RATIO – The percentage of Chases that end in an Evasion.

• HERDING – A technique used by the Chaser to corral the Evader into areas of the Quad that will make it easier to make a Tag (Marrero Gang).

• IDLING – A technique used by the Evader to hide behind a high EQ obstacle and waste the Chasers time / run down the clock while expending the least amount of energy (Marrero Gang).

• PINCH POINT – Areas on the Quad where the Evader has limited options to escape (Marrero Gang).

• QUAD – The playing area (in the UK, the old-school name for a playground is a quad).

• REVERSE HERDING – A technique used by the Evader to draw the Chaser into areas on the Quad that are harder to make a Tag (Marrero Gang).

• SPIKE – A Chase that lasts less than 5 seconds (Jason Matten).

• TAILING – A technique used by the Chaser where they follow the same path as the Evader (generally considered an inferior strategy).

• THREADING – Diving or sliding though a tight space on the Quad, like through the Ridge or Loading Bay

3d Model by Jason Wu Bergeron
World Chase Tag® EMEA
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