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Attack-defense competitions, run for you by our team

Every team gets the same vulnerable services, defends its own, attacks everyone else's and keeps its checkers green for every tick. Attack-defense is a managed event on CTF7, not a self-serve option and not part of the Free or Standard plans: we scope it with you on a call, send a quote, and our team builds and runs the game infrastructure on the day.

Illustrative scoreboard from a managed A/D event (sample data)

What is an attack-defense CTF?

An attack-defense CTF (also written A/D or "attack defence") is a live Capture The Flag format where every team runs an identical machine, the vulnbox, hosting several deliberately vulnerable services. The game server plants fresh flags in each service every round, or tick. Teams score by capturing flags from rivals, lose points when their own flags are stolen, and earn SLA points only while a checker confirms their services stay up and working.

Offense and defense happen at once, which is why A/D is often called a red vs blue CTF. It rewards teamwork, patching discipline and monitoring as much as offensive skill. Compare every format in our CTF formats guide.

At a glance

  • Teams: usually 8 to 40, with 3 to 8 players each
  • Duration: 6 to 10 hours on site, up to 48 hours online
  • Services: 3 to 6 per vulnbox
  • Skill: intermediate to expert; ideal as a final after a jeopardy qualifier
  • How you get one: a managed event, scoped and quoted per event
How it works

How an A/D game runs, tick by tick

From the first VPN connection to the last tick.

A/D vs jeopardy, explained

Every team receives an identical vulnbox

Each team gets its own machine running the same services, such as a notes web app, a file vault and a custom network protocol, each with intentional weaknesses. Teams get root on their own box only.

Vulnbox3–6 services

Teams join a shared game network over VPN

Players connect through a per-team VPN profile into a shared game network where every vulnbox sits at a predictable address, so teams know where to attack and where to defend.

Per-team VPNGame network

A short setup window, then the network opens

Teams get 30 to 60 minutes to explore their services, take backups and patch before the firewall between teams drops.

Grace period

The game runs in ticks, and flags rotate every tick

A tick is typically 60 to 180 seconds. Each tick, the game server plants a new flag in every service on every vulnbox. Flags expire after a few ticks, so captures must be submitted quickly.

Tick engineFlag rotation

Checkers verify every service, every tick

Automated checkers act like real users: they store the new flag, read back older ones and exercise normal features. A passing service is UP and earns SLA points; a broken, slow or flagless one does not.

Service checkersSLA

Attack and defend until the final tick

Teams find weaknesses, patch their own copy and submit flags captured from rivals. The live scoreboard combines attack, defense and SLA points until the final tick.

Flag submissionLive scoreboard
Scoring

Attack-defense scoring: attack, defense and SLA

Each tick, teams earn or lose points in three buckets per service:

  • Attack: points for every valid, unexpired flag captured from another team's service.
  • Defense: points lost for every one of your own flags that another team submits.
  • SLA: points for each tick the checker rates your service UP.

In its simplest additive form:

score = Σ ticks Σ services (attack + defense + SLA)

Some competitions instead weight attack and defense by the share of ticks a service was up. Either way, taking a service offline to "defend" it costs more than it saves. We agree the model, tick length and flag lifetime with you and publish them in the rules.

Each tick the checker rates every service UP, MUMBLE, CORRUPT or DOWN, and only UP earns SLA points. See checkers and SLA for the full status list and the math, and what a vulnbox is for the box teams defend.

Worked example: team BlueJays keeps "vault" UP for a tick (+10 SLA), captures flags from 6 rivals (+6 × 5 attack) and loses 2 of its own (−2 × 5 defense). Net for that service and tick: +30.

Team roles

How strong A/D teams split the work

Nobody can attack, patch and watch traffic at once. Winning teams assign roles before the network opens.

Service owners

Each player owns one or two services completely: understand the code, find the weaknesses, ship a patch that keeps the checker happy.

Offense and automation

Turns findings into reliable flag collection across rivals each tick, within the submission rate limits.

Monitoring and traffic analysis

Watches incoming traffic and logs to spot how rivals score against you, and briefs service owners.

Infrastructure keeper

Owns backups, deploys and rollbacks on the vulnbox, so a bad patch never costs more than one tick of SLA.

Captain

Tracks the scoreboard and checker status, decides where effort goes and keeps communication calm. Student teams can add a mentor with limited permissions.

Build vs host

Why a scoreboard alone can't run attack-defense

A jeopardy scoreboard only has to check a submitted string. An attack-defense game needs a tick engine that plants flags, a checker that exercises every service on every team, a VPN, one vulnbox per team and a scoreboard that updates every round.

Jeopardy scoreboards don't run A/D natively (see our open-source CTF platform comparison, facts checked October 2026). Dedicated open-source game servers do, but someone still has to operate them.

If you plan to build it yourself, read our explainers on the vulnbox and on checkers and SLA first. They are the two pieces that take the most engineering time.

Build it yourself or have us run it

Open-source game servers handle ticks, flags and scoring, but you still build and operate the vulnboxes, checkers, VPN and hosting. When you book a managed A/D event, that operating work moves to our team. You either write the services yourself or have our authors build them.

If you self-build an A/D game, budget time for:

  • A vulnbox image per team, rebuilt identically and frozen before game day
  • One checker per service that stores flags, reads them back and tests normal features
  • A per-team VPN into an isolated game network
  • A playtest in which every service is exploited and patched without breaking its checker
  • Live monitoring and someone on call for every hour of the game
  • A scoreboard and submission endpoint that keep up with every tick
Managed event

What our team operates on your A/D day

You decide the format, the teams and the services. Our team stands up the game infrastructure for your event, watches it for every hour of play and takes it down afterwards.

Illustrative view of the game-server console our staff watch during a managed event (sample data). Organizers see the scoreboard, not this console.

Game server & tick engine

Schedules ticks, plants flags, enforces flag lifetime and computes scores.

Service checkers

Scripted health checks per service, run against every team each tick.

Flag store & submission

Issues unique flags per team, service and tick, and validates submissions with rate limits.

VPN & vulnboxes

Per-team VPN profiles and identical vulnboxes, scoped with you for each event.

Live scoreboard

Per-service status and points for every team, ready for a venue projector.

Registration & teams

Team sign-up runs on the regular CTF7 event page.

Event-day staff

Our engineers watch game-network health and submissions, and handle rule violations with you.

Custom services

Our authors build and test A/D services and checkers. Challenge development

For companies

A red vs blue CTF day for your security team

A/D is the closest a CTF gets to a real incident: a service is under attack, the business needs it running, and you have minutes to decide.

For internal teams we run a compact, one-day version. Mix developers, SOC analysts and pentesters in each team so every role learns how the others think. Services can mirror your stack, such as an internal API or login portal, built by our challenge development team without touching production code.

The day ends with a purple-team debrief on what each team found, patched and saw in the logs. That is where the training value lands. The red vs blue section of our formats guide covers the exercise design in depth, and CTF7 for enterprises covers private, branded events. Weighing a one-day A/D event against a standing training environment? Our guide to what a cyber range is compares the two.

TimeCorporate A/D day
09:30Briefing, rules and VPN check for every team
10:00Setup window: explore services, take backups, first patches
10:45Network opens; ticks begin (120 seconds each)
14:00New service released to reshuffle the board
16:30Final tick; scores final
16:45Purple-team debrief and awards
For players

How to prepare for an attack-defense CTF

A/D punishes chaos more than lack of skill. Habits of calm teams:

  • Back up first. Copy every service and its data before the network opens so any change can be rolled back.
  • Patch with discipline. Fix the root cause, keep legitimate features working and test before deploying. A patch that breaks the checker is worse than none.
  • Monitor from minute one. Log incoming traffic; how rivals score against you tells you what to fix next.
  • Automate what repeats. Build reliable team tooling for per-tick work in practice, not on game day.
  • Talk constantly. One channel, one owner per service, one captain.
  • Know the rules. Attacking the game infrastructure, flooding other teams or sharing flags between teams gets you disqualified.
For organizers

From scoping call to final tick

Lead times below are for a first event with new services. A rerun with existing services is shorter.

WhenMilestone
T − 10 weeksScoping call: team count, duration, on-site or online, number of services, who writes them
T − 9 weeksWritten quote: service development (if ours), game infrastructure, event-day staff
T − 8 weeksRegistration opens on CTF7; optional jeopardy qualifier scheduled
T − 6 weeksServices and checkers in development, by your team or ours
T − 3 weeksInternal playtest: every service exploited and patched, checkers tuned
T − 1 weekVPN profiles issued; teams run a connectivity test
T − 1 dayFull dress rehearsal with test teams; vulnbox images frozen
Game daySetup window, network opens, live monitoring, final tick
T + 1 weekResults, certificates, service source and writeups published

Planning a first event? Our CTF hosting playbook covers budgets, rules and staffing.

Format comparison

Attack-defense vs jeopardy CTF

Many organizers run both: a jeopardy CTF as an open qualifier, then an attack-defense final for the top teams. For shared-target play, see King of the Hill.

AspectAttack-defenseJeopardy
What players doDefend own services and attack rivals at the same timeSolve independent challenges from a board
Interaction between teamsDirect, over a shared game networkNone; teams only share the scoreboard
ScoringAttack + defense + SLA, every tickStatic or dynamic points per solve
Typical scale8 to 40 teamsDozens to thousands of players
Skills trainedPatching, monitoring, incident response, teamworkBreadth across web, crypto, pwn, forensics and more
Beginner friendly Best after some CTF experience Yes
Getting started on CTF7Managed: a scoping call, a quote, and our team runs itSelf-serve in the organizer dashboard; see pricing

Our team also scopes and runs the other managed formats: King of the Hill and SOC simulation. Self-serve events start from the format overview.

Scope an attack-defense event

Tell us the team count, the date and the skill level. We reply with the services, the tick length and a quote, and nothing is built until you approve the scope.

CTF7 mascot holding a CTF7 flag