Roles and Their Objectives
Warden: Give prisoners orders, get them to play games. Try not to die.
Guard: Assist the Warden. Maintain order in the prison.
Prisoner: Rebel and kill the Guards, or take your chance with the Warden's games.
Core Conduct
Always follow general server rules — Jailbreak does not exempt you from them.
Be truthful with staff. Lying about freekills or rule violations is a punishable offense.
Report your own rule-breaking. If you break a rule and fail to report it, it will be treated as intentional concealment.
Use common sense — not every scenario is covered. If unsure, contact a staff member.
Respect plugin messages. If the plugin declares a freeday, it is a freeday.
Exceptions are rare.
Communication Rules
Do not spam any chat — voice, text, or admin.
Microphone quality matters. Do not use your mic if it's unclear or disruptive.
Mic checks can only be performed by staff.
Ghosting (sharing information after death/spectating) is strictly prohibited.
Game Mechanics
Do not abuse glitches, especially those that give an unfair advantage.
Water/texture bugs are exceptions.
No favoritism or anti-favoritism — treat all players fairly.
Only wardens can give orders. Regular players must not issue commands or instructions.
Few exceptions are outlined in the rules
You must have a pronounceable name — it must be targetable and must not contain Jailbreak-related terms.
Examples of not allowed names: Freeze, All Ts, jumprope, ??????, etc
Freeze = No movement. You may jump, crouch, or look around, but may not walk or run.
Use “Freeze” instead of “AFK Freeze”. The phrase “AFK Freeze” is outdated.
If no freeze order is given, and you complete the current command, you may move — but only if new command overrides a previous freeze.
"When I say go" means you wait until “go” is explicitly said after the command is finished.
No detours and no delays are implied.
This includes rules, orders, actions, etc
"Guards" and "Prisoners" always refer to CTs and Ts respectively.
If you are freekilled, provide as much info as possible towards the staff team. if no effort is put into helping them solve your claim, no effort will be put into the respawn
Respawns are a privilege, not a right.
Freeday Rules
Freedays take priority over all other orders.
If a prisoner has an LR-granted Freeday, it overrides any commands.
Freedays can only be acquired through Last Request (LR), failure to claim warden within 20 seconds after previous warden died or prize in special day.
You may not harm guards while on a Freeday.
Any act of rebelling immediately revokes your Freeday.
If you do a rebellious action and your Freeday is not revoked, you must do it yourself using /revokefd
Experienced players are expected to revoke their own FD upon doing such acts
You cannot be given orders while on a Freeday, except to drop map-specific grenades or bombs, to revoke your Freeday or to stop interfering with the flow of the round.
As a freeday, you are not to interrupt flow of the round
Interrupting flow of current game by pressing buttons is not allowed
One global warning will be given per map minigame (either by Guard or Warden), if same game is interrupted again it's considered as an act of rebelling
Locking in Warden or 2+ Guards in constrained area by bodyblocking (eg. 1st island on Clouds or locking Warden in one of cells)
Guards are to give Verbal Warning, then Warning Shot, and only then kill.
When revoking a Freeday, Warden must repeat all orders that were previously given to that prisoner.
Means any restrictions and/or trap commands that are still active
Freedays may be revoked if 30% or fewer of the remaining non-Freeday prisoners are alive.
If freeday actively tries to get killed by Guard killing rebellers (blocking shots with own body), they will not be respawned if it results in freekill.
It is still a freekill and guard would have to slay
Special freedays:
Zombie freeday: Shift-walk only, knife primary only. No jumping/climbing unless needed to reach guard.
Panda freeday: Crouch-walk only, knife primary only. Jumping only if guard unreachable. Ladder climbing is allowed.
Acts of Rebelling
Firing an unsilenced weapon.
Holding a weapon for more than 5 seconds — plugin will mark you red.
Entering or opening vents, secrets, armory, or cells.
Hurting a guard unless you use a knife and any of the following is true:
The guard is physically in your path during a movement order
You are not breaking current order
Such as "freeze" or "face direction", etc
Cells doors are closed and you have no orders
Hurting/killing fellow prisoners by using map props or pressing minigame buttons
Unless explicitly allowed by Warden
Entering or opening:
Vents
Secrets
Armoury
Cells (Only opening)
Getting stuck in map bugs or exploit areas.
Being outside your cell before doors open.
Prisoner Rules
Orders take effect where you currently stand.
Example: If told to “crouch walk to warden,” do not jump first, then crouch walk — follow the instruction exactly from your current position.
Wait for the warden to finish their command before executing it.
If you cannot complete an order (fully or partially), freeze.
For example, warden tells to freeze in jumprope but there's no jumprope on the map
You must actively participate in map minigames.
Simply freezing or idling is not allowed unless otherwise stated.
You must follow all warden orders until 30 seconds after warden dies.
Restrictions apply until revoked
As a prisoner you are not allowed to inflict damage with map specific grenades/bombs to other prisoners unless in a minigame or special day.
When given an order you try to complete it with the given restrictions.
For example: do not go off the sand path, shift walk when crouch walking is restricted
If a bomb blast moves you, freeze and wait for new command.
If you ask for a repeat, freeze.
There are no respawns if you are killed while waiting for repeat, learn to listen.
Leaving the playable area of a map minigame (without permission) is considered cheating.
If you are rebelling, you are not allowed to camp or actively delay LR process. Reasonable camping for self-preservation is perfectly allowed.
Generally speaking, the closer the round to the end, the more actively this will be enforced
Examples of following this rule:
Playing some game
Sitting in usp vent for 3 min on minecraft_beta because CTs are really close and leaving the vent at bad timing is just stupid
Examples of NOT following this rule:
Sitting in glass box with AWP on clouds for 3 min waiting for CTs to come 1st island
Hiding from CTs when W is close to giving LR and now whole server waiting for you to be found
Last Request (LR) Rules
Last Request (LR) is a reward for prisoners who have survived until the end of the round. It is a chance for them to request something for next round. It can be anything from 'Freeday for me' or 'Hide and Seek' (special day) to something wild like 'All T's get a flashbang and we must play colors as first game' or 'Warden must end every command saying 'on god'.'
LRs that require staff must be approved by the prisoner, warden, and staff.
Missing any one of these three means the LR is not valid.
LRs can only be given when the warden has line of sight on the prisoner.
If the prisoner receiving LR breaks any active order, the LR becomes invalid.
Only 1 LR per 10 prisoners is allowed.
LRs apply to the next round unless stated otherwise.
Warden cannot deny a Freeday requested through LR for the requester himself.
When accepting a Freeday from an LR, it applies to the next round, unless stated otherwise.
Gentleman's etiquette applies to DWs and LRs
No cheating, no loopholes, play with fair sportsmanship
Death Wish (DW) Rules
A Death Wish (DW) is fun way to die that Prisoner can request from the warden. It can be anything ranging from knifefight or gun toss to a map minigame.
A “Death Wish” (DW) is not a guaranteed right. It is granted only at the warden's discretion.
The warden may end a death wish at any time for any reason.
Requesting a DW as part of your LR has no effect — just explain what you want; it will be treated like any normal LR.
Gentleman's etiquette applies to DWs and LRs
No cheating, no loopholes, play with fair sportsmanship
Guard Rules
Complying with one rule does not indicate that you are allowed to break another.
If there are any exceptions they will be explicitly stated
You must have a working microphone to play as a guard.
Do not freekill. Slay yourself immediately (you are allowed to go into safe space to prevent gunplanting) and report it to staff.
Please let staff know the name of player you freekilled so they can be respawned faster
Do not intentionally freedamage prisoners.
Do not intentionally bait prisoners.
Examples: being closer than ~3 AWP lengths away from prisoners, getting in the way of prisoners doing Warden commands
Give warning shots (should not exceed 34 damage) for minor non-threatening disobedience.
Do not speak over the warden.
You must be willing to claim Warden.
Do not play CT with only intention to claim Last Guard or kill rebelling Ts
Leave armory by 9:30.
Do not be AFK for multiple rounds
Do not stand on props smaller than your player model.
Do not pixel/border glitch.
Avoid standing on edge walls.
You may only re-enter armory if you saw a prisoner inside
Do not camp or aim-camp vents, secrets, the armoury or any vent entrance/exit.
Camping pathways and camping ways to reach an armoury /vent/secret entrance is fine, on 2 conditions:
You must not physically block the path/way (so a prisoner can still walk around you)
There must be acceptable distance between you and the actual entrance (10-15 steps)
Do not play minigames unless ordered or chasing a rebeller.
You are allowed to play minigames closely to the place where LR is given, but you must be nearby to able to react to prisoner rebelling in reasonable time and help CTs
Kill red prisoners immediately even if the warden pardons them.
Unless it's part of a minigame or LR.
Keep warden or a prisoner in sight unless hunting.
Being in the main cell area also counts.
It's okay to temporarily lose vision if you're trying to regain it.
Allow reaction time for orders (up to 3 seconds, depending on complexity and length of command).
Eg. for simple command like "freeze" 1s is more than sufficient reaction time.
Do not shoot or knife props to cause damage.
Restrictions by the warden remain in effect after their death.
Follow warden orders directed at Guards/you.
Protect your teammates at all times.
Killing a T holding a bomb out that ends up killing guards is a failure to comply with this rule.
Guards may not purposely prolong the rounds by going in hard to reach areas.
For example, hiding when T's are armed and looking for them
When only one non-rebelling prisoner remains, all guards may:
Freedays are counted as non-rebelling prisoners.
Hunt
Enter any and all map locations, including vents, secrets, armory, etc
Do not deliberately try to make prisoners rebel
Do not shoot into stacks. Identify and kill individually.
Only open cells if ordered by the warden.
You cannot ask to go to other areas. You must be granted permission to hunt.
Do not intentionally stall rounds.
e.g., hiding as 1 of 2 guards while most Ts are armed
Being in hard-to-reach areas is allowed
Do not kill based on perks or skins.
e.g., smoke grenades, bombs on back
You can still kill by color if it's a result of plugin changing prisoner color (for example, pink T who you saw detouring to knife a guard)
When prisoners are fully stacked and indistinguishable by skin, they share the same status.
Generally speaking, you only have a small time window to kill them if you can actually track them (no killing by skin/name/etc), afterwards you are considered to have failed to track the prisoner
Since killing in such manner can be quite hard to prove, if you decide to do such kill, please be aware that every now and then staff can ask for a short clip of you actually tracking the killed prisoner
Reasonable kill window for 2 stacked Ts: around 2-5 seconds
Keep in mind that properly stacking with 1 prisoner is very difficult. You'd both have to do following in some capacity: not move, face the same direction, and have excellently stacked player models.
Reasonable kill window for 3-4 stacked Ts: around 1-2 seconds
Stacking with 2-3 is much simpler but still requires you to actually stack with them.
Reasonable kill window for 5+ stacked Ts: less than a second
Should be near impossible
Do not enter areas that require you to pass through armory to leave.
Removing weapons/grenades from secrets/vents (and obviously placed for prisoners across the map) is not allowed
Guards Vent Rules
Guards may only enter vents if they see a prisoner inside or entering the vent.
You must enter directly, without unnecessary detours or delay.
You may detour to avoid breaking other guard rules (e.g., baiting).
Once inside, you must:
Chase and kill rebeller you see or, if you see none, pick one path and stick to it.
If there are multiple paths, you must choose one and may not change your route.
If you see rebeller behind you or on different path than yours, you may change your path to follow them, but you are not allowed later to go back to your initial path.
If you killed same amount of rebellers as you saw entering the vent (or killed the rebellers on the new path you picked following the rule above), you must exit via the closest exit on your chosen path
If you're roughly halfway through the vent system after engaging, you must return the way you came.
If you're past halfway, you may finish the current path but must not take any new ones.
Unless you see new T in vent
No backtracking in the vents unless you're exiting.
You cannot switch to another route or explore side exits, even if they might contain rebellers.
Unless you see a rebeller in there
Warning Shot Rules
Warning shots are a way to warn prisoners that they are breaking an active warden order or restriction. Warning shots are there to reduce kills for minor non-threatening actions. If a prisoner actively and deliberately breaking warden order, even if action can be classified as non-threatening - they can be killed by Guards and Warden. This section presents a list of examples on how certain actions can be classified threatening and non-threatening. It is impossible to provide list of every possible scenario, so use logic based on provided examples.
Small movements when frozen or Taking 1-2 steps too far from place where you should be
Non-threatening and/or warning-shot-worthy if:
Not towards gun/vent/ct close-by
In stack and just moving a bit to see what's happening
At the start of the game and shifting a bit to the side of the stack
Threatening and/or kill-worthy if:
Towards a gun/vent/ct next to stack
Having a gun out and aiming in CTs direction, regardless if guns restricted or not
Moving is equivalent to cheating in a game
Slight head turns when facing a direction
Non-threatening and/or warning-shot-worthy if:
No gun/bomb in hands
Threatening and/or kill-worthy if:
Gun/bomb in hands
Un-facing direction is equivalent to cheating
Eg. trying to see in you are being picked to die by another T who won the game
Generally non-threatening and/or non-kill-worthy actions:
Exceptions exist
Small strafes off the line
Accidental stand-up during crouch walk
Delays that do not endanger CTs
Generally threatening and/or kill-worthy actions:
Bhopping or aggressive movement while stacked when frozen
Repeating a previously warned non-threatening action
Breaking any order in slightest to acquire better shot at CTs
Breaking any order in slightest to acquire gun next to the T
Being more than 2 awp lengths from where you are supposed to be according to warden order
Any non-threatening action done by a just pardoned prisoner until he returns to the stack.
Delays that endanger CTs
Warden Rules
You must have a clear, working microphone to be warden.
Only the first or last warden can be claimed without giving a command.
Claiming warden without intending to warden is punishable.
When claiming warden, you must give a valid and clear command immediately.
Guard orders:
You may not order guards to bait.
You cannot restrict communications on other guards.
It's staff job to act on mic spam
You can give specific guards / prisoners or group of guards / prisoners permission to hunt for rebellers
Permission to hunt for prisoners is equivalent to permission to bloodhound
When a warden issues a restriction or command to guards, the warden is automatically excluded unless stated otherwise.
Orders must be clear.
If there was spam during your command, or a prisoner asks for a repeat in chat, you must repeat it once.
Any phonetic variations of "T's" are valid (or any renames of prisoners)
Phonetic trap commands are not allowed and are treated as valid commands.
"When I say go... goat"
"Cheese in my marker"
When you revoke the previous wardens commands you hereby revoke any command/restriction/free time by the current and previous wardens.
It's nearly impossible to distinguish between "previous 'wardens commands' " (which means any commands that were previously given by any warden) and "previous warden's commands" (which means commands given by previous warden)
A single CT-Controlled minigame should not kill more than 5 prisoners
Eg.: Deathcrate, Spleef, Wipeout, Jumprope, Breakfloor, etc.
When starting any game:
You must start minigames on easy difficulty, then build up.
You must say “No cheating” if you want cheating to be punishable. If not said at the start, it can't be added later.
You must explain how the game works to the best of your ability
Simple explanation is sufficient
Pardons:
You cannot pardon red prisoners, unless it's part of a minigame or LR.
Pardons must be clear. Restrictions after pardon are valid.
“I pardon (name, group of prisoners)”
Once pardoned, a prisoner is treated as a non-rebelling T again.
You may not force a prisoner to:
Type anything in chat or console
Kill themselves (e.g., jump into lava)
Crouch, jump, or any variation for longer periods of time
Bloodhound
Drop a knife, a taser, a suicide bomb or any utility equipment
Map-specific grenades are exception
Play a bugged minigame
You cannot restrict knifing
Unless it's a part of very small subset of custom games
You can order all prisoners (including Freedays) to drop map-specific grenades or bombs (e.g., toilet bombs).
If a decoy dropped as resut of such command, it explodes and the prisoner turns red, they may not be killed for that.
You must claim and open cells before 9:00.
You are not allowed to position prisoners close to edges to bait out a bomb knockoff.
Keep rounds fun and non-repetitive.
You cannot restrict an action “for 10 seconds” — either restrict it or don't.
You may allow 1 jump or 1 crouch explicitly.
'Crouch walk to the marker, you may jump to overcome obstacle' - also valid command
If you say 'I revoke all previous orders/restrictions,' it includes all of them — partial un-restriction isn't allowed.
When using markers, if they are not clearly visible, you must explain where they were placed.
You cannot punish prisoners for skipping games if:
You must inform prisoners that they may skip if they want to.
You are playing opinion-based game
You are playing the game more than twice
You're using a harder difficulty from the start
You are playing a game that is bugged
You may treat suicide bombers differently only for:
Defusal awards
Hostage scenarios
Freeday-related warden rules:
When revoking a Freeday, Warden must repeat all orders that were previously given to that prisoner.
Means any restrictions and/or trap commands that are still active
Freedays may be revoked if 30% or fewer of the remaining non-Freeday prisoners are alive.
Wardens may approach prisoners more closely than guards.
Nazi Day Rules
If CTs are being repeatedly stomped (e.g., taking 4 consecutive rounds to leave maincell and play a game), warden can start a Nazi Day.
Nazi day must be approved manually by staff.
You may not start nazi day without staff on the server
No warning shots will be given — breaking any command even slightly means death.
If the warden dies, Ts must freeze until a new command is given. No exceptions.
Upon starting the Nazi Day Warden must repeat previous two points (right above) at least twice.
Prisoners must be aware of what's happening
Nazi days must be limited to 1-2 per map
Exception: if CTs still struggle to leave maincells/play a single game even during nazi day, it can be chained up and this rule can be voided
Simon Says Rules
Only applies after you say 'We are playing Simon Says, I am simon'.
Clearly declare the start and stop of 'Simon Says'.
You cannot bait with starting/ending Simon Says. Starting order must clearly explain that it's 'Simon Says' and Warden is now Simon
Do not alter or rename 'Simon' or yourself.
No 'When I say go' traps during 'Simon Says'.
Kill limits are lifted because it's a trap-based game.
You cannot fake 'Simon Says' when not playing 'Simon Says'.
Warden: Give prisoners orders, get them to play games. Try not to die.
Guard: Assist the Warden. Maintain order in the prison.
Prisoner: Rebel and kill the Guards, or take your chance with the Warden's games.
Core Conduct
Always follow general server rules — Jailbreak does not exempt you from them.
Be truthful with staff. Lying about freekills or rule violations is a punishable offense.
Report your own rule-breaking. If you break a rule and fail to report it, it will be treated as intentional concealment.
Use common sense — not every scenario is covered. If unsure, contact a staff member.
Respect plugin messages. If the plugin declares a freeday, it is a freeday.
Exceptions are rare.
Communication Rules
Do not spam any chat — voice, text, or admin.
Microphone quality matters. Do not use your mic if it's unclear or disruptive.
Mic checks can only be performed by staff.
Ghosting (sharing information after death/spectating) is strictly prohibited.
Game Mechanics
Do not abuse glitches, especially those that give an unfair advantage.
Water/texture bugs are exceptions.
No favoritism or anti-favoritism — treat all players fairly.
Only wardens can give orders. Regular players must not issue commands or instructions.
Few exceptions are outlined in the rules
You must have a pronounceable name — it must be targetable and must not contain Jailbreak-related terms.
Examples of not allowed names: Freeze, All Ts, jumprope, ??????, etc
Freeze = No movement. You may jump, crouch, or look around, but may not walk or run.
Use “Freeze” instead of “AFK Freeze”. The phrase “AFK Freeze” is outdated.
If no freeze order is given, and you complete the current command, you may move — but only if new command overrides a previous freeze.
"When I say go" means you wait until “go” is explicitly said after the command is finished.
No detours and no delays are implied.
This includes rules, orders, actions, etc
"Guards" and "Prisoners" always refer to CTs and Ts respectively.
If you are freekilled, provide as much info as possible towards the staff team. if no effort is put into helping them solve your claim, no effort will be put into the respawn
Respawns are a privilege, not a right.
Freeday Rules
Freedays take priority over all other orders.
If a prisoner has an LR-granted Freeday, it overrides any commands.
Freedays can only be acquired through Last Request (LR), failure to claim warden within 20 seconds after previous warden died or prize in special day.
You may not harm guards while on a Freeday.
Any act of rebelling immediately revokes your Freeday.
If you do a rebellious action and your Freeday is not revoked, you must do it yourself using /revokefd
Experienced players are expected to revoke their own FD upon doing such acts
You cannot be given orders while on a Freeday, except to drop map-specific grenades or bombs, to revoke your Freeday or to stop interfering with the flow of the round.
As a freeday, you are not to interrupt flow of the round
Interrupting flow of current game by pressing buttons is not allowed
One global warning will be given per map minigame (either by Guard or Warden), if same game is interrupted again it's considered as an act of rebelling
Locking in Warden or 2+ Guards in constrained area by bodyblocking (eg. 1st island on Clouds or locking Warden in one of cells)
Guards are to give Verbal Warning, then Warning Shot, and only then kill.
When revoking a Freeday, Warden must repeat all orders that were previously given to that prisoner.
Means any restrictions and/or trap commands that are still active
Freedays may be revoked if 30% or fewer of the remaining non-Freeday prisoners are alive.
If freeday actively tries to get killed by Guard killing rebellers (blocking shots with own body), they will not be respawned if it results in freekill.
It is still a freekill and guard would have to slay
Special freedays:
Zombie freeday: Shift-walk only, knife primary only. No jumping/climbing unless needed to reach guard.
Panda freeday: Crouch-walk only, knife primary only. Jumping only if guard unreachable. Ladder climbing is allowed.
Acts of Rebelling
Firing an unsilenced weapon.
Holding a weapon for more than 5 seconds — plugin will mark you red.
Entering or opening vents, secrets, armory, or cells.
Hurting a guard unless you use a knife and any of the following is true:
The guard is physically in your path during a movement order
You are not breaking current order
Such as "freeze" or "face direction", etc
Cells doors are closed and you have no orders
Hurting/killing fellow prisoners by using map props or pressing minigame buttons
Unless explicitly allowed by Warden
Entering or opening:
Vents
Secrets
Armoury
Cells (Only opening)
Getting stuck in map bugs or exploit areas.
Being outside your cell before doors open.
Prisoner Rules
Orders take effect where you currently stand.
Example: If told to “crouch walk to warden,” do not jump first, then crouch walk — follow the instruction exactly from your current position.
Wait for the warden to finish their command before executing it.
If you cannot complete an order (fully or partially), freeze.
For example, warden tells to freeze in jumprope but there's no jumprope on the map
You must actively participate in map minigames.
Simply freezing or idling is not allowed unless otherwise stated.
You must follow all warden orders until 30 seconds after warden dies.
Restrictions apply until revoked
As a prisoner you are not allowed to inflict damage with map specific grenades/bombs to other prisoners unless in a minigame or special day.
When given an order you try to complete it with the given restrictions.
For example: do not go off the sand path, shift walk when crouch walking is restricted
If a bomb blast moves you, freeze and wait for new command.
If you ask for a repeat, freeze.
There are no respawns if you are killed while waiting for repeat, learn to listen.
Leaving the playable area of a map minigame (without permission) is considered cheating.
If you are rebelling, you are not allowed to camp or actively delay LR process. Reasonable camping for self-preservation is perfectly allowed.
Generally speaking, the closer the round to the end, the more actively this will be enforced
Examples of following this rule:
Playing some game
Sitting in usp vent for 3 min on minecraft_beta because CTs are really close and leaving the vent at bad timing is just stupid
Examples of NOT following this rule:
Sitting in glass box with AWP on clouds for 3 min waiting for CTs to come 1st island
Hiding from CTs when W is close to giving LR and now whole server waiting for you to be found
Last Request (LR) Rules
Last Request (LR) is a reward for prisoners who have survived until the end of the round. It is a chance for them to request something for next round. It can be anything from 'Freeday for me' or 'Hide and Seek' (special day) to something wild like 'All T's get a flashbang and we must play colors as first game' or 'Warden must end every command saying 'on god'.'
LRs that require staff must be approved by the prisoner, warden, and staff.
Missing any one of these three means the LR is not valid.
LRs can only be given when the warden has line of sight on the prisoner.
If the prisoner receiving LR breaks any active order, the LR becomes invalid.
Only 1 LR per 10 prisoners is allowed.
LRs apply to the next round unless stated otherwise.
Warden cannot deny a Freeday requested through LR for the requester himself.
When accepting a Freeday from an LR, it applies to the next round, unless stated otherwise.
Gentleman's etiquette applies to DWs and LRs
No cheating, no loopholes, play with fair sportsmanship
Death Wish (DW) Rules
A Death Wish (DW) is fun way to die that Prisoner can request from the warden. It can be anything ranging from knifefight or gun toss to a map minigame.
A “Death Wish” (DW) is not a guaranteed right. It is granted only at the warden's discretion.
The warden may end a death wish at any time for any reason.
Requesting a DW as part of your LR has no effect — just explain what you want; it will be treated like any normal LR.
Gentleman's etiquette applies to DWs and LRs
No cheating, no loopholes, play with fair sportsmanship
Guard Rules
Complying with one rule does not indicate that you are allowed to break another.
If there are any exceptions they will be explicitly stated
You must have a working microphone to play as a guard.
Do not freekill. Slay yourself immediately (you are allowed to go into safe space to prevent gunplanting) and report it to staff.
Please let staff know the name of player you freekilled so they can be respawned faster
Do not intentionally freedamage prisoners.
Do not intentionally bait prisoners.
Examples: being closer than ~3 AWP lengths away from prisoners, getting in the way of prisoners doing Warden commands
Give warning shots (should not exceed 34 damage) for minor non-threatening disobedience.
Do not speak over the warden.
You must be willing to claim Warden.
Do not play CT with only intention to claim Last Guard or kill rebelling Ts
Leave armory by 9:30.
Do not be AFK for multiple rounds
Do not stand on props smaller than your player model.
Do not pixel/border glitch.
Avoid standing on edge walls.
You may only re-enter armory if you saw a prisoner inside
Do not camp or aim-camp vents, secrets, the armoury or any vent entrance/exit.
Camping pathways and camping ways to reach an armoury /vent/secret entrance is fine, on 2 conditions:
You must not physically block the path/way (so a prisoner can still walk around you)
There must be acceptable distance between you and the actual entrance (10-15 steps)
Do not play minigames unless ordered or chasing a rebeller.
You are allowed to play minigames closely to the place where LR is given, but you must be nearby to able to react to prisoner rebelling in reasonable time and help CTs
Kill red prisoners immediately even if the warden pardons them.
Unless it's part of a minigame or LR.
Keep warden or a prisoner in sight unless hunting.
Being in the main cell area also counts.
It's okay to temporarily lose vision if you're trying to regain it.
Allow reaction time for orders (up to 3 seconds, depending on complexity and length of command).
Eg. for simple command like "freeze" 1s is more than sufficient reaction time.
Do not shoot or knife props to cause damage.
Restrictions by the warden remain in effect after their death.
Follow warden orders directed at Guards/you.
Protect your teammates at all times.
Killing a T holding a bomb out that ends up killing guards is a failure to comply with this rule.
Guards may not purposely prolong the rounds by going in hard to reach areas.
For example, hiding when T's are armed and looking for them
When only one non-rebelling prisoner remains, all guards may:
Freedays are counted as non-rebelling prisoners.
Hunt
Enter any and all map locations, including vents, secrets, armory, etc
Do not deliberately try to make prisoners rebel
Do not shoot into stacks. Identify and kill individually.
Only open cells if ordered by the warden.
You cannot ask to go to other areas. You must be granted permission to hunt.
Do not intentionally stall rounds.
e.g., hiding as 1 of 2 guards while most Ts are armed
Being in hard-to-reach areas is allowed
Do not kill based on perks or skins.
e.g., smoke grenades, bombs on back
You can still kill by color if it's a result of plugin changing prisoner color (for example, pink T who you saw detouring to knife a guard)
When prisoners are fully stacked and indistinguishable by skin, they share the same status.
Generally speaking, you only have a small time window to kill them if you can actually track them (no killing by skin/name/etc), afterwards you are considered to have failed to track the prisoner
Since killing in such manner can be quite hard to prove, if you decide to do such kill, please be aware that every now and then staff can ask for a short clip of you actually tracking the killed prisoner
Reasonable kill window for 2 stacked Ts: around 2-5 seconds
Keep in mind that properly stacking with 1 prisoner is very difficult. You'd both have to do following in some capacity: not move, face the same direction, and have excellently stacked player models.
Reasonable kill window for 3-4 stacked Ts: around 1-2 seconds
Stacking with 2-3 is much simpler but still requires you to actually stack with them.
Reasonable kill window for 5+ stacked Ts: less than a second
Should be near impossible
Do not enter areas that require you to pass through armory to leave.
Removing weapons/grenades from secrets/vents (and obviously placed for prisoners across the map) is not allowed
Guards Vent Rules
Guards may only enter vents if they see a prisoner inside or entering the vent.
You must enter directly, without unnecessary detours or delay.
You may detour to avoid breaking other guard rules (e.g., baiting).
Once inside, you must:
Chase and kill rebeller you see or, if you see none, pick one path and stick to it.
If there are multiple paths, you must choose one and may not change your route.
If you see rebeller behind you or on different path than yours, you may change your path to follow them, but you are not allowed later to go back to your initial path.
If you killed same amount of rebellers as you saw entering the vent (or killed the rebellers on the new path you picked following the rule above), you must exit via the closest exit on your chosen path
If you're roughly halfway through the vent system after engaging, you must return the way you came.
If you're past halfway, you may finish the current path but must not take any new ones.
Unless you see new T in vent
No backtracking in the vents unless you're exiting.
You cannot switch to another route or explore side exits, even if they might contain rebellers.
Unless you see a rebeller in there
Warning Shot Rules
Warning shots are a way to warn prisoners that they are breaking an active warden order or restriction. Warning shots are there to reduce kills for minor non-threatening actions. If a prisoner actively and deliberately breaking warden order, even if action can be classified as non-threatening - they can be killed by Guards and Warden. This section presents a list of examples on how certain actions can be classified threatening and non-threatening. It is impossible to provide list of every possible scenario, so use logic based on provided examples.
Small movements when frozen or Taking 1-2 steps too far from place where you should be
Non-threatening and/or warning-shot-worthy if:
Not towards gun/vent/ct close-by
In stack and just moving a bit to see what's happening
At the start of the game and shifting a bit to the side of the stack
Threatening and/or kill-worthy if:
Towards a gun/vent/ct next to stack
Having a gun out and aiming in CTs direction, regardless if guns restricted or not
Moving is equivalent to cheating in a game
Slight head turns when facing a direction
Non-threatening and/or warning-shot-worthy if:
No gun/bomb in hands
Threatening and/or kill-worthy if:
Gun/bomb in hands
Un-facing direction is equivalent to cheating
Eg. trying to see in you are being picked to die by another T who won the game
Generally non-threatening and/or non-kill-worthy actions:
Exceptions exist
Small strafes off the line
Accidental stand-up during crouch walk
Delays that do not endanger CTs
Generally threatening and/or kill-worthy actions:
Bhopping or aggressive movement while stacked when frozen
Repeating a previously warned non-threatening action
Breaking any order in slightest to acquire better shot at CTs
Breaking any order in slightest to acquire gun next to the T
Being more than 2 awp lengths from where you are supposed to be according to warden order
Any non-threatening action done by a just pardoned prisoner until he returns to the stack.
Delays that endanger CTs
Warden Rules
You must have a clear, working microphone to be warden.
Only the first or last warden can be claimed without giving a command.
Claiming warden without intending to warden is punishable.
When claiming warden, you must give a valid and clear command immediately.
Guard orders:
You may not order guards to bait.
You cannot restrict communications on other guards.
It's staff job to act on mic spam
You can give specific guards / prisoners or group of guards / prisoners permission to hunt for rebellers
Permission to hunt for prisoners is equivalent to permission to bloodhound
When a warden issues a restriction or command to guards, the warden is automatically excluded unless stated otherwise.
Orders must be clear.
If there was spam during your command, or a prisoner asks for a repeat in chat, you must repeat it once.
Any phonetic variations of "T's" are valid (or any renames of prisoners)
Phonetic trap commands are not allowed and are treated as valid commands.
"When I say go... goat"
"Cheese in my marker"
When you revoke the previous wardens commands you hereby revoke any command/restriction/free time by the current and previous wardens.
It's nearly impossible to distinguish between "previous 'wardens commands' " (which means any commands that were previously given by any warden) and "previous warden's commands" (which means commands given by previous warden)
A single CT-Controlled minigame should not kill more than 5 prisoners
Eg.: Deathcrate, Spleef, Wipeout, Jumprope, Breakfloor, etc.
When starting any game:
You must start minigames on easy difficulty, then build up.
You must say “No cheating” if you want cheating to be punishable. If not said at the start, it can't be added later.
You must explain how the game works to the best of your ability
Simple explanation is sufficient
Pardons:
You cannot pardon red prisoners, unless it's part of a minigame or LR.
Pardons must be clear. Restrictions after pardon are valid.
“I pardon (name, group of prisoners)”
Once pardoned, a prisoner is treated as a non-rebelling T again.
You may not force a prisoner to:
Type anything in chat or console
Kill themselves (e.g., jump into lava)
Crouch, jump, or any variation for longer periods of time
Bloodhound
Drop a knife, a taser, a suicide bomb or any utility equipment
Map-specific grenades are exception
Play a bugged minigame
You cannot restrict knifing
Unless it's a part of very small subset of custom games
You can order all prisoners (including Freedays) to drop map-specific grenades or bombs (e.g., toilet bombs).
If a decoy dropped as resut of such command, it explodes and the prisoner turns red, they may not be killed for that.
You must claim and open cells before 9:00.
You are not allowed to position prisoners close to edges to bait out a bomb knockoff.
Keep rounds fun and non-repetitive.
You cannot restrict an action “for 10 seconds” — either restrict it or don't.
You may allow 1 jump or 1 crouch explicitly.
'Crouch walk to the marker, you may jump to overcome obstacle' - also valid command
If you say 'I revoke all previous orders/restrictions,' it includes all of them — partial un-restriction isn't allowed.
When using markers, if they are not clearly visible, you must explain where they were placed.
You cannot punish prisoners for skipping games if:
You must inform prisoners that they may skip if they want to.
You are playing opinion-based game
You are playing the game more than twice
You're using a harder difficulty from the start
You are playing a game that is bugged
You may treat suicide bombers differently only for:
Defusal awards
Hostage scenarios
Freeday-related warden rules:
When revoking a Freeday, Warden must repeat all orders that were previously given to that prisoner.
Means any restrictions and/or trap commands that are still active
Freedays may be revoked if 30% or fewer of the remaining non-Freeday prisoners are alive.
Wardens may approach prisoners more closely than guards.
Nazi Day Rules
If CTs are being repeatedly stomped (e.g., taking 4 consecutive rounds to leave maincell and play a game), warden can start a Nazi Day.
Nazi day must be approved manually by staff.
You may not start nazi day without staff on the server
No warning shots will be given — breaking any command even slightly means death.
If the warden dies, Ts must freeze until a new command is given. No exceptions.
Upon starting the Nazi Day Warden must repeat previous two points (right above) at least twice.
Prisoners must be aware of what's happening
Nazi days must be limited to 1-2 per map
Exception: if CTs still struggle to leave maincells/play a single game even during nazi day, it can be chained up and this rule can be voided
Simon Says Rules
Only applies after you say 'We are playing Simon Says, I am simon'.
Clearly declare the start and stop of 'Simon Says'.
You cannot bait with starting/ending Simon Says. Starting order must clearly explain that it's 'Simon Says' and Warden is now Simon
Do not alter or rename 'Simon' or yourself.
No 'When I say go' traps during 'Simon Says'.
Kill limits are lifted because it's a trap-based game.
You cannot fake 'Simon Says' when not playing 'Simon Says'.
