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★★★★★ JAILBREAK RULES! ★★★★★ - Printable Version

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★★★★★ JAILBREAK RULES! ★★★★★ - Bot Invex - 02-01-2017

[Image: rules_title.png]

Last updated: 26/09/2017

Changelog: 



Useful Commands





Commands Descriptions
!w Claim warden as a CT
!uw Unclaim/retire from warden
!wt Bring up Warden Tools menu with useful tools for the warden
!guard Go into guard queue to switch to the CT team
!unguard Leave the guard queue if you have entered it
!flashlight Creates a flashlight originating from your body
!res Turn on/off the Round End Sounds (music that plays at the end of each round)
!rule <D|G|S|CT|T><rule number> Print a jailbreak rule into chat (example !rule G1, !rule CT32, !rule T2)

Useful Links
Title Link
Warden Tools (!wt) Explained https://www.invexgaming.com.au/showthread.php?tid=1132
The Complete Jailbreak Tutorial https://www.invexgaming.com.au/showthread.php?tid=3048
Special Days Tutorial https://www.invexgaming.com.au/showthread.php?tid=3556
How to speak to Admins! (ingame) https://www.invexgaming.com.au/showthread.php?tid=4544




Rules (General)

R1: Use common sense at all times! Don't try to bend the rules or nitpick.


R2: Be respectful to other players, abuse WILL NOT be tolerated.

R3: DO NOT verbally or non-verbally discriminate other players. This includes remarks about peoples age, gender, ethnicity or cultures.  

R4: Your name MUST be readable, easily pronounceable and distinguishable from other players.

R5: DO NOT ghost (revealing information about alive players to others whilst you're dead).

R6: DO NOT spam the chat or your microphone. Please use your natural voice.

R7: DO NOT advertise others servers or websites.

R8: DO NOT attempt to exploit/crash the server (ie spamming gun spawners).


R9: ADMINS may not be able to do anything about a dispute if they did not see it happen. Make an abuse report (with evidence) on the forums if this is the case. 





Definitions

D1: Freeday GUARDS cannot order PRISONERS to do anything except ordering PRISONERS to not come within knifing distance and stating that guns are KOS.

D2: Button Freeze - Standing in one spot without pressing any movement buttons on your keyboard. This means no moving (WASD), jumping or crouching. Knifing and weapon switching are always allowed. Free looking and pivoting is allowed unless specified otherwise by the warden.

D3: Rebelling - The act of disobeying orders from the GUARD or WARDEN or damaging a non-baiting GUARD/WARDEN.

D4: Hot Cell - A cell which contains a primary/secondary weapon, vent, teleporter or other escape mechanism.

D5: Gun Check - The process of checking hot cells for armed prisoners and disarming the prisoners (getting rid of a gun).

D6: Rush - To take the quickest route possible without detouring or delaying to a location.

D7: Baiting - Considered to be any GUARD, intentionally or unintentionally going dangerously close to any PRISONER.

D8: Detouring/Delaying - Not taking the quickest and safest route to the predefined location.

D9: Freekilling/Freewounding - Deliberate or accidental killing or wounding of a PRISONER (via any means) that is not disobeying orders.

D10: Surviving Prisoners - The last two PRISONERS alive who have survived the games and are able to LR.

D11: !LR/Last Request - A minigame SURVIVING PRISONERS can play against GUARDS's when there are two of them left by typing !lr.

D12: KOS/Kill On Sight - If you are branded KOSGUARDS may kill you on sight.

D13: Camping DELIBERATE or INTENTIONAL stationary placement in the vicinity of a questionable area, e.g. Gun Room, Medic, Vents and Teleporters.

D14: Unstack - The act of moving until you are no longer adjoined with other PRISONERS and then BUTTON FREEZING without detouring or delaying.

D15: Ass on Bars - PRISONERS who are in a hot cell put their back against the door/window of their cell and face the back wall without any detours or delays and then button freeze. You must do this until warden says otherwise.

D16: NAZI - A term used when a GUARD is very strict with given orders (such as giving no warnings), however; GUARDS must still give PRISONERS enough time to follow orders.

D17: Favouritism - This means that GUARDS must treat all PRISONERS equally during the round, including equal punishment for not following orders, the same answer given to two or more prisoners asking for forgiveness after doing the same type of rebelling, and ensuring that no PRISONER is rewarded without completing an active objective that other PRISONERS have.




Games

G1: All listed GAMES (G) rules do not need to be explained by the WARDEN. All players are expected to know them.

G2: Last reaction/First reaction - Last/First person to do a specific action may be killed.

G3: Freezebomb - Once activated, all PRISONERS will be frozen after a countdown of 10 seconds. After which, the lowest and highest jumpers will be printed into chat.

G4: War Day - GUARDS hold up in an area and defend themselves from PRISONERS. If a GUARD can see you they can kill you.

G5: Simon Says - WARDEN must assign himself/one of the GUARDS to be Simon. Simon then says 'Simon says that Simon says has started'. From this point onwards until Simon says 'Simon says is now over', PRISONERS must only follow orders prefixed with 'Simon says' otherwise they are KOS.

G6: Talent/Joke Day PRISONERS are chosen individually or in groups to perform a talent (Joke, Singing, Story etc). GUARDS will then vote for the talent in CT chat to determine if the individual/group wins or loses.

G7: Bull Rush - One GUARD will be assigned as the bull. PRISONERS have to manoeuvre around/past the bull to get from one side of an area to the other when a trigger word is said (e.g 'bull rush').

G8: Slap Game PRISONERS are slapped continuously by the WARDEN in bursts. They must aim to land in an area specified by the WARDEN (e.g. on top of a cage/pool) or they may receive various punishments. 

G9: Shark - One GUARD is selected to be the shark and is blinded and given very high health. The shark then will attempt to kill PRISONERS in a confined area selected by the WARDEN.

G10: Spot the Faggot - Three or more PRISONERS face away from each other before turning to look at one other PRISONER. The PRISONER with the most people looking at them is KOS.




Special Rules (Map specific/Special Days)


S1: The first round of the map must always be a FREEDAY

S2: All special day start beacons must be spawned in a safe and suitable area on the ground.

S3: 
The use of map unlockables on SPECIAL DAYS that modifies the player's speed or gravity is not allowed.

S4: PRISONERS cannot hide in unreachable locations during HIDE AND SEEK DAY and ZOMBIE DAY. (E.g UMP room on clouds.)

S5: GUARDS can NOT shoot or use grenades on PRISONERS, unless shot and damaged by that PRISONER.

S6: Teleporter camping is not allowed on WARDAY.

S7: Teaming is not allowed during any FREE FOR ALL special days and ONE IN THE CHAMBER DAY.

S8: Players must actively hunt other players at 8:00 on FREE FOR ALL DEATHMATCH DAY and HUNGER GAMES DAY.

S9: Players MAY NOT camp the armoury or medic on SPECIAL DAYS. However, armoury may be camped on a HUNGER GAMES DAY after random weapons have been given out.


S10: The Warden MAY NOT start a special day if any PRISONERS have died/been killed by a GUARD or after cells have been opened.

S11: Any VIP/Island cells are considered normal cells unless specified otherwise by the warden. (E.g Warden: 'Take one step out, face the back of cells and button freeze' - Prisoners on clouds would take 1 step over the bridge and face the island)

S12: SEEKERS/ZOMBIES must actively hunt at all times on ZOMBIE DAY and HIDE AND SEEK DAY.




Guard/Counter-Terrorist/Warden (CT) Rules
If any of these rules are broken, Guards may be slayed/swapped and/or CT banned.

CT1: Cells must be opened, with orders for PRISONERS to leave cells given, by 12:00. Otherwise the day must be a FREEDAY.

CT2: WARDENS have to give out each and every order in a clear and concise manner and in a timely fashion.

CT3: GUARDS must be willing to WARDEN should the opportunity arise, refusing to do so will result in a swap or CT ban.

CT4: GUARDS may give out orders to individuals but their orders can be overruled by the WARDEN.

CT5: GUARDS must wait for 2 seconds before killing PRISONERS for failing to follow an order. Any reasonable requests for a repeat of orders must be adhered too. GUARDS cannot be NAZI with this rule.

CT6: If a WARDEN dies, any GUARD can give a BUTTON FREEZE order without being the WARDENGUARDS cannot shoot/kill PRISONERS if no orders have been given. Rebelling PRISONERS may still be KOS.

CT7: GUARDS must wait a total of 5 seconds for PRISONERS to exit their cells before killing PRISONERS still in cells.

CT8: GUARDS cannot camp in or around vents, teleporters, gunroom and medic.

CT9: GUARDS must be actively assisting the WARDEN at all times (except during the LR period).

CT10: GUARDS must be actively trying to locate/kill rebellers. This means no camping in a room waiting for rebellers to find you or anything that may be delaying the round.

CT11: GUARDS inside gunroom have 20 seconds to exit gunroom from the moment WARDEN is selected or from the moment they enter gunroom.

CT12: GUARDS may not break and enter any vents. However, GUARDS can follow PRISONERS into the vent to clear that vent. GUARDS may enter a vent ONLY if the vent is open. GUARDS may break vents if its the only way to escape vents, they are taking damage from the world or it is LR period.

CT13: Rebelling PRISONERS may request to SURRENDER. This means they will BUTTON FREEZE and ask the WARDEN for forgiveness. The WARDEN must acknowledge this request and accept or deny it (without tricking/changing their mind).

CT14: GUARDS can kill any PRISONER who has fired a gun (regardless of what/who it was fired at).

CT15: If a GUARD conducts a GUN CHECK, the players in the hot cell must be made aware that they're in a hot cell if it is not obvious (a gun cell, or a hidden vent, for example).

CT16: GUARDS may ask for PRISONERS to drop, holster and empty weapons. Failing to obey is considered rebellious. PRISONERS must comply in a timely fashion, and must not be shot for drawing their weapon.

CT17: If a PRISONER tosses a hot cell gun into another cell, that cell becomes the hot cell. Also, the original cell is no longer considered a hot cell. This also applies to fake vent cells (e.g spy vs spy).

CT18: GUARDS cannot give special orders to PRISONERS in their cells before they're open unless they are in a hot cell.

CT19: GUARDS must order individual PRISONERS by name or player model.

CT20: GUARDS cannot order a PRISONER to do something that will certainly result in them being harmed or killed unless that PRISONER consents.

CT21: GUARDS cannot plant/give guns to PRISONERS unless it is needed in a game situation (e.g gun toss) or it is LR period.

CT22: Only the WARDEN may operate buttons to a map game unless permission is given to other GUARDS by the WARDEN.

CT23: Only the WARDEN may kill during games such as Simon Says and Last Reaction, unless the WARDEN gives killing permission to other GUARDS.

CT24: During an opinionated (non-skill based) game such as talent show GUARDS must vote in CT chat for PRISONERS to survive or die. The WARDEN cannot be the sole decider in these games. The WARDENS vote is the decider if there is a tie.

CT25: If a GUARD plays a game with PRISONERS, all PRISONERS must have a fair chance of survival by choice or by actions. (Whether it is losing a race, climb, choosing a roulette side, telling a joke etc).

CT26: The warden tools menu MUST be used to issue all special days.

CT27: If PRISONERS are ordered to kill or damage a GUARD, the GUARD in question must consent or else the order is invalid. 

CT28: GUARDS cannot trick PRISONERS in any way when transporting PRISONERS across the map.

CT29: All transportation orders automatically allow PRISONERS to freelook.


CT30: WARDENS cannot give orders that apply for the whole round, excluding orders regarding beacons/markers and custom special days.

CT31: If a WARDEN is playing a game with non-rebelling PRISONERS and there are only TWO non-rebelling PRISONERS remaining, the GUARDS/WARDEN MUST NOT kill those two PRISONERS (even if it is a part of the game) until other rebelling PRISONERS are found/killed/forgiven.

CT32: GUARDS cannot order PRISONERS to drop/use their medi-shots/grenades/Zeus. It's up to the PRISONER how they use it.

CT33: WARDENS can kill PRISONERS who ask to be killed/shot at via their mic or chat. GUARDS can do the same thing with the WARDENS permission.

CT34: GUARDS cannot camp behind doors to try and trick PRISONERS into being within knifing distance unknowingly.

CT35: WARDEN/GUARDS CAN NOT give out any information about who the snitch is and cannot force PRISONERS to snitch. 

CT36: Any delaying whilst in a LR (such as running away/hiding in a knife fight) will result in a slay. Other GUARDS can also kill delaying PRISONERS.

CT37: GUARDS cannot show any favouritism towards any PRISONERS.

CT38: GUARDS and WARDENS cannot give orders to SURVIVING PRISONERS in any way. This includes telling them to FREEZE. However, they can order that a SURVIVING PRISONER begins an LR within 30 seconds and does not come dangerously close to any GUARD.

CT39: PRISONERS can rebel at any time and can cheat during LR's. However, they become KOS after doing so.



Prisoner/Terrorist Rules (T)

T1: PRISONERS must follow orders given by the WARDEN and GUARDS or they are considered rebellious and may be killed.

T2: PRISONERS may rebel at any time for any reason if they wish. This includes during LR or before/after LR.

T3: PRISONERS that have rebelled (damaged a GUARD or disobeyed orders) can be killed.


T4: PRISONERS who leave their cells using vents/teleporters/other escape mechanisms are considered to be escaping prisoners and are KOS. However, PRISONERS knifing vents are not automatically KOS unless stated otherwise by the WARDEN.

T5: LR must be conducted in a fair area, where one participant doesn't have an advantage over another (unless special rules are declared beforehand).

T6: PRISONERS may kill any GUARD that is baiting. This is not considered rebelling. However, you MAY NOT use any baited weapons.

T7: PRISONERS may not give any fake orders to trick other PRISONERS.

T8: Rebelling PRISONERS must not delay the round by doing map games or hiding from GUARDS for a long time. Once there are only ONE or TWO non-rebelling PRISONERS left, all rebelling PRISONERS must actively make their way towards the non-rebelling PRISONERS.

T9: Rebelling PRISONERS may ask the WARDEN for forgiveness. They must button freeze when making this request.

T10: PRISONERS may provide special rules for their LR. These rules must be stated after an LR is selected. Both LR participants must then wait 5 seconds before beginning the LR game. The special rules must be clearly fair.