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Jailbreak Rules

Last Modified: Jul 25, 2017

What is Jail Break?

Jail Break is a role-playing game mode which simulates a jail environment - players are divided into three groups:
Warden, Guard and Prisoner.

Definitions of Common Phrases:

  • Freeze: You may not use movement keys. You may look around, jump and/or crouch.
  • AFK Freeze: Disallowed, with the exception of a warden dying and a new warden taking over, the first order he may give is an AFK Freeze order.
  • Movement Commands: Any command that requires the Prisoner to move from their current position.
  • Twitching: When a Prisoner moves slightly when told to AFK Freeze.
  • Knifing Distance: The maximum distance a knife is able to reach. Knifing Distance is singular.
  • One Step: One Step is defined as Knifing Distance and may not be defined differently.
  • Delaying: When a Prisoner purposefully delays following orders.
  • Contraband: Any type of gun.
  • Trap Command: Commands that can trick Prisoners by causing them to accidentally rebel.
  • Freeday: Any type of day that allows Prisoners to roam freely without Guards active presence.
  • Bloodhound: When Warden gives a Prisoner the ability to snitch on another Prisoner in exchange for ST.
  • Snitching: When a Prisoner informs a Guard about the location or actions taken by another Prisoner.
  • Restricted Areas: Armory, vents, armory-hallways, Guard catwalks and areas that get restricted by the Warden. Catwalk is a path which only a Guard is supposed to or it doesn't lead to any games or other stuff ffor Prisoners
  • Favouritism: When a Guard or Warden unfairly gives advantageous treatment to some Prisoners.
  • Freekill/Freedamage: When a non-rebelling Prisoner is killed/injured by a Guard, respectively.
  • Freeshoot/Freethrow: When Guards randomly fire their weapons/throw grenades, respectively.
  • Baiting: When a Guard intentionally or unintentionally instigates a Prisoner into injuring them.
  • Gun-Planting: When a Guard purposefully allows a Prisoner to acquire a weapon.
  • Last CT: Last CT must kill all prisoners in sight except the last two remaining, unless rebelling.
  • Last Request (LR): LR is given to the last two alive Prisoners. During this time, typing !lr in chat allows Prisoners to choose a minigame to play with the Guards.
Basic Rules:
  1. Do not talk over Warden.
  2. Guards must have a mic.
  3. When Warden dies, it is a Freeday until new orders are given by the new Warden.
  4. To join Guard queue type !g, to leave it type !l. To be Warden type !w.
  5. If cells are not open by 8:00, it is a Freeday. (Exception: Warday, cells must be open by 7:30)
  6. Warden is designated shooter when he says he is.
  7. When ordered to Crouch or Shiftwalk, jumping is allowed unless specifically restricted.
  8. All commands are singular unless specified otherwise.
  9. New orders cancel previous orders - Being told to "keep jumping" and then a new order of "stay crouched" means you should be holding crouch without jumping unless told otherwise.
  10. Between Orders, Prisoners must be given 3 seconds to follow a command, otherwise it is considered Delaying. If Prisoners are AFK Frozen they must be given up to 5 seconds, in case they are typing.
  11. Interfering with another Prisoner’s LR is not allowed if unwanted by your fellow Prisoner.
  12. Prisoners are only allowed to snitch on other Prisoners when given Bloodhound by Warden. (Exception: Last two non-rebelling Prisoners may snitch for free on all other rebelling Prisoners.)
  13. If a Warden gives ST to a Prisoner, then the Warden dies, the new Warden has the choice of whether to keep the ST or revoke it.
Prisoners

A Prisoner (also referred to as a T or Terrorist) seeks to win the round through rebelling, or following orders to achieve Last Request (LR) to kill Guards through minigames.

If you rebel, you may only be pardoned by the
Warden.

As a prisoner, you are rebelling if you ...

  • ... do not follow or Delay following orders given by the Warden.
  • ... have Contraband on your back for more than 5 seconds.
  • ... have Contraband out for more than 3 seconds.
  • ... are within a Knifing Distance of a Guard.
  • ... go into Restricted Areas.
  • ... kill or injure a Guard without Warden's consent.
  • ... interfere with games or activate buttons / controls meant for Guards.
  • ... throw HE Grenades, Molotovs and/or Flashbangs.
  • ... leave cells before orders are given by the Warden.
  • ... cheat during games.
  • ... interfere with LR.
  • … use LR when not allowed. (Exception: Warday and Reverse OSP LR’s are considered griefing unless rebel option is chosen.)
  • ... are breaking vents.
  • Be in mind, bomb is not considered contraband, and may be kept in your hands or on your back freely.
Guards

A Guard must maintain control of the jail environment by killing Prisoners who are rebelling. They must protect the Warden as many Prisoners will try to rebel to kill the Warden to cause havoc and win the round. A Guard must pursue Warden when there is not one.

As a guard, you must NOT ...

  • ... Freekill or Freedamage.
  • ... shoot into stacks or smoke - instead take cover and get the Warden to unstack Prisoners.
  • ... impersonate the Warden.
  • ... open cell doors without Warden’s permission.
  • ... Freeshoot or Freethrow.
  • Bait or Gun-Plant.
  • ... allow Favouritism.
  • ... aid Prisoners in rebelling (Gun-Planting, Baiting, randomly opening Restricted Areas, not upholding orders).
  • ... break vents or go into them unless you see or hear a Prisoner go through them.
  • … Camp secrets or Restricted Areas.
  • ... kill or injure Prisoners for Twitching unless they are continuously looking around.
  • ... play Prisoner games unless it is currently LR. (more info)
  • ... be unable to see Prisoners, unless actively pursuing rebellers.
  • ... remove Contrabands from secrets.
  • ... purposefully kill yourself to enable Last CT.
  • ... be in armory past 8:15.
  • ... be a super nazi. Have some fun!
    • Examples of Nazi CT:
      1. Warden is telling T's to go from one beacon to another and freeze in it, a CT kills a T that moves slightly out of the new beacon without giving him any warning.
      2. Warden tells T's to take one step out of their cell but the T is slightly inside the cell or a little bit further than a knifing distance.
      3. Warden tells T's to go to a new beacon and the T's knifes/moves 1-3 seconds after arriving and the CT instantly kills him.
      4. When Warden tells T's to crouch/shift walk follow him and a T accidentally runs for 1-2 seconds and a CT instantly kills him.
      5. When a T knifes once inside a stack when told to AFK freeze then the CT remembers their name and kills them later.

Warden

A Warden is selected at the start of the round once a Guard types !w - only the Warden determined by the plugin can give Warden-type orders. The objective of the Warden is to eliminate Prisoners by giving clear & specific orders and playing games which results in killing losers and those who fail to follow orders.

Every rule that applies to
Guard also applies to Warden.

As a warden, you must NOT ...

  • … give in-cell commands.
  • ... open cells without giving orders.
  • ... keep Prisoners in cells past 8:00. (Exception: Warday, cells must be open by 7:30)
  • ... keep Prisoners crouched without allowing them to stand-up to type.
  • ... refuse to repeat orders unless you have repeated it once already without being disrupted.
  • ... put Guards in harm's way without their consent.
  • ... revoke a Freeday before 6:00.
  • ... restrict Prisoners from using text or voice chat.
  • ... give orders via text-chat. Orders must be given via mic-chat only.
  • ... give orders that refer to Prisoners as anything else other than "T's", "Terrorists" or "Prisoners".
  • ... use compass commands other than North, South, East or West.
  • ... give Trap Commands
    • Misleading the Prisoners by using terms that are closely familiar to the one they are waiting for you to say/type, for example: typo's, saying "goat" when awaiting the word "go".
  • ... kill or injure the smallest stacks when you tell Prisoners to unstack shoulder to shoulder.
  • ... give a Prisoner ST more than once per map.
  • ... force Prisoner’s to AFK Freeze upon arrival to beacon or area.
  • ... use healing beacon on yourself or Guards while in combat.
  • ... give ST if there is less than 8 Prisoners alive.
  • ... retake Warden after being fired.
  • ... ignore map games during a normal day.
    • If there are 10 or less Prisoners alive when cells are open, a map game must be played first.
    • If there are more than 10 Prisoners alive when cells are open, a map game must be played within the first three games.
Special Treatment (ST)

When Warden gives a Prisoner a temporary Freeday or the ability to choose the next game in exchange for Contraband.
  • ST cannot be given in the midst of a game.
  • Warden may not give ST to rebelling Prisoners, he may only pardon them.
  • ST cannot be given in exchange for contraband that previously belonged to a Guard.
  • ST may last until there two non-rebelling Prisoners or until Warden revokes it.
  • ST may be revoked by the Warden after one game is played.
Games

The warden must follow the following guidelines when playing games to ensure a fair round:
  1. Games must not be played inside cells.
  2. Games must give all Prisoners a chance to fairly participate and compete.
  3. Games must not delay the round, and they must be productive (there must be winners/losers).
  4. Games must not reward Prisoners with a prize to pick more than 20% of Prisoners to die. (Example: winner of Trivia pick's 3 Prisoners to die out of 9).
  5. Warden cannot play the same game twice if 50 percent or more Prisoners die as a result of the game. Warden may not however come back to a game he previously played after starting a new game.
  6. A single game must not kill more than 50% of the participants.
    • Exception: This rule does not apply for luck-based games (see below).
    • Time based games ignore the 50% rule as long as adequate time is given.
  7. Warden may not set a diffrent time to finish a game by if there already is a winner, but he can say first x or furthest x by the time he set.
Last Request

Once there are 2 Prisoners remaining, Last Request is activated. Prisoners can type !lr in chat to select a last request, rebel, or do a Custom LR. Guards must participate in all Custom LRs, if reasonable
  1. If Last Request is activated in the middle of a game, all participants must finish the game first.
  2. Prisoners cannot be given restrictive orders.
  3. Killing Guards for no reason is considered rebelling.
  4. Guards must comply with all reasonable requests.
  5. Warden must be passed if it provides a competitive advantage.
  6. Last Request must not delay the round.
  7. As a Prisoner, you can't kill Guard that is participanting in another Prisoners LR. Its considered exploiting.
  8. If prisoner doesn't say any rules, basic rules apply.
  9. In Russian Roulette or Hot Potato, it is considered exploiting to kill or get guards stuck in walls by abusing these two LR. This is disallowed! [NEW]
Rules for specific games

Below are specific rules and exceptions to certain games. You are allowed to play any game that is not listed below as long as it follows the rules above.

Trivia

  1. All questions must be factual and not opinionated or personal. You must ask all questions via text-chat only.
  2. Topic must be given before posting the question.
  3. You may kill up to 20% of current Prisoners. (You may always kill one)
Luck-Based Games
  1. You must not play any luck-based game if there are more than 10 Prisoners participating.
  2. A luck-based game is any game that does not require any skill and instead requires 100% luck. (Examples: couch game, roulette, wheel of fortune, keep or pass...etc.)
First Reaction/Last Reaction
  1. You must not play this game if there are more than 10 Prisoners participating.
  2. You must tell Prisoners that you are now playing First Reaction / Last Reaction.
  3. When the Warden says "Last Reaction" then the LAST person to do the action dies - and anyone who does not do the action at all will also die - but when the Warden says "First Reaction" then the FIRST person to do the action dies.
Opinionated Games
  1. You must not play this game if there are more than 10 Prisoners participating.
  2. You must tell Prisoners what the game is before giving them the choice whether to play or not.
  3. Prisoners have the choice of whether to participate or not.
  4. Prisoners must not change their mind once they have chosen whether to play or not.
Simon Says

  1. Trap commands are allowed, the only exception is false ending simon says.
  2. Exploiting certain rules to kill an excessively large amount of T's is disallowed.


Parkour


You must not play this game if there are more than 10 Prisoners participating.
  1. Hot lava is not allowed.
  2. Warden must complete the course first.
  3. The amount of attempts a Prisoner is allowed is determined by the amount of attempts it takes for the Warden to complete the course, plus one.
Gun Toss
  1. Gun toss is played by throwing the gun as far as you can from a specified starting point.
  2. Furthest in a specified direction is considered the winner.
  3. Weapons must be thrown before touching the ground.
  4. Custom rules are allowed.
  5. Gun toss must happen at an easily accessible location.
  6. Prisoners may not kill a Guard for ''delaying'' unless he is purposefully delaying.
Shot for Shot
  1. Both players must be at the opposite side of each other at a specified location.
  2. Once both players are at that location, the shooting may begin - running out of the zone does not pause the game.
  3. If shooting begins before the specified location, then the Guard is cheating or the Prisoner is rebelling (depends on who shot first) - this rule is implied unless stated otherwise (custom rules).
Keep or Pass
  1. Warden must line up the Prisoners shoulder to shoulder.
  2. Warden then points his weapon at a random Prisoner, then asks one of the Prisoners to keep or pass.
  3. If the random Prisoner chooses keep, the Warden shoots at whomever he was pointing his weapon at.
  4. If the random Prisoner chooses pass, the Warden does not shoot and repeats steps 2 and 3.
  5. The number of Prisoners participating in the game determine the amount of times the Warden is permitted to aim at Prisoner.

Special Cases

  1. TNT Run on jb_minecraft_beta may only be played with 10 or less Prisoners

Special Days

The Warden must follow the following guidelines when giving Special Days:
  1. Any type of Special Day is allowed once every three rounds.
  2. A Special Day only starts when cells are open.
  3. Guards may not exploit teleports during Special Days.
Warday
  1. Warday zones must provide Prisoners a safe path to get weapons and leave armory.
  2. Zones may not be accessible only via a closed-entrance (Examples: closed door or teleporter).
  3. Expansion time is 5:00
  4. Guards must not kill outside the Warday zone unless they are on-route and were attacked first.
  5. Guards must not leave the Warday zone until expansion time.
  6. Prisoners must actively pursue the Guards
  7. Prisoners may not LR unless choosing rebel option.
  8. Prisoners may not kill or injure other Prisoners.
  9. Warday turns into Freeday if cells are not open by 7:30.
Freeday
  1. Any type of day that allows Prisoners to roam freely without Guards active presence.
  2. Must be revoked by 4:00 at the latest.
  3. Modified Freedays are prohibited unless they're on this list below.
  4. Warden can restrict one area if
    • It doesn't lead anywhere else. (Another game, part of the map, etc.)
    • It only includes the area itself. (Not the hallway connecting, it etc.)
Hide-and-Seek
  1. Guards must stay in armory.
  2. All Prisoners should find a spot to hide after cell doors are opened.
  3. Prisoners may hide anywhere except armory.
  4. Guards may not kill or injure Prisoners before expansion time unless the Prisoner is inside the armory.
  5. Prisoners may kill Guards with any type of weapon they acquire.
  6. Guards must kill all Prisoners they find except the last 2 Prisoners whom get LR.
  7. Prisoners may not kill or injure other Prisoners.
  8. Prisoners must be given a minimum of 1:00 to hide after cells are open.
Reverse Hide-and-Seek
  1. Guards must drop all weapons in armory and hide anywhere else in the map.
  2. Warden is to set an expansion time for the Prisoners to pursue the Guards in their hiding places
  3. Warden must open cell doors during expansion time.
  4. All Prisoners must pursue the hidden Guards.
  5. Guards may only use their knives to kill Prisoners once found.
  6. If two Prisoners are left, they can either LR or rebel.
  7. Prisoners may not kill or injure other Prisoners.
Moonman Freeday:
  1. Same as Freeday but all Prisoners are given low gravity.

Autobhop Freeday:
  1. Same as Freeday but all Prisoners are given autobhop.
On Sight Procurement (OSP) Reverse Hide-and-Seek
  1. Guards must drop all weapons in armory and hide anywhere else in the map.
  2. Guards may use map pistols, knives and/or nades to kill Prisoners if found.
  3. Guards may use weapons they acquire from killing other Prisoners.
  4. Prisoners may not LR during this day unless choosing rebel option.
  5. Prisoners may not kill or injure other Prisoners.
  6. All Prisoners must pursue the hidden Guards.

A special day that is not on this list is not allowed.

Make sure to follow our basic server rules here
Last Updated:
Jan 3, 2017
Published:
Jul 10, 2016
Page Views:
115,731