JailBreak Server Rules


  • NO ghosting, glitching, exploiting, or cheating / hacking (60 minute ban).
  • NO excessive disrespect towards staff or players (up to 2 day ban).
  • NO impersonating any staff members.
  • NO excessive racism, sexism, harassment, or bigotry.
  • NO advertising / links / websites and anything unrelated to TiltedGamers community (Steam Groups OK).
  • NO soundboards (unless vote 60% or higher, ask a staff member to create a vote), voice changers, mic spamming, or chat spamming (up to 1 hour mute / gag).
  • NO gun planting to Prisoners from Warden/Officers (If seen gun planting results in a ctban of 30 minutes).
  • Officer to prisoner ratio should not exceed 1:2.
  • All Prisoners are not rebels until proven to be. (not following wardens commands).
  • Vents and Armory are always restricted (vents allowed during hide in the dark).
  • First day of ANY map should and will be an UNRESTRICTED freeday.
  • If three or more people are freekilled in one day, next round is considered an unrestricted (MFK)freeday.
  • Vehicles are restricted in any kind of special day.
  • Talking over warden is against the rules, excessive talking will lead to an extended mute.
  • Excessive freekilling will result in a ctban, if continued the ban will be extended with increments of 5-10 mins.
  • Intentional MFK is a permanent ctban (mass freekill).
  • Warning shots must be given at ALL TIMES, unless Prisoner is blatantly rebelling.


Warden / Officer Specific Rules

  • Warden may set any Officer as a deputy to help them in their commands.
  • Deputy may not interrupt / talk over warden.
  • Warden must explain the rules of custom games before playing them. If a prisoner asks for a repeat, warden must give at least one repeat. If repeat not given, it is considered a freekill (use !repeat).
  • Officers are allowed to kill a Prisoner if and only if they witnessed a prisoner killing another Officer, if a prisoner is out of cells before they open, or if they are blatantly rebelling.
  • Officers must stay with the warden at all times unless given permission to seek out any rebelling prisoners.
  • Warden/Officers must have working, quality microphones.
  • Officers must not talk over warden when he/she is talking (talking over warden = mute).
  • Officers may not keep the Prisoners inside the cells for the first command of the day.
  • If the warden disconnects or dies, all commands are negated until a new warden gives a command.
  • Warden must count down from 5-0 before turning on FriendlyFire.
  • Warden may not call any stacked commands (calling more than 2 commands in a row)
  • Warden/Deputy may use the taser only to disarm a prisoner or to seek any rebelling Prisoners when only 1 obeying Prisoner is left.
  • Warden/Officers may not camp in armory or vents.
  • Warden must call before cell doors open, if not then the day is considered an unrestricted freeday (cell doors open automatically at 9:05).
  • Warden/Officers may kill a prisoner if they are aiming a gun at them.
  • Warden/Officers must state the prisoners name and countdown from 5-0 if they are being commanded directly (ex: drop a gun or reach a destination).
  • Warden/Officers may not kill a prisoner for throwing any type of nades unless it is restricted for the day.
  • If Warden/Officers are not doing their objective, they are to be warned, if continued, slayed.
  • Warden must give prisoners a reasonable amount of time to reach a given destination.
  • Line of fire kills are considered freekills.
  • Warden/Officers may kill a Prisoner who is chasing after the taunting Warden / Officer successfully leaves the baiting range.
  • If Warden/Officers freekills a prisoner, the said prisoner has a choice between a personal freeday the following round or a 1up (respawn) in the current round.
  • Warden/Officers must give warning shots at all times unless prisoner is blatantly rebelling.
  • Warden must sort out teams evenly to do any team games (ex: 1v1, 2v2, 3v3 etc.).
  • No detours or delays is NOT implied.
  • Warden/Officers may break vents only when there is one prisoner with a guaranteed LR.
  • Warden may not call a strict day two days in a row.
  • Warden/Officers may not teamkill at anytime.
  • Wardens BE CREATIVE!!!



Prisoner Rules

  • Prisoners may not talk over Warden when he/she is talking. (excessive talking = 10 min mute).
  • Prisoners may not kill their fellow teammates if they have a freeday. Guards are allowed to kill said prisoner if witnessed, or they may be slain.
  • Prisoners who have a freeday may not block or be in the face of any of the Officers.
  • Prisoners may kill Warden/Officers if they are baiting (less than 2 player models away).
  • Prisoners with freedays may not interfere with the day. (ex: being in the playable area of the game the Prisoners are participating in).
  • Prisoners who are freekilled are entitled to a choice of having a 1up (respawn) in that same round or a freeday the following round.
  • Prisoners may not chase after a baiting Warden/Officer.
  • Prisoners may teamkill at anytime.




Rules Regarding Freedays

  • If cells are not opened by 9:05, the day is considered an unrestricted freeday.
  • If cells are opened by a prisoner, the day is considered an unrestricted freeday.
  • If previous round was an MFK, the round is considered an unrestricted freeday.
  • On restricted freedays, the Warden must choose and state one area that is restricted.
  • Once the timer passes 3:00 on a restricted freeday without a call, the day is considered unrestricted.
  • Restricted freedays may be called at any time as long as they are not called two days in a row.
  • If the timer hits 0:00 and there is no active LR, then the day is considered a freeday.
  • Prisoners who are not given a set time to do their LR have a freeday until the Warden gives them a time limit.
  • Armory and vents are still restricted on an unrestricted freeday.
  • To avoid delays during a restricted freeday, every guard will be given a beacon by a staff member at 6:00 minutes.



Rules regarding Taunting / Baiting

  • Warden/Officers are considered baiting if they are less than or equal to 2 models away from a Prisoner.
  • Warden/Officers are considered baiting if they are inside the cells before 8:30.
  • Warden/Officers are not considered baiting if the prisoner has a freeday or has LR.
  • Warden/Officers may not kill Prisoners who have killed a baiting officer.
  • Baiting Warden/Officers must get away from a Prisoner before shooting them for chasing.




Vocabulary

  • Warden/Commander - The Officer that is in-charge of calling the day.
  • Officers/Guards - CT's that are "supporting" the Warden throughout the day.
  • Warning Shot - Shooting a Prisoner as a warning if they are not following the given command.
  • Freeshooting - Shooting Prisoners on purpose even if they are following the given command.
  • Freekill - Any Prisoner who is killed unjustly and must be given a freeday next round or revived based on what the Prisoner wants.
  • Mass Freekill (MFK) - When 3 or more Prisoners are freekilled at the same round, it must be an unrestricted freeday the following round.
  • Team Kill - The killing of a fellow teammate... Officers are not allowed to team kill while Prisoners are allowed to.
  • AFK Check - Giving an AFK Prisoner 5 seconds to move and follow the command before being shot at. You must AFK check the Prisoners who are AFK before 8:30.
  • Taunting - Any Officer that's 2 models away from a Prisoner or is located where an event is taking place is considered "Taunting/Baiting". Any commands are negated whenever an Officer is "Taunting/Baiting".
  • Rebel - Prisoners who do not follow the command or has killed or attempted to kill an Officer. (Exception: Nades, Flashes, Smokes, Molotovs, and Incendiary).
  • Ghosting - A player that is dead who is giving information about the player who are alive such as location, health, and weapons.
  • Gun Planting - Any Officer that drops a gun for a Prisoner "intentionally".
  • Detouring/Delaying - When a Prisoner is not doing the current command by finding ways to follow the command as slow as possible.
  • Unrestricted Freeday - Prisoners may do whatever they would like around the map except to rebel.
  • Restricted Freeday - When a Warden/Commander chooses "one" location to restrict so that Prisoners are considered rebel when they are in the "restricted" area. (Hallways and Rooms are "2" different locations). Restricted Freedays are only active until the last 3 minutes of the round to avoid any delays for the round. Once the last 3 minutes hit, then it is considered an "Unrestricted Freeday".
  • Ratio Freeday - An unrestricted freeday when the ratio exceeds the 1:2 Officer to Prisoner ratio before a round starts.
  • Cage Day - Usually consists of the Warden giving a command to go to a cage (most often in the center of the map) and proceed with the day from there.
  • Strict Day - When an Officer commands the Prisoners to take "one" step out of their cell to avoid Prisoners running away. Nevertheless, this day is still treated like a cage day and warning shots must still be given unless the Prisoner is blatantly rebelling. No two strict days in a row.
  • Stacked Command - Any commands by the Warden/Commander that consist of 4 or more actions/regulation for the Prisoners. This is "not" allowed. (Exception: Event Commands).
  • AFK Freeze - When the Warden/Commander tells the Prisoners to "AFK Freeze", the Prisoners must be frozen and may not use their mouse and keyboard. The Officers must give Prisoners time to react to this call before killing them.
  • Freeze - When the Warden/Commander tells the prisoners to freeze. Prisoners may still move their mouse, but not moving their player model in any direction.
  • Day Command - A restriction given by the Warden/Commander that will last for the whole round. The maximum amount of day command a Warden/Commander can give is "1". (Ex. If you are seen jumping throughout the day, you will be shot and killed). Exception: May change his/her day command at any time.
  • Event Command - A game constructed by the Warden/Commander that makes the Prisoners compete against each other for Last Request. (Event Commands are not considered as Stacked Commands). Ex: First/Last reaction, trivia and any other activities the Warden comes up with whether it would be map games or made up games.
  • Normal Command - Commands that tells Prisoners to relocate or do a certain action to move on with the day. This does not require a countdown, but Officers must give Prisoners reasonable time to react to the call. The Warden/Commander must state "No Detours or Delays" if they want the Prisoners to follow the command without delay.
  • Cell Area - Being inside the Prisoner cell is considered the cell area.
  • Individual Freeday - An unrestricted freeday given to an individual Prisoner who was free killed the previous round.
  • Deputy - Assistant of the Warden and is automatically the next Warden if the current Warden dies.
  • Team Games - A competition between 2 different teams of Prisoners (Must be even/balanced to make it fair).
  • Special days - Any day that is not a normal/cage day, chosen through the jailbreak menu.
  • KOS - Kill on sight. Used when a prisoner will not be pardoned.
  • LR(Last Request) - The last Prisoner remaining will be given a final chance to win the round in a form of a game. (type !lr to choose and initiate final request)



Special Days and Objectives

  • War Day: Officers and Prisoners are given a gun menu to choose their weapon and have 30 seconds to run away. The objective is to kill each other without trying to camp. Last man standing wins. This event will be CT's against T's.

  • Hide and Seek/Hide in the Dark Day: Prisoners have 60 seconds to runaway and hide. During this time, Officers are frozen inside gunroom/armory until the 60 seconds are up. Once the time limit runs out, every Prisoner is kill on sight. Vents are allowed during this day. Only the Prisoners are allowed to camp and the Officers must hunt the Prisoners down constantly.

  • Freeze Tag/Catch & Freeze Day: Officers must give Prisoners 20 seconds to run away by staying in the gunroom. Once the 20 seconds are up, the Officers objective is to chase the Prisoners around to freeze all the Prisoners by slashing them. Other Prisoners can unfreeze the Prisoners who are frozen by slashing them. The day will end once all Prisoners are frozen or if the time runs out without all the Prisoners being frozen.

  • Suicide Bomber Day: Officers are given 30 seconds to run away to go wherever they would like. Once the time limit is up,Prisoners are given bombs to detonate by pressing their "inspect" button. The objective of this day is for Prisoners to kill theOfficers by detonating the bombs that they are given. Officers may camp, but Prisoners must hunt for the Officers.

  • Nade Battle/HE Battle Day: Everybody is given 30 seconds to run around. After the time limit runs out, god mode is turned off and everybody must kill each other by throwing grenades at each other. The last man standing will win the day. Gravity is turned on during this day and everybody has an infinite amount of grenades.

  • No Scope Battle Day: Everybody is given 30 seconds to run around. Once the time limit is up, god mode will be turned off and everybody will be given a random sniper/auto-sniper to kill each other without having the ability to scope in. Gravity is turned on during this day and the same gun will be given to everybody.

  • Duck Hunt Day: Everybody has 30 seconds to run around. Once the time limit is up, god mode will be turned off. Prisonerswill have the models of small chickens with the ability to throw grenades and the ability to knife, while the Officers are given 300 hp with Novas to kill the Prisoners who are modeled as "ducks". Officers may camp while Prisoners must hunt for theOfficers.

  • Zeus Day: Everybody has 30 seconds to run around. Once the time limit is up, god mode will be turned off. Everybody will be given Zeus that contains only "one" shot. The Zeus ammo will replenish once you get a zeus or a knife kill. The objective is to kill everybody and the last man standing wins.

  • Knife Fight Day: Everybody is given 30 seconds to run around. Once the time limit is up, god mode will be turned off. Third-person and gravity will be turned on during this day and the objective is to kill everybody and the last man standing wins.

  • FFA - Free for all. Everyone gets 30 seconds of god mode to run away from the masses. Once the 30 seconds is up, god mode is turned off and everyone will be able to kill anyone. Camping and vents are restricted during the round.

  • Torch Relay - At the beginning of the round, one random player will be lit on fire. That player will be given "meep meep speed" and must try to light other players on fire by pressing their use key (default: e) on them. It will continue until someone dies. Vents and camping are restricted.

  • Cowboy - Cowboy is essentially free for all but with r8s only. Vents and camping are restricted.

  • Freeday - CTs and Ts are allowed to do whatever they want. Vents and armoury are restricted for Ts.

  • Special days - Any day that is not a cage day, chosen through the jailbreak menu.



Most Popular custom games






Last Request Standard Rules


  • Knife Fight (Any type): The Prisoner and the Officer will be given 100 HP and the conditions will be set based on the mode that the Prisoner has chosen. Slashing and stabbing are allowed and the objective is to kill each other without healing.
    • Drunken Boxing - The screen will twitch for both the Prisoner and the Officer constantly and the mode is treated as a normal knife fight with this condition.

    • Low-Gravity - Both players will have low-gravity and the mode is still treated as a normal knife fight with this condition.

    • High-Speed - Both players will gain faster/quicker speed and the mode is still treated as a normal knife fight with this condition.

    • Third-Person - Both players will do a regular knife fight while on third-person mode. This mode is still treated like a normal knife fight.

    • Vintage - A normal, plain, and simple knife fight without any set conditions.
  • Race - A Prisoner may set the starting point and the ending point of the race. Once the Prisoner has picked a Officer to challenge, they will be teleported to the starting point. A countdown will start from 3 to 0 and once that countdown ends, the first one to the end point by taking the path that they believe is fastest will win this request. Other Officers are not allowed to interfere during this race or they will be slain.

  • Russian Roulette - Once the Prisoner has chosen an Officer to challenge, the Officer will be teleported next to thePrisoner and both will be spawned a Desert Eagle. The plugin will randomly choose whoever shoots the gun first to their opponent and the gun will shoot randomly. There are 7 bullets in a Desert Eagle mag so the gun will randomly shoot between those 7 bullets. Since this game is based on luck, whoever gets that lucky bullet will win the request.

  • Rock, Paper, Scissors - Once the Prisoner has chosen his/her designated Officer to challenge, a menu will pop-up with the options of Rock. Paper. and Scissors. Rock beats Scissors, Scissors beat Paper, and Paper beats Rock. Whoever beats their opponent if they pick the right choice will win the request and the loser will be slain. If it's a tie, both players may choose the same option or change it based on how they feel about what their opponent will do.

  • Dodge Ball - Both players will be set to 1 HP and they will be spawned flashbangs each second they throw it. The objective of this game is to hit your opponent with the flashbangs given to you and whoever hits their opponent first wins the request. There must be no healing in this request and the Prisoner must always go first. If the Prisoner throws their flashbang first, the request is automatically set to "standard" rules.

  • Hot Potato - The Prisoner must pick a designated room or vicinity before starting this request. Once the Prisoner has chosen the Officer that they would like to challenge, the Officer will be teleported next to the Prisoner and a Desert Eagle will be spawned randomly between the 2 players. The objective of the game is to toss the Desert Eagle to their opponent because it acts as a "Hot Potato" the last guy who has the gun between a time frame of 10-20 seconds will get slain. The time that the "Hot Potato" kills you is random and range between 10-20 seconds. Those who leave the designated area assigned by the Prisoner will be considered a cheater. If the Prisoner does not assign a designated area, then the current vicinity that the Prisoner is in must be the play area. If the Prisoner leaves that area, he will be considered a rebel and can be shot by other Officer.

  • No Scope Battle - The Prisoner must choose a gun between all snipers/autos. (Choices: AWP, SSG 03, SCAR-20, and G3SG1). Once chosen, he/she must pick an Officer to challenge to a No Scope battle. Both player's HP will be set to 100 and they may not heal during the request. The objective is to kill their opponent without having the ability to scope-in.Prisoners must shoot first before the Officer engage in this request to ensure that rules are stated. If the Prisoner shoots without stating any rules, it is automatically "standard".

  • Shot for Shot - The Prisoner has a choice to pick any pistol he/she desires. Once that pistol is chosen and the challenger is chosen, both players will be spawned the designated pistol and one random player will have 1 bullet in the mag. The objective is to kill your opponent by shooting one shot after another to each other until their opponent dies. Their HP is set to 100 and no healing is allowed during this request. If the Officer has the bullet first, he/she must ask the Prisoner if they have any rules before the Officer can shoot. If the Prisoner does not respond in a countdown from 15 to 0, then it will be set to "standard" rules automatically. If the Prisoner has the bullet first and does not state any rules, it is automatically "standard" rules.

  • Mag for Mag - The Prisoner has a choice to pick any pistol he/she desires. Once that pistol is chosen and the challenge is chosen, both players will be spawned the designated pistol and one random player will have 3 bullets in their mag. The objective is to kill your opponent by shooting one mag after another to each other until their opponent dies. Their HP is set to 100 and no healing is allowed during this request. If the Officer has the bullets first, he/she must ask the Prisoner if they have any rules before the Officer can shoot. If the Prisoner does not respond in a countdown from 15 to 0, then it will be set to "standard" rules automatically. If the Prisoner has the bullet first and does not state any rules, it is automatically "standard" rules.

  • Gun Toss - Once the Prisoner has chosen an Officer to challenge to a gun toss. The Prisoner must pick a location to "jump off" off. Whoever throws the gun furthest from the designated location by throwing the gun before touching the ground will win the request. Usually, the Prisoner chooses who goes first, but that will be up to the Prisoner to choose. Both players may not pick up their gun again and throw it further because that would be cheating. (Advice/Tip: Make sure that the Prisoners state their rules specifically so no loopholes are done during the request).

  • Most Jumps (Jump Contest) - Once the Prisoner has chosen an Officer to challenge, a countdown will start from 3 to 0. Once that countdown ends, whoever has the most jumps during the time frame of 20 seconds will win the request. It is not allowed to get on a crouch forced area to make the jumps faster during standard rules.

  • Custom LR - Prisoners may choose an activity built-in the map by stating it in chat. Make sure that your rules are specific so no cheating is done during the request. No "standard" rules are set for this choice of Last Request. Officers may decline the Custom LR if it is deemed unfair.

If you have any questions or concerns please feel free to reach out to PhoKingSF or Calypso0_o at anytime.

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