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JB Information and Rules (v.2.2.0)

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Tadassi

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This page is only about JB server specific rules.

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 The phrase “AFK Freeze” is outdated.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
  • Here's a detailed diagram explaining the process of pursuing rebeller in vents:
vent-rules.png


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'.
Last Guard Rules
  • The Last Guard rule activates when:
    • There are 4 or more guards on the team at the start of the round
    • More than 1 prisoner is still alive
  • If the Last Guard is the warden, must claim it within 5 seconds if they want to act under Last Guard rules.
    They are optionally allowed to claim it within a bigger time window (up to 10-30 seconds) if trying to get into a safe spot to type the command or kill actively rebelling Ts.
  • May kill any non-trapped prisoner.
  • May enter any area, including but not limited to: Secrets/Vents/Armory.
  • May hunt without permission.
  • Is not required to claim warden.
  • Prisoners stuck by spawned objects (e.g., care packages, airdrops) can be killed.
Off-Duty Guard Rules
  • You may go anywhere on the map except Secrets, Vents and Armory
  • You may play minigames
  • Freely explore without giving or enforcing orders
  • You are not obligated to engage rebelling prisoners, even if they are red.
  • If a prisoner attacks you, you may return fire to defend yourself
    This does not void your Off-Duty status
  • If you choose to engage a rebelling prisoner who is not directly attacking you:
    • Your Off-Duty Day is revoked
    • You must rejoin your team and follow warden orders
Map-Specific Rules
  • Peanut: Corridor beside armory is not considered part of armory.
    • The hallway to armoury can be used by ct's to control t's, however sitting up the for long periods of time is counted as camping armoury/vents e.g more than 10 seconds and not allowed
    • Corridor is no longer considered main cell area so you need perms to hunt to reenter it or be chasing a T entering corridor via ladder
  • Kwejsi: The small walls (ones that are 3-4 blocks high) are not considered edge walls.
Miscellaneous Rules
  • Any entrance blocked by wooden planks (that must be broken) is considered a vent.
Staff Rules
  • Always give a freekiller a chance to slay themselves.
  • Always slay guard in case of a free kill
  • Last Request (LR) Management
    • Do not use css_say to affect the outcome of an LR.
    • You are allowed to deny LR after ≈5s in case of what seems to be unreasonable LR
      If LR is accepted and denied at same time, it is accepted by the staff member that accepted it
    • Do not accept an LR if you're not going to execute the necessary commands.
    • Any staff member may accept an LR, but you must be able to execute commands (have sufficient command and targetting permissions)
  • Do not ignore player complaints sent via staff chat.
  • Only use css_say when:
    • Reaching alive players
    • Making important announcements
  • Do not slay/respawn for:
    • Warden failing to repeat an order
    • Guard killing a prisoner who asked for a repeat
      Encourage prisoners to listen more carefully
    • Minor rule-breaks that do not affect the round
      Eg. leaving armory at 9:25 or CT playing a minigame during LR
  • Special Events
    • Max 1-2 per map
    • Avoid doing them with 30+ players
    • A staff member must:
      • Claim warden
      • Explain the event clearly and ensure players understand (use voice nuke if needed)
      • State predefined prize
        LRs may not be awarded as prizes for these events
      • Finish the event by 3:00
        If event not finished by then you must slay all players to not prolong the round
Definitions
  • Hunting: Actively searching for rebelling prisoners; moving around the map rather than camping one area.
  • Camping: Deliberately staying in specific area/position, usually with minimum movement for prolonged period of time
    Leaving the area for a few seconds and then coming back to it doesn't make it separate camping instances
  • Aim-camping: Aiming at specific small area of your field ov view for prolonged period of time
    Looking away from point of aim-camp for few seconds and then returning to it to keep aim-camping doesn't make it separate aim-camping instances
  • Freekill/Freedamage: Killing/Damaging a prisoner who was fully following all active orders and was not rebelling.
  • Rebelling: Any action that is classified as Acts of Rebelling, causes a player to turn red, or disobeys active warden orders in a threatening manner.
  • Ghosting: Sharing information while dead or spectating to give teammates an unfair advantage.
  • Baiting: Standing close enough to a prisoner that they can Zeus or knife you (within ~3x AWP length).
  • Walking: Either shift-walking or crouch-walking; not jumping or sprinting.
  • Shift: The key used to walk without crouching (typically the default SHIFT key).
  • Backtracking: Reversing direction or retracing your previous path.
  • Pixel/Border Glitching: Standing on a surface your full player model shouldn't fit on.
  • Free Time: An area granted to prisoners where they can move freely and ignore all future commands (until all commands are revoked or specific freetime is revoked) — within defined boundaries.
  • Edge Wall: A wall or platform from which you can see under the map and fall off unless blocked by an invisible barrier.
  • Skipping a Game: Choosing not to participate in a minigame (e.g. hard slide). You cannot be punished or treated differently for doing so under valid exceptions
  • Stairs / Ramp: Treated the same.
  • CT-Controlled game: Game where the CTs have total influence on the start of the game and it cannot end without a CTs interference (assuming no cheating)
    Eg.: Deathcrate, Spleef, Wipeout, Jumprope, Breakfloor, etc.
 
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