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Sandvich Fortress SandFort
STEAM GROUP
Sandvich Fortress SandFort
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ABOUT Sandvich Fortress

Sandvich Fortress Servers :

Sandvich Fortress Jailbreak : 103.62.51.135:27500

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Sandvich Fortress Jailbreak Rules
Sandvich Fortress Jailbreak Rules
Type !rules or /rules in-game anytime to bring this page back up.

1. General Rules
  • Follow all server-wide rules and staff instructions.
  • No slurs, excessive swearing, or harassment. Slurs or discriminatory language targeting race, ethnicity, religion, gender, sexuality, disability, or similar characteristics are prohibited. Excessive or deliberately disruptive swearing is not allowed. Do not harass, bully, threaten, or repeatedly target other players. Friendly banter is allowed as long as it does not cross into genuine harassment.
  • Do not exploit bugs, map glitches, unintended areas, commands or plugin features.
  • Do not delay the round unnecessarily.
  • Do not ghost or reveal information you could not legitimately know while alive.
  • Do not impersonate staff members or deliberately mislead players about server rules.
  • Do not spam voice chat, text chat, commands, soundboards or other server features.
  • English must be used for important orders and communication relating to the round.
  • Do not advertise other servers or communities without staff permission.
  • Do not evade punishments by reconnecting, changing accounts or using alternate accounts.
  • Staff members have final say during unclear or unusual situations. Staff decisions may be reviewed afterward through the appropriate appeal or report process.

2. Prisoner Rules — RED Team
  • REDs may rebel at any time unless protected by a specific server rule.
  • REDs may attack a baiting guard.
  • Attacking a baiting guard does not automatically make the RED a rebel.
  • REDs may not chase a guard after the guard has stopped baiting and moved a reasonable distance away.
  • REDs may not intentionally use the baiting rule as an excuse to attack guards who are not actually baiting.
  • REDs must not delay activities, hide indefinitely or intentionally prevent the round from progressing.
  • REDs must participate in the round or try to rebel to not delay.
  • AFK taunts count as being AFK.
  • REDs cannot be ordered to be AFM.
  • REDs may use legal movement mechanics unless a valid order specifically restricts the movement involved.
  • REDs are responsible for listening to clearly given orders. However, unclear, contradictory or impossible orders are not valid.
  • REDs may request a repeat if an order is unclear. REDs must do this immediately after the order is given if they want a repeat. REDs must remain AFK/frozen after requesting a repeat if they do not want to be KOS.
  • A Freeday is automatically declared if no orders are given by the time the cell doors open at 9.

3. Baiting Rules
  • A guard is baiting when they move unnecessarily close enough to a non-rebelling RED that the RED can reasonably attack them with melee.
  • A guard is baiting when they are doing any of the following: revving a minigun at a non-rebelling RED, hard scoping sniper at a non-rebelling RED, or placing stickies next to a non-rebelling RED.

Examples of baiting include:
  • Standing directly beside or inside a group of REDs.
  • Entering a RED-controlled activity area without a valid reason.
  • Running into melee range to provoke a prisoner.
  • Remaining within melee range after having a reasonable opportunity to move away.
  • Blocking a RED at close range when it is unnecessary.
  • Revving minigun at a non-rebelling RED.
  • Hard scoping sniper at a non-rebelling RED.
  • Placing stickies near a non-rebelling RED.

The following are generally not baiting:
  • A RED deliberately running toward or chasing a guard.
  • A guard approaching a known rebel to attack them.

When a guard baits:
  • The affected RED may hit or kill the baiting guard.
  • The RED does not become a rebel solely for attacking that baiting guard.
  • Other guards may not kill the RED merely for defending themselves against the baiter.
  • The RED must stop attacking once the guard is no longer baiting, unless the RED has otherwise chosen to rebel.

4. Guard Rules — BLU Team
  • Guards must have a working microphone and be able to understand and communicate in English.
  • Guards must actively assist the Warden and the progression of the round.
  • Guards must not freekill, freehit or intentionally injure non-rebelling REDs.
  • Guards must give REDs a reasonable opportunity to follow orders before attacking them.
  • Guards may not enforce orders that were not clearly given by the Warden.
  • Guards may not invent additional restrictions that the Warden did not specify.
  • Guards may kill confirmed rebels, REDs who directly attack a non-baiting guard, or REDs who fail valid orders after being given a reasonable opportunity to comply.
  • Guards must not kill REDs for reasonable confusion caused by unclear, contradictory or rapidly changed orders.
  • Guards must not gunplant or intentionally provide REDs with weapons.
  • Guards must not armoury camp.
  • Guards must not camp inaccessible locations solely to avoid interacting with the round.
  • Guards must not open cells, activate traps or interfere with activities without the Warden's permission.
  • Guards must obey applicable ratio, microphone and team-ban requirements.
  • Guards must not have favouritism.
  • Guards who repeatedly break BLU rules may be team-banned.
  • Guards must not break breakables unless they are stuck in a location and breaking the breakable is the only way out.
  • Guards must not enter rebel spots unless a RED is already in there and they are following them in, or the guard is stuck in a location and the rebel spot is the only way out.
  • Guards must be willing to go Warden if on BLU team.
  • If there is one guard remaining, that guard has the choice between going Warden and continuing the round, or waiting until Warden locks and then killing the remaining REDs.

5. Warden Rules — Part 2
  • A Freeday is automatically declared if no orders are given by the time the cell doors open at 9.
  • The Warden may not order REDs to be AFM.
  • The Warden may not prohibit AFK taunts as a substitute for an AFK order. A RED using an AFK taunt is still considered AFK.
  • The Warden may not give orders designed primarily to cause mass confusion or easy mass killing.
  • The Warden must actively progress the round and begin activities within a reasonable time.
  • The Warden may revoke, replace or modify an order, but must clearly announce the change and provide reasonable reaction time.
  • The Warden may not force prisoners to enter areas where survival is based entirely on random or unavoidable death unless the activity is permitted under the server's minigame rules.
  • The Warden must not have favouritism.
  • The Warden is allowed to pardon REDs but must be willing to pardon all REDs who broke the rules if he is pardoning one for something.
  • The Warden may use the Warden menu to attempt to pardon REDs who have received ammo, but if the REDs who received ammo use that ammo to attack someone, they are unable to be pardoned.
  • The Warden may not pardon REDs who have hit a BLU who was not a baiter.
  • The Warden may not pardon REDs who have killed someone who was not a baiter.

5. Warden Rules — Part 3
Examples of pardoning:
  • To pardon REDs who are not rebel status — for example, if a RED misfollows an order — the Warden can just say on the mic that they are pardoned.
  • To pardon REDs who are rebel status — for example, if a RED receives ammo and does not use it — the Warden can use the Warden menu to pardon rebel-status REDs.
  • The Warden must give one repeat per order if requested.
  • The Warden cannot declare that all previous orders remain active unless those orders and restrictions are reasonably clear.

6. Orders and Movement
  • Orders are interpreted according to their normal and reasonable meaning.
  • REDs must be given enough time to understand and begin following an order.
  • An order must identify the destination or expected action clearly enough to be followed.
  • Movement restrictions only apply when the Warden clearly states them.
  • "Go to," "walk to" or "run to" an area does not automatically mean no detouring or delaying.
  • "No detouring" means REDs must take a reasonably direct route toward the ordered destination.
  • "No delaying" means REDs must continuously make reasonable progress toward completing the order.
  • Minor path adjustments, avoiding players, navigating map geometry or correcting movement are not detouring.
  • Accidental movement, momentum and brief hesitation should not result in immediate death unless clearly intentional.
  • When an order is changed, REDs must receive reasonable reaction time before the new order is enforced.
  • Guards may not enforce unstated crouching, jumping, taunting, weapon, facing or movement restrictions.
  • AFM cannot be restricted by Warden orders.

7. Freeday Rules
  • A Freeday RED may move around the map unless specific Freeday restrictions are clearly announced.
  • Freedays do not need to follow usual Warden orders — they only need to follow specific Warden Freeday orders.
  • The Warden may put in restrictions such as "No coming into guards' melee range," "do not enter BLU-side minigames," and "do not click buttons."
  • If a restriction is active such as "Do not come into guards' melee range," this does not mean the guard can run into the Freeday and kill them — it only applies if the Freeday deliberately goes into their range.
  • A Freeday is automatically declared if no orders are given by the time the cell doors open at 9.
  • Freeday restrictions must be announced clearly and cannot include a restriction on AFM.
  • Freeday ends when the server rules, Warden conditions or Last Request system specifies that it ends.

8. Rebel Rules
A RED becomes a rebel by:
  • Attacking a guard who is not baiting.
  • Entering the armoury without permission.
  • Possessing or using a weapon when prohibited by a valid rule or order.
  • Escaping or deliberately disobeying a valid order.
  • Entering a clearly restricted BLU-only area.
  • Assisting another rebel through direct hostile action.
  • Attempting to kill or seriously interfere with guards.
A RED does not automatically become a rebel by:
  • Attacking a baiting guard.
  • Failing an unclear or invalid order.
  • Breaking an unstated restriction.
  • Using AFM.
  • Performing an AFK taunt.
  • Briefly moving incorrectly because of momentum, collision or reasonable confusion.

9. Last Request And Death Request Rules
  • The final eligible non-rebelling RED may receive Last Request.
  • Players may not intentionally delay choosing or beginning an LR.
  • Custom LR conditions must be clearly stated and agreed upon by the rules before the LR begins.
  • LR conditions cannot override server-wide rules.
  • Interfering with an active LR is prohibited unless the LR specifically allows outside participation.
  • Cheating, exploiting or deliberately breaking agreed LR conditions may result in punishment.
  • Staff may cancel an LR that is broken, impossible, bugged or excessively delaying the server.
  • Once a RED has chosen their LR, they get a Death Request and are able to tell the BLUs to do anything for the remainder of the round.

10. Minigame Rules
  • The Warden must explain unfamiliar or complicated games before starting them.
  • REDs must be given a reasonable opportunity to understand the game.
  • Games must have clear win and loss conditions.
  • The Warden may not change the core rules after the activity has started unless required to fix an obvious problem.
  • Games designed around misleading wording, microscopic technicalities or unavoidable deaths are prohibited.
  • The Warden must not repeatedly use the same activity solely to delay the round.
  • Guards must not interfere with an activity unless directed by the Warden or necessary to handle rebels.
  • Activities must not restrict AFM.

11. Definitions
  • AFK — Away From Keyboard.
  • AFM — Away From Mouse.
  • Baiting — A guard unnecessarily placing themselves within reasonable melee range, hard scoping, revving a minigun, or placing sticky bombs near a non-rebelling RED.
  • Detouring — Intentionally taking an unnecessarily indirect route instead of progressing toward the ordered destination.
  • Favouritism — Giving an unfair advantage to a RED by favouring that RED.
  • Delaying — Intentionally failing to make reasonable progress toward completing an order or activity.
  • Freehit — Damaging a non-rebelling RED without a valid reason.
  • Freekill — Killing a non-rebelling RED without a valid reason.
  • Rebel — A RED who has committed a valid rebellious action.
  • Reaction time — A reasonable period for a player to hear, understand and begin following an order.
  • Valid order — A clear, possible and lawful instruction given by the current Warden.

12. Rule Interpretation
  • Rules should be applied according to reasonable intent, not the narrowest possible technical interpretation.
  • Players may not exploit missing wording or minor loopholes to avoid the clear purpose of a rule.
  • At the same time, guards and Wardens may not invent restrictions that were never announced.
  • Honest mistakes should be distinguished from intentional rule-breaking.
  • Repeated, reckless or deliberate violations may receive stronger punishment than isolated mistakes.
  • Staff may intervene when conduct is clearly harmful to the round.



Sandvich Fortress Jailbreak — type !rules or /rules in-game to reopen this page.

6 Comments
Oct 22 @ 2:10am 
can i get a bucket of soup?
Aug 28 @ 4:28am 
chiken burgah
Aug 26 @ 3:54am 
We gaming
Aug 25 @ 2:05am 
:spycon:
Aug 22 @ 5:45am 
we're doing a sequel
Aug 12 @ 8:57pm 
ouuiiii👀👀👀
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