b. The Warden must not speak extremely fast on purpose.
c. It is the Warden's responsibility to make sure his microphone does not make it impossible to understand him. If it does and he kills a prisoner that couldn't understand his orders, he could be punished.
d. The Warden may not try to trick prisoners through speech alterations. (by altering the way words sound (were/where/we're/diamond says/etc.), mumbling on purpose, talking too fast on purpose, etc.)
a. The Warden must be reasonable with the orders he gives to the guards and make sure they can participate. "Reasonable with the orders" is up to EVIP/Staff discretion but in general, means not intentionally excluding a guard from the gameplay. (Making them stay in a room the whole round, making them go against the wall and face it for the whole round, etc.)
b. Excepted: guards can refuse to follow an order that will inevitably kill them.
c. Excepted: guards can refuse to participate in the Warden's current game if the game may result in their death.
b. Adding any difficulty to any prisoner to win the Warden's game or follow his orders, whether by physically blocking/obstructing them or by giving them orders that delay/make more difficult/make impossible the warden's orders.
a. Luck-based games must give every participant an equal chance of surviving or, if not all the prisoners are participating (refused opinionated game, or any other legitimate reason) a chance of at least 1/3 to survive.
b. Luck-based games may not result in the death of more than half the prisoners participating in that game.
c. The Warden may not arrange a game in a way that it will intentionally kill over 3/4th of the prisoners left alive with a single "order".
i. e.g; at the very beginning of the round, "first prisoner to type 2 is the only one not to die".
ii. This rule is not applied to situations where the majority of the prisoners happen to lose or get tricked at a game that didn't necessarily intend to kill them all.
d. Games where the amount of health or speed a player has (buffs for instance) at the beginning of the game could affect the outcome of the game can not be played if one of the participants has more health or speed than others. For example, races with a prisoner that has a speed buff.
a. Pool/disco/toilet days and keeping them there for more than 1 minute.
b. It is strongly discouraged to give the prisoners a "free period", "hide and seek", "zombie" day or any event of the sort where the prisoners will very probably end up escaping, getting guns and the whole day ends up as a warday where the guards fight the prisoners. If you do give a game like that and the prisoners do end up getting guns and killing all the guards, you will be punished. If you can not make 100% sure the prisoners won't escape, do not make them play a game like that.
c. The first non-warmup round of every new map change may be made a freeday/warday or any other "day" by the warden. Other rules still apply. This is the only exception. Long live the tradition.
a. No one is obliged to do any variant of the gun toss such as "360", "no jumping", "no throwing", etc. Running, jumping and throwing from the same spot the prisoner threw or jumped from before landing is sufficient.
b. Prisoners may not pick a location that is difficult to reach to throw from. (e.g; in a bhop course)