How does Trouble differ from other board games. What are the key rules of Trouble. How can players develop winning strategies in Trouble. What makes Trouble an engaging game for all ages.
The Fundamentals of Trouble: Setting Up the Game
Trouble is a classic board game that combines elements of strategy, luck, and competition. To begin, players must understand the basic setup:
- The game board features a circular track with colored spaces
- Each player receives 4 pegs of their chosen color
- The unique Pop-O-Matic die roller is at the center of the board
- 2 to 4 players can participate
The Pop-O-Matic die roller is a distinctive feature of Trouble. Why is this component so important? It ensures fair rolls and adds an element of excitement to each turn. Players press down on the plastic dome, causing the die inside to “pop” and reveal a new number.
Getting Started: The First Moves in Trouble
Initiating gameplay in Trouble requires players to understand the crucial first steps:
- Players roll the die to determine who goes first (highest roll wins)
- Each player’s pegs begin in their “Home” area
- To move a peg onto the main track, a player must roll a 6
- Once a 6 is rolled, the player moves a peg to their “Start” space and rolls again
Is there a strategic advantage to being the first player? While going first can provide an early lead, Trouble’s gameplay mechanics ensure that all players have equal opportunities to catch up and overtake their opponents throughout the game.
Navigating the Board: Movement Rules in Trouble
Understanding how to move pegs around the board is crucial for success in Trouble:
- Pegs move clockwise around the track
- The number rolled determines how many spaces a peg can move
- Players can choose which peg to move if they have multiple options
- Pegs can jump over other pegs during movement
Can a player move backwards on the Trouble board? No, all movement in Trouble is forward only. This rule adds an element of strategy, as players must carefully consider their moves to avoid being “sent home” by opponents.
Special Movement Rules
Certain situations in Trouble require players to follow specific movement guidelines:
- If a player rolls a 6, they get an extra turn
- Players can’t move onto a space occupied by their own peg
- Landing on an opponent’s peg sends that peg back to its home area
How does the “extra turn” rule for rolling a 6 impact gameplay? This rule can create momentum shifts, allowing players to make significant progress in a single turn or recover from setbacks quickly.
Conflict and Competition: Sending Opponents Home
One of the most exciting aspects of Trouble is the ability to disrupt opponents’ progress:
- Landing on an opponent’s peg sends it back to its home area
- The sent-home peg must start over by rolling a 6 to re-enter the board
- This mechanic creates opportunities for comebacks and strategic plays
Should players always prioritize sending opponents home when given the chance? While it can be tempting to always go for the “attack,” sometimes it’s more beneficial to focus on advancing your own pegs. Players must balance offensive and defensive strategies throughout the game.
Reaching the Finish Line: Winning Strategies in Trouble
To win Trouble, players must successfully navigate all four of their pegs to the finish area:
- Pegs must complete a full circuit of the board before entering the finish area
- Players need an exact roll to move pegs into finish spaces
- The first player to get all four pegs into their finish area wins
Are there any special rules for the finish area? Yes, pegs in the finish area can only move forward, and they must have the exact roll to land on an open space. This adds tension to the endgame, as players race to secure victory.
Balancing Risk and Reward
As players approach the finish line, they must carefully weigh their options:
- Keeping pegs spread out reduces vulnerability to being sent home
- Advancing pegs too quickly may leave them exposed to opponents
- Holding pegs back can provide opportunities for strategic moves later
How can players determine the best approach for their endgame strategy? The optimal strategy often depends on the current board state and the positions of opponents’ pegs. Players should remain flexible and adapt their tactics as the game progresses.
Variations and House Rules: Customizing Your Trouble Experience
While the official rules provide a solid foundation, many players enjoy adding their own twists to Trouble:
- Team play: Pairing up players for 2v2 matches
- “Safe” spaces: Designating certain board spaces as immune to being sent home
- Multiple die rolls: Allowing players to roll twice per turn for faster gameplay
- Point system: Assigning point values to different achievements within the game
Do house rules enhance or detract from the Trouble experience? Many players find that custom rules can add variety and excitement to the game. However, it’s important to ensure that all participants agree on any rule modifications before starting play.
The Psychology of Trouble: Understanding Player Behavior
Trouble isn’t just about rolling dice and moving pegs; it’s also a study in human behavior:
- Risk-taking vs. conservative play styles
- Emotional responses to setbacks and victories
- Social dynamics and alliances among players
- Decision-making under pressure
How does player psychology impact the outcome of a Trouble game? A player’s mental state can significantly influence their decision-making and overall performance. Maintaining composure, reading opponents, and adapting to changing circumstances are all crucial skills for success in Trouble.
Managing Frustration and Maintaining Fun
The random nature of dice rolls in Trouble can sometimes lead to frustration. Here are some tips for keeping the game enjoyable:
- Focus on the social aspect of the game rather than just winning
- Celebrate exciting moments and close calls, regardless of the outcome
- Take breaks between games to reset mentally
- Rotate starting positions to ensure fairness over multiple games
Can a positive attitude actually improve a player’s chances of winning? While it won’t directly affect die rolls, maintaining a positive outlook can help players make better decisions and enjoy the game more overall.
Trouble Through the Ages: The History and Evolution of the Game
Trouble has been a beloved board game for generations, but it has a fascinating history:
- Invented in the 1960s by the Kohner Brothers
- Originally inspired by the traditional Indian game Pachisi
- Introduced the innovative Pop-O-Matic die roller
- Has undergone various editions and themed versions over the years
How has Trouble managed to remain popular for so long? The game’s simple yet engaging mechanics, combined with its ability to create exciting moments of competition and comeback, have helped it stand the test of time.
Modern Adaptations of Trouble
In recent years, Trouble has expanded beyond its traditional board game format:
- Digital versions for smartphones and tablets
- Online multiplayer adaptations
- Themed editions featuring popular characters and franchises
- Larger, outdoor versions for events and parties
Do these new adaptations capture the essence of the original Trouble game? While they may introduce new features or visual elements, the core gameplay mechanics and competitive spirit of Trouble remain intact across most adaptations.
Strategic Depth: Advanced Tactics for Experienced Trouble Players
As players become more familiar with Trouble, they can employ advanced strategies to gain an edge:
- Peg positioning to create “blockades” against opponents
- Timing moves to maximize the impact of sending opponents home
- Managing risk by keeping pegs at different stages of the board
- Predicting opponent moves and planning several turns ahead
Can mastering these advanced tactics guarantee victory in Trouble? While advanced strategies can certainly improve a player’s chances, the element of chance introduced by the dice rolls ensures that no strategy is foolproof.
Reading Opponents and Adapting Strategies
Experienced Trouble players know that observing and responding to opponents’ behaviors is crucial:
- Identifying patterns in opponents’ decision-making
- Adjusting tactics based on the current board state
- Bluffing and misdirection to influence opponents’ choices
- Capitalizing on opponents’ mistakes or overaggressive plays
How can players improve their ability to read opponents in Trouble? Practice and observation are key. Pay attention to how opponents react to different situations, and try to anticipate their moves based on their past behavior.
Trouble as a Teaching Tool: Educational Benefits of the Game
Beyond its entertainment value, Trouble can be an excellent educational resource:
- Enhances basic math skills through counting and probability
- Develops strategic thinking and problem-solving abilities
- Improves social skills and teaches good sportsmanship
- Helps children learn to follow rules and take turns
How can parents and educators leverage Trouble to support learning? Incorporating discussions about strategy, probability, and decision-making during and after gameplay can reinforce important concepts and critical thinking skills.
Adapting Trouble for Different Age Groups and Skill Levels
Trouble can be modified to suit various educational needs:
- Simplified rules for younger players to focus on counting and turn-taking
- Advanced variations for older students to explore probability and risk management
- Team-based play to encourage collaboration and communication
- Analysis exercises to discuss decision-making and outcomes
Can Trouble be used effectively in a classroom setting? Yes, with proper planning and integration into lesson plans, Trouble can be a valuable tool for teaching various concepts in an engaging, hands-on manner.
The Social Aspect of Trouble: Building Relationships Through Play
Trouble is more than just a game; it’s a social experience that can strengthen bonds:
- Encourages face-to-face interaction in an increasingly digital world
- Provides a shared activity for family game nights
- Teaches important social skills like taking turns and handling competition
- Creates memorable moments and inside jokes among players
How does the social nature of Trouble contribute to its enduring popularity? The game’s ability to bring people together and create shared experiences is a significant factor in its lasting appeal across generations.
Trouble in Different Cultural Contexts
As a globally recognized game, Trouble is played in various cultural settings:
- Adaptations of rules to suit local preferences
- Integration into cultural traditions and gatherings
- Use as an icebreaker or team-building activity in diverse groups
- Comparisons to similar traditional games from different cultures
How does Trouble’s gameplay translate across different cultures? The game’s simple mechanics and universal themes of competition and chance make it accessible and enjoyable across diverse cultural backgrounds.
Trouble Tournaments and Competitive Play
For those who take their Trouble seriously, competitive play offers new challenges:
- Local tournaments organized by game stores or community groups
- Online competitions through digital versions of the game
- Standardized rules and scoring systems for fair competition
- Strategies for performing under pressure in tournament settings
What skills are most important for success in competitive Trouble play? While luck plays a role, consistent success in tournaments requires a combination of strategic thinking, adaptability, and the ability to perform under pressure.
Analyzing Tournament Play
Studying competitive Trouble matches can provide insights into high-level strategy:
- Common opening moves and their effectiveness
- Risk assessment in different board states
- Psychological tactics used by top players
- Statistical analysis of winning strategies
Can the strategies used in tournament play be applied to casual games? Many of the principles used by competitive players can be adapted to improve performance in casual settings, but it’s important to remember that the primary goal is still to have fun.
The Future of Trouble: Innovations and Predictions
As board games continue to evolve, what might the future hold for Trouble?
- Integration of augmented reality elements
- Smart boards that track moves and provide analytics
- Expanded versions with additional players or more complex boards
- Cross-platform play between physical and digital versions
How might technological advancements impact the core experience of playing Trouble? While new features may enhance certain aspects of the game, the fundamental appeal of Trouble lies in its simplicity and social interaction, which are likely to remain central to any future iterations.
Sustainability and Eco-Friendly Gaming
As environmental concerns grow, the board game industry is adapting:
- Production of Trouble sets using recycled or sustainable materials
- Digital versions that reduce physical waste
- Initiatives for recycling or upcycling old game sets
- Educational tie-ins promoting environmental awareness
How can players contribute to making Trouble more environmentally friendly? By taking care of their game sets, considering digital alternatives when appropriate, and supporting eco-friendly versions of the game, players can help reduce the environmental impact of their gaming hobby.
Game of Trouble Rules – Learn how to play quick
Skip to contentHow to Play Trouble
Find out about Trouble
Best kids board games for age 5 and above
Recommended Fun for Friends and Family Card Games List
Step-by-Step Game of Trouble Rules
Move your peg out of home
Moving pegs on the playing track
Sending Opponent’s Pegs Home
Finish Line
Winning in Trouble
Trouble Game FAQs
Do you go again if you roll a 6 in Trouble?
Related Links
Best kids board games for age 5 and above
Recommended Fun for Friends and Family Card Games List
Rules for game Trouble – easy to read and reference Access from various devices. You no longer need to share a single rulebook or download the Trouble board game rules pdf.
Players: 2 to 4 | Game duration from: 45 mins | Game Complexity: EASY
How to play Trouble rules in simple steps
Trouble rules pdf / rulebook
Preview | Product | Rating | Price | |
---|---|---|---|---|
Hasbro Gaming Trouble Board Game Includes Bonus Power Die and Shield, Game for Kids Ages 5 and Up,. .. | 4,064 Reviews | $14.99 | Buy on Amazon |
Step-by-Step Game of Trouble Rules
Be the 1st player to move all 4 of your coloured pegs around the Trouble game board to your FINISH line. During the game, you will attempt to send your opponents’ pegs back to HOME.
Each turn comprises of a player popping the pop-o-matic die and moving their peg (if possible). If a player pops a 6, they get an additional pop and move.
Total Time: 45 minutes
Move your peg out of home
Pop a 6 to move one of your pegs out of HOME and into START on the playing track. If you do not pop a 6, your peg stays in HOME and you have to try again on the next turn. Once you pop roll a 6, move peg to START. Pop again (you get an additional pop) and move peg in Start the number of spaces shown on the die.
Moving pegs on the playing track
When pop rolling the die, you can move your peg on the playing track the number of spaces shown on the die.
Move Pegs clockwise around playing track and count each space whether it is empty or full.
When you pop a 6, you can choose to move a new peg out to START, or move a peg already in the playing track.
Sending Opponent’s Pegs Home
If your peg lands on a space occupied by an opponent’s peg, the opponent’s peg goes back to its HOME and needs to start all over again. Your peg now occupies this space. If you move your peg to START from HOME and an opponent’s peg is there, the opponent’s peg is sent back to HOME
If your peg is on START and you pop 6, you cannot move another peg from HOME to START. You need to move the peg already on the playing track.
Finish Line
Once a peg has moved once around the gameboard, it enters its matching colour FINISH line. A peg cannot go around the gameboard more than once.
A peg can only enter FINISH if you MOVE IN THE DIRECTION of the Finish Line. Pop the EXACT NUMBER to land on an empty FINISH LINE SPACE.
If you can’t and you have no other pegs to move, the next player takes their turn.
No player’s peg can move into another player’s FINISH LINE
Pegs can move within a FINISH area only according to the directions of the arrows and by the exact die count.
Winning in Trouble
1st player to move all their pegs around the gameboard into FINISH is the winner. Game continues to see who comes in 2nd and 3rd.
Trouble Game FAQs
Do you go again if you roll a 6 in Trouble?
Yes. When you roll a 6, you can move a peg out of home to START or move your peg on the gameboard. You get to roll again.
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New trouble game rules warp xx red 1
9 Juli 2022 – 03:26
New trouble game rules warp xx red 1
Allmänt
If you do not roll a 6, and no pieces are in play (all pieces are still on your “Home”), then your turn is over. This includes an opponent’s piece being on your “Start” when you roll a 6 and are able to move a piece from “Home” to “Start.” You may not land on your own pieces, including to move onto Start.Per Trouble game rules, to win the game, you must be the first player to move all your pieces into the your Finish. The object of the gameis to be the first to move all of your colored pegs across the board and into the “finish line”. If you roll a higher number than you can move (and you have no other pieces you can move), then your turn is over and your piece does not move. Trouble is a simple game for 2-4 players that requires a specialized board containing a pop-die roller (called POP-O-MATIC). This means that the peg in your Start section will be sent back to the other player’s home, and they’ll have to roll a six to get it out again.If one of your own pegs is in the Start space when you pop a six, you won’t be able to bring a new peg out until you move that other peg.According to the Trouble rules, if you want to win the game, then you need to If you roll a higher number, then you can’t move your piece, and your turn is over. (But if you pop a 6 and land on Double Trouble, you take only one additional turn, not two.) The concept is easy enough to understand. The unique dice-rolling mechanics make the game an engaging one for younger children to play – although it can get noisy with young kids.Additionally, the popular title is now available in a range of different themes, from If you like the idea of a dynamic game where your chances of winning rely heavily on luck, and you don’t mind upsetting your friends by sending them back to the beginning of the game every now and again – this is sure to be a title that appeals to you. Trouble players will need to move their pegs around the track in a clockwork fashion, counting every space, whether it’s free, or filled by another peg.According to the Trouble rules, every time a player pops a 6 using the POP-O-MATIC dice system, they have a decision to make.You can either move a peg that’s already on the track, or you can move a new peg out into the start position, to get more of your team to the finish line as fast as possible. While having more pegs out on the track could speed up your success, it also increases your chances of another player landing on one of your pegs.When a player lands on an opponents peg with their roles, that peg has to go back to the Home segment of the board again. To win Trouble, be the first player to move all four of your colored pegs around the game board and into your finish line. This unique title was designed for two to four people to play at the same time.The most exciting part about trouble is the specialized board introduced by Hasbro, which includes a “The popping center on the game board controls the way that the dice are rolled, to make sure that the game is completely random.So, how exactly do you play this fast-paced game? The official rules for Trouble. Trouble (known as Frustration in the UK and Kimble in Finland) is a board game in which players compete to be the first to send four pieces all the way around a board.
Your goal for this game is to move all four of your colored pegs from HOME to FINISH while trying to send your opponents’ pegs back to HOME. The player with the highest roll goes first and play proceeds clockwise (to the left). We review the games, research the rules, and uncover helpful tips and strategies. During the game, try to send your opponents’ pegs back to home. Discover (and save!) After that, the other players can continue playing to find out who comes second or third.Trouble is a fun and fast-paced game that’s as frustrating as it is exciting. If you’ve accidentally misplaced your copy of the Trouble rules, or you just want to learn more about the game before you buy it, read on.The Trouble game from Hasbro comes with one plastic game board featuring the “POP-O-MATIC” die roller – which is the most interesting part of the game.
your own Pins on Pinterest Beyond this plastic component, you’ll also get 16 plastic playing pegs in four colors and usually some rubber gameboard feet to keep the board stable while you play.To determine who gets to start the game, each player will roll the die by pressing on the POP-O-MATIC plastic dome once and letting go. You must roll an exact number to move your pieces into an empty “Finish” spot.
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The owner of a public warp takes responsibility if he makes his mechanisms available.
For example, the administration will not be able to reimburse the theft of items or loss of energy.
Do not use hand-to-hand transactions to exchange. To exchange resources on all servers, the Hats mod with a secure exchange system is installed. Make an exchange on the territory of the spawn, do not bring resources to the house of another player.
The administration will not be able to compensate for the theft of items in the exchange in the old fashioned way. If your interlocutor insists on the exchange “from hand to hand”, then, most likely, this is a scammer.
The moderator is not obliged to control the purity of exchange transactions, for this there is a Hats mod.
Any fraudulent activities in the game are prohibited, incl. using game currency.
- Extortion of resources, game currency.
- Disinformation about the product being sold when making a deal or opening a store.
- Violation of the agreement on the exchange of game currency, information.
- Fraud related to the purchase/sale of real estate.
Punishment: ban from 1 day, removal of the store.
It is forbidden to sell goods at prices cheaper than 60% in comparison with the store on the site (at the rate of 1 coin = 50 smarts).
If there is no product in the store, then the recommended price should be agreed with the moderator.
Punishment: ban from 1 day, removal of the store.
Sale of game resources/items using non-game currency (smarts) is prohibited.
This includes selling for real money, virtual money, items/resources in other games.
Punishment: permanent ban.
All funds transferred by you to your personal account are considered voluntary donations.
Unfortunately, there is no way to cancel a payment or get a refund.
Attempts to deceive the project administration with information about non-existent payments will not lead to anything.
Payments are accepted by an automatic payment system (Qiwi, YuMoney). In case of problems with payment, please contact their support team. The server administrator has access to information only about completed payments.
The administration offers only the list of services that is set out on the “Services” page and in the player’s personal account.
Creative mode and moderator rights are not for sale.
The administration does not return purchased items that were lost as a result of a bug, neck, rollback, etc.
After the wipe, the administration does not return the purchased items more than 2 weeks before the wipe.
Players with paid statuses (VIP and Premium) are prohibited from using their abilities to help other players.
Installation of warps, quarries, panels, etc.
Punishment: ban from 1 day, removal of mechanisms and warps. In case of repetition, consideration of the issue of removing the status.
Players with paid statuses (VIP and Premium) are prohibited from using prefixes similar to administration prefixes, as well as using obscene and offensive words in prefixes.
Punishment: ban from 1 day, prefix reset.
Site Rules » GrandGear
Site Rules » GrandGear
General rules on site
Our project is conceived for a calm and pleasant game of normal people. For violation of the rules you will be deprived of the right to play with us. Below you will read the detailed points, but in short, we expect that you are an adequate player who knows minecraft, who came to us to play calmly and enjoy it. You can communicate normally with other people without causing them irritation, and your actions on the server will not interfere with other players or harm the server / economy. All this is described in more detail below.
Here is a list of rules and penalties that apply to all servers. Additions related to individual servers or game modes are described in separate topics in this section.
1. General rules
1.1. By playing on our servers, players hereby agree to all the rules listed below. If the player does not agree with them, then he undertakes to stop using the project services.
1.2. Ignorance of the rules does not release the player from responsibility. Account hacking is not an excuse if a player is accused of violating the rules.
1.3. Administrators manage the project strictly at their own discretion and have the right to punish the player for a reason not specified in the rules.
1.4. The service is free and provided “as is” without any warranty of correct operation. The software used (plugins, mods) is written by many different people, to whom we are not related and are not responsible for possible problems associated with it. The administration is not obliged to return game values lost as a result of a bug, server rollback, your death, mod incompatibility, etc. We make every effort to avoid such situations and ask you to treat this paragraph of the rules with understanding.
1.5. Because it is not always possible to accurately determine the violation of any paragraph of the rules, the final decision remains with the Administrator, Moderator.
1.6. If you do not agree with your punishment, you can leave a request for cancellation on the forum in a special section.
1.7. If you have witnessed a violation, you can write a report about the violation in the Complaints about players section.
1.8. The administration reserves the right to change the rules at any time without warning users. Players are responsible for keeping track of rule changes.
1.9. The moderator is not obliged to return to you the resources lost as a result of any situation (bug, rollback, wipe, theft, cleaning, etc.). You have no right to demand the return of resources, the moderator returns the resources only if he considers it necessary. We use third-party products, so we cannot be held responsible for errors made by third-party developers that may lead to loss of resources. When possible, we try to eliminate such errors.
1.10. Frauds related to coins, sale/purchase of any items and any resources in the game, on the website and forum are not considered by the moderators and the administrator.
1.11. The moderator/helper, at his discretion, can mitigate the punishment for the player.
1.12. Creating more than one account (multi-account, “twink”) is prohibited. If you play from the same ip-address with someone else, inform the administration about it in advance to avoid unpleasant situations.
Punishment: Eternal ban of all cartoons (only the main account remains), ban from 1 day for the base.
1.13. Bypassing the issued punishment with the help of game methods (jailbreak, chatting after the mut, etc.) is prohibited and punishable. Having received punishment – do not worsen your situation.
Punishment: For bypassing the mute by renaming signs/items, etc. – a prison for the term of a mute. For “escape” from prison – a ban for a period of 1 day or more.
1.14. It is forbidden to hide information from the administration in cases of a request to provide it. It is also forbidden to interfere with any actions of the administration.
Punishment: Jail from 1 hour to permanent ban.
2. Cheats and bugs
2.1. Players are prohibited from using any kind of modifications, hardware and software that give advantages in the game (cheats, autoclickers, scripts, anti-afk scripts).
Punishment: From 10 days to an indefinite ban.
2.2. It is forbidden to use game client and server bugs that give you advantages or spoil the game process (creating lags on the server, client crashes, etc.).
Punishment: From 1 hour in prison to an indefinite ban, depending on the damage to the server and players.
2.3. It is forbidden to distribute / discuss programs, bugs and vulnerabilities that give an advantage over players in the game chat, discord, on the forum.
Punishment: From 1 hour mute (for discussion) to an indefinite ban (for distribution / use), at the discretion of the administration.
More details
If a bug is found, the player must immediately report it to the administrator (possibly through a moderator), so that measures can be taken to eliminate it as soon as possible. If the bug concerns griefing, you should understand that you can not only grief other players, but also become a victim of griefing yourself.
For serious leaked bugs/dups, if they were not known before, you can get a reward.
3. Buildings and architecture.
3.1. It is forbidden to build structures in the form of boxes, pillars, deep and narrow pits, etc., as well as structures consisting mainly of 1 material, such as boxes made of earth or cobblestone. Senseless damage to the territory is punishable.
Punishment: Warning, if repeated, the demolition of the structure and a ban for 1-3 days.
3.2. It is forbidden to block access to the portal to the portals to Hell / End / other portals by building them up with something. Be sure to leave space to exit the portal.
Punishment: Warning and demolition of obstacles, when repeating the ban for 1 day.
3.3. Obscene buildings are prohibited, which are obscene expressions that have the form of something obscene, swastikas that offend other players, etc. The punishment is applied to the owner of the private in which the building is located. Obscene or offensive names of regions or flags in them are also prohibited.
Punishment: Demolition of the building and prison for 12 hours.
3.4. Obey the laws of physics! Buildings that do not comply with the laws of physics (houses in the air, tree houses without supports, buildings lying on the surface of the water without supports) can be demolished. An airplane hovering in the sky or any fantasy building is allowed. For clarification and permission for such buildings, ask the server moderator.
Punishment: Warning, if repeated, demolition of the building and prison for 12 hours.
3. 5. It is forbidden to overload a chunk with entities (items, mobs, carts, frames, and everything that is not blocks). If the number of objects in the region causes lags for players or the server, the objects will be deleted by the administration. In case of relapse, the owner of the private will be punished.
Punishment: Warning, if you repeat the ban for 1 day.
3.6. Unfinished and destroyed buildings can be demolished. Applies to unfinished buildings that spoil the view. If construction or restoration work is underway, then on the construction site in a conspicuous place there should be a sign informing about this. Work can be carried out no more than 7 days. Otherwise, the building will be demolished.
3.7. The player can use traps and other defensive structures to protect their territory from intruders. Protective structures can only be placed on the territory owned by the player, it is forbidden to place outside it. Before entering the danger zone, there must be a warning that further movement may be life-threatening. Traps without these requirements are punishable.
Punishment: Ban in the game for 1 day. Demolition of protective structures is possible.
3.8. It is forbidden to use the BuildCraft quarry, ExtraUtilities and Ender-Thermic pump to load chunks. Chunk loading is necessary for the mechanism itself to work. Loaded chunks can accommodate a small number of mechanisms involved in the processing of resources mined in a quarry. To set up a quarry, the player must use a separate private region. It is strictly forbidden to combine a quarry with existing buildings (for example, install it on the lower level of a house). It is forbidden to use the quarry for endless resource extraction (cobblestone generators). Upon completion of the work, the player must clean the quarry. If the player has not done this, the moderator can remove the unlaunched or completed quarry.
Punishment: Ban in the game for 1 day, confiscation of a quarry. A player who has set up a quarry may be stripped of a privilege if it allows them to use the quarry.
3.9. The player must design his mechanisms so that there is no overabundance of resources. It is unacceptable for resources to fall out of transport systems. Premises with such mechanisms must be well protected from the penetration of unauthorized players.
Mainly for BuildCraft pipes. Use gates, signal wires and other devices to control the operation of your plant. The loss of valuable resources from the mechanism is considered as an automatic distribution.
Punishment: Ban for 3 days, stopping the mechanism by any means.
3.10. It is forbidden to install an excessive number of mechanisms. This restriction applies only to the mechanisms listed. The restriction applies to one private region (regions located next to each other and having the same list of participants are considered together as one region). If the limit is exceeded, the moderator will require the player to dismantle the extra mechanisms if he finds him in the game. If the player refuses to independently dismantle the mechanisms, the moderator independently dismantles the mechanisms without returning them to the player. If the moderator did not find the player, then he independently dismantles all unnecessary mechanisms, and then puts them in the chest.
Punishment: From 10 days to an indefinite ban.
4. Game world. gameplay, trade.
4.1. First you need to privatize the territory, and then build. If your building was privatized by another player, then it automatically passes into his possession. It is forbidden to create privates that are empty, negligible along one of the coordinate axes, by mistake not fully private (whether it is or not is decided by the moderator).
Punishment: Warning, in case of refusal to remove private – ban for 1 day and removal of private.
4.2. Your private should not conflict with other privates. If a player complains that your private is located close to him, you must move the private 50 blocks away from other people’s privates. Priority is given to the earlier private.
Punishment: Removal of private and prison for 12 hours.
4. 3. Obscene language, lies, insults, obscene drawings, threats in the game world, provocations (on signs, in the names of privates, in the names of warps, etc.) are prohibited.
Punishment: Removal of violation, prison for 12 hours.
4.4. Distribution of resources is prohibited. Distribution means the public transfer of valuable resources (blocks, items, energy, experience) to an indefinite or unlimited circle of people by any means. You cannot announce in chat about your desire to give away resources to anyone, or about your intention to give resources to a random player. Since the situations are different and confusing, the final decision remains with the Project Administration.
Punishments: False call for distribution – mute for 12 hours.
Organization of the distribution, the call of the players to it – depending on the value of the distributed, from 1 hour in prison to an indefinite ban.
Collecting items on distribution – ban in the game for 1 day and confiscation of all suspicious items.
4.5. It is forbidden to sell or transfer the account to other persons.
Punishment: Ban of the sold/transferred account.
4.6. It is forbidden to sell / buy / exchange resources at prices below the minimum, or overpriced by more than 2 times relative to the minimum prices. The list of minimum prices can be found on the forum.
Penalty: classified as a deal according to the relevant rule.
4.7. It is not allowed to put skins and capes that contain indecent content.
Punishment: Jail until the player changes skin/cloak. In case of refusal to change the skin – an eternal ban.
4.8. It is forbidden to ignore the requests of the moderator\helper\administrator or the owner of the private to leave the territory/building, you can be a hindrance to someone.
Punishment: Jail for 1 hour, in case of relapse – 5 hours.
4.9. It is forbidden to build and use anti-afk machines and mechanisms. The rule also applies to donation groups!
Punishment: Demolition of the machine/mechanism and prison for 10 hours, in case of relapse (more than 2 times) ban for 1 day.
4.10. It is forbidden to collect drops from the bosses of other players without obtaining permission from the owner.
Punishment: Jail for 1 hour, in case of relapse – 5 hours.
5. Griefing.
5.1. It is forbidden to destroy or alter buildings that do not belong to you. To intervene in someone else’s territory in a way that is not intended by game mechanics. If the house / part of the house is not private or the player is added to private – this rule does not apply. It is also forbidden to change the biome on / near the player’s private without his consent.
5.2. It is forbidden to deliberately block access to other people’s structures by building blank walls, digging holes and the like.
5.3. It is forbidden to flood other people’s houses / warps with lava / water, as well as simply randomly and senselessly spilling water or lava.
5.4. Killing players with lava, fire and other methods is prohibited (except for pvp zones). It is forbidden to wait for a player near his private or at the exit from the portal within a radius of 25 blocks, in order to kill or harm his equipment and pets. It is forbidden to push a player or his animals out of private.
5.5. It is forbidden to kill other people’s animals (peaceful), if they are in pens.
5.6. It is forbidden to kill players during trading, call them to yourself with the goal of killing or luring them into a deadly trap. This is usually done in order to obtain resources. Trade ONLY in the territory of the spawn – it is the safest. Before teleporting to unfamiliar players, leave all valuable resources in the house.
5.7. It is forbidden to pump out / extract resources from chests owned by another player.
Punishment: Ban in the game from 1 to 10 days, depending on the damage.
5.8. You must leave someone else’s territory at the first request of its owners within 30 seconds. A territory only becomes a foreign territory when it is secured, the boundaries of the territory are the boundaries of the WorldGuard region.
Punishment: in case of refusal to leave the territory, the prison in the game for 1 hour. The owners of the territory are allowed to independently solve the problem by killing the offender, having previously warned him that appropriate measures will be taken.
6. Game chat.
6.1. It is strictly forbidden to insult other players / moderators / administrator. Be respectful of other people.
Punishment: Mut from 30 minutes to 24 hours, depending on the severity of the statement.
6.2. It is forbidden to use swear words, obscene words, swearing in any form, including veiled ones, as well as euphemisms (replacing rude / indecent words with softer ones, but having an identical meaning in the context used), and explicit swearing in another language.
Punishment: Mut from 30 minutes to 32 hours, depending on the severity of the statement.
6.3. It is forbidden to mention relatives in an offensive and / or humiliating form.
Punishment: Mut from 1 hour to 48 hours, depending on the severity of the statement.
6.4. It is forbidden to impersonate the administration, write administration commands in the chat.
Punishment: Mut from 1 hour.
6.5. Communication between players in the chat is conducted only in Russian. Transliteration is prohibited. If a person does not know Russian / cannot communicate in Russian, he can get permission to communicate in another language from the moderator, each case is considered separately. (Communication is a dialogue between two or more players, one-time use of words and sentences is not communication)
Punishment: Warning, then mute for 1 hour, in case of relapse – 12 hours.
6.6. Flud is prohibited. Flood – these are redundant words, sentences, symbols that interfere with communication of other players and clog the chat, which can be easily dispensed with, abuse of CAPS, requests-calls of players to leave the server.
Punishment: Mut from 15 minutes to 12 hours. With frequent relapses, mud up to 24 hours.
6.7. It is forbidden to organize a flood by sending provocative messages to the chat, for example, “Who is behind the wipe – put in the chat +”.
Punishment: Mut from 15 minutes to 12 hours. With frequent relapses, mud up to 24 hours.
6.8. Advertising of shops / services / desire to buy / sell can only be given once every 5 minutes.
Punishment: Mut from 15 minutes to 12 hours. With frequent relapses, mud up to 24 hours.
6.9. It is forbidden to buy / sell game accounts for other games.
Punishment: Warning, then mud from 1 hour to 5 hours, with recurrence of mud from 5 hours to 24 hours.
6.10. It is forbidden to discriminate against inexperienced players, misinform, send dubious links, ridicule, send provocative messages to the chat, interfere with communication of other players.
Punishment: Mut for 3 hours, with frequent relapses, mud up to 24 hours.
6.11. It is allowed to post links only to well-known resources, such as vk.com, google.com, wikipedia, etc. All other URLs should only be sent in private messages to the specific player. If, after clicking on your link, malware is detected, you will be punished.
Punishment: 1 hour mute to permanent ban in case of malware.
6.12. Any kind of gambling that requires investment by the player is prohibited.
6.13. Attempts to take over someone else’s account, to lure out a username / password are punishable.
Punishment: From 10 days to an indefinite ban.
6.14. It is forbidden to incite third parties to violate the rules, to substitute players, to speak false information from any player in a third person.
Punishment: Mut for 7 days.
6.15. Public criticism / discussion of the actions of the administrator or moderators, the operation of the servers and the project as a whole, in the game chat is prohibited. To do this, there is a forum and a discord channel where you can create a complaint and challenge the punishment, or other actions of the moderator / administration with which you do not agree. In the game, the moderator must first give you a warning and tell you that you will get a mut if you continue the discussion in the game, and not on the forum / discord.
Punishment: Mut from 1 hour to an indefinite ban on all servers, depending on the severity of the statement.
6.17. Spreading false information about the wipe is prohibited.
Punishment: Mut from 1 hour to 12 hours.
6.18. On requests in a chat like “Moder tp” has the right not to respond in any way. If you need the help of a Moderator, do not write about it in the general chat. Write to him immediately in a PM with a specific reason. Frequent messages are equated with flooding and are punished accordingly.
6.19. It is forbidden to change the names of things to obscene, obscene, flooding and / or offensive names that fall under any of the chat rules in this section. And also for the purpose of bypassing the muta.
Punishment: Confiscation of a thing with that name and prison for a period of 1 to 12 hours.
6.20. Messages that degrade human dignity and incite ethnic hatred are prohibited. Also, messages of a sexual nature, threats of violence in real life, threats of a ban, discrimination against people on religious or other grounds, propaganda / discussion of Nazism, drugs, alcohol and cigarettes. Smoking is harmful.
Punishment: Mut from 1 day to an indefinite ban.
6.21. It is prohibited in any form to advertise other minecraft projects, as well as generally advertising anything that is not agreed with the administration.
Punishment: From mute for 3 hours to an indefinite ban.
7. Miscellaneous.
7.1. Prohibited are nicknames containing obscene expressions, advertising of other projects, propaganda or advertising of anything prohibited by law, as well as nicknames that are consonant or similar in spelling with nicknames of the administrator and moderators. You cannot use the words Admin, Administrator, Moder, Helper, Garant, etc. in the nickname, because this can serve as a powerful gripping tool. The decision on the nickname is made in each case individually.
Punishment: Indefinite ban on all servers.
7.2. Clause 7.1 also applies to the names of clans / warps / cities / unions and other associations of players.
Punishment: Ban the head of the association, or the person responsible for such a name, up to 7 days. Removing a union.
7.3. It is forbidden to interfere with the moderator conducting the exchange or events, and violate the rules of the ongoing event.
Punishment: Jail for 3 hours or until the end of the moderator’s work.
7.4. It is forbidden to sell and exchange items for resources that are not related to the game (steam accounts, real money, game keys, etc.). Trade in the game is carried out only with the help of game resources (items), in-game currency, the provision of in-game services (extraction of resources in a mine, construction, etc.).
Punishment: Banned from the game for 7 days.
7.5. After acquiring a paid group, the player is prohibited from assisting ordinary players using their donation options, such as installing inaccessible mechanisms, spawning mobs, etc.
Punishment: Ban in the game for 1 day.
8. Public places (shops, arenas, etc.).
8.1. The public area must be safe for visitors. Dangerous places of the territory must be closed to the entrance of strangers, or signs warning of danger must be in a visible place in front of the entrance.
PvP mode must be disabled on the territory of a public place (in PvP arenas, it can only be enabled in a special zone for battles. The zone is also considered dangerous if it has mechanisms that can cause harm (damage, theft of resources and experience, etc.) .p.) to the player, activated without the help of the player (for example, when entering the zone of action)
Punishment: Deletion of the warp point
No victims: ban in the game for 1 day
There are injured players: Ban in the game for 5 days. For repeated violation, demolition of the building is possible.0003
8.2. It is forbidden to create free public rocking chairs, free exercises and mechanisms for processing resources. The use of such structures in the territory of a public place greatly simplifies the process of developing players, which allows them to skip certain stages of development.
The list of constructions includes:
Experience pumps for bees.
Free power tool and armor chargers.
Free charging wands.
Any machines that process resources.
Artificially created rocking chairs on mobs – as a rule, using the possibilities of modifications for spawning mobs.
Exception: rocking chairs created based on natural spawners (created by the world generator) of mobs are allowed.
Punishment: confiscation of mechanisms, ban in the game for 1 day. Penalty is applied only if the owner bypasses the technical limitation (concerning mechanisms).
8.3. You use all mechanisms in the public area at your own peril and risk. The administration does not return stolen or lost resources. This applies to lotteries and public mechanisms (charging, resource processing, etc.). Usage refers to interaction on the part of the player. Only vending machines are the safest.
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