Escape Orders
Escape orders work like loss orders, except the seller attacks the target and escapes instead of losing. Relay verifies each one from the seller's attack log: attacker = seller, defender = target, result = Escape. Losses, wins, stalemates and timeouts do not count on an escape order. A mug is still treated as a mug (see anti-mug-policy.md).
Buyers
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Place an order as usual and press Losses / Escapes on the
confirmation screen until the type reads "Escapes". Prices come from
the escape price tiers (
/order calculator order_type:Escapes). - Make yourself easy to escape from: equip a non-damaging temporary weapon and set your defense to it, and keep your armor off. Sellers can escape without this, but it is slower and less reliable.
- Stay out of hospital, jail, and travel while the order runs.
Sellers
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Escape contracts are marked ESCAPES in
#available-contracts. - Start the attack, use pepper spray or tear gas to buy turns, then choose Escape. Do not finish the fight: a loss or a win does not count and the claim stays open.
-
Payment is automatic once the attack log shows
Escape.