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

  1. 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).
  2. 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.
  3. Stay out of hospital, jail, and travel while the order runs.

Sellers

  1. Escape contracts are marked ESCAPES in #available-contracts.
  2. 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.
  3. Payment is automatic once the attack log shows Escape.