(All rules listed below are to be followed by everyone. Anyone that is found breaking these rules will be banned from this server)

1. 
To play on any SFC2.Net server means that you agree to play by the rules stated on this page and that your email address and account info can be used by SFC2.Net admin staff for broadcasting messages to all players and for contacting you in the case of a complaint. If a complaint has been made against you you will be contacted at the email you use for your account login. Your email and account info will not be shared with any other party for any reason.
2. 
If a mission does not end properly (i.e. You have met the objectives but it just doesn't end) you can try to fly off the map, then try to forfeit or press Alt+F4 to shut down SFC2. Pressing Alt+F4 will not report the mission back to the server.
3. 
Do not post accusations about players in the forums, instead send your accusations with as much detail to your Race Moderator. If you cannot contact them (or don't know how to) please send us an email at admin@bozobits.com and we will forward it for you.
4. 
Draft dodging is not permitted. This means if you are drafted at anytime you must either accept the draft or press the forfeit button.
5. 
Always show common courtesy to all other players. Abusive players will be banned.
6. 
If a player drops in a mission (i.e. They crashed and you get a "Player Left..." message NOT that they were killed) you can try to finish the mission normally. It may or may not end. You do not need to be concerned about bugs causing shiploss.
7. 
No avoiding missions you do not like by logging off then right back on. If you log off for any reason, wait 10 minutes before you log back on.
8. 
When in a mission, fight or leave. Do not lead your opponents around the map wasting their time. There are many good run and chase strategies but staying in the map with no intentions of fighting is not one of them.
9. 
If you are having a bad connection, either dropping a lot or causing your opponents to constantly drop, we ask that you stop playing for a while and try again later or move away from any other players on the map. If your connection continues to cause problems we ask that you do not play on SFC2.Net until you get a better connection.
10. 
If you die in a mission, stay until the mission is complete. Consider it a penalty for dying that you must stay and watch the rest of your allies be destroyed, or the rest of your allies whoop some butt! :)
11. 
It is absolutely forbidden to exploit any known game bugs. If you discover anything new, please enter a bug report at www.khoromag.com
12. 
If you do not play by these rules this is what will happen:
1. You will be contacted by either us or your RM for an explanation.
2. If either you do not respond or you cannot agree to follow the rules your account will be disabled and your IP address blocked.
3. If it can be resolved there will be no action taken.

The point behind us having these rules in place is to help players learn to play fair within the current issues with this game. The last thing we want is to stop someone from playing but we will not hesitate to ban a player that refuses to cooperate. This is done to create the best gaming environment we can for the players who are here to just have fun.
13. 
Patrol Bug: In some cases this mission will award a victory (DV goes in your favour) to a small ship that disengages from a larger ship. If you find this is happening to you (you are winning in the smaller ship by running away) you are required to leave that hex IF you have no intention of trying to beat the larger opponent.

Your options are:

1. Leave the hex

2. Leave the hex and go get reinforcements

3. Stay and try to fight

4. Try to draft the larger ship into a different mission



In all cases, if this is happening, it is highly recommended for both sides to try to take a differnet mission other than a Patrol if possible.

14. 
Mercy: There is no rule that requires you to allow an opponent to disengage if you are winning. This is completely up to the player that is winning whether to let the losing ship leave to fight another day or not.
15. 
Self Destructing: If you are in a mission and have obviously been beaten (i.e. You have no hull or power left and are a sitting duck waiting for that final blow) and you either crash or lose connection, you are required to self destruct your ship on your very next mission. You are NOT to consider yourself lucky that the mission crashed and you survived. If you SHOULD have died you must finish the job yourself. This one is a test of honor and honesty.
16. 
Spying:
Spying of any sort will not be tolerated on SFC2.Net campaigns. This includes but is not limited to: Website hacking, illegal forum access, RW eaves-dropping. We would hope that our players enjoy themselves while participating in our campaigns, yet refrain from commiting such acts as could harm the community as a whole. This community is built on the conerstones of mutual enjoyment, respect, friendly rivalry and fair game play, lets all work to keep it strong.
17. 
Line of Supply:
To establish a Starbase, you must be able to trace an unbroken line of supply back to either 1 planet controlled by your empire, or 2 starbases controlled by your empire. These planets and starbases must have begun the game under your control ( they must be original parts of your Home Empire space ) The LOS can be traced through allied space.
18. 
Bounty Rule

A Captain with a bounty on his head may not disengage from battle with another player or players unless one or more of the following apply:

1. An enemy ship is present which is one hull class larger than the Captain's ship. Both AI and Player controlled ships are considered.

2. Two enemy ships are present. One of which is of the same hull class as the Captain's ship or larger. The hull class of the second ship is irrelevant. Both AI and player controlled ships are considered.

3. Three player controlled enemy ships are present. Number of players and hull classes irrelevant. AI is NOT considered by definition.

However, if the Captain is in command of more than one ship at the beginning of the mission none of the above applies. In that case he cannot disengage from an enemy player or players until at least one of his ships have been destroyed.

Hull Classes Defined:

For purposes of this rule the following hull classes are used: F, FF, DD, CL, CA, BCH, DN & BB.

Modifier for calculating the enemy hull size only: Every six fighters and every two fast patrol ships increases a ship's hull class by one.

 
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