Duckatraz¶
Overview¶
Duckatraz is the Featheral Bureau's prison, and the Duckuza has friends at the Featheral Bureau. It's mostly for fun. You can swear out a warrant on a friend, turn yourself in, bail someone out, try to go over the wall, start a brawl in the yard, or roll dice with the other inmates and the guards. Every trip in is one stint in one of three blocks, and the bot keeps a rap sheet on everyone who's done time.
Duckatraz is Twitch only.
The Blocks¶
| Block | What it means |
|---|---|
| General population (gen pop) | Emotes only. Any message that isn't all emotes (Twitch, BTTV, 7TV or emoji) gets deleted until you're out. Bot commands like !escape still work. This is where Warrant losers go. |
| Honor block | Where mods do their time. Twitch won't let us time out a mod without taking their sword away, so mods serve on the honor system instead: emotes only, on their word. Nothing gets deleted, but the warden will razz you if you keep chatting. |
| Maximum security | A real Twitch timeout. For now, only a mod sends you here, with !maxsec. Everything else lands in gen pop. |
Mods always go to the honor block, no matter what sent them in. Duckatraz never times out or unmods a mod.
Keep talking in gen pop and the guards add time. A burst of messages will do it, so stick to emotes. Forgot you were inside and said something now and then? That won't cost you anything. There's a limit to how much time you can pick up this way. After that, your messages just disappear.
Channel Point Rewards¶
| Reward | What it does |
|---|---|
| Duckatraz Warrant | Swear out a Featheral Bureau warrant on someone in chat. They get 30 seconds to !parry or they're booked into gen pop for 5 minutes. |
| Duckatraz Self-Booking | Turn yourself in to the Featheral Bureau: 10 minutes in gen pop. |
| Duckatraz ERP | Early Release Program: name an inmate and the Featheral Bureau lets them walk out now. It doesn't work on someone a mod sent in with !maxsec, and you get your points back. |
| Duckatraz Protection | Get a few Featheral Bureau agents on the payroll. Any Warrant with your name on it gets lost for the rest of the stream. |
No Warrants or ERPs from a cell: if you're already inside, any block, you get your points back.
The Warrant (Duel)¶
When you redeem a Warrant, the person you named has 30 seconds to type !parry.
| What happens | Result |
|---|---|
| They don't parry | They're booked. But every so often the duck deflects and you get booked instead. |
| They parry | A coin flip, and the loser gets booked. If they win the flip, they might earn a Clemency Card. |
A Warrant can't pile on: once someone's been booked by 2 Warrants in a stream, nobody can Warrant them again that stream. When someone gets out from a Warrant booking, they get 5 minutes before the next one, and the bot tells you how long is left. Warrants that miss don't count, and neither does losing your own Double or Duckatraz. Either way, you get your points back.
If you name yourself, or the person you named isn't in chat, is already inside, is already in a duel, or has Protection, you get your points back. Want to turn yourself in? That's what Self-Booking is for.
Sometimes things break, sometimes we get it wrong, and sometimes t3r0 just wants to say thanks in a way that's a little more Duckatraz. When that happens, you might find a free Warrant in your pocket: a banked Warrant. Use !warrant to swear it out whenever you like, no channel points needed.
Viewers vs mods¶
You can Warrant a mod, and a mod can Warrant you. Either way it's a normal duel. A mod who loses goes to the honor block (mods always do), and a viewer who loses goes to gen pop. Mod vs mod is Internal Affairs.
Protection¶
Don't feel like dodging Warrants today? Redeem Duckatraz Protection and a few Featheral Bureau agents on the family's payroll make sure any Warrant with your name on it gets lost: nobody can swear one out on you for the rest of the stream. Anyone who tries gets their points back.
Protection only stops Warrants on you. You can still swear out Warrants yourself (and if the duck deflects, that's on you), and it doesn't cover the Wheel of Fartune or Trivia. It runs out when the stream ends.
Double or Duckatraz¶
Win a Warrant and you get a few seconds to push your luck. Type !double and a coin decides:
| The coin | Result |
|---|---|
| It lands for you | The person you beat stays in twice as long. |
| It lands against you | You do the same time they got, in gen pop. |
A bet's a bet: a Clemency Card can't get you out of a Double or Duckatraz loss.
Duckatraz has a couple of other doors, too:
- The Wheel of Fartune can land on Duckatraz. Whoever spun it does 3 minutes in gen pop, and nobody gets a deal that spin. See Beanboozle.
- Trivia sometimes runs a Double or Duckatraz round. Right answers pay double Bread, wrong ones do 2 minutes in gen pop. See Trivia.
Internal Affairs¶
When a mod redeems a Warrant on another mod, it becomes an Internal Affairs complaint. The accused mod has 30 seconds to type !lawyer. It works like a Duel, but the loser always goes to the honor block.
| What happens | Result |
|---|---|
| No lawyer | The complaint usually sticks. Once in a while IA rules it retaliatory and books the mod who filed it instead. |
| Lawyered up | A hearing (coin flip). Guilty, or the complaint is dismissed and the filer is charged with a false report. |
Clemency Cards¶
A Clemency Card gets you out of a booking. They're rare: each way to earn one is a chance, not a sure thing, and you can earn at most 1 per stream. You can hold up to 3 at a time.
| How to earn one | |
|---|---|
| Win a Duel on a parry | A chance when you parry a Warrant and win the coin flip. |
| Lurk milestones | A chance when you hit a lurk milestone or climb the Quiet Crew. |
| Trivia | A chance when you get 3 right answers in a row. |
| The Heist | A chance after a successful heist. |
| A Shakedown | Once in a while, one turns up hidden in your cell. |
If you're holding a card when you get booked, the bot gives you 15 seconds to play it before the booking lands. The one exception is !maxsec: no card gets you out of that.
Dice in the Yard¶
Inmates in gen pop or the honor block can roll dice, with each other for Bread or with the guards for time. Everyone rolls three seven-sided dice, and the best hand wins:
| Hand | What it is |
|---|---|
| Triples | All three the same. Higher beats lower, and 7-7-7 is the best roll there is. |
| 5-6-7 | The straight. Beats any pair. |
| Pair + point | Two the same. The odd die is your point: higher point wins, then the higher pair. |
| High die | Nothing matches. Highest die wins, then the next, then the last. |
A tie gets rolled again. If it keeps coming up even, nobody wins and nothing changes.
| Who you roll with | How | What's on the table |
|---|---|---|
| Another inmate | !dice @inmate 30, they !accept |
Bread |
| A guard (a mod, or t3r0) | !dice @mod, they !accept |
Time off, or time added |
| The Warden | !dice warden, when no mod's around |
Bigger swings both ways |
| The Night Guard | !dice, once a stint |
Small swings both ways |
Maximum security can't roll (they can't type). A mod who's inside is an inmate until they're out, so !dice @them is Yard Dice, not a guard game.
The Stash¶
Somewhere in the yard there's a pile of Bread the inmates have been hiding. When a heist crew gets caught, some of the Bread they lost gets smuggled into Duckatraz with them, and when the guards catch a game of Yard Dice, the whole pot goes in. The Stash keeps growing from stream to stream until somebody takes it.
Check on it any time with !check stash. (What a caught crew leaves behind at the scene goes into the Crumbs jar instead.)
| How it leaves the yard | What happens |
|---|---|
| Win a Yard Brawl | The last duck standing walks off with all of it. |
| Escape | Make it over the wall and you grab all of it on the way out. |
| A Prison Break | The crew that breaks everyone out grabs it too, split between them. |
| Triple 7s in Yard Dice | Roll 7-7-7 and you dig up all of it, on top of the pot. |
| A Shakedown | Every so often the guards find it. The guard who called the Shakedown decides: pocket some of it, look the other way, or seize it. |
Commands¶
!parry¶
Answers a Warrant. Only the person named in the Warrant can parry, and only within the 30 seconds.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Warrant target | None | - |
Example:¶
!parry
!double¶
Plays Double or Duckatraz after you win a Warrant. Only the winner can, and only in the few seconds after the booking lands.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Warrant winner | Once per Warrant | - |
Example:¶
!double
If the person you beat already got out (a Clemency Card, an ERP), there's nothing to double and the coin stays in your pocket. t3r0 and the Ducklings never get the offer.
!warrant <username>¶
Swears out a banked Warrant: a free Warrant t3r0 hands out now and then. It works exactly like the channel point Warrant, same rules and same refusals, but it doesn't cost points and the duck deflects less often. If it's refused (they're not in chat, already inside, have Protection...), your Warrant stays banked. You can hold up to 3.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Anyone with one banked | None | - |
Example:¶
!warrant @SomeViewer
!warrant SomeViewer
!lawyer¶
Answers an Internal Affairs complaint. Only the accused mod can lawyer up, and only within the 30 seconds.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Accused mod | None | - |
Example:¶
!lawyer
!clemency¶
Plays a Clemency Card. While you're being booked (the 15 second window), you walk before it lands. If you're already in gen pop or the honor block, you walk out now. Any other time, it tells you how many cards you're holding. It never works on !maxsec.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Everyone | None | !card |
Example:¶
!clemency
!card
!escape¶
Try to go over the wall. If it works, you're out now, and you grab the Stash on the way if there's anything in it. If you get caught, you get more time added on. One try per stint, and only from gen pop or the honor block.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Inmates (gen pop / honor block) | Once per stint | - |
Example:¶
!escape
Subscribers get better odds of making it over the wall, and the higher your sub tier, the better your odds. Nothing makes an escape a sure thing, though.
!brawl¶
Starts a Yard Brawl, or jumps into one. When an inmate types !brawl, everyone else in the yard gets 30 seconds to type !brawl too. Then the fight plays out in chat, one knockout at a time. The last duck standing gets time knocked off their sentence and takes the Stash, if there's anything in it. Everyone who went down gets a little extra time for fighting. After a brawl, the yard needs 10 minutes before the next one can start.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Inmates (gen pop / honor block) | 10m ALL | - |
Example:¶
!brawl
It takes at least 2 people in the yard to start one. If nobody jumps in, the guards break it up and nothing changes, and the yard opens again a couple of minutes later. Every fighter has the same shot at winning. Maximum security can't join (they can't type).
!dice @inmate [amount]¶
Yard Dice. Shakes the dice at another inmate for Bread. You both put in the same amount, they get 30 seconds to !accept, and then you both roll. The best hand takes the whole pot. Leave the amount off and it's a small default bet. There's a smallest and biggest bet, and the bot tells you if you're outside them or can't cover it. Only one game can be on the table at a time.
Every so often a guard rounds the corner and catches the game. The whole pot is confiscated and goes into the Stash. Roll triple 7s, though, and you dig up the Stash on top of the pot.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Inmates (gen pop / honor block) | One at a time | - |
Example:¶
!dice @SomeViewer 30
!dice SomeViewer
You can only roll with someone else in the yard: !dice at someone outside gets "You can't pass dice through the bars." If either of you leaves the yard or can't cover the bet when it's accepted, the game's called off and nobody pays anything. A tie that keeps coming up even gives everyone their Bread back.
!dice @mod¶
Dice with a Guard. Challenges a mod (or t3r0) to a roll for time. The guard has to !accept, and it's never a real timeout for them: guards don't put anything up. Beat the guard and a chunk of your remaining time comes off. Lose and you get a little more time, and how much depends on how good the guard's roll was. It's never a lot, and the most it can be only happens when the guard rolls triples. Its cooldown is shared with !dice warden.
Every guard keeps a Guard Record: how many games they've played, won and lost, and how much time they've handed out.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Inmates (gen pop / honor block) | 3m IND | - |
Example:¶
!dice @SomeMod
!dice warden¶
No mods around to play? When no mod has chatted for a while, the Warden takes the table. No !accept needed: the Warden rolls straight away. The Warden plays rougher than a mod: losing costs more, but beating the Warden takes a much bigger bite out of your sentence. If a mod is around, the bot tells you who to ask instead. Its cooldown is shared with !dice @mod.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Inmates (gen pop / honor block) | 3m IND | !dice @<the bot> |
Example:¶
!dice warden
!dice¶
The Night Guard is always around and always up for a roll, but only once per stint. No !accept needed. It's gentle both ways: a win takes a little off, a loss adds a little on.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Inmates (gen pop / honor block) | Once per stint | !dice night |
Example:¶
!dice
!accept¶
Picks up dice someone shook at you: Yard Dice if you're an inmate, or a guard game if you're a mod. You have 30 seconds. If nothing's waiting for you, the bot stays quiet.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Whoever the dice were shaken at | None | - |
Example:¶
!accept
!shakedown¶
A guard tosses every cell. The yard gets a 10 second heads-up to !hide their contraband, then the guards search everyone in gen pop and the honor block. Each cell comes up one of three ways:
| What they find | Result |
|---|---|
| Contraband | A little extra time on your sentence. Holding a Bread file from the Heist? They take that instead. |
| A Clemency Card | Rare. Finders keepers: it's yours. |
| Nothing | Clean. Suspiciously clean. |
Every so often the guards also turn up the Stash. The guard who called the Shakedown then has 15 seconds to decide what happens to it:
| The guard types | What happens |
|---|---|
!shakedown pocket |
The guard keeps half. The rest goes in the evidence locker for good. |
!shakedown look |
The guard looks the other way, and the Stash stays hidden in the yard. |
!shakedown seize |
All of it is gone for good. |
| Nothing in 15 seconds | Seized. |
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Mods | 15m ALL | !shakedown pocket it, !shakedown look away |
Example:¶
!shakedown
!shakedown pocket
A mod who's sitting in the honor block can't call one: they're an inmate until they're out. Maximum security is never searched. When t3r0 pockets the Stash, he keeps it for the family.
!hide¶
During a Shakedown's heads-up, stuff your contraband in the mattress. It makes the guards a lot less likely to find anything in your cell (but not impossible). It covers a Bread file too.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Inmates (gen pop / honor block) | Once per Shakedown | - |
Example:¶
!hide
!rapsheet [username]¶
Shows your Duckatraz record: time served, visits, escapes, cards on file and your Most Wanted spot. If you've linked accounts, it counts all of them together. Add a username to see someone else's record. The @ in front of their name is optional.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Everyone | None | - |
Example:¶
!rapsheet
!rapsheet @SomeViewer
!rapsheet wanted¶
Shows the Most Wanted top 5, by total time served.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Everyone | 60s ALL | !rapsheet top, !rapsheet board, !rapsheet leaders, !rapsheet mostwanted |
Example:¶
!rapsheet wanted
!genpop¶
Sends someone to gen pop (a mod goes to the honor block). The time is optional and defaults to 3 minutes, up to 10. You can add a charge after the time. If they're holding a Clemency Card, they get their chance to play it.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Mods | None | - |
Example:¶
!genpop @SomeViewer
!genpop @SomeViewer 5m
!genpop @SomeViewer 90s spamming beans
The time can be written as 5 (minutes), 5m, 90s or 1m30s. t3r0, bots and the Ducklings can't be sent in.
!maxsec¶
Sends someone to maximum security: a real Twitch timeout. The time is optional and defaults to 3 minutes, up to 10. You can add a reason after the time. Once you're in, you sit there: no Clemency Card and no ERP. If they're already in gen pop or the honor block, that stint ends and this one takes over, and when it's served they're out.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Mods | None | - |
Example:¶
!maxsec @SomeViewer
!maxsec @SomeViewer 5m
!maxsec @SomeViewer 90s spamming beans
The time is written the same way as !genpop. A mod goes to the honor block instead, and t3r0, bots and the Ducklings can't be sent in. A mod can still let someone out early with !release.
!release <username>¶
Lets someone out early, from any block. In maximum security, that lifts the timeout too.
| Available to | Cooldown | Aliases | |
|---|---|---|---|
| Mods | None | - |
Example:¶
!release @SomeViewer
