GrokSign in with Steam

Help · Community rules

Server Rules

A searchable, structured guide to the rules of the isle. Use the numbered sections and sub-sections to jump straight to what you need.

Last edited

Aug 30, 2026, 10:08 AM

All published rules

SECTION 01

ENGAGEMENT RULES

Combat begins when a player shows clear hostile intent toward another player.

1.1

Hostile intent

Newcombat
• Actively chasing or hunting another player. • Aggressively circling, tracking, pressuring, or repeatedly following a player who is clearly trying to disengage. • Entering within 5 adult Rex body lengths while displaying clear aggression. • Attacking another player.
1.2

Traveling

Newcombat
Simply travelling through the same area, passing another player, or being nearby does not automatically start combat.

SECTION 02

Spawn Protection

Do not attack freshly spawned players until they have moved from their spawn location.

2.1

Spawning in

Editedcombat
• Looking around or moving the camera does not count as leaving spawn. • Walking or running away from the spawn location ends spawn protection
2.2

Server Restart

Newcombat
• All combat must stop 5 minutes before shutdown. • Combat is not allowed for 2 minutes after the server comes back online.
2.3

During a server restart

Newcombat
Do not use the restart period to start, continue, or escape an active fight.

SECTION 03

COMBAT RANGE

What Counts as a Rex Length?

3.1

Rex Length

Editedrange
Whenever a rule refers to a Rex length, it means the length of an adult Rex measured from the tip of its head to the tip of its tail at 75% growth. • 1 Rex length = one adult Rex head-to-tail length. • 2 Rex lengths = two adult Rex head-to-tail lengths. • 5 Rex lengths = five adult Rex head-to-tail lengths. The measurement is based on an adult Rex regardless of which dinosaur is involved.

SECTION 04

Combat Range

4.1

Range

Newrange
The normal combat range is 5 adult Rex lengths. The 5-Rex-length distance defines the normal area of an active engagement.

SECTION 05

LEAVING COMBAT

5.1

Leaving

Newleaving
Once you actively engage in a fight, you are part of that engagement. If you choose to leave the fight, you leave the engagement completely. There is no leaving and returning to the same fight. When you leave a fight: • A 20-minute timer starts. • You may not return to the same fight. • You may not rejoin your group in that fight. • You may not attack any participants from that fight during the 20-minute timer. • You may not follow the participants while waiting for the timer to expire. • You may not leave the fight, wait for the opposing group to become weakened, and then return. The 20-minute timer starts when you leave the active engagement. Simple Rule If you fight, you fight. If you leave, you leave. Once you leave a fight, you must wait 20 minutes before engaging those participants again.

SECTION 06

WHEN COMBAT ENDS

6.1

Combat ends

Editedcombat end
Combat ends when the active engagement has ended or the participants have clearly disengaged. (Run away) Attackers' choice to stop or not.
6.2

Combat does not automatically end because

Newcombat end
• A certain number of players have died. • 50% of a group has died. • A player temporarily stops attacking. • A player moves around during the fight. There is no Body Down percentage requirement.
6.3

Choosing to leave

Newleaving
Choosing to leave the fight is different from temporarily repositioning during combat. If you leave the engagement, the 20-minute leaving-combat timer applies. Once combat has ended, players must follow the applicable body, revenge, observation, and other post-combat rules

SECTION 07

COMBAT RESTRICTIONS

7.1

Combat Logging

Newlogging
Combat logging is prohibited. Do not use: • Logging out. • Teleports. • Bot commands. • Website features. • Other server systems. to escape an active fight.

SECTION 08

TARGET SWITCHING

8.1

SWITCHING

Newswitching
Players may switch targets during an active fight when the new target is part of the same opposing group. You are not required to remain locked onto one dinosaur for the entire fight.

SECTION 09

THIRD-PARTYING

Players may not interfere in an active fight between players or groups they were not already involved with.

9.1

Third-partying includes

Newthird-party
• Attacking one side of an existing fight. • Helping one side win. • Shielding a player from an attacker. • Hiding between non-involved players to escape the attacker. • Attacking an injured participant from an ongoing fight. • Entering an active fight because someone appears weak. • Joining a fight to secure an easy kill. • Interfering with a fight for the purpose of obtaining a body. Simply being nearby or observing a fight is not third-partying as long as you do not interfere. Specific predator exceptions are covered under their individual rules.

SECTION 10

OBSERVATION RULE

10.1

Safe Distance

Newobservation
Players may watch an active fight from a safe distance. Entering within 5 adult Rex lengths of an active fight or interfering with the fight is considered third-partying unless a specific rule allows otherwise.
10.2

Observers must not

Newobservation
• Attack either side. • Block an escape route. • Assist by blocking the attacker. • Pressure participants. • Attempt to weaken one side. • Wait for someone to become vulnerable so they can attack. • Use the fight as an opportunity to obtain a body.
10.3

10-Minute Wait

Editedobservation
If you have watched an active fight for 30 seconds or longer, you must wait 10 minutes after the fight ends before engaging any participant from that fight. The timer starts after the fight has ended, not when you first began watching. This applies even if you never attacked or interfered. No Stalking During the Wait The 10-minute wait exists to give participants a reasonable opportunity to: • Heal. • Recover stamina. • Regroup. • Leave the area. • Continue normal gameplay.
10.4

During the 10-minute period,

Newobservation
You may not deliberately follow or stalk the participants while waiting for the timer to expire. Do not: • Follow them closely. • Track them specifically. • Circle them. • Follow them to their healing location. • Wait along their route. • Shadow them until the timer expires. • Pressure them into remaining in the area. You may leave the area and continue your own gameplay.

SECTION 11

CALLS

11.1

In Game Calls

Editedcalls
2-Call A 2-call indicates a friendly or non-hostile interaction. Using a 2-call prevents the player from initiating an attack against that player during that interaction but is limited to a 10 min cooldown. A player cannot spam 2-call; it’s one-use only. 3-Call A 3-call is used as a challenge or warning where required by the applicable rules. 4-Call A 4-call does not automatically end an active fight. Once combat has started: • 4-calling does not cancel the fight. • 4-calling does not force the other player to stop. • 4-calling does not automatically count as disengagement. Outside an active fight, a 2-call or 4-call may be used to indicate non-hostile intent where the rules allow it. Herbivore warning, defensive, or territorial calls do not count as disengagement.

SECTION 12

BODY RULES

12.1

Body Claims

Newbody
The number of bodies killed during a fight does not automatically end combat. Body rules apply after combat has ended. A body may be claimed when: • The player or group legitimately won the body through combat. • A player legitimately finds and claims an available body. • A body has been won through an approved body challenge.
12.2

Body Claim Zone

Newbody zone
A body claim extends 2 adult Rex lengths around the body. At least one member of the claiming group must remain within 2 adult Rex lengths of the body. If nobody remains with the body, the claim is forfeited.
12.3

BODY CLAIM TIMER

Newbody timer
A claimed body may be protected for 10 minutes. The timer begins when the body is legitimately claimed. The claim ends when: • The 10 minutes expire. • The body has been fully consumed. • The claiming player/group abandons the claim.
12.4

FRESH BODIES

Newbody
Only a usable body counts for a body claim. The following do not create body protection: • Old bones. • Tiny scraps. • Rotten remains. • Pieces that are no longer a usable body. AI animals do not count toward player body rules unless specifically stated otherwise.
12.5

BODY CHALLENGES

Newbody
Only carnivores may challenge another carnivore for a claimed meat body. Herbivores may not challenge carnivore bodies. Body challenges can be done at any time a body is still edible. When a body is no longer edible, normal engagement rules apply. Starting a Challenge To challenge a body: 1. Enter within 2 adult Rex lengths of the body. 2. Issue a 3-call. 3. The body owner has 10 seconds to respond. (if they do not respond, the challenger may fight for the body) 4. A 3-call means they accept the challenge. 5. A 4-call means they surrender the body and must leave. Only players already within range when the challenge begins may participate in that challenge. (This applies to all dinos, no exceptions) Players may not arrive after the challenge has started and join the fight.
12.6

BODY CHUNKING

Newbody
Body chunking means intentionally breaking apart, separating, or moving pieces of a body for the purpose of bypassing the body claim or body challenge rules. Examples include: • Moving pieces away so another player cannot access the body. • Separating meat into different locations to create multiple claims. • Deliberately moving a body outside the claim area to avoid a challenge. • Manipulating a body specifically to prevent another carnivore from challenging it. Normal eating is not body chunking. Normal game mechanics that naturally affect a body are not body chunking. The rule applies to intentional manipulation designed to bypass the body rules.

SECTION 13

DEINOSUCHUS THIRD-PARTY LUNGE

13.1

Lunge Attempts

Newlunge
When third-partying, a Deinosuchus may attempt to lunge at a target from the water. Lunge Attempts • A Deinosuchus may attempt multiple lunges against the same target. • There is no limit to the number of lunge attempts, provided the Deinosuchus is able to legitimately reposition between attempts. • After each lunge attempt, the Deinosuchus must reposition while remaining underwater before attempting another lunge. • The Deinosuchus must remain within the water and may not use the third-party lunge rule to pursue the target onto land. • Each lunge must be a legitimate attempt made from valid lunge range.
13.2

If the Lunge Connects

Newlunge
If the lunge successfully connects with the target: • The Deinosuchus may continue the interaction normally while remaining in the water. • It may reposition underwater and make another legitimate lunge if the opportunity arises.
13.3

If the Lunge Misses

Newlunge
If the lunge misses or fails to connect: • The Deinosuchus may reposition underwater. • After repositioning, it may attempt another lunge. • It is not required to immediately disengage unless it leaves the water or otherwise becomes unable to continue the interaction legitimately
13.4

DEINOSUCHUS VS DEINOSUCHUS

Newdeino vs deino
Normal Engagement Rules apply. Normal Body Rules apply. Deinosuchus may not use its aquatic third-party exception against another Deinosuchus. Claimed bodies may only be contested through the normal 3-call Body Challenge.

SECTION 14

NESTING PROTECTION

14.1

When Protection Starts

Newnesting
Nesting protection begins once: • An egg has been placed in an active nest. • The parents are actively tending the nest.
14.2

When Protection Ends

Newnesting
Nesting protection ends when: • The nest is abandoned. • The parents leave the nest/territory and do not return. • The hatchling reaches 25% growth. (You can't feed them anymore)
14.3

Abandoned Nest

Newnesting
A nest is considered abandoned when no parent has actively tended the nest for 10 minutes. Once a nest is abandoned, normal rules apply. Players may not intentionally attack, harass, or pressure nesting parents in an attempt to force them away and create an abandoned nest.
14.4

HATCHLING PROTECTION

Newnesting
Hatchlings under 25% growth are protected while they remain close to their active nest and parents. The protection is tied to the nesting area and parents. A hatchling does not receive permanent protection simply because it is below 30% growth
14.5

Leaving the Nest

Newnesting
Once a hatchling deliberately leaves the immediate nesting area and moves away from its parents, it is no longer automatically protected by the nesting rules. At that point: • The hatchling is travelling at its own risk. • The parents are responsible for protecting it. • Nesting protection does not follow the hatchling across the map. Parents may choose to follow and protect their hatchling
14.6

PROTECTION IS NOT AN ATTACK PASS

Newnesting
A protected hatchling or nesting player may not intentionally attack another player and then expect nesting protection to prevent reasonable self-defence. If a protected player attacks first: • They lose protection for that encounter. • The other player may defend themselves. • The response must remain reasonable and related to the attack. Players may not use a protected hatchling or nesting parent to bait another player into attacking.

SECTION 15

SANCTUARY NO-ATTACK ZONE

15.1

Absolute safe zone

Newsanctuary
No dinosaur may be attacked: • Inside Sanctuary. • Within 5 adult Rex lengths outside the Sanctuary border
15.2

NO EXIT CAMPING

Newsanctuary
Predators must allow a juvenile to completely cross the 5-Rex-length protection area before starting an attack. Do not sit directly outside Sanctuary waiting for a protected player to leave and immediately attack them.
15.3

HERBIVORE BEHAVIOUR

Newsanctuary
Normal herd aggression rules do not apply inside Sanctuary. Herbivores may not attack another player inside Sanctuary unless they are directly attacked first. Adults may use Sanctuary to rest or hide when they are not involved in an active fight
15.4

LOSING SANCTUARY PROTECTION

Newsanctuary
Attacking First If a juvenile attacks another dinosaur first inside Sanctuary, that juvenile loses Sanctuary protection for that encounter. The response must remain related to the attack and may not turn into unrelated harassment
15.5

ACTIVE HUNT EXCEPTION

Newsanctuary
Sanctuary cannot be used to escape an already active hunt. (Staying within 5 adult rex body lengths) If a player is actively being hunted outside Sanctuary and deliberately runs directly into Sanctuary to escape the existing fight, the attacking group may follow them into Sanctuary and finish the existing fight.
15.6

LIMITS OF THE ACTIVE HUNT EXCEPTION

Newsanctuary
The Sanctuary exception only applies to an active hunt that clearly started outside Sanctuary. It does not allow players to: • Start a new attack inside Sanctuary. • Attack players who have already been safely inside Sanctuary. • Camp outside Sanctuary waiting for someone. • Follow someone into Sanctuary after the original fight has already ended. • Use an old fight as an excuse to attack someone inside Sanctuary. If the original encounter has ended before the player reaches Sanctuary, the safe zone applies normally.

SECTION 16

Mixpacking

16.1

Mixpack Area

Newmixpack
Players are allowed to mixpack anywhere and may peacefully stay together, regardless of species or group. However, while players are mixpacked and peacefully chilling together, they are considered non-aggressive and may not initiate any attacks against other players.
16.2

Attacking Other Players

Editedmixpack
• A player may only initiate an attack after they have left/abandoned the mixpack for at least 10 minutes. The timer starts when a player is not within 5 adult rex lengths of the mixpack. • The 10-minute timer must be completed before the player can become aggressive and attack another player. • Simply leaving the group for a moment and immediately attacking is not allowed. • Players who are still considered part of the peaceful mixpack may not initiate attacks. • Players may not mixpack during an active hunt; example: 1 rex and 2 allo's can not hunt together. • When players leave the mixpack, normal group limits apply
16.3

Self-Defense

Editedmixpack
While peacefully mixpacked, players are allowed to defend themselves and their mixpack members if another player initiates an attack against them. • If an outside player attacks one member of the mixpack, the mixpack may defend that member. • Defending a member who was attacked does not count as initiating aggression or third-partying. • The mixpack may fight back for the purpose of defense only. • Players may not use "self-defense" as an excuse to start an unrelated fight or become aggressive toward another player. • Players who arrive late to an ongoing fight are considered third parties and must remain uninvolved.

SECTION 17

Gameplay Rules

17.1

Location Sharing & Metagaming

Editedgameplay
No Snitch Chat: Do not share other players' locations in global chat (e.g., typing "danger ahead").Safe Local Chat: You may warn your same-species friends in local chat. Self-Reporting: You are always allowed to share your own location. No Screen Cheating: No stream sniping or joining voice chats to hunt down players. Map Feature Approved: Sharing locations using the official GROK GPS map system is 100% legal. GG and Move On: No revenge killing or returning to a fight area to harass people. You can return to fight area after 20 minutes.
17.2

Exploits & Glitches

Editedgameplay
Play Fair: Do not abuse bugs, broken terrain, or invisible dinosaur glitches. Save Stuck Players: Do not attack a player who is clearly stuck in a rock or glitching out. Give them a chance to free themselves.
17.3

Systems & Bot Abuse

Newgameplay
No Loop-Holing: Trying to bypass rules using wording technicalities is against the rules. No Combat Logging: Do not use bot commands, growth systems, or teleports to escape active fights. Cool Down: You must wait 5 minutes after using any bot or web feature before starting a fight. No Retaliation: If someone breaks a rule against you, do not break a rule back. Clip it and open a Support Ticket

SECTION 18

Community Rules

18.1

AGE REQUIREMENT

Newcommunity
You must be 13+ to join GROK in accordance with Discord Terms of Service
18.2

COMMUNITY RULES

Newcommunity
Toxicity & Harassment Toxicity, harassment, slurs, hate speech, discrimination, or harmful behavior directed toward players, staff, or the community is not tolerated. This includes targeted harassment, excessive hostility, threats, intimidation, spreading malicious rumors, or creating a hostile environment within the server, Discord, voice chat, or community platforms.
18.3

Zero Tolerance Policy

Newcommunity
There is absolute zero tolerance for sexual harassment, explicit misconduct, or inappropriate advances via text chats or voice chats. Violations may result in strikes, temporary bans, or permanent removal from the community depending on severity and repetition. Severe misconduct may lead to an immediate permanent ban. Respect Staff No directly pinging staff members. Please be patient and respectful — the GROK team operates on their personal time. For issues, open a ticket and submit your concerns properly. Content & Advertising Do not post inappropriate content, advertise personal businesses, or DM members for such purposes. This includes private DM screenshots, NSFW content, and similar material. Sensitive Topics Discussion of politics, religion, or personal issues is not permitted. Everyone is here to enjoy the game, please be respectful. Targeting Behavior Stream sniping, VC hopping, or any form of targeting behavior is not allowed and will result in a warning. Sportsmanship Show good sportsmanship. Cultural & Historical Respect Treat all cultures, backgrounds, and heritages with respect. Do not use derogatory language about any culture, and avoid bringing up painful historical events, tragedies, or inflammatory historical debates with the intent to provoke, mock, or cause distress. Remember what might be funny or a joke to you may not be funny to someone else, So be respectful.

SECTION 19

Group Limits

19.1

GROUP RULES & CARNIVORES

Editedgroup
Tyrannosaurus: 3 Alphas | 4 Sub | 5 Juvies | Unlimited Hatchlings Allosaurus: 5 Alphas | 5 Sub | 5 Juvies | Unlimited Hatchlings Cerato / Carno: 6 Alphas | 5 Sub | 4 Juvies | Unlimited Hatchlings Dilo: 8 Alphas | 5 Sub | 6 Juvies | Unlimited Hatchlings Omni: 12 Alphas | 5 Sub | 6 Juvies | Unlimited Hatchlings Herrera: 8 Alphas | 5 Sub | 6 Juvies | Unlimited Hatchlings Troodon: 10 Alphas | 5 Sub | 5 Juvies | Unlimited Hatchlings Pteranodon: 20 Max per Colony
19.2

SEMI-AQUATICS & OMNIVORES

Editedgroup
Deinosuchus: 3 Alphas | 2 Sub | 6 Juvies | Unlimited Hatchlings Beipiao: 15 Alphas |10 Sub | | 8 Juvies | Unlimited Hatchlings Gallimimus: 12 Alphas | 5 Sub | | 6 Juvies | Unlimited Hatchlings
19.3

HERBIVORES

Newgroup
Triceratops: 4 Alphas | 4 Sub | 6 Juvies | Unlimited Hatchlings Stegosaurus: 4 Alphas | 4 Sub | 5 Juvies | Unlimited Hatchlings Maiasaura / Diabloceratops: 6 Alphas | 4 Sub | 6–8 Juvies | Unlimited Hatchlings Tenontosaurus: 6 Alphas | 4 Sub | 4 Juvies | Unlimited Hatchlings Pachycephalosaurus: 8 Alphas | 6 Sub | 6 Juvies | Unlimited Hatchlings Dryosaurus / Hypsilophodon: 20 Max per Colony

SECTION 20

GENERAL GROUP RULES

20.1

Group Rules

Newgroup
• You may not attack a player who has just left your group. A 10-minute timer must pass before either side may engage the other. • If a player is removed from the group and refuses to leave, the group may use a 3-call as a warning. If the player still does not leave after being given a reasonable chance to do so, the group may attack. • The group must create reasonable distance from the removed player and allow them space to leave before initiating combat. • Intentional friendly fire is not allowed. • Do not bait players with friendly behavior and then attack them. • A player who was removed from a group must also wait the full 10-minute timer before attacking their former group.