The Core Rule: Listen Before You Move

Knowing how to play death order simon says matters because one unnecessary movement can eliminate you instantly. This is a prison survival game where dozens of players enter, but only one is meant to make it out. Your best skill is not fighting or speed—it is correctly recognizing when Simon has actually given an order.

Every round revolves around a simple rule: follow commands only when they begin with “Simon says.” If Simon says, “Simon says jump,” jump immediately. If the announcement is only “Jump,” stay still and do not perform that action.

That rule becomes dangerous because the game mixes genuine instructions with misleading statements, sudden hazards, player combat, and time pressure. A command can send you to a table, a cell, a bed, a circle, or a hiding place. Other players may panic, shove, attack, or run toward the wrong objective, so copying the crowd is often a losing choice.

SituationWhat to doWhy it matters
“Simon says crouch”Crouch right awayIgnoring a valid command can kill you.
“Turn on your cell light”Do nothingThe phrase lacks the required opening.
“Simon says get in the circle”Reach the circle quicklyYou may have only seconds to comply.
“Leave the circle”Stay in the circleIt is a trap unless Simon said it.
“Simon says don’t move”Stop all movement and attacksExtra movement can count as disobedience.

Treat every announcement as a short test. Pause for a fraction of a second, identify the opening words, then act. That tiny delay is safer than reacting automatically to the loudest voice or the largest group.

Follow Commands Without Getting Trapped

Simon’s orders are not limited to basic jumping and crouching. The prison environment turns simple instructions into movement challenges. You may need to reach a location, use a nearby object, choose a cell, hide from a seeker, or get to bed before a deadline.

The command itself is the priority. Do not add your own interpretation. For example, if Simon says to stand on a table, get onto a table and remain there rather than jumping around, fighting nearby players, or changing position early. If Simon says to go to any cell, choose a reachable cell quickly and make sure you are inside before the instruction resolves.

Use this decision process whenever an announcement appears:

  • Listen for the exact opening: “Simon says.”
  • Identify the required action or destination.
  • Find the nearest safe way to complete it.
  • Stop once you have complied unless a new valid command changes the task.
  • Ignore shouted advice from other players when it conflicts with the announcement.
Common instructionReliable responseFrequent mistake
JumpJump only after a valid orderJumping because others begin first
CrouchCrouch and wait for the next callStanding too soon
Stand on the lineMove to a line without pushing through crowdsAssuming any floor edge counts
Stand on a tableUse the closest available tableFighting over a crowded table
Get in the circleEnter before the timer endsLeaving because a non-Simon voice says so
Go to bedReach a bed and stay thereTreating an unprefixed “go to bed” as valid
HideBreak line of sight and avoid the seekerHiding beside a group that reveals you

Movement discipline is especially important in crowded rounds. A direct route is not always the safest route if players are swinging weapons, blocking doors, or shoving people near drops. Move early when you understand the order, but avoid frantic zigzagging that may leave you outside the target area.

Some orders require awareness of the prison layout. Learn where cells, beds, tables, ladders, the cafeteria, and open areas are located during quieter moments. When Simon gives a location order, players who already know the nearest route save precious seconds.

Survive the Prison Between Orders

Following Simon correctly does not make you completely safe. The prison can become chaotic between commands, with players receiving weapons or dangerous items. Knives, guns, Molotovs, bombs, and bear traps can turn a routine movement order into a survival emergency.

Do not assume that another player is harmless because Simon has not told you to fight. If someone receives a weapon, create distance and avoid bottlenecks. Doorways, narrow stairways, packed tables, and crowded circles are risky because there is little room to escape an attack or hazard.

Threat or eventBest immediate responseAvoid
Armed player nearbyKeep space and move toward an open routeChallenging them without a reason
Molotov or bombLeave the likely blast or fire areaStanding with the crowd
Bear trapWatch the floor and use a wider pathSprinting blindly through tight spaces
Seeker roundHide away from busy routesFollowing a large group
Cell choicePick a reachable cell and close in quicklyWaiting for everyone else to choose
Lunch periodEat or reposition while watching for threatsAssuming the break removes danger

Stay aware without becoming aggressive. Attacking another player can make you a target for the rest of the match, and combat can distract you from the next command. A player who keeps a clear route, watches the announcement area, and avoids grudges generally lasts longer than someone who chases every fight.

Cells can provide a brief reset when the game sends players to bed or asks them to choose a cell. Use those moments to orient yourself: identify exits, check where nearby players are gathering, and plan your quickest route to a table, circle, or ladder. Do not become too comfortable, though—an order may immediately force you back into the main prison floor.

If a weapon is handed to another player, do not rely on fairness. The item itself changes the round, even when the formal Simon Says rule remains the same. Keep an escape lane and avoid standing directly behind or in front of that player.

Build a Winning Routine

Winning is usually about surviving many small tests rather than making one brilliant play. The later you get into a match, the more valuable calm decision-making becomes. Fewer players may mean more room to move, but it can also mean remaining opponents are more focused, armed, or hostile.

Start each round by positioning yourself where you can see common destinations. A central spot with routes toward tables, cells, beds, and the cafeteria is usually better than being trapped in a corner. Do not stand so close to hazards, railings, or crowded doors that another player can block your path.

Use audio if possible. The difference between “Simon says get in the circle” and “get in the circle” decides whether you should move. Visual cues and other players can help, but the spoken or displayed command should be your authority.

Your priorities should change as the round develops:

  1. Early game: learn the layout and avoid careless eliminations.
  2. Mid-game: react cleanly to commands and avoid armed players.
  3. Seeker or hazard rounds: prioritize distance, cover, and escape paths.
  4. Endgame: stay patient; surviving is more important than retaliating.
  5. Final moments: verify every instruction before acting, even if the pressure is high.

A useful habit is to keep your character still whenever no valid order is active. This reduces accidental movement during “don’t move” calls and makes it easier to tell whether you are reacting to Simon or to panic around you.

Do not assume an action remains required after the command ends. If you have been told to sit, jump, or stand in a specific place, listen for the next valid instruction before changing what you are doing. The game is designed to punish players who act on assumptions.

FAQ

How do you play Death Order: Simon Says?

To understand how to play death order simon says, obey only commands that begin with “Simon says.” Complete valid actions quickly, ignore unprefixed commands, survive hazards and hostile players, and outlast every other prisoner.

What happens if you obey a command without “Simon says”?

You can be eliminated. The game uses unprefixed commands as traps, so do not jump, leave a circle, go to bed, or perform another requested action unless the full Simon Says opening is present.

Should you follow other players?

No. Other players may be mistaken, trying to trick you, or reacting too quickly. Listen to Simon and use nearby players only as a loose clue for where a valid objective might be.

What should you do when Simon says not to move?

Stop immediately. Avoid walking, jumping, attacking, pushing, or making unnecessary adjustments until a new valid command changes the situation.

Can weapons and hazards kill you outside command tests?

Yes. Dangerous items can be given to players, and hazards can appear during prison rounds. Keep distance from armed players, avoid crowded choke points, and preserve a clear route to your next objective.