Fortnite Championship Series (FNCS) - 2026 - Official Rules
Fortnite Championship Series (FNCS) - 2026 - Official Rules
These are the Official Rules (“Rules”) for the Fortnite Championship Series for 2026 (“FNCS” or “Event”), which is hosted by or on behalf of Epic Games, Inc. (“Epic”). These Rules are a legal agreement between you and Epic for your participation in the Event.
Table of Contents
1. Introduction and Acceptance
2. Event Structure
3. Player Eligibility; Epic Account Structure
4. Team Rules
5. Issues
6. Communication
7. Post-Match Process
8. Code of Conduct
9. Enforcement; Rules and Conduct Violations
10. Disclaimers
11. Publicity; Interview Consent
12. Governing Law
13. Waiver of Jury Trial
14. Privacy
15. Other Languages
Attachment A: Scoring System
Attachment B: Schedule
Attachment C: Event Prizes
1. Introduction and Acceptance
1.1 Introduction. These Rules are designed to protect the Event, and are intended to help ensure that it is fun, fair, and free from Toxic Behavior (as defined in Section 8.1).
1.2 Acceptance of these Rules. By participating in the Event, including by joining any Session or Match in the Event, or by clicking to accept these Rules, you agree to these Rules. References to “you,” “your,” and “each player” mean you and, if you are a Minor (as defined in Section 1.3), your parent or legal guardian, as the case may be.
1.3 Minors. If you are under 18 years of age (or the age of majority as defined in your country of residence) (a “Minor”), you must have permission from your parent or legal guardian to agree to these Rules and to participate in the Event. In addition, if you are a Minor, your parent or legal guardian must also agree to these Rules on behalf of themselves and your behalf. If you’re the parent or guardian of a Minor, you need to accept the Rules. If you accept the Rules as the parent or guardian of a Minor, you confirm you’re the Minor’s parent or legal guardian and you agree to supervise and be fully responsible for their participation in the Event, including compliance with these Rules.
1.4 Changes to the Rules. Epic may change these Rules from time to time by notifying you of such changes by any reasonable means, including by posting revised Rules online at https://www.fortnite.com/competitive/rules-library. By continuing to participate in the Event, you are agreeing to the updated Rules. If you do not agree to the updated Rules, you must withdraw your participation in the Event.
2. Event Structure
2.1 Key Terms.
“Cabined Account” means an Epic Games Cabined Account.
“Elimination” means an occurrence where one player entirely depletes the HP and Shield (if any) of another player. Subject to Section 7.1.2, Elimination credit is determined by (a) the action feed located at the bottom left corner of the gameplay screen, and (b) the UI illustrating the total number of Eliminations earned during a single Match. However, Elimination credit shall not be awarded to a player for any portion of a match following such player’s Elimination.
“Event Administrator” means any Epic employee, agents or member of the Event admin team, broadcast team, production team, event staff, or anyone else engaged by Epic for the purpose of running the Event.
“Leaderboard” means the in-game leaderboard for each Session.
“Match” means a single instance of competition within Fortnite that is played until a player or team achieves a Victory Royale.
“Ranked” means Fortnite’s ranked, competitive mode composed of eight (8) ranks (each, a “Rank”) separated into twenty-two (22) divisions (each, a “Division”) as follows:
Bronze Rank: Division I
Bronze Rank: Division II
Bronze Rank: Division III
Silver Rank: Division I
Silver Rank: Division II
Silver Rank: Division III
Gold Rank: Division I
Gold Rank: Division II
Gold Rank: Division III
Platinum Rank: Division I
Platinum Rank: Division II
Platinum Rank: Division III
Diamond Rank: Division I
Diamond Rank: Division II
Diamond Rank: Division III
Elite Rank: Division I
Elite Rank: Division II
Elite Rank: Division III
Champion Rank: Division I
Champion Rank: Division II
Champion Rank: Division III
Unreal Rank
"Region” means the matchmaking region in which the Event is hosted. There are currently seven (7) regions: North America Central (NAC); North America West (NAW); Europe (EU); Asia (ASIA); Brazil (BR); Middle East (ME); Oceania (OCE).
“Session” means a set of Matches that is played until a winner or multiple winners are determined by one of the following methods: (a) completion of a set number of Matches or (b) completion of a set time period.
“Victory Royale” means an occurrence where a player or team meets the victory conditions of the current game mode of the Match being played. Typically, this refers to obtaining a first-place placement finish.
“FNCS Division” means the player’s rank that they obtain in the FNCS Divisional Cups. There are five (5) FNCS Divisions, each an “FNCS Division” and collectively the “FNCS Divisions”:
- FNCS Division 1
- FNCS Division 2
- FNCS Division 3
- FNCS Division 4
- FNCS Division 5
2.2 Event Format and Scoring.
2.2.1 Format Summary. The FNCS will consist of six (6) events: FNCS Major 1, FNCS Major 1 Second Chance Qualifier, FNCS Major 1 Summit, FNCS Major 2, FNCS Global Championship Last Chance, and the Fortnite Global Championship. The FNCS Major 1 Summit, the Major 2 Finals, and the Global Championship Last Chance Finals will award direct qualifications to the Fortnite Global Championship. The FNCS will be played using “Duos” and “Battle Royale ” game mode settings.
2.2.2 Majors 1 and 2 - Play-In Stage
For each play-in stage (“Play-In Stage”) Session, all eligible players on a team (as determined by Epic in accordance with these Rules) must have advanced into FNCS Division 1. Teams will compete in two (2) Play-In Stage Sessions (“Day 1” and “Day 2”). Points earned from Day 1 and Day 2 will be added together to determine the total score for the Play-In Stage. Each Play-In Stage Session will last approximately three (3) hours. Teams may participate in a maximum of eleven (11) Matches during a single Play-In Stage Session. Teams will earn points based on the scoring system listed in Attachment A (as applicable). Matches for a Play-In Stage Session will count only if the Match begins before such Session window closes.
At the conclusion of the applicable Day 2 Play-In Stage Session, and subject to the terms and conditions herein, the top point earning teams across both Sessions will advance and be able to queue up for the Heats Stage (“Heats Stage”). It will not be possible to enter a Heats Stage Session without ranking in a Region’s top teams during the applicable Day 1 and Day 2 Play-In Stage Sessions. Advancements will be based as follows:
EU and NAC: Top 150 teams on Play-In Stage Leaderboard
OCE, ASIA, ME, BR, NAW: Top 100 teams on Play-In Stage Leaderboard
Rankings on the Play-In Stage Leaderboard will determine the eligibility and entry point for the Heats Stage as follows:
EU and NAC:
The team placing 1st on the Play-In Stage Leaderboard will be seeded into Heat (“Heat”) 1. The team placing 2nd will be seeded into Heat 2, and the team placing 3rd will be seeded into Heat 3. The team placing in 4th will be seeded into Heat 3, the team placing in 5th will be seeded into Heat 2, and the team placing in 6th will be seeded into Heat 1. This seeding process will continue down the Play-In Stage Leaderboard until all 150 teams have been assigned to their respective Heats Stage Sessions.
OCE, ASIA, ME, BR, NAW:
The team placing 1st on the Play-In Stage Leaderboard will be seeded into Heat 1 and the team placing 2nd will be seeded into Heat 2. The team placing 3rd will be seeded into Heat 2, and the team placing 4th will be seeded into Heat 1. This seeding process will continue down the Play-In Stage Leaderboard until all 100 teams have been assigned to their respective Heats Stage Sessions.
If for any reason a team in any Heat is disqualified from the Event, the Heats will remain as initially seeded, and the vacancy will be filled by the next eligible team in line as stated on the Play-In Stage Leaderboard. By way of example only, if one (1) vacancy exists in Heat 1, two (2) vacancies in Heat 2, and three (3) vacancies in Heat 3, teams will be seeded into the Heats Stage in the following order: Heat 1, Heat 2, Heat 2, Heat 3, Heat 3, Heat 3.
2.2.3 Major 1 Format - Heats Stage
Each Heat will participate in a single Heats Stage Session. Each Heats Stage Session will last approximately two and a half (2.5) hours with the first Match starting ten (10) minutes after the Session window opens, with a new match starting approximately every thirty (30) minutes. Teams may participate in a maximum of five (5) Matches during their applicable Heats Stage Session for Heat 1, Heat 2, and Heat 3 in EU and NAC; Teams may participate in a maximum of five (5) Matches during their applicable Heats Stage Session for Heat 1 in OCE, ASIA, ME, BR, and NAW; Teams may participate in a maximum of six (6) Matches during their applicable Heats Stage Session for Heat 2 in OCE and ASIA; Teams may participate in a maximum of five (5) Matches during their applicable Heats Stage Session for Heat 2 in ME, BR, and NAW. Teams will earn points based on the scoring system listed in Attachment A (as applicable). If a team fails to queue for the playlist and/or misses the start time for a given Match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed Match. Matches for a Heats Stage Session will count only if the Match begins before such Session window closes. The team that earns the Victory Royale for any given Match during the Heats Stage Session will be awarded 1,000 points, and immediately advance and be able to queue up for the Major Finals (“Major Finals” or “Finals”) in their respective Region. Once a team earns a Victory Royale during a Heats Stage Session, it may not participate in any additional Heats Stage Matches for the remainder of the Event.
At the conclusion of each Heats Stage Session, the remaining top ten (10) teams (in EU and NAC); the remaining top eighteen (18) teams (in OCE, ASIA, ME, BR, and NAW), based on points earned on the Leaderboard, who do not earn a Victory Royale (6th – 15th in EU and NAC for Heat 1, Heat 2 and Heat 3; 6th – 23rd in OCE, ASIA, ME, BR, and NAW for Heat 1; 7th – 24th in OCE and ASIA for Heat 2; 6th – 23rd in ME, BR, and NAW for Heat 2; ) will advance and be able to queue for the Finals in their respective Region.
2.2.4 Major 2 Format - Heats Stage
Each Heat will participate in a single Heats Stage Session. Each Heats Stage Session will last approximately two and a half (2.5) hours with the first Match starting ten (10) minutes after the Session window opens, with a new match starting approximately every thirty (30) minutes. Teams may participate in a maximum of five (5) Matches during their applicable Heats Stage Session. Teams will earn points based on the scoring system listed in Attachment A (as applicable). If a team fails to queue for the playlist and/or misses the start time for a given Match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed Match. Matches for a Heats Stage Session will count only if the Match begins before such Session window closes. The team that earns the Victory Royale for any given Match during the Heats Stage Session will be awarded 1,000 points, and immediately advance and be able to queue up for the Major Finals (“Major Finals” or “Finals”) in their respective Region. Once a team earns a Victory Royale during a Heats Stage Session, it may not participate in any additional Heats Stage Matches for the remainder of the Event.
At the conclusion of each Heats Stage Session, the remaining top ten (10) teams (in EU and NAC) and the remaining top eighteen (18) teams (in OCE, ASIA, ME, BR, and NAW), based on points earned on the Leaderboard, who do not earn a Victory Royale (6th – 15th in EU and NAC; 6th – 23rd in OCE, ASIA, ME, BR, and NAW) will advance and be able to queue for the Finals in their respective Region.
2.2.5 Major 1 Format - Last Chance Qualifier and Last Chance Lobby
For the last chance qualifier (“Last Chance Qualifier” or “LCQ”) all eligible players on a team (as determined by Epic in accordance with these Rules) must have advanced into FNCS Division 3 (or higher) in OCE, ASIA, ME, BR, and NAW; and Division 5 (or higher) in EU and NAC.
The LCQ will consist of a single Session. The LCQ Session will last approximately three (3) hours. Teams may participate in a maximum of eleven (11) Matches during the LCQ Session. Teams will earn points based on the scoring system listed in Attachment A (as applicable). If a team fails to queue for the playlist and/or misses the start time for a given Match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed Match. Matches for the LCQ Session will count only if the Match begins before such Session window closes.
At the conclusion of the applicable LCQ Session, and subject to the terms and conditions herein, the top point earning teams will advance and be able to queue up for the last chance lobby (“Last Chance Lobby” or “LCL”). It will not be possible to enter the Last Chance Lobby without ranking in a Region’s top teams during the applicable LCQ Session. Advancements will be based as follows:
All Regions: Top 50 teams on LCQ Leaderboard
The Last Chance Lobby will consist of a single Session. In EU and NAC, teams may participate in a maximum of five (5) Matches during the LCL; ME, BR, and NAW, teams may participate in a maximum of four (4) Matches during the LCL; in OCE and ASIA, teams may participate in a maximum of three (3) Matches during the LCL. In EU and NAC, the LCL will last approximately two (2) hours and thirty (30) minutes; in ME, BR, and NAW, the LCL will last approximately two (2) hours; in OCE, ASIA, the LCL will last approximately one (1) hour and thirty (30) minutes, with the first Match starting ten (10) minutes after the Session window opens, with a new match starting approximately every thirty (30) minutes. If a team fails to queue for the playlist and/or misses the start time for a given Match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed Match. The team that earns the Victory Royale for any given Match during the LCL will be awarded 1,000 points, and immediately advance and be able to queue up for the Finals. There will be no other advancements to the Finals from the LCL.
2.2.6 Major 2 Format - Last Chance Qualifier and Last Chance Lobby
For the last chance qualifier (“Last Chance Qualifier” or “LCQ”) all eligible players on a team (as determined by Epic in accordance with these Rules) must have advanced into FNCS Division 3 (or higher) in OCE, ASIA, ME, BR, and NAW; and Division 5 (or higher) in EU and NAC.
The LCQ will consist of a single Session. The LCQ Session will last approximately three (3) hours. Teams may participate in a maximum of eleven (11) Matches during the LCQ Session. Teams will earn points based on the scoring system listed in Attachment A (as applicable). If a team fails to queue for the playlist and/or misses the start time for a given Match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed Match. Matches for the LCQ Session will count only if the Match begins before such Session window closes.
At the conclusion of the applicable LCQ Session, and subject to the terms and conditions herein, the top point earning teams will advance and be able to queue up for the last chance lobby (“Last Chance Lobby” or “LCL”). It will not be possible to enter the Last Chance Lobby without ranking in a Region’s top teams during the applicable LCQ Session. Advancements will be based as follows:
All Regions: Top 50 teams on LCQ Leaderboard
The Last Chance Lobby will consist of a single Session. In EU and NAC, teams may participate in a maximum of five (5) Matches during the LCL; in OCE, ASIA, ME, BR, and NAW, teams may participate in a maximum of four (4) Matches during the LCL. In EU and NAC, the LCL will last approximately two (2) hours and thirty (30) minutes; in OCE, ASIA, ME, BR, and NAW, the LCL will last approximately two (2) hours, with the first Match starting ten (10) minutes after the Session window opens, with a new match starting approximately every thirty (30) minutes. If a team fails to queue for the playlist and/or misses the start time for a given Match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed Match. The team that earns the Victory Royale for any given Match during the LCL will be awarded 1,000 points, and immediately advance and be able to queue up for the Finals. There will be no other advancements to the Finals from the LCL.
2.2.7 Majors 1 and 2 Format - Finals
Only eligible players on a team who have advanced as set forth in Sections 2.2.3, 2.2.4, 2.2.5, and 2.2.6 may participate in the Finals.
In the Finals, teams will compete in two (2) Sessions (“Finals Day 1” and “Finals Day 2”) during their respective Region’s Finals windows as listed in-game. Points earned from each Session will be added together to determine the total score for the Finals. Teams may participate in a maximum of six (6) Matches during each Finals Session for a total maximum of twelve (12) matches across the Finals. Each Finals Session will last approximately three (3) hours, with the first Match starting ten (10) minutes after the Session window opens, with a new match starting approximately every thirty (30) minutes. If a team fails to queue for the playlist and/or misses the start time for a given match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed match. Teams will earn points based on the scoring system listed in Attachment A, but points will only be earned in Matches that begin before the Session window closes. Any ties will be addressed under Section 2.2.13 (if applicable).
At the conclusion of the Finals, the top teams based on points earned as listed on the Leaderboard from each Region will be awarded prizes as set out in Section 2.5.1. Additionally, the top teams based on points earned as listed on the Major 1 Finals Leaderboard from each Region will advance and qualify to participate in the in-person FNCS Major 1 Summit (see Section 2.2.11). Additionally, the top teams based on points earned as listed on the FNCS Major 1 Summit Leaderboard, in addition to the Major 2 and Global Championship Last Chance Finals Leaderboard from each Region will advance and qualify to participate in the in-person Fortnite Global Championship (see Section 2.2.12).
2.2.8 Major 1 Format - Second Chance Qualifier
For the second chance qualifier (“Second Chance Qualifier”) all eligible players on a team (as determined by Epic in accordance with these Rules) must have advanced into FNCS Division 1.
The second chance qualifier play-in (“Second Chance Qualifier Play-In” or “Second Chance Play-In”) will consist of a single Session. The Second Chance Play-In Session will last approximately three (3) hours. Teams may participate in a maximum of eleven (11) Matches during the Second Chance Play-In Session. Teams will earn points based on the scoring system listed in Attachment A (as applicable). If a team fails to queue for the playlist and/or misses the start time for a given Match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed Match. Matches for the Second Chance Play-In Session will count only if the Match begins before such Session window closes.
At the conclusion of the applicable Second Chance Play-In Session, and subject to the terms and conditions herein, the top point earning teams will advance and be able to queue up for the second chance qualifier finals (“Second Chance Qualifier Finals” or “Second Chance Finals”). It will not be possible to enter the Second Chance Finals without ranking in a Region’s top teams during the applicable Second Chance Play-In Session. Advancements will be based as follows:
All Regions: Top 50 teams on Second Chance Play-In Leaderboard
The Second Chance Finals will consist of a single Session. Teams may participate in a maximum of six (6) Matches during the Second Chance Finals. Each Second Chance Finals Session will last approximately three (3) hours, with the first Match starting ten (10) minutes after the Session window opens, with a new match starting approximately every thirty (30) minutes. If a team fails to queue for the playlist and/or misses the start time for a given match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed match. Teams will earn points based on the scoring system listed in Attachment A, but points will only be earned in Matches that begin before the Session window closes. Any ties will be addressed under Section 2.2.13 (if applicable).
At the conclusion of the Second Chance Finals, the top teams based on points earned as listed on the Leaderboard from each Region will be awarded prizes as set out in Section 2.5.1. Additionally, the top teams based on points earned as listed on the Second Chance Finals Leaderboard from each Region will advance and qualify to participate in the in-person FNCS Major 1 Summit as determined by Section 2.2.11.
2.2.9 FNCS Global Championship Last Chance Format - Qualifiers 1 and 2
For each FNCS Global Championship Last Chance Qualifier (“Global Championship Chance Qualifier”, “GC Last Chance Qualifier”, or “GCLCQ”) all eligible players on a team (as determined by Epic in accordance with these Rules) must rank in the top 200,000 of the overall Power Rankings Leaderboard to participate in GC Last Chance Qualifier Round 1. If both players of a Team rank in the top 2,000 of the overall Power Rankings Leaderboard, they may forgo GC Last Chance Qualifier Round 1 and participate in GC Last Chance Qualifier Round 2. However, Teams eligible to forgo GCLCQ Round 1 may participate in GCLCQ Round 1 and in doing so, give up their automatic qualification for the applicable GCLCQ Round 2.
Each GC Last Chance Qualifier Round 1 will consist of a single Session. Teams may participate in a maximum of eleven (11) Matches during GCLCQ Round 1. Each GCLCQ Round 1 Session will last approximately three (3) hours. Teams will earn points based on the scoring system listed in Attachment A, but points will only be earned in Matches that begin before the Session window closes. Any ties will be addressed under Section 2.2.13 (if applicable).
At the conclusion of the applicable GCLCQ Round 1 Session, and subject to the terms and conditions herein, the top 1,000 point earning teams in each Region, according to the Session Leaderboard, will advance and be able to queue up for the applicable Region’s GCLCQ Round 2 of the applicable GCLCQ.
Each GC Last Chance Qualifier Round 2 will consist of a single Session. Only Teams that placed in the top 1,000 of the applicable GCLCQ Round 1 Leaderboard in the applicable Region, or that automatically qualified to GCLCQ Round 2 via Power Rankings as outlined in this Section 2.2.9, will be able to participate in GCLCQ Round 2. Teams may participate in a maximum of eleven (11) Matches during GCLCQ Round 2. Each GCLCQ Round 2 Session will last approximately three (3) hours. Teams will earn points based on the scoring system listed in Attachment A, but points will only be earned in Matches that begin before the Session window closes. Any ties will be addressed under Section 2.2.13 (if applicable).
At the conclusion of the applicable GCLCQ Round 2 Session, and subject to the terms and conditions herein, the top 300 point earning teams in each Region, according to the Session Leaderboard, will advance and be able to queue up for the applicable Region’s GCLCQ Round 3 of the applicable GCLCQ.
Each GC Last Chance Qualifier Round 3 will consist of a single Session. Only Teams that placed in the top 300 of the applicable GCLCQ Round 2 Leaderboard in the applicable Region will be able to participate in GCLCQ Round 3. Teams may participate in a maximum of eleven (11) Matches during GCLCQ Round 3. Each GCLCQ Round 3 Session will last approximately three (3) hours. Teams will earn points based on the scoring system listed in Attachment A, but points will only be earned in Matches that begin before the Session window closes. Any ties will be addressed under Section 2.2.13 (if applicable).
At the conclusion of the applicable GCLCQ Round e Session, and subject to the terms and conditions herein, the top 25 point earning teams in each Region, according to the Session Leaderboard, will advance and be able to queue up for the applicable Region’s Global Championship Last Chance Finals.
Teams that qualify to Global Championship Last Chance Finals via GC Last Chance Qualifier 1 are not eligible to participate in GC Last Chance Qualifier 2.
2.2.10 FNCS Global Championship Last Chance Format - Finals
The FNCS Global Championship Last Chance Finals (“Global Championship Last Chance Finals”, GC Last Chance Finals”, or “GCLCF”) will consist of a single Session. Only Teams that qualified for the GC Last Chance Finals via the applicable Region’s GC Last Chance Qualifiers 1 and 2, as detailed in Section 2.2.9, will be able to participate in the GC Last Chance Finals. Teams may participate in a maximum of six (6) Matches during the GC Last Chance Finals. Each GC Last Chance Finals Session will last approximately three (3) hours, with the first Match starting ten (10) minutes after the Session window opens, with a new match starting approximately every thirty (30) minutes. If a team fails to queue for the playlist and/or misses the start time for a given match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed match. Teams will earn points based on the scoring system listed in Attachment A, but points will only be earned in Matches that begin before the Session window closes. Any ties will be addressed under Section 2.2.13 (if applicable).
At the conclusion of the GC Last Chance Finals, the top teams based on points earned as listed on the Leaderboard from each Region will be awarded prizes as set out in Section 2.5.1. Additionally, the top teams based on points earned as listed on the GC Last Chance Finals Leaderboard from each Region will advance and qualify to participate in the in-person FNCS FNCS Global Championship as determined by Section 2.2.12.
2.2.11 FNCS Major 1 Summit Advancements.
Subject to Section 2.5.2, advancement to the FNCS Major 1 Summit will be determined by the Major 1 Finals Leaderboard and the Major 1 Second Chance Finals Leaderboard at the conclusion of each event. Teams advancing to the FNCS Major 1 Summit from The FNCS Major 1 Finals will advance to the Upper Bracket stage of the FNCS Major 1 Summit. Teams advancing to the FNCS Major 1 Summit from The FNCS Major 1 Second Chance Finals will advance to the Lower Bracket stage of the FNCS Major 1 Summit. The number of advancements will differ based on Region and Stage as follows:
FNCS Major 1 Finals
EU: 1st - 20th (20)
NAC: 1st - 13th (13)
BR: 1st - 5th (5)
ASIA: 1st - 3rd (3)
OCE: 1st - 3rd (3)
ME: 1st - 3rd (3)
NAW: 1st - 3rd (3)
Subtotal: 50 Teams
FNCS Major 1 Second Chance Finals
EU: 1st - 8th (8)
NAC: 1st - 7th (7)
BR: 1st - 2nd (2)
ASIA: 1st - 2nd (2)
OCE: 1st - 2nd (2)
ME: 1st - 2nd (2)
NAW: 1st - 2nd (2)
Subtotal: 25 Teams
Total teams advancing to Major 1 Summit: 75 Teams
If a team or player declines or is otherwise unable to participate in the FNCS Major 1 Summit, their advancement spot may be awarded to the next-highest scoring team, or a player from the next-highest scoring team, on the Major 1 Finals Leaderboard in that same region, the next-highest scoring team, or player from the next-highest scoring team, in another region of Epic's choosing, or any other team or player of Epic’s choosing.
2.2.12 Fortnite Global Championship Advancements.
Subject to Section 2.5.2, advancement to the Fortnite Global Championship will be determined by the FNCS Major 1 Summit Leaderboard, Major 2 Finals Leaderboard, and Global Championship Last Chance Finals Leaderboard at the conclusion of each event. The number of advancements will differ based on Region and FNCS Major.
FNCS Major 1 Summit Advancements
1st - 15th (15)
FNCS Major 2 Advancements
EU: 1st - 9th (9)
NAC: 1st - 6th (6)
BR: 1st - 2nd (2)
ASIA: 1st - 2nd (2)
OCE: 1st - 2nd (2)
ME: 1st - 2nd (2)
NAW: 1st - 2nd (2)
FNCS Global Championship Last Chance Advancements
EU: 1st - 3rd (3)
NAC: 1st - 2nd (2)
BR: 1st (1)
ASIA: 1st (1)
OCE: 1st (1)
ME: 1st (1)
NAW: 1st (1)
Total: 50 Teams
If a team declines or is otherwise unable to participate in the Fortnite Global Championship, their advancement spot may be awarded to the next-highest scoring team on the Major 1 Summit Leaderboard and/or Major 2 and Global Championship Last Chance Finals Leaderboard in that same region, the next-highest scoring team in another region of Epic's choosing, or any other team of Epic’s choosing. If any team has already qualified for the Fortnite Global Championship through a previous FNCS event, but also falls within the advancement threshold in a following FNCS event, their team’s advancement spot will instead be awarded to the next-highest scoring team on the applicable Finals Leaderboard.
2.2.13 Tiebreakers.
Tiebreakers will be determined in the order presented here: (1) total points scored; (2) total Victory Royales in the Session; (3) average Eliminations in the Session; (4) average placement per Match in the Session; and finally (5) total seconds survived across all Matches.
2.2.14 Platforms.
Players acknowledge and agree that the Event is cross-platform, other players may participate in the Event on different platforms (i.e., PC, console, or mobile (as applicable)), and that different platforms may offer features, such as controllers, player interface, and/or ability to individualize certain game settings/sensitivities, etc., which may arguably provide a competitive advantage to one platform over another. Epic makes no adjustments in the Event to accommodate different platforms, and it is each player’s responsibility to select the platform they use to participate in the Event.
2.3 Schedule. The tentative schedule and dates for Events is set forth in Attachment B. Dates may be changed; final dates and times will be displayed in-game.
2.4 Rescheduling. Epic may, in its sole discretion, change the schedule, the date and/or the game mode for any Match or Session of the Event. However, Epic will inform players of any changes at its earliest convenience.
2.5 Prizes.
2.5.1 Major 1, Major 2, and Global Championship Last Chance Finals. Subject to Section 2.5.2, prizes will be awarded to each team (divided evenly between the two (2) players) based on its placement within the Leaderboard at the conclusion of the applicable Finals Day 2 Session. The specific prize awards are set forth in Attachment C.
2.5.2 Prize Restricted Regions. NOTWITHSTANDING THE FOREGOING OR ANY OTHER PROVISION OF THESE RULES TO THE CONTRARY, IF YOU ARE AN INDIVIDUAL RESIDING IN TURKEY OR RUSSIA (EACH, A “PRIZE RESTRICTED REGION”), YOU ACKNOWLEDGE AND AGREE THAT YOU ARE NOT ELIGIBLE FOR NOR ENTITLED TO WIN ANY PRIZES IN CONNECTION WITH THE EVENT.
2.5.3 Prizing Information.
Only eligible, ranked players who do not reside in a Prize Restricted Region (as determined by Epic in its sole discretion) will be eligible to receive the applicable prizes set forth in Section 2.5.1 (“Winning Players”). No other player will be entitled to win any prizes in connection with the Event.
Prizes are awarded “as is” with no warranty or guarantee, either express or implied. Prizes are not transferable or assignable and cannot be transferred by Winning Players. Non-cash prizes (if any) cannot be redeemed for cash. All prize details are at the sole discretion of Epic. Winning Players are not entitled to any surplus between actual retail value of prize and approximate retail value, and any difference between approximate and actual value of the prize will not be awarded. Winning Players are responsible for any costs and expenses associated with prize acceptance and use not specified herein as being provided. Winning Players may not substitute a prize, but Epic reserves the right, at its sole discretion, in case of justified reasons, to substitute a prize (or portion thereof) with one of comparable or greater value. Additional terms and conditions may apply to acceptance and use of a prize.
Potential Winning Players will be notified by Epic of their status as a potential Winning Player at the email address associated with such players’ Epic Games Account (“Epic Account”) within sixty (60) days of completion of the applicable Event Session, or such other time as reasonably required by Epic for such notification, and will be subject to verification of eligibility pursuant to Section 3 and compliance with these Rules. Potential Winning Players must keep the Epic Account that they used to compete in the Event active throughout the verification of eligibility process.
Upon formal notification from Epic, a potential Winning Player shall have forty five (45) days from the date such notice was emailed to respond and provide (1) any information or materials requested by Epic for purposes of verification of eligibility pursuant to Section 3 and (2) the Release (as defined below). Such response from a potential Winning Player must be delivered to the email address from which Epic’s notification was sent or, at Epic’s sole option, another email address specified in the notification. The date of receipt by Epic shall be decisive for a potential Winning Player’s compliance with the deadlines set forth in this Section 2.5.3.
In the event of (a) the failure by any such player to (i) keep the Epic Account that such player used to compete in the Event active throughout the verification of eligibility process or (ii) timely respond to any notification or request for materials or information; or (b) any such player being unable to accept or receive the prize for any reason (including for failure to satisfy eligibility requirements at all times throughout participation in the Event up until the receipt of prize, or for failure to provide the necessary tax and payment information through Epic’s approved tax and payment processing vendors), or (c) finding the player has violated the Competitive Integrity rules (or any equivalent rules as the case may be) for any past event (“Past Event”) organized by Epic, if the prizes for such Past Event have not yet been paid to such player, then such player shall be disqualified as a potential Winning Player, and such player shall not be entitled to win any prizes in connection with the Event or Past Events. In such cases, no alternate Winning Player will be named, and Epic shall have the right, in its sole and absolute discretion, to (y) award any prize amounts that would have otherwise been awarded to such disqualified player as part of a future Game competitive event or (z) award any such prize amounts to non-profit causes and efforts. A Winning Player will only be announced once the verification of eligibility process has been completed by Epic pursuant to these Rules.
Winning Players will also be required to provide certain payment information to Epic, including any required tax information forms, in order to receive the prizes. Epic may withhold payment of the prizes if the Winning Player fails to provide the applicable payment forms to Epic in a timely manner.
PRIZES ARE SUBJECT TO APPLICABLE INTERNATIONAL, FEDERAL, STATE, AND LOCAL TAXES (INCLUDING, BUT NOT LIMITED TO, INCOME AND WITHHOLDING TAXES) AND IT IS THE RESPONSIBILITY OF EACH WINNING PLAYER TO (I) CHECK WITH SUCH WINNING PLAYER’S LOCAL TAX ADVISOR TO DETERMINE WHICH TAXES APPLY TO SUCH WINNING PLAYER AND (II) PAY SUCH TAXES TO THE APPROPRIATE TAX AUTHORITY. It is Epic's policy to withhold tax at the backup withholding rates in effect for US and non-US residents. Prize income and tax withholding will be reported on forms (y) 1099-MISC for US residents and 1042-S for non-US residents, and (z) any other relevant tax forms as may be required by applicable law.
Epic will determine the payment method for the prizes in its sole discretion and, except as otherwise required by applicable law, all payments will be made directly to the Winning Player in such Winning Player’s capacity as an individual (or, if a Minor, to the Winning Player’s parent or legal guardian). No prize payments will be made by Epic to any organization, company, or other entity. Each Winning Player will be provided a Prize Acceptance and Release Form (“Release”). Unless restricted by applicable law, each Winning Player (or, if a Minor, such Winning Player’s parent or legal guardian) will be required to complete and submit the Release in accordance with the deadlines set forth in this Section 2.5.3. In addition, by accepting a prize, the Winning Player agrees (or such Winning Player’s parent or legal guardian agrees) to release Epic from any and all liability, loss, or damage arising from or in connection with awarding, receipt, and/or use or misuse of prize or participation in any prize-related activities.
3. Player Eligibility; Epic Account Status.
To be eligible to participate in any Event Match or receive any prizes in connection with an Event, you must meet the eligibility criteria in this Section.
3.1 Player Age; Cabined Accounts. You must be at least 13 years old (or such other age, if greater, as may be required in your country of residence). You must ensure that your age information on your account is accurate. You cannot use a Cabined Account to participate in the Event.
3.2 Epic TOS. You must comply with Epic’s Terms of Service online at https://legal.epicgames.com/en-US/epicgames/tos (“Epic TOS”) (), including all rules, policies and other terms referenced in the Epic TOS. These Rules add to, and do not replace, the Epic TOS.
3.3 2FA. You must enable (if not already enabled) Two-Factor Authentication (“2FA”) on your Epic Account. To enable 2FA, please visit https://epicgames.com/2FA, log in to your Epic Accounts, and follow the onscreen instructions.
3.4 Epic Affiliation. Employees, officers, directors, agents, and representatives of Epic (including the legal, promotion, and advertising agencies of Epic) and their immediate family members (defined as spouse, mother, father, sisters, brothers, sons, daughters, uncles, aunts, nephews, nieces, grandparents, and in-laws, regardless of where they live) and those living in their household (whether or not related), and each person or entity connected with the production or administration of the Event, and each parent company, affiliate, subsidiary, agent and representative of Epic are not eligible to participate in the Event.
3.5 Player Names.
3.5.1 All team and individual player names must follow the Code of Conduct in Section 8. Epic and the Event Administrators each may restrict or change team and individual player tags or screen names for any reason.
3.5.2 The name used by a team or player may not include or make use of the
terms Fortnite, Epic, or any other trademark, trade name, or logo owned by or licensed to Epic.
3.5.3 The name used by a team or player cannot be an impersonation of another team, player, streamer, celebrity, government official, Epic employee, or any other person or entity.
3.6 Good Standing; Account Level.
3.6.1 The Epic Account you use in connection with the Event must be in good standing, with no undisclosed violations. This also means that your Epic Account must be registered in your name, and cannot have been previously purchased, gifted, or otherwise transferred from another player.
3.6.2. You (and your Epic Account) must be free of or have fully served any suspensions or other sanctions imposed in connection with a previous violation of any official Epic rules. Additionally, you will not be able to participate in the Event if you receive(d) a competitive ban of 14 days or longer, and if the sanction duration extends into future Fortnite seasons, you will not be able to participate in any Events associated with those seasons.
3.6.3 Your Epic Account must be level three hundred and fifty (350) or above. This information can be found in the in-game “Career” tab.
3.6.4 Epic may share tournament Leaderboard information with Sony for any players participating on PlayStation 4 or PlayStation 5 devices.
3.6.5 To be eligible for this Event, you must have competed in at least 14 distinct Epic tournaments within the last one hundred and eighty (180) days.
3.7 Additional Restrictions.
3.7.1 The Event in all parts is open to players from across the world, except as otherwise provided in this Section. The Event is not open to individuals wherever restricted or prohibited by applicable law or in any country where participation is prohibited by U.S. law (“Prohibited Countries”), including Cuba, Iran, Iraq, North Korea, Somalia, Sudan, Syria, and the regions of Crimea, Donetsk, and Luhansk.
3.7.2 Unless you reside in the European Union or the United States, you may not participate in the Event using iOS devices.
3.7.3 During the entire Event, only a single player may play on a given game device. This means you cannot use the same device as other players during the Event.
3.7.4 You may only have one (1) entry (using one (1) Epic Account) into the Event for a given Session. You are expressly prohibited from having additional Event entries using additional or secondary Epic Account(s).
3.7.5 You may only participate in one (1) Region (using one (1) Epic Account) throughout the course of the applicable Major. For clarity, this means that once you participate in a Region in any Play-In Stage Session, you will be locked to that Region for any subsequent Play-In Stage, Heats Stage, LCQ Sessions, and/or Finals (as applicable) of that Major.
For the FNCS Major 1 Second Chance Qualifier, you may participate in only one (1) Region (using one (1) Epic Account) throughout the Major 1 Second Chance Qualifier but are not locked to the Region you played in any previous stage of Major 1, if applicable.
For the Global Championship Last Chance, you may participate in only one (1) Region (using one (1) Epic Account) per Qualifier. For clarity, this means that once you participate in a Region in any Round 1 or Round 2 Session, you will be locked to that Region for any subsequent Round of that Qualifier. If you participate in a Region for GC Last Chance Qualifier 1 and do not qualify to GC Last Chance Finals, you may participate in a different Region for GC Last Chance Qualifier 2 where you will be locked to the new Region upon playing your first Round of Qualifier 2.
3.7.6 You may only participate on a single team during the duration of the Play-In Stage, Heats Stage, and Finals. You may change teammates at the start of the LCQ. If you and your teammates qualify for the Finals through the LCL, you’re locked to that team for the duration of the Finals.
For the Global Championship Last Chance, you may only participate on a single team during the duration of the Round 1, Round 2, and Round 3 Sessions. If you and your teammate qualify for the GC Last Chance Finals, you must participate in the Finals with that teammate. You may change teammates between GC Last Chance Qualifier 1 and Qualifier 2 if you and your teammate do not qualify for the GC Last Chance Finals via Qualifier 1.
4. Team Rules.
4.1 Duo
During the Event, all players on a team must be present and partied up together to participate. If a team does not have all members present and partied up together by the start time for a given Match, it will be considered to have finished in (or tied for) last place with zero Eliminations for that Match.
4.1.1 All members of a team that are eligible to receive a prize as set forth in Section 2 must meet the eligibility requirements set out in Section 3 in order to be eligible to receive such prizes. If one member of a team fails the verification of eligibility process, all members of that team will be disqualified as Potential Winning Players, and that team shall not be entitled to win any prizes in connection with the Event. However, if a team member resides within a Prize Restricted Region, that shall not automatically force a disqualification of the other team member as a Potential Winning Player.
4.1.2 Except as otherwise expressly set forth herein, all of the Event Administrators’ rights pursuant to these Rules relate to and are exercisable against the team as a whole and each individual member of the team. If any right of disqualification arises as to any individual member of the team, then the Event Administrator may exercise the right of disqualification against the team as a whole.
4.1.3 Earned qualification spots (as applicable) cannot be transferred, sold, traded, or gifted to any person or organization. This means that earned qualification spots will always be connected directly to the entire team as a whole.
4.1.4 Players may only participate on one team at a time throughout each Session. If a player qualifies to the Heats Stage through the Play-In Stage, that player is locked to the team they played with in the Play-In Stage. If a player qualifies to the Finals through the Heats Stage, that player is locked to the team they played with in the Heats Stage. If a player qualifies for the Finals through the Last Chance Lobby, the player is locked to the team they played with in the Last Chance Lobby.
4.1.5 If a player has already qualified for the Fortnite Global Championship from a FNCS Major, then, subject to the below, that player will be locked to their qualifying team for the Fortnite Global Championship (“Fortnite Global Championship-Qualified Team”) and for any following FNCS event(s).
If any player on a Fortnite Global Championship-Qualified Team wishes to compete in a following FNCS event(s) as part of a new team, all members on that player’s original Fortnite Global Championship-Qualified Team must unanimously decide to disband their duo, and thereby forfeit its existing Global Championship advancement spot.
In order to officially disband, both players on the original Fortnite Global Championship-Qualified Team must submit a written request to disband by writing to [email protected] before the primary deadline(s) listed below.
If such request is approved, the existing Fortnite Global Championship-Qualified Team’s advancement spot will be rescinded, and the next in-line team(s) will advance to the Fortnite Global Championship based on the applicable FNCS Major’s 1 Summit Leaderboard or Major Finals Leaderboard.
If the next in-line team(s) on the applicable Leaderboard also unanimously decide to disband their duo before the applicable primary deadline, their Global Championship advancement spot will be taken from the next in-line team(s) on the applicable Leaderboard; and if they unanimously decide to disband their duo before the applicable secondary deadline, their Global Championship advancement spot will be taken from the next in-line team(s) on the following FNCS event’s Finals Leaderboard.
If any player on a Fortnite Global Championship-Qualified Team wishes to compete in a following FNCS event(s) as part of a new team without first officially disbanding with their entire Fortnite Global Championship-Qualified Team, they and their team are ineligible to earn prizing or qualification to the Fortnite Global Championship in that following FNCS event(s).
Fortnite Global Championship-Qualified Team Disband Submittal Deadlines
Major 2 Primary Deadline To be announced
Major 2 Secondary Deadline To be announced
Global Championship Last Chance Primary Deadline To be announced
Global Championship Last Chance Secondary Deadline To be announced
5. Issues.
5.1 Definition of Terms.
“Bug” means an error, flaw, failure, fault or other technical issue that produces an incorrect or unexpected result, or otherwise causes Fortnite and/or a hardware device to behave in unintended ways.
“Intentional Disconnection” means a player losing connection to Fortnite due to the player’s actions or inaction. Intentional disconnection is not considered a valid technical issue for the purposes of a remake.
“Server Crash” means all players losing connection to Fortnite due to an issue with the game server.
“Unintentional Disconnection” means a player losing connection to Fortnite due to problems or issues with the game client, platform, network, or PC.
5.2 Technical Issues.
5.2.1 Due to the nature and scale of online competition, except as otherwise determined by Epic in its sole discretion, Matches will not be restarted or made null due to Bugs, Intentional Disconnections, Server Crashes, or Unintentional Disconnections. Except as otherwise determined by Epic in its sole discretion, any Bug encounters must be played through and will not be cause for a remake.
5.2.2 Players are prohibited from taking advantage of or otherwise exploiting any Bug that allows a player to participate in any Event round or Match or Session without having first qualified for such round or Match or Session pursuant to the terms of these Rules.
6. Communication.
6.1 Event Administrators will be available to answer player-specific questions and provide additional assistance throughout the Event via the official player support channel found here: https://www.discord.gg/fncompetitivesupport. Any answers or comments provided online do not change these Rules.
7. Post-Match Process.
7.1 Scoring.
7.1.1 The Fortnite game client will record and report a player’s score at the conclusion of such player’s participation in a Match.
7.1.2 At times, unforeseen issues may arise that result in score reporting delays and/or inaccuracies. For the duration of the Event, the score displayed within the Leaderboard will be the official score, regardless of accuracy.
7.1.3 After a Session has ended, Epic may adjust the Leaderboard standings (typically due to players or teams being disqualified and removed from the Leaderboard for breaking these Rules). For advancement purposes, at the end of the applicable Session, the Leaderboard standings will be snapshotted, and those advancements will be immediately awarded and considered “final” for purposes of player or team advancement only, subject in all cases to final adjustment and confirmation by Epic.
8. Code of Conduct.
8.1 Personal Conduct; No Toxic Behavior.
8.1.1 All players must conduct themselves in a way that is at all times consistent with (a) the Code of Conduct in this Section 8 (“Code of Conduct”) and (b) the general principles of personal integrity, honesty, and good sportsmanship.
8.1.2 Players must be respectful of other players, Event Administrators, spectators, and sponsors (as applicable).
8.1.3 Players shall not behave in a manner that (a) violates these Rules, (b) is disruptive, unsafe or destructive, or (c) is otherwise harmful to the enjoyment of Fortnite by other users as intended by Epic (as determined by Epic). In particular, players shall not engage in harassing or disrespectful conduct, use of abusive or offensive language, game sabotage, spamming, social engineering, scamming, or any unlawful activity (“Toxic Behavior”).
8.1.4 Players shall not (a) proclaim to be, or represent themselves as, a banned player or a cheater/rule breaker, or (b) glorify or otherwise endorse the breaking or violation of these Rules.
8.1.5 Any violation of these Rules may expose a player to disciplinary action as further described in Section 9.3, whether or not that violation was committed intentionally.
8.2 Competitive Integrity.
8.2.1 Each player is expected to play within the spirit of Fortnite and these Rules at all times during any Event Match. Any form of unfair play is prohibited by these Rules and may result in disciplinary action. Examples of unfair play include the following:
- Collusion (as defined below), match fixing or throwing, bribing a referee or match official, or any other unfair or illegal action or agreement to intentionally influence (or attempt to influence) the outcome of any match or Event.
- Hacking or otherwise modifying the intended behavior of the game client.
- Playing or allowing another player to play on an Epic Account registered in another person’s name (or soliciting, encouraging, or directing someone else to do so).
- Using any kind of program, hardware, or tool that has access to the real-time state of the game being played (e.g. through memory, screen recording, screenshots, video, audio, network traffic, files) to gain a competitive advantage is prohibited. This includes, but is not limited to, aimbots, hardware-assisted cheat devices, input manipulation devices, spoofers, and mods. Overlays that have awareness of the real-time state of the game and provide information or feedback that gives a competitive advantage are prohibited, but overlays that provide general system functionality without awareness of gameplay (such as Discord, and streaming and broadcast software) are okay.
- Intentionally exploiting any game function (e.g., an in-game Bug or glitch) in a manner not intended by Epic in order to gain a competitive advantage.
- Using distributed denial of service attacks, swatting, or similar methods to interfere with another player’s connection to Fortnite’s game client.
- Using macro keys or similar methods to automate in-game actions.
- Accepting any gift, reward, bribe, or compensation for services promised, rendered, or to be rendered in connection with unfair play of Fortnite (e.g., services designed to throw or fix a Match or Session).
- Utilizing outside assistance regarding the location of other players, other players’ health or equipment, or any other information not otherwise known to the player by the information on his or her own screen (e.g., looking at or attempting to look at spectator monitors while currently in a match). For clarity, a player’s receipt of coaching or use of the in-game replay tool does not fall within this prohibition.
- Intentionally Disconnecting from Fortnite after you or a member of your team takes damage. For clarity, this only applies to players who Intentionally Disconnect with a member of their team receiving damage within 60 seconds prior to the Intentional Disconnection.
8.2.2 Players may not work together to deceive or otherwise cheat other players during any Match (“Collusion”). Examples of Collusion include the following:
- Teaming: Players working together during the Match while on opposing teams.
- Planned Movement: Agreement between two (2) or more opposing players to land at specific locations and move through the map in a planned way before the Match begins.
- Communication: Sending or receiving signals (both verbal and non-verbal) to communicate with opposing players.
- Item Dumping: Intentionally dropping items for an opposing player to collect.
- Feeding: Intentionally allowing oneself to be eliminated by an opposing player.
8.2.3 Epic may use machine learning models, statistical analysis, or behavioral data to identify cases of rule violations.
8.3 Wagering. Players shall not (a) conduct or promote betting, wagering, or gambling on the Event or any portion thereof, or (b) benefit, either directly or indirectly, from betting, wagering, or gambling on the Event or any portion thereof.
8.4 Harassment. Players are prohibited from engaging in any form of harassing, abusive, or discriminatory conduct, including any of the foregoing based on race, color, ethnicity, national origin, religion, political opinion or any other opinion, gender, gender identity, sexual orientation, age, disability, or any other status or characteristic protected under applicable law.
8.5 Confidentiality. A player may not disclose to any third party any confidential information the player obtains in connection with the Event, including by posting on social media channels.
8.6 Illegal Conduct. Players are required to comply with all applicable laws at all times. Any attempt to deliberately damage or undermine the legitimate operation of the Event may be in violation of criminal and civil laws and will result in disqualification from participation in the Event. If an attempt is made, Epic reserves the right to seek remedies and damages (including attorneys’ fees) to the fullest extent of the law, including criminal prosecution.
8.7 Reporting. Any player who witnesses or is subjected to conduct that violates the Code of Conduct should notify an Epic Esports Coordinator or Event Administrator. All complaints reported pursuant to this Section 8.7 will be promptly investigated and appropriate action will be taken. Retaliation against any player who brings forward a complaint or cooperates in the investigation of a complaint is prohibited.
9. Enforcement; Rules and Conduct Violations.
9.1 Enforcement. Epic will have primary responsibility for enforcing these Rules for all players at the Event and may, working with the Event Administrators (as defined belowabove), impose sanctions on players for violations of these Rules, as further described in Section 9.
9.2 Investigation and Compliance.
9.2.1 You must fully cooperate with Epic and/or an Event Administrator (as applicable) in the investigation of any violation or suspected violation of these Rules. If Epic and/or an Event Administrator contacts you to discuss the investigation, you must be truthful in the information that you provide to Epic and/or an Event Administrator. Any player found to have withheld, destroyed, or tampered with any related information, or otherwise found to have misled Epic and/or an Event Administrator during an investigation, will be subject to disciplinary action as further described in Section 9.3.
9.2.2 Epic has the right, in its sole discretion, to remove a player from, or restrict such player’s participation in, any Event activity as part of any investigation conducted by Epic and/or an Event Administrator (as applicable) pursuant to Section 9.2.1.
9.3 Disciplinary Action.
9.3.1 If Epic determines that a player has violated the Code, Epic may take the following disciplinary actions (as applicable):
- Issue a private or public warning (verbal or written) to the player;
- Loss of Session Points for the current or future Match(es);
- Loss of all or any part of the prizes previously awarded to the player;
- Disqualify the player from participating in one or more Matches and/or Sessions at the Event; and/or
- Prevent the player from participating in one or more future competitions hosted by Epic.
9.3.2 For clarity, the nature and extent of the disciplinary action taken by Epic pursuant to this Section 9.3 will be in the sole and absolute discretion of Epic. Epic reserves the right to seek damages and other remedies from such player to the fullest extent permitted by applicable law.
The enforcement of any applicable sanction by Epic shall not provide such player with grounds for claims against Epic under any theory of law, or otherwise be considered a liability on the part of Epic to such player.
9.3.3 If Epic determines that there have been repeated breaches of these Rules by a player, it may hand out increasing disciplinary action, up to and including permanent disqualification from all future competitive play of Fortnite hosted or administered by or on behalf of Epic. Epic may also enforce any of its rights under Epic’s TOS in the event of a violation.
9.3.4 All Rules violations at the Event will be determined by Epic in its sole discretion and governed by the Epic Competitive Violation Matrix. A final decision by Epic as to the appropriate disciplinary action will be final and binding on all players.
9.43 Rule Disputes. Epic has final, binding authority to decide all disputes with respect to any portion of these Rules, including the breach, enforcement, or interpretation thereof.
10. Disclaimers. TO THE MAXIMUM EXTENT ALLOWED BY LAW, EPIC AND ITS AFFILIATES AND THE EVENT ADMINISTRATORS WILL NOT BE LIABLE FOR (A) ANY TECHNICAL ISSUES OR OTHER DISRUPTIONS TO THE EVENT, INCLUDING ANY LOSS OR CORRUPTION OF DATA, (B) THE MISCONDUCT OF ANY PLAYERS OR OTHER THIRD PARTIES, (C) ANY INJURIES (INCLUDING DEATH) OR PROPERTY DAMAGE ARISING FROM ANY PRIZES OR PARTICIPATION IN THE EVENT, (D) ANY INDIRECT, CONSEQUENTIAL, INCIDENTAL OR SPECIAL DAMAGES, OR (E) ANY PRINTING, TYPOGRAPHICAL OR ADMINISTRATIVE ERRORS IN ANY MATERIALS ASSOCIATED WITH THE EVENT. EPIC RESERVES THE RIGHT TO SUSPEND, MODIFY OR CANCEL THE EVENT IN ITS SOLE DISCRETION SHOULD A VIRUS, BUG, OR OTHER TECHNICAL ISSUE, UNAUTHORIZED INTERVENTION, NATURAL DISASTER, OR OTHER CAUSE BEYOND EPIC’S CONTROL AFFECT THE ADMINISTRATION, SECURITY, OR PROPER PLAY OF THE EVENT, OR EPIC OTHERWISE BECOMES (AS DETERMINED IN ITS SOLE DISCRETION) INCAPABLE OF RUNNING THE EVENT AS ORIGINALLY PLANNED.
11. Publicity; Interview Consent.
11.1 Epic may use your name, tag, likeness, image, voice, gameplay statistics, and/or Epic Account ID or other biographical information, for publicity purposes before, during, and after the Event, in any manner and media, throughout the world, in perpetuity, but only in connection with publicizing the Event or other Fortnite events and programming, without any compensation or prior review.
11.2 If you are given an opportunity to participate in an interview in connection with the Event (each, an “Interview”), you consent to be recorded for the Interview, and you hereby grant to Epic a royalty-free, worldwide license (with the right to grant sublicenses) to use your statements and any audio/video footage from the Interview, as well as your name, tag, likeness, image, voice, gameplay statistics, Epic Account ID, and other biographical information (collectively, “Interview Materials”) in connection with the Interview. Your participation in an Interview is voluntary, and you are not entitled to compensation for an Interview or this license. Epic has no obligation to interview you or use Interview Materials. You can withdraw this license at any time by contacting an Event Administrator at [email protected], however this will not affect any uses Epic has made of such license before the withdrawal.
12. Governing Law. The internal laws of the State of North Carolina, without reference to any of its conflicts of laws principles, shall govern these Rules, including any disputes regarding these Rules and/or the Event.
13. Waiver of Jury Trial. EXCEPT AS PROHIBITED BY APPLICABLE LAW AND AS A CONDITION OF PARTICIPATING IN THIS EVENT, EACH PARTICIPANT HEREBY IRREVOCABLY AND PERPETUALLY WAIVES ANY RIGHT S/HE MAY HAVE TO A TRIAL BY JURY IN RESPECT OF ANY LITIGATION DIRECTLY OR INDIRECTLY ARISING OUT OF, UNDER OR IN CONNECTION WITH THIS EVENT, ANY DOCUMENT OR AGREEMENT ENTERED INTO IN CONNECTION HEREWITH, ANY PRIZE AVAILABLE IN CONNECTION HEREWITH, AND ANY OF THE TRANSACTIONS CONTEMPLATED HEREBY OR THEREBY.
14. Privacy. Please refer to Epic’s privacy policy located at https://www.epicgames.com/site/en-US/privacypolicy for important information regarding the collection, use and disclosure of personal information by Epic.
15 Other Languages. These Rules may be translated into other languages. In the event of any conflict or inconsistency between any translated version of these Rules and the English version of these Rules, the English version shall prevail, govern and control.
Attachment A
Scoring System
Scoring System – Play-In Stage
Victory Royale: 65 points
2nd: 56 points
3rd: 52 points
4th: 48 points
5th: 44 points
6th: 40 points
7th: 38 points
8th: 36 points
9th: 34 points
10th: 32 points
11th: 30 points
12th: 28 points
13th: 26 points
14th: 24 points
15th: 22 points
16th: 20 points
17th: 18 points
18th: 16 points
19th: 14 points
20th: 12 points
21st: 10 points
22nd: 8 points
23rd: 6 points
24th: 4 points
25th: 2 points
Each Elimination: 2 points
Scoring System – Heats Stage
Victory Royale: 1,000 points
2nd: 56 points
3rd: 52 points
4th: 48 points
5th: 44 points
6th: 40 points
7th: 38 points
8th: 36 points
9th: 34 points
10th: 32 points
11th: 30 points
12th: 28 points
13th: 26 points
14th: 24 points
15th: 22 points
16th: 20 points
17th: 18 points
18th: 16 points
19th: 14 points
20th: 12 points
21st: 10 points
22nd: 8 points
23rd: 6 points
24th: 4 points
25th: 2 points
Each Elimination: 3 points
Scoring System – LCQ
Victory Royale: 65 points
2nd: 56 points
3rd: 52 points
4th: 48 points
5th: 44 points
6th: 40 points
7th: 38 points
8th: 36 points
9th: 34 points
10th: 32 points
11th: 30 points
12th: 28 points
13th: 26 points
14th: 24 points
15th: 22 points
16th: 20 points
17th: 18 points
18th: 16 points
19th: 14 points
20th: 12 points
21st: 10 points
22nd: 8 points
23rd: 6 points
24th: 4 points
25th: 2 points
Each Elimination: 1 Point
Scoring System – LCL
Victory Royale: 1,000 points
2nd: 56 points
3rd: 52 points
4th: 48 points
5th: 44 points
6th: 40 points
7th: 38 points
8th: 36 points
9th: 34 points
10th: 32 points
11th: 30 points
12th: 28 points
13th: 26 points
14th: 24 points
15th: 22 points
16th: 20 points
17th: 18 points
18th: 16 points
19th: 14 points
20th: 12 points
21st: 10 points
22nd: 8 points
23rd: 6 points
24th: 4 points
25th: 2 points
Each Elimination: 0 Points
Scoring System – Finals
Victory Royale: 65 points
2nd: 56 points
3rd: 52 points
4th: 48 points
5th: 44 points
6th: 40 points
7th: 38 points
8th: 36 points
9th: 34 points
10th: 32 points
11th: 30 points
12th: 28 points
13th: 26 points
14th: 24 points
15th: 22 points
16th: 20 points
17th: 18 points
18th: 16 points
19th: 14 points
20th: 12 points
21st: 10 points
22nd: 8 points
23rd: 6 points
24th: 4 points
25th: 2 points
Each Elimination: 4 points
Scoring System – Second Chance Play-In Stage
Victory Royale: 65 points
2nd: 56 points
3rd: 52 points
4th: 48 points
5th: 44 points
6th: 40 points
7th: 38 points
8th: 36 points
9th: 34 points
10th: 32 points
11th: 30 points
12th: 28 points
13th: 26 points
14th: 24 points
15th: 22 points
16th: 20 points
17th: 18 points
18th: 16 points
19th: 14 points
20th: 12 points
21st: 10 points
22nd: 8 points
23rd: 6 points
24th: 4 points
25th: 2 points
Each Elimination: 2 points
Scoring System – Second Chance Finals Stage
Victory Royale: 65 points
2nd: 56 points
3rd: 52 points
4th: 48 points
5th: 44 points
6th: 40 points
7th: 38 points
8th: 36 points
9th: 34 points
10th: 32 points
11th: 30 points
12th: 28 points
13th: 26 points
14th: 24 points
15th: 22 points
16th: 20 points
17th: 18 points
18th: 16 points
19th: 14 points
20th: 12 points
21st: 10 points
22nd: 8 points
23rd: 6 points
24th: 4 points
25th: 2 points
Each Elimination: 4 points
Scoring System – GC Last Chance Round 1 and Round 2 Stages
Victory Royale: 65 points
2nd: 56 points
3rd: 52 points
4th: 48 points
5th: 44 points
6th: 40 points
7th: 38 points
8th: 36 points
9th: 34 points
10th: 32 points
11th: 30 points
12th: 28 points
13th: 26 points
14th: 24 points
15th: 22 points
16th: 20 points
17th: 18 points
18th: 16 points
19th: 14 points
20th: 12 points
21st: 10 points
22nd: 8 points
23rd: 6 points
24th: 4 points
25th: 2 points
Each Elimination: 1 point
Scoring System – GC Last Chance Round 3 Stage
Victory Royale: 65 points
2nd: 56 points
3rd: 52 points
4th: 48 points
5th: 44 points
6th: 40 points
7th: 38 points
8th: 36 points
9th: 34 points
10th: 32 points
11th: 30 points
12th: 28 points
13th: 26 points
14th: 24 points
15th: 22 points
16th: 20 points
17th: 18 points
18th: 16 points
19th: 14 points
20th: 12 points
21st: 10 points
22nd: 8 points
23rd: 6 points
24th: 4 points
25th: 2 points
Each Elimination: 2 points
Scoring System – GC Last Chance Finals Stage
Victory Royale: 65 points
2nd: 56 points
3rd: 52 points
4th: 48 points
5th: 44 points
6th: 40 points
7th: 38 points
8th: 36 points
9th: 34 points
10th: 32 points
11th: 30 points
12th: 28 points
13th: 26 points
14th: 24 points
15th: 22 points
16th: 20 points
17th: 18 points
18th: 16 points
19th: 14 points
20th: 12 points
21st: 10 points
22nd: 8 points
23rd: 6 points
24th: 4 points
25th: 2 points
Each Elimination: 4 points
Attachment B
Schedule
FNCS Major 1
Play-Ins: April 6 and April 7
Heats: April 12 , April 18, and April 19
Last Chance: April 20 and April 21
Major 1 Finals: April 25 and April 26
Second Chance Qualifier: April 28 and 29
FNCS Major 2
Play-Ins: July 18 and July 19
Heats: July 24, July 25, and July 26
Last Chance: July 27 and July 28
Major 2 Finals: August 1 and August 2
FNCS Global Championship Last Chance
Qualifier 1 Round 1: August 3
Qualifier 1 Round 2: August 4
Qualifier 1 Round 3: August 5
Qualifier 2 Round 1: August 7
Qualifier 2 Round 2: August 8
Qualifier 2 Round 3: August 9
GC Last Chance Finals: August 14
Attachment C
Prizes
Majors 1 and 2 Finals
Subject to Section 2.5.2, the following prizes, in United States Dollar, will be awarded to each team (divided evenly between the two (2) players) based on its placement within the Leaderboard at the conclusion of the applicable Major Finals Session.
Event Prizes - OCE
Rank Prize
1st $16,000
2nd $12,000
3rd $8,000
4th $6,000
5th $4,000
6th $2,000
7th $1,800
8th $1,600
9th $1,400
10th $1,200
11th - 20th $1,000
21st - 30th $500
31st - 40th $400
41st - 50th $200
Event Prizes - Asia
Rank Prize
1st $16,000
2nd $12,000
3rd $8,000
4th $6,000
5th $4,000
6th $2,000
7th $1,800
8th $1,600
9th $1,400
10th $1,200
11th - 20th $1,000
21st - 30th $500
31st - 40th $400
41st - 50th $200
Event Prizes - Middle East
Rank Prize
1st $16,000
2nd $12,000
3rd $8,000
4th $6,000
5th $4,000
6th $2,000
7th $1,800
8th $1,600
9th $1,400
10th $1,200
11th - 20th $1,000
21st - 30th $500
31st - 40th $400
41st - 50th $200
Event Prizes - Europe
Rank Prize
1st $120,000
2nd $80,000
3rd $60,000
4th $50,000
5th $40,000
6th $30,000
7th $25,000
8th $20,000
9th $18,000
10th $16,000
11th $14,000
12th $12,000
13th $10,000
14th $8,000
15th $6,000
16th $5,500
17th $5,000
18th $4,500
19th $4,000
20th $3,500
21st - 30th $3,000
31st - 40th $2,000
41st - 50th $1,000
Event Prizes - Brazil
Rank Prize
1st $30,000
2nd $15,000
3rd $10,000
4th $8,000
5th $6,000
6th $5,000
7th $4,000
8th $3,500
9th $3,000
10th $2,500
11th - 20th $2,000
21st - 30th $1,500
31st - 40th $1,000
41st - 50th $500
Event Prizes - NAC
Rank Prize
1st $100,000
2nd $50,000
3rd $40,000
4th $30,000
5th $25,000
6th $20,000
7th $16,000
8th $14,000
9th $12,000
10th $10,000
11th $9,000
12th $8,000
13th $7,000
14th $6,000
15th $5,000
16th $4,500
17th $4,000
18th $3,500
19th $3,000
20th $2,500
21st - 30th $2,000
31st - 40th $1,500
41st - 50th $750
Event Prizes - NAW
Rank Prize
1st $30,000
2nd $15,000
3rd $10,000
4th $8,000
5th $6,000
6th $5,000
7th $4,000
8th $3,500
9th $3,000
10th $2,500
11th - 20th $2,000
21st - 30th $1,500
31st - 40th $1,000
41st - 50th $500
Major 1 Second Chance Qualifier Finals
Subject to Section 2.5.2, the following prizes, in United States Dollar, will be awarded to each team (divided evenly between the two (2) players) based on its placement within the Leaderboard at the conclusion of the applicable Finals Session.
Event Prizes - OCE
Rank Prize
1st - 3rd $1,000
4th $600
5th - 10th $400
11th - 20th $200
21st - 40th $100
Event Prizes - Asia
Rank Prize
1st - 3rd $1,000
4th $600
5th - 10th $400
11th - 20th $200
21st - 40th $100
Event Prizes - Middle East
Rank Prize
1st - 3rd $1,000
4th $600
5th - 10th $400
11th - 20th $200
21st - 40th $100
Event Prizes - Europe
Rank Prize
1st - 10th $1,000
11th - 15th $800
16th - 20th $600
21st - 30th $400
31st - 40th $200
Event Prizes - Brazil
Rank Prize
1st - 3rd $1,000
4th $600
5th - 10th $400
11th - 20th $200
21st - 40th $100
Event Prizes - NAC
Rank Prize
1st - 10th $1,000
11th - 15th $800
16th - 20th $600
21st - 30th $400
31st - 40th $200
Event Prizes - NAW
Rank Prize
1st - 3rd $1,000
4th $600
5th - 10th $400
11th - 20th $200
21st - 40th $100
Global Championship Last Chance Finals
Subject to Section 2.5.2, the following prizes, in United States Dollar, will be awarded to each team (divided evenly between the two (2) players) based on its placement within the Leaderboard at the conclusion of the applicable Finals Session.
Event Prizes - OCE
Rank Prize
1st $5,000
2nd $4,000
3rd $3,000
4th $2,000
5th $1,600
6th $1,400
7th $1,200
8th $1,000
9th $800
10th $600
11th - 20th $400
21st - 30th $300
31st - 40th $200
Event Prizes - Asia
Rank Prize
1st $5,000
2nd $4,000
3rd $3,000
4th $2,000
5th $1,600
6th $1,400
7th $1,200
8th $1,000
9th $800
10th $600
11th - 20th $400
21st - 30th $300
31st - 40th $200
Event Prizes - Middle East
Rank Prize
1st $5,000
2nd $4,000
3rd $3,000
4th $2,000
5th $1,600
6th $1,400
7th $1,200
8th $1,000
9th $800
10th $600
11th - 20th $400
21st - 30th $300
31st - 40th $200
Event Prizes - Europe
Rank Prize
1st $40,000
2nd $25,000
3rd $20,000
4th $16,000
5th $12,000
6th $10,000
7th $8,000
8th $6,000
9th $5,500
10th $5,000
11th $4,500
12th $4,000
13th $3,500
14th $3,000
15th $2,500
16th $2,000
17th $1,800
18th $1,600
19th $1,400
20th $1,200
21st - 30th $1,000
31st - 40th $600
41st - 50th $400
Event Prizes - Brazil
Rank Prize
1st $10,000
2nd $5,000
3rd $3,000
4th $2,500
5th $2,000
6th $1,600
7th $1,400
8th $1,200
9th $1,000
10th $800
11th - 15th $600
16th - 20th $500
21st - 30th $400
31st - 40th $300
Event Prizes - NAC
Rank Prize
1st $30,000
2nd $20,000
3rd $16,000
4th $12,000
5th $10,000
6th $8,000
7th $6,000
8th $5,000
9th $4,000
10th $3,000
11th $2,500
12th $2,000
13th $1,800
14th $1,600
15th $1,400
16th $1,200
17th $1,000
18th $900
19th $800
20th $700
21st - 30th $600
31st - 40th $400
41st - 50th $300
Event Prizes - NAW
Rank Prize
1st $10,000
2nd $5,000
3rd $3,000
4th $2,500
5th $2,000
6th $1,600
7th $1,400
8th $1,200
9th $1,000
10th $800
11th - 15th $600
16th - 20th $500
21st - 30th $400
31st - 40th $300
© 2026 Epic Games, Inc. All rights reserved.