
FNCS All-Star Showdown Official Rules
1. Introduction and Acceptance
1.1 Introduction
These FNCS All-Star Showdown Official Rules (“Rules”) govern all stages of the FNCS All-Star Showdown (“FNCS All-Star Showdown” or “Event”).
These Rules have been designed to ensure the integrity of competitive play of Fortnite (the “Game”) in connection with the Event, and are intended to promote vigorous competition and to help ensure that all competitive play of the Game is fun, fair, and free from Toxic Behavior (as defined below).
1.2 Acceptance
To participate in the Event, each player must agree (or, if a Minor (as defined below), such player’s parent or legal guardian must agree on such player’s behalf) to follow these Rules at all times, including the Code of Conduct in Section 8. A player (or, if a Minor, such player’s parent or legal guardian) may accept these Rules by clicking to accept or agree to these Rules, where this option is made available to you by Epic Games, Inc. (“Epic”) in the Game client. By participating in any game or match that is part of the Event, a player is confirming that he or she (or, if a Minor, his or her parent or legal guardian) has accepted these Rules pursuant to this Section 1.2.
1.3 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 below), hand out penalties to players for violations of these Rules, as further described in Section 9.
1.4 Amendments
Epic may update, revise, change, or modify these Rules from time to time. For each player, his or her participation in the Event after any update, revision, change, or modification to these Rules will be deemed acceptance by such player (or, if a Minor, such player’s parent or legal guardian) of these Rules as updated, revised, changed, or modified.
2. Event Structure
2.1 Definition of Terms
2.1.1 Arena
The Game’s ranked, competitive mode composed of three (3) leagues (each, a “League”) separated into ten (10) divisions (each, a “Division”) as follows:
Open League: Division I (0 - 249 Hype points (“Hype”))
Open League: Division II (250 - 499 Hype)
Open League: Division III (500 - 999 Hype)
Open League: Division IV (1,000 - 1,499 Hype)
Contender League: Division I (1,500 - 2,499 Hype)
Contender League: Division II (2,500 - 3,999 Hype)
Contender League: Division III (4,000 - 5,999 Hype)
Champion League: Division I (6,000 - 11,999 Hype)
Champion League: Division II (12,000 - 15,999 Hype)
Champion League: Division III (16,000+ Hype)
2.1.2 Elimination
An occurrence where one player 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 total number of eliminations earned during a single match; provided, that, in no event shall elimination credit be awarded to a player for any portion of a match following such player’s elimination.
2.1.3 Event Administrator
Any Epic employee or member of the admin team, broadcast team, production team, event staff, or anyone else otherwise employed or contracted for the purpose of running the Event.
2.1.4 Game Mode
A specific ruleset, set of gameplay elements, or win conditions for a given match. Game modes can be very broad and may or may not differ from one match to the next. Event Administrators will explain the specific parameters for each game mode before the beginning of a match.
2.1.5 Match
A single instance of competition within the Game that is played until a player or team either achieves a Victory Royale (as defined below) or certain victory conditions are otherwise met.
2.1.6 Placement
A player’s or team’s time spent in play in a match, relative to that of other players or teams in such match, prior to being eliminated. Placement rank is illustrated in the UI after being eliminated.
2.1.7 Session
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.
2.1.8 Victory Royale
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.
2.2 FNCS All-Star Showdown Solo Play In Schedule - All Final Times Listed in Game
2.2.1 June 17: FNCS All-Star Showdown Solo Play In - Round 1 [Middle East]
2.2.2 June 18: FNCS All-Star Showdown Solo Play In - Round 1 [All Regions Except Middle East]
2.2.3 June 18: FNCS All-Star Showdown Solo Play In - Round 2 and Round 3 [Middle East]
2.2.4 June 19: FNCS All-Star Showdown Solo Play In - Round 4 [Middle East]
2.2.5 June 19: FNCS All-Star Showdown Solo Play In - Round 2 and Round 3 [All Regions Except Middle East]
2.2.6 June 20: FNCS All-Star Showdown Solo Play In - Round 4 [All Regions Except Middle East]
2.3 FNCS All-Star Showdown Schedule - All Final Times Listed in Game
2.3.1 June 23: Blueprint Battle [All Regions]
2.3.2 June 23: Bullseye Bonanza [All Regions]
2.3.3 June 24: High Tier [All Regions]
2.3.4 June 25: Play For Keeps [All Regions]
2.3.5 June 26: FNCS All-Star Showdown Solo Finals [All Regions]
2.4 Rescheduling
Epic may, in its sole discretion, reorder the schedule and/or change the date for any match or session of the Event (or change any game mode to be played in connection therewith). However, if the Event schedule is so modified, Epic will inform all players at its earliest convenience.
2.5 Event Format and Scoring - FNCS All-Star Showdown Solo
2.5.1 Format
Subject to the terms and conditions of these Rules, any eligible Solo player (as determined by Epic in accordance with these Rules) may queue up and participate in the FNCS All-Star Showdown Solo Play In (“Play In”). For clarity, players may only participate in the Play In for a single server region (“Region”).
For Round 1 of the Play In (“Round 1”), any eligible Solo player (as determined by Epic in accordance with these Rules) must rank in the Champion League (Division I, II, or III) or higher within Arena in their respective Region by the start of the Play In to be eligible to queue up and compete during their respective Region’s Round 1 session window as listed in-game.
The Round 1 session will last approximately three (3) hours. Players may participate in a maximum of ten (10) matches during the Round 1 session. Players will earn points based on the scoring system listed in Sections 2.5.2 and 2.5.4 (as applicable). Matches for the Round 1 session will count only if the match begins before the Round 1 session window closes.
At the conclusion of Round 1 of the Play In, the top point earning players from each Region will advance as set out in Section 2.5.5 and be able to queue up for Round 2 of the Play In (“Round 2”). It will not be possible to enter Round 2 without ranking in a Region’s top players during Round 1.
For Round 2 of the Play In, players will compete in a single session during their respective Region’s Round 2 session window as listed in-game. The Round 2 session will last approximately three (3) hours. Players may participate in a maximum of ten (10) matches during the Round 2 session. Players will earn points based on the scoring system listed in Sections 2.5.2 or 2.5.4 (as applicable). Matches for the Round 2 session will count only if the match begins before the Round 2 session window closes.
At the conclusion of Round 2 of the Play In, the top point earning players from each Region will advance as set out in Section 2.5.6 and be able to queue up for Round 3 of the Play In (“Round 3”). It will not be possible to enter Round 3 without ranking in a Region’s top players during Round 2.
For Round 3 of the Play In, players will compete in a single session during their respective Region’s Round 3 session window as listed in-game. The Round 3 session will last approximately three (3) hours. Players may participate in a maximum of ten (10) matches during the Round 3 session. Players will earn points based on the scoring system listed in Sections 2.5.2 or 2.5.4 (as applicable). Matches for the Round 3 session will count only if the match begins before the Round 3 session window closes.
At the conclusion of Round 3 of the Play In, the top point earning players from each Region will advance as set out in Section 2.5.7 and be able to queue up for Round 4 of the Play In (“Round 4”). It will not be possible to enter Round 4 without ranking in a Region’s top players during Round 3.
For Round 4 of the Play In, players will compete in a single session during their respective Region’s Round 4 session window as listed in-game. Players may participate in a maximum of six (6) matches during the Round 4 session. The Round 4 session will last approximately three (3) hours, with the first match starting ten (10) minutes after the session window begins, and a new match starting every thirty (30) minutes thereafter. If a player fails to queue for the playlist and/or misses the start time for a given match, he or she will be considered to have finished in (or tied for) last place with zero eliminations for that missed match. Players will earn points based on the scoring system listed in Sections 2.5.3 or 2.5.4 (as applicable). Matches for the Round 4 session will count only if the match begins before the Round 4 session window closes.
At the conclusion of Round 4 of the Play In, the players that placed in the top 5 on the in-game leaderboard (“Leaderboard”) from each Region will advance as set out in Section 2.5.8 and be able to queue up for the Play In Solo Finals (“Solo Finals”). It will not be possible to enter the Solo Finals without either (a) advancing from Round 4 as set out in these Rules, or (b) receiving an automatic invitation to the Solo Finals as a top point earning team from the Finals Stage of previous FNCS Seasons as further described in Section 2.5.8 (each, an “FNCS Finals Advancing Team”).
In the Solo Finals, players will compete in a single session during their respective Region’s Solo Finals session window as listed in-game. Players may participate in a maximum of six (6) matches during the Solo Finals session. The Solo Finals session will last approximately three (3) hours, with a new match starting every thirty (30) minutes. If a player fails to queue for the playlist and/or misses the start time for a given match, he or she will be considered to have finished in (or tied for) last place with zero eliminations for that missed match. Players will earn points based on the scoring system listed in Sections 2.5.3 or 2.5.4 (as applicable). Matches for the Solo Finals will count only if the match begins before the Solo Finals session window closes.
For clarity, players may only participate in a single Region’s Solo Finals session.
At the conclusion of the Solo Finals, and subject to the terms and conditions herein, the top point earning players as listed on the Leaderboard from each Region will be awarded prizes as set out in Section 2.10.1. Additionally, the player with the most eliminations in each match of the Solo Finals (on a Region-by-Region basis) will be awarded additional prize(s) as set out in Section 2.10.1.
2.5.2 Scoring System - Round 1, Round 2, and Round 3
Placement
Victory Royale: 30 points
2nd: 25 points
3rd: 22 points
4th: 20 points
5th: 19 points
6th: 17 points
7th: 16 points
8th: 15 points
9th: 14 points
10th: 13 points
11th - 15th: 11 points
16th - 20th: 9 points
21st - 25th: 7 points
26th - 30th: 5 points
31st - 35th: 4 points
36th - 40th: 3 points
41st - 50th: 2 points
51st - 75th: 1 point
Each Elimination: 1 point
2.5.3 Scoring System - Round 4 and Solo Finals
Placement
Victory Royale: 30 points
2nd: 25 points
3rd: 22 points
4th: 20 points
5th: 19 points
6th: 17 points
7th: 16 points
8th: 15 points
9th: 14 points
10th: 13 points
11th - 15th: 11 points
16th - 20th: 9 points
21st - 25th: 7 points
26th - 30th: 5 points
31st - 35th: 4 points
36th - 40th: 3 points
41st - 50th: 2 points
51st - 75th: 1 point
Each Elimination: 2 points
2.5.4 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.
2.5.5 Round 2 Advancement
Advancement from Round 1 to Round 2 will be determined by points earned at the conclusion of Round 1. Total number of advancements will differ based on Region.
Round 1 to Round 2
Europe, NAE, NAW, and BR: Top 2000 players in each Region
Asia, OCE, and Middle East: Top 1000 players in each Region
2.5.6 Round 3 Advancement
Advancement from Round 2 to Round 3 will be determined by points earned at the conclusion of Round 2. Total number of advancements will differ based on Region.
Round 2 to Round 3
Europe and NAE: Top 600 players in each Region
NAW and BR: Top 500 players in each Region
Asia, OCE, and Middle East: Top 350 players in each Region
2.5.7 Round 4 Advancement
Advancement from Round 3 to Round 4 will be determined by points earned at the conclusion of Round 3.
All Regions: Top 100 players in each Region
2.5.8 Solo Finals Advancement
Advancement to the Solo Finals will be determined by one of two (2) separate entry methods as follows:
1) Direct qualification from the Play In:
FNCS All-Star Showdown Solo Play In [Round 4]: Top 10 players in each Region
2) Automatic invitation as an FNCS Finals Advancing Team:
FNCS Chapter 2 Season 5 (“Season 5”) Finals: Top 15 teams in each Region (45 players).
FNCS Chapter 2 Season 6 (“Season 6”) Finals: Top 15 teams in each Region (45 players, subject to the below).
TOTAL: 100 players in each Region
If an individual player has qualified for the Solo Finals in both Season 5 and Season 6, the remaining spot(s) will instead be granted based on the player’s highest average placement across both Season 5 Finals and Season 6 Finals.
2.6 Event Format and Scoring - FNCS All-Star Showdown Blueprint Battle
2.6.1 Format
In the FNCS All-Star Showdown Blueprint Battle (“Blueprint Battle”), eight (8) players selected from each Region (as further described in Section 2.6.5) will compete in a double elimination bracket, in which a player will be eliminated from Blueprint Battle if he or she loses two (2) matches in the bracket. Seeding for each stage of Blueprint Battle will be determined by Event Administrators at their sole discretion.
Blueprint Battle competition will consist of head-to-head checkpoint races, in which players will have to utilize piece editing to maneuver through the Blueprint Battle race track (the “Blueprint Battle Map”). For each Blueprint Battle match, the first player to reach all checkpoints and the finish line in the Blueprint Battle Map will be declared the winner of such match.
All players will begin Blueprint Battle in the Blueprint Battle Upper Bracket (“Blueprint Battle Upper Bracket”). If a player wins his or her match in the Blueprint Battle Upper Bracket, such player will advance to the next stage of the Blueprint Battle Upper Bracket. If a player loses his or her match in the Blueprint Battle Upper Bracket, such player will then drop down into the Blueprint Battle Lower Bracket (“Blueprint Battle Lower Bracket”).
In the Blueprint Battle Lower Bracket, if a player wins his or her match, such player will advance to the next stage in the Blueprint Battle Lower Bracket. If a player loses his or her match in the Blueprint Battle Lower Bracket, such player will be eliminated from Blueprint Battle. Following the conclusion of the final match in the Blueprint Battle Lower Bracket, the single remaining player from the Blueprint Battle Lower Bracket will face off against the single remaining player from the Blueprint Battle Upper Bracket in the final stage of the Blueprint Battle (“Blueprint Battle Finals”). To win the Blueprint Battle Finals, the Blueprint Battle Upper Bracket player must win one (1) match, or the Blueprint Battle Lower Bracket player must win two (2) matches.
At the conclusion of the Blueprint Battle Finals, and subject to the terms and conditions herein, each player from each Region will be awarded prizes as set out in Section 2.10.2.
2.6.2 Reporting Scores
At the conclusion of each Blueprint Battle match, both winning and losing players must submit the match result to Event Administrators using the designated chatroom. Taking a screenshot or video clip of the results screen is required in case of disputed results. If a player disputes a match claiming a win and submits proof of his or her claim, the opposing player must submit proof of his or her claim to avoid an automatic forfeit of the match. Any players found to be submitting false or doctored results will be subject to disciplinary actions as further described in Section 9.2.
2.6.3 Tiebreakers
In the case of a tie (i.e., each player achieves the exact same finish time at the conclusion of the applicable match), the tied players must replay the Blueprint Battle Map until the match is resolved with a winner.
2.6.4 Event Administrator Instructions
Event Administrators will instruct players how to host and/or join each Blueprint Battle match. For clarity, an Event Administrator must be present in each Blueprint Battle match. In cases where connection issues are present during a match, impacted players must inform the Event Administrators as soon as such players become aware of such connection issues. Upon notification of connection issues, the Event Administrators will determine, in their sole discretion, whether or not such match will be restarted or played through pursuant to Section 5.2.1. Without limitation of the foregoing, Event Administrators reserve the right to suspend and invalidate a Blueprint Battle match for a re-host at any time.
2.6.5 Participation Eligibility
Eligibility for participation in Blueprint Battle will be determined by one of two (2) separate entry methods as follows:
1) Direct nomination by a player on an FNCS Finals Advancing Team
FNCS Chapter 2 Season 5 Finals: Top 3 teams in each Region. Each team will nominate one (1) player to participate in Blueprint Battle (3 players total).
FNCS Chapter 2 Season 6 Finals: Top 3 teams in each Region. Each team will nominate one (1) player to participate in Blueprint Battle (3 players total).
Nominations must be made to an Event Administrator by responding directly in the designated Event chatroom or by email no later than June15, 2021 at 12:00 AM Eastern Time (“ET”). If an FNCS Finals Advancing Team fails to submit its player nomination by such deadline, such team will lose its right to nominate a player to participate in Blueprint Battle. In such cases, the next highest ranked team from the applicable FNCS Finals will receive the right to nominate one (1) player to participate in Blueprint Battle within a new deadline to be set and announced by Event Administrators.
Without limitation of the foregoing, if an individual player or team has qualified for Blueprint Battle in both Season 5 and Season 6, the remaining spot(s) will instead be granted based on the next highest ranking team in the Season 6 Finals.
2) Direct invitation from Epic
Two (2) players from each Region will be directly invited by Epic to participate in Blueprint Battle.
TOTAL: 8 players per Region
2.7 Event Format and Scoring - FNCS All-Star Showdown Bullseye Bonanza
2.7.1 Format
In the FNCS All-Star Showdown Bullseye Bonanza (“Bullseye Bonanza”), eight (8) players selected from each Region (as further described in Section 2.7.5) will compete in a double elimination bracket, in which a player will be eliminated from Bullseye Bonanza if he or she loses two (2) matches in the bracket. Seeding for each stage of Bullseye Bonanza will be determined by Event Administrators at their sole discretion.
Bullseye Bonanza competition will consist of head-to-head checkpoint races, in which players will have to hit designated targets in order to progress through the Bullseye Bonanza race track (the “Bullseye Bonanza Map”). For each Bullseye Bonanza match, the first player to reach all checkpoints and the finish line in the Bullseye Bonanza Map will be declared the winner of such match.
All players will begin Bullseye Bonanza in the Bullseye Bonanza Upper Bracket (“Bullseye Bonanza Upper Bracket”). If a player wins his or her match in the Bullseye Bonanza Upper Bracket, such player will advance to the next stage of the Bullseye Bonanza Upper Bracket. If a player loses his or her match in the Bullseye Bonanza Upper Bracket, such player will then drop down into the Bullseye Bonanza Lower Bracket (“Bullseye Bonanza Lower Bracket”).
In the Bullseye Bonanza Lower Bracket, if a player wins his or her match, such player will advance to the next stage in the Bullseye Bonanza Lower Bracket. If a player loses his or her match in the Bullseye Bonanza Lower Bracket, such player will be eliminated from Bullseye Bonanza. Following the conclusion of the final match in the Bullseye Bonanza Lower Bracket, the single remaining player from the Bullseye Bonanza Lower Bracket will face off against the single remaining player from the Bullseye Bonanza Upper Bracket in the final stage of Bullseye Bonanza (“Bullseye Bonanza Finals”). To win the Bullseye Bonanza Finals, the Bullseye Bonanza Upper Bracket player must win one (1) match, or the Bullseye Bonanza Lower Bracket player must win two (2) matches.
At the conclusion of the Bullseye Bonanza Finals, and subject to the terms and conditions herein, each player from each Region will be awarded prizes as set out in Section 2.10.2.
2.7.2 Reporting Scores
At the conclusion of each Bullseye Bonanza match, both winning and losing players must submit the match result to Event Administrators using the designated chatroom. Taking a screenshot or video clip of the results screen is required in case of disputed results. If a player disputes a match claiming a win and submits proof of his or her claim, the opposing player must submit proof of his or her claim to avoid an automatic forfeit of the match. Any players found to be submitting false or doctored results will be subject to disciplinary actions as further described in Section 9.2.
2.7.3 Tiebreakers
In the case of a tie (i.e., each player achieves the exact same finish time at the conclusion of the applicable match), the tied players must replay the Bullseye Battle Map until the match is resolved with a winner.
2.7.4 Event Administrator Instructions
Event Administrators will instruct players how to host and/or join each Bullseye Bonanza match. For clarity, an Event Administrator must be present in each Bullseye Bonanza match. In cases where connection issues are present during a match, impacted players must inform the Event Administrators as soon as such players become aware of such connection issues. Upon notification of connection issues, the Event Administrators will determine, in their sole discretion, whether or not such match will be restarted or played through pursuant to Section 5.2.1. Without limitation of the foregoing, Event Administrators reserve the right to suspend and invalidate a Bullseye Bonanza match for a re-host at any time.
2.7.5 Participation Eligibility
Eligibility for participation in Bullseye Bonanza will be determined by one of two (2) separate entry methods as follows:
1) Direct nomination by a player on an FNCS Finals Advancing Team
FNCS Chapter 2 Season 5 Finals: Top 3 teams in each Region. Each team will nominate one (1) player to participate in Bullseye Bonanza (3 players total)
FNCS Chapter 2 Season 6 Finals: Top 3 teams in each Region. Each team will nominate one (1) player to participate in Bullseye Bonanza (3 players total)
Nominations must be made to an Event Administrator by responding directly in the designated Event chatroom or by email no later than June 15, 2021 at 12:00 AM ET. If an FNCS Finals Advancing Team fails to submit its player nomination by such deadline, such team will lose its right to nominate a player to participate in Bullseye Bonanza. In such cases, the next highest ranked team from the applicable FNCS Finals will receive the right to nominate one (1) player to participate in Bullseye Bonanza within a new deadline to be set and announced by Event Administrators.
Without limitation of the foregoing, if an individual player or team has qualified for Bullseye Bonanza in both Season 5 and Season 6, the remaining spot(s) will instead be granted based on the next highest ranking team in the Season 6 Finals.
2) Direct invitation from Epic
Two (2) players from each Region will be directly invited by Epic to participate in Bullseye Bonanza.
TOTAL: 8 players per Region
2.8 Event Format and Scoring - FNCS All-Star Showdown High Tier
2.8.1 Format
In the FNCS All-Star Showdown High Tier (“High Tier”), eight (8) players selected from each Region (as further described in Section 2.8.5) will compete in a double elimination bracket, in which a player will be eliminated from High Tier if he or she loses two (2) matches in the bracket. Seeding for each stage of High Tier will be determined by Event Administrators at their sole discretion.
High Tier competition will consist of head-to-head checkpoint races, in which players will have to utilize building to maneuver through the High Tier race track (the “High Tier Map”). For each High Tier match, the player who reaches all checkpoints and the finish line in the High Tier Map in the shortest amount of time across two (2) rounds will be declared the winner of such match.
All players will begin High Tier in the High Tier Upper Bracket (“High Tier Upper Bracket”). If a player wins his or her match in the High Tier Upper Bracket, such player will advance to the next stage of the High Tier Upper Bracket. If a player loses his or her match in the High Tier Upper Bracket, such player will then drop down into the High Tier Lower Bracket (“High Tier Lower Bracket”).
In the High Tier Lower Bracket, if a player wins his or her match, such player will advance to the next stage in the High Tier Lower Bracket. If a player loses his or her match in the High Tier Lower Bracket, such player will be eliminated from High Tier. Following the conclusion of the final match in the High Tier Lower Bracket, the single remaining player from the High Tier Lower Bracket will face off against the single remaining player from the High Tier Upper Bracket in the final stage of High Tier (“High Tier Finals”). To win the High Tier Finals, the High Tier Upper Bracket player must win one (1) match, or the High Tier Lower Bracket player must win two (2) matches.
At the conclusion of the High Tier Finals, and subject to the terms and conditions herein, each player from each Region will be awarded prizes as set out in Section 2.10.2.
2.8.2. Reporting Scores
At the conclusion of each High Tier match, both winning and losing players must submit the match result to Event Administrators using the designated chatroom. Taking a screenshot or video clip of the results screen is required in case of disputed results. If a player disputes a match claiming a win and submits proof of his or her claim, the opposing player must submit proof of his or her claim to avoid an automatic forfeit of the match. Any players found to be submitting false or doctored results will be subject to disciplinary actions as further described in Section 9.2.
2.8.3 Tiebreakers
In the case of a tie (i.e., each player achieves the exact same finish time at the conclusion of the applicable round or match), the tied players must replay the High Tier Map until the match is resolved with a winner.
2.8.4 Event Administrator Instructions
Event Administrators will instruct players how to host and/or join each High Tier match. For clarity, an Event Administrator must be present in each High Tier match. In cases where connection issues are present during a match, impacted players must inform the Event Administrators as soon as such players become aware of such connection issues. Upon notification of connection issues, the Event Administrators will determine, in their sole discretion, whether or not such match will be restarted or played through pursuant to Section 5.2.1. Without limitation of the foregoing, Event Administrators reserve the right to suspend and invalidate a High Tier match for a re-host at any time.
2.8.5 Participation Eligibility
Eligibility for participation in High Tier will be determined by one of two (2) separate entry methods as follows:
1) Direct nomination by a player on an FNCS Finals Advancing Team
FNCS Chapter 2 Season 5 Finals: Top 3 teams in each Region. Each team will nominate one (1) player to participate in High Tier (3 players total).
FNCS Chapter 2 Season 6 Finals: Top 3 teams in each Region. Each team will nominate one (1) player to participate in High Tier (3 players total).
Nominations must be made to an Event Administrator by responding directly in the designated Event chatroom or by email no later than June 15, 2021 at 12:00 AM ET. If an FNCS Finals Advancing Team fails to submit its player nomination by such deadline, such team will lose its right to nominate a player to participate in High Tier. In such cases, the next highest ranked team from the applicable FNCS Finals will receive the right to nominate one (1) player to participate in High Tier within a new deadline to be set and announced by Event Administrators.
Without limitation of the foregoing, if an individual player or team has qualified for High Tier in both Season 5 and Season 6, the remaining spot(s) will instead be granted based on the next highest ranking team in the Season 6 Finals.
2) Direct invitation from Epic
Two (2) players from each Region will be directly invited by Epic to participate in High Tier portion.
TOTAL: 8 players per Region
2.9 Event Format and Scoring - FNCS All-Star Showdown Play For Keeps
2.9.1 Format
In the FNCS All-Star Showdown Play For Keeps (“Play For Keeps”), four (4) teams of three (3) players selected from each Region (as further described in Section 2.9.5) will compete across a total of two (2) stages, and seeding for each stage of Play For Keeps will be determined by Event Administrators at their sole discretion. For clarity, teams shall be prohibited from equipping or otherwise using the Fortnite “Crystal Llama” in-game cosmetic Back Bling at any point during any Play For Keeps match.
Play For Keeps competition will consist of head-to-head play in which teams will battle to maintain control over the in-Game llama (the “Play For Keeps Llama”). For each Play For Keeps match, the team that maintains control of the Play For Keeps Llama for the longest period of time over the course of a round will be declared the winner of such round; and the first team to win two (2) out of three (3) rounds will be declared the winner of such match. For clarity, the Play For Keeps Llama is dropped upon being eliminated during a match, but there is no limit to the number of respawns by a team after being eliminated during a match.
The first stage of the Play For Keeps will consist of a four (4) team double elimination bracket. If a team wins its first match during the first stage of the Play For Keeps, such team will advance to the second stage of the Play For Keeps (“Play For Keeps Finals”). If a team loses its first match during the first stage of the Play For Keeps, such team will be dropped down into the Play For Keeps third place bracket (“Play For Keeps Third Place Bracket”).
For the Play For Keeps Finals, each team will compete against the other in a single elimination match to determine which team will be declared the Play For Keeps Champion. For the Play For Keeps Third Place Bracket, each team will compete against the other in a single elimination match to determine which team will be declared the Play For Keeps third place finisher.
At the conclusion of the Play For Keeps Finals, and subject to the terms and conditions herein, each team from each Region will be awarded prizes as set out in Section 2.10.3.
2.9.2 Reporting Scores
At the conclusion of each Play For Keeps match, both winning and losing teams must submit the match result to Event Administrators using the designated chatroom. Taking a screenshot or video clip of the results screen is required in case of disputed results. If a team disputes a match claiming a win and submits proof of its claim, the opposing team must submit proof of its claim to avoid an automatic forfeit of the match. Any teams or players found to be submitting false or doctored results will be subject to disciplinary actions as further described in Section 9.2.
2.9.3 Tiebreakers
In the case of a tie (i.e., each team maintains control of the Play For Keeps Llama for the exact same amount of time at the conclusion of the applicable round or match), tiebreakers will be determined in the order presented here: (1) highest combined team eliminations; (2) lowest combined team deaths; and finally (3) highest combined team damage.
2.9.4 Event Administrator Instructions
Event Administrators will instruct players how to host and/or join each Play For Keeps match. For clarity, an Event Administrator must be present in each Play For Keeps match. In cases where connection issues are present during a match, impacted players must inform the Event Administrators as soon as such players become aware of such connection issues. Upon notification of connection issues, Event Administrators will determine, in their sole discretion, whether or not such match will be restarted or played through pursuant to Section 5.2.1. Without limitation of the foregoing, Event Administrators reserve the right to suspend and invalidate a Play For Keeps match for a re-host at any time.
2.9.5 Participation Eligibility
Eligibility for participation in the Play For Keeps will be determined as follows:
FNCS Chapter 2 Season 5 Finals: Top 2 teams in each Region.
FNCS Chapter 2 Season 6 Finals: Top 2 teams in each Region.
Without limitation of the foregoing, if an individual player or team has qualified for Play for Keeps in both Season 5 and Season 6, the remaining spot(s) will instead be granted based on the next highest ranking team in the Season 6 Finals.
2.10 Prizes
2.10.1 Solo Finals Prizes
The following prizes will be awarded to each player based on his or her placement within the Leaderboard at the conclusion of the Solo Finals. For clarity, if multiple players tie for the most eliminations in a single match, that prize will be evenly divided among all tied players.
Solo Finals Event Prizes: Europe
Rank Prize
1st $150,000
2nd $120,000
3rd $100,000
4th $80,000
5th $70,000
6th $60,000
7th $50,000
8th $40,000
9th $30,000
10th $25,000
11th-15th $15,000
16th-20th $10,000
21st-25th $7,500
26th-40th $5,000
41st-60th $4,000
61st-75th $3,000
76th-100th $2,000
Most Eliminations in Solo Finals Match 1:: $1,020
Most Eliminations in Solo Finals Match 2: $1,020
Most Eliminations in Solo Finals Match 3: $1,020
Most Eliminations in Solo Finals Match 4: $1,020
Most Eliminations in Solo Finals Match 5: $1,020
Most Eliminations in Solo Finals Match 6: $1,020
Solo Finals Event Prizes - NA East
Rank Prize
1st $75,000
2nd $50,000
3rd $45,000
4th $35,000
5th $30,000
6th $27,000
7th $22,000
8th $18,000
9th $14,000
10th $11,000
11th-15th $6,500
16th-20th $4,500
21st-25th $3,500
26th-40th $2,500
41st-60th $2,000
61st-75th $1,500
76th-100th $1,000
Most Eliminations in Solo Finals Match 1: $455
Most Eliminations in Solo Finals Match 2: $455
Most Eliminations in Solo Finals Match 3: $455
Most Eliminations in Solo Finals Match 4: $455
Most Eliminations in Solo Finals Match 5: $455
Most Eliminations in Solo Finals Match 6: $455
Solo Finals Event Prizes - NA West
Rank Prize
1st $35,000
2nd $25,000
3rd $22,500
4th $17,500
5th $15,000
6th $13,500
7th $11,000
8th $9,000
9th $7,000
10th $5,500
11th-15th $3,750
16th-20th $2,250
21st-40th $1,750
41st-60th $1,000
61st-100th $500
Most Eliminations in Solo Finals Match 1: $230
Most Eliminations in Solo Finals Match 2: $230
Most Eliminations in Solo Finals Match 3: $230
Most Eliminations in Solo Finals Match 4: $230
Most Eliminations in Solo Finals Match 5: $230
Most Eliminations in Solo Finals Match 6: $230
Solo Finals Event Prizes - Brazil
Rank Prize
1st $35,000
2nd $25,000
3rd $22,500
4th $17,500
5th $15,000
6th $13,500
7th $11,000
8th $9,000
9th $7,000
10th $5,500
11th-15th $3,750
16th-20th $2,250
21st-40th $1,750
41st-60th $1,000
61st-100th $500
Most Eliminations in Solo Finals Match 1: $230
Most Eliminations in Solo Finals Match 2: $230
Most Eliminations in Solo Finals Match 3: $230
Most Eliminations in Solo Finals Match 4: $230
Most Eliminations in Solo Finals Match 5: $230
Most Eliminations in Solo Finals Match 6: $230
Solo Finals Event Prizes - Asia
Rank Prize
1st $20,000
2nd $12,000
3rd $11,000
4th $9,000
5th $7,500
6th $6,000
7th $5,500
8th $4,500
9th $3,500
10th $2,500
11th-15th $1,800
16th-20th $1,100
21st-40th $800
41st-60th $500
61st-100th $200
Most Eliminations in Solo Finals Match 1: $115
Most Eliminations in Solo Finals Match 2: $115
Most Eliminations in Solo Finals Match 3: $115
Most Eliminations in Solo Finals Match 4: $115
Most Eliminations in Solo Finals Match 5: $115
Most Eliminations in Solo Finals Match 6: $115
Solo Finals Event Prizes - Middle East
Rank Prize
1st $20,000
2nd $12,000
3rd $11,000
4th $9,000
5th $7,500
6th $6,000
7th $5,500
8th $4,500
9th $3,500
10th $2,500
11th-15th $1,800
16th-20th $1,100
21st-40th $800
41st-60th $500
61st-100th $200
Most Eliminations in Solo Finals Match 1: $115
Most Eliminations in Solo Finals Match 2: $115
Most Eliminations in Solo Finals Match 3: $115
Most Eliminations in Solo Finals Match 4: $115
Most Eliminations in Solo Finals Match 5: $115
Most Eliminations in Solo Finals Match 6: $115
Solo Finals Event Prizes - OCE
Rank Prize
1st $20,000
2nd $12,000
3rd $11,000
4th $9,000
5th $7,500
6th $6,000
7th $5,500
8th $4,500
9th $3,500
10th $2,500
11th-15th $1,800
16th-20th $1,100
21st-40th $800
41st-60th $500
61st-100th $200
Most Eliminations in Solo Finals Match 1: $115
Most Eliminations in Solo Finals Match 2: $115
Most Eliminations in Solo Finals Match 3: $115
Most Eliminations in Solo Finals Match 4: $115
Most Eliminations in Solo Finals Match 5: $115
Most Eliminations in Solo Finals Match 6: $115
2.10.2 Blueprint Battle, Bullseye Bonanza, and High Tier Prizes
The following prizes will be awarded to each player based on his or her placement within the Leaderboard at the conclusion of the Blueprint Battle Finals, Bullseye Bonanza Finals, and High Tier Finals (as applicable).
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - Europe
Rank Prize
1st $10,000
2nd $7,500
3rd $5,000
4th $2,500
5th-8th $1,250
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - NA East
Rank Prize
1st $10,000
2nd $7,500
3rd $5,000
4th $2,500
5th-8th $1,250
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - NA West
Rank Prize
1st $5,000
2nd $3,000
3rd $1,500
4th $1,000
5th-8th $500
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - Brazil
Rank Prize
1st $5,000
2nd $3,000
3rd $1,500
4th $1,000
5th-8th $500
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - Asia
Rank Prize
1st $2,000
2nd $1,000
3rd $700
4th $500
5th-8th $200
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - OCE
Rank Prize
1st $2,000
2nd $1,000
3rd $700
4th $500
5th-8th $200
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - Middle East
Rank Prize
1st $2,000
2nd $1,000
3rd $700
4th $500
5th-8th $200
2.10.3 Play For Keeps Prizes
The following prizes will be awarded to each team (divided evenly among the three (3) players) based on its placement within the Leaderboard at the conclusion of the Play For Keeps Finals.
Play For Keeps Prizes - Europe
Rank Prize
1st $12,000
2nd $9,000
3rd $6,000
4th $3,000
Play For Keeps Prizes - NA East
Rank Prize
1st $12,000
2nd $9,000
3rd $6,000
4th $3,000
Play For Keeps Prizes - NA West
Rank Prize
1st $5,000
2nd $3,750
3rd $2,500
4th $1,250
Play For Keeps Prizes - Brazil
Rank Prize
1st $5,000
2nd $3,750
3rd $2,500
4th $1,250
Play For Keeps Prizes - Asia
Rank Prize
1st $2,500
2nd $1,500
3rd $1,200
4th $600
Play For Keeps Prizes - OCE
Rank Prize
1st $2,500
2nd $1,500
3rd $1,200
4th $600
Play For Keeps Prizes - Middle East
Rank Prize
1st $2,500
2nd $1,500
3rd $1,200
4th $600
2.10.4 Prizing Information
Only the highest scoring players (as determined by Epic pursuant to this Section 2.10.4) (collectively, “Winning Players”) will be eligible to receive the applicable prizes set forth in Section 2.10.1, 2.10.2, and 2.10.3. No other player with a score lower than the Winning Players shall be, at any time or under any circumstances, entitled to win any prizes in connection with the Event.
For clarity, 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.
The highest scoring players will be notified by Epic of their status as a potential Winning Player at the email address associated with such players’ Epic account within 30 days of completion of the Event, 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. A potential Winning Player must keep the Epic account that he or she used to compete in the Event active throughout the verification of eligibility process.
Upon formal notification from Epic, a potential Winning Player shall have 45 days from the date such notice was emailed to respond and provide any information or materials requested by Epic, including the Release (as defined below) for purposes of verification of eligibility pursuant to Section 3. 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 2.10.4.
In the event of (a) the failure by any such player to (i) keep the Epic account that he or she 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, without limitation, for failure to provide the necessary tax and payment information through Epic’s approved tax and payment processing vendors), then in either case (items (a) or (b)), 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. 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 HIS OR HER LOCAL TAX ADVISOR TO DETERMINE WHICH TAXES APPLY TO HIM OR HER 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 his or her capacity as an individual (or, if a Minor, to the Winning Player’s parent or legal guardian). For the avoidance of doubt, 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 2.10.4.
3. Player Eligibility
3.1 Player Age
3.1.1 To be eligible to participate in any Champion Series match, a player must be at least 13 years old (or such other age, if greater, as may be required in such player’s country of residence). If a player is under 18 years of age or the age of majority as defined in such player’s country of residence (a “Minor”), such player must have permission from a parent or legal guardian in order to participate in the Event.
3.1.2 Ineligible players who mislead or attempt to mislead Event Administrators by providing false eligibility information will be subject to disciplinary actions as further described in Section 9.2.
3.2 Fortnite EULA
Each player must follow the Fortnite End User License Agreement (“Fortnite EULA”) (https://www.epicgames.com/fortnite/eula). These Rules add to, and do not replace, the Fortnite EULA.
3.3 2FA
Each player must enable (if not already enabled) Two-Factor Authentication (“2FA”) on his or her Epic account. To enable 2FA, players must visit https://epicgames.com/2FA, log in to their 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 or win.
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
3.6.1 Players must be in good standing with respect to any Epic accounts registered by said player, with no undisclosed violations. Players must also be free of or served fully any penalties from previously breaking any official Epic rules.
3.6.2 A player’s Epic account must be level thirty (30) or above. This information can be found in the in-game “Career” tab.
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 disallowed by U.S. law. Without limitation of the foregoing, the Event is not open to individuals in the Crimea region, Cuba, Iran, Iraq, North Korea, Somalia, Sudan, Syria, Turkey and Zimbabwe.
3.7.2 The Event is not open to individuals using iOS devices.
3.7.3 For the duration of the Event, only a single player may play on a given game machine (i.e., multiple players cannot participate on the same machine at any point during any FNCS match).
3.7.4 Players may only have one (1) entry (using one (1) Epic account) into the Event for a given session. Players are expressly prohibited from having additional Event entries using additional or secondary Epic account(s), and/or participating from more than one (1) Region.
4. Player/Team Formation Rules
4.1 Solos
4.1.1 Each Solo player (or, if a Minor, such player’s parent or legal guardian) must acknowledge and accept these Rules in-game pursuant to Section 1.2 before participating in the Event.
4.1.2 Earned FNCS All-Star Showdown Solos qualification spots (as applicable) cannot be transferred, sold, traded, or gifted to any person or organization.
4.2 Trios
4.2.1 Each Trios player (or, if a Minor, such player’s parent or legal guardian) must acknowledge and accept these Rules in-game pursuant to Section 1.2 before participating in the Event.
4.2.2 During the Event, all players on a team must be present and partied up together in order to participate; provided, however, that in cases of emergency and subject, in each case, to the prior approval of an Event Administrator, players on a team may play Solo or Duo (as applicable) for the duration of the applicable match(es). Except as expressly permitted by an Event Administrator pursuant to this Section 4.2.2, 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 or forfeit the match (as applicable).
4.2.3 All members of a team that fall within the prizing thresholds set forth in Section 2.10.3 must successfully pass the verification of eligibility process described in Section 2.10.4 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.
4.2.4 Each member of a team shall be deemed to have jointly and severally made and entered into all of the representations, warranties, and agreements contained herein and shall be jointly and severally obligated and bound thereby. 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 right of disqualification may be exercised against the team as a whole, as the Event Administrators may elect in their sole discretion.
4.2.5 Earned FNCS All-Star Showdown Trios qualification spots (as applicable) cannot be transferred, sold, traded, or gifted to any person or organization.
5. Issues
5.1 Definition of Terms
5.1.1 Bug
An error, flaw, failure, or fault that produces an incorrect or unexpected result, or otherwise causes the Game and/or a hardware device to behave in unintended ways.
5.1.2 Intentional Disconnection
A player losing connection to the Game due to the player’s actions. Any actions of a player which lead to a disconnection shall be deemed intentional, regardless of the actual intent of the player. Intentional disconnection is not considered a valid technical issue for the purposes of a remake.
5.1.3 Server Crash
All players losing connection to the Game due to an issue with the Game server.
5.1.4 Unintentional Disconnection
A player losing connection to the Game 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 and/or Event Administrators in their 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 and/or Event Administrators in their sole discretion, any technical issues or Bug encounters, whether defined in this Section 5 or not, must be played through and will not be cause for a remake.
5.2.2 In addition, players acknowledge and agree that in participating in a Game competitive event the individual player solely determines which platform to use (i.e., PC, console, or mobile (as applicable)) and understands that he/she may face players competing on a different platform. Additionally, players acknowledge that the 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. Players acknowledge their sole competitive platform choice and agree and waive any responsibility or liability of Epic relating to such player’s involvement in a multiplatform competition, including any alleged competitive advantage of any other platform.
5.2.3 Without limitation of the foregoing, players are prohibited from taking advantage of or otherwise exploiting any Bug that allows a player to participate in any Event round or stage without having first qualified for such round or stage pursuant to the terms of these Rules.
6. Communication
6.1 Play-In and Solo Finals
Event Administrators will be available to answer player-specific questions and provide additional assistance throughout the Play In and Solo Finals via the official player support channel found here: https://epicgames.helpshift.com/a/fortnite/?contact=1
6.2 Bullseye Bonanza, High Tier, Blueprint Battle, and Play For Keeps
Event Administrators will be available to answer player-specific questions and provide additional assistance throughout Bullseye Bonanza, High Tier, Blueprint Battle, and Play For Keeps via the official player Discord Server.
7. Post-Match Process
7.1 Scoring
7.1.1 The 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.
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 (a) which violates these Rules, (b) which is disruptive, unsafe or destructive, or (c) which is otherwise harmful to the enjoyment of the Game by other users as intended by Epic (as decided 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 9.2, 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 the Game 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 cheating device, program, or similar cheating method to gain a competitive advantage.
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 the Game’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 the Game (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.
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 2 or more opposing players to land at specific locations or to 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.
8.3 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
8.4.1 Players are prohibited from engaging in any form of harassing, abusive, or discriminatory conduct 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.
8.4.2 Any player who witnesses or is subjected to harassing, abusive, or discriminatory conduct should notify an Epic Esports Coordinator or Event Administrator. All complaints reported pursuant to this Section 8.4.2 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.
8.5 Confidentiality
A player may not disclose to any third party any confidential information provided by the Event Administrators, Epic, or its affiliates concerning the Game, the Event, Epic, or its affiliates, by any method of communication, including by posting on social media channels.
8.6 Illegal Conduct
Players are required to comply with all applicable laws at all times.
9. Rules and Conduct Violations
9.1 Investigation and Compliance
Players agree to fully cooperate with Epic and/or an Event Administrator (as applicable) in the investigation of any violation of these Rules. If Epic and/or an Event Administrator contacts a player to discuss the investigation, the player must be truthful in the information that he or she provides 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 9.2.
9.2 Disciplinary Action
9.2.1 If Epic decides 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; or
Prevent the player from participating in one or more future competitions hosted by Epic.
9.2.2 For clarity, the nature and extent of the disciplinary action taken by Epic pursuant to this Section 9.2 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 punishment 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.
9.2.3 If Epic decides 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 the Game. Epic may also enforce any applicable penalty specified in Epic’s Terms of Service and/or the Fortnite EULA.
9.2.4 All Rules violations at the Event will be governed by the Epic Competitive Penalty Matrix. A final decision by Epic as to the appropriate disciplinary action will be final and binding on all players.
9.3 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. Conditions
The Event is subject to these Rules. By participating, each player agrees (or, if a Minor, such player’s parent or legal guardian agrees on such player’s behalf): (a) to be bound by these complete Rules (including the Code of Conduct) and the decisions of Epic which shall be final and binding; and (b) to waive any right to claim ambiguity in the Event or these Rules, except where prohibited by applicable law. By accepting a prize, the Winning Player agrees (or, if a Minor, such Winning Player’s parent or legal guardian agrees on such Winning Player’s behalf) 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. Epic shall not be liable for: (i) telephone system, telephone, or computer hardware, software, or other technical or computer malfunctions, lost connections, disconnections, delays, or transmission errors; (ii) data corruption, theft, destruction, and unauthorized access to or alteration of entry or other materials; (iii) any injuries, losses, or damages of any kind, including death caused by the prize or resulting from acceptance, possession, or use of a prize, or from participation in the Event; or (iv) any printing, typographical, administrative, or technological errors in any materials associated with the Event. Epic reserves the right to cancel or suspend the Event in its sole discretion or due to circumstances beyond its control, including natural disasters. Epic may disqualify any player from participating in the Event or winning a prize if, in its sole discretion, it determines such player is attempting to undermine the legitimate operation of the Event by cheating, hacking, deception, or any other unfair playing practices intending to annoy, abuse, threaten, undermine, or harass any other players or Epic’s representatives. The internal laws of the State of North Carolina, without reference to any of its conflicts of laws principles, shall govern disputes regarding these Rules and/or the Event. Epic may, in its sole discretion, cancel, modify, or suspend the Event should a virus, bug, computer problem, unauthorized intervention, force majeure, or other cause beyond Epic’s control corrupt the administration, security, or proper play of the Event. 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. Should such an attempt be made, Epic reserves the right to seek remedies and damages (including attorneys’ fees) to the fullest extent of the law, including criminal prosecution. The Event is subject to all applicable federal, state, and local laws.
11. Publicity
Epic reserves the right to use the name, tag, likeness, audio, video, game play statistics, and/or Epic account ID of any player, for publicity purposes prior to, during, or after the Event end date, in any media, throughout the world, in perpetuity, but only in connection with publicizing the Event or other Game events and programing, without any compensation or prior review unless specifically prohibited by law.
12. 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.
13. 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.
© 2021 Epic Games, Inc. All rights reserved.
1. Introduction and Acceptance
1.1 Introduction
These FNCS All-Star Showdown Official Rules (“Rules”) govern all stages of the FNCS All-Star Showdown (“FNCS All-Star Showdown” or “Event”).
These Rules have been designed to ensure the integrity of competitive play of Fortnite (the “Game”) in connection with the Event, and are intended to promote vigorous competition and to help ensure that all competitive play of the Game is fun, fair, and free from Toxic Behavior (as defined below).
1.2 Acceptance
To participate in the Event, each player must agree (or, if a Minor (as defined below), such player’s parent or legal guardian must agree on such player’s behalf) to follow these Rules at all times, including the Code of Conduct in Section 8. A player (or, if a Minor, such player’s parent or legal guardian) may accept these Rules by clicking to accept or agree to these Rules, where this option is made available to you by Epic Games, Inc. (“Epic”) in the Game client. By participating in any game or match that is part of the Event, a player is confirming that he or she (or, if a Minor, his or her parent or legal guardian) has accepted these Rules pursuant to this Section 1.2.
1.3 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 below), hand out penalties to players for violations of these Rules, as further described in Section 9.
1.4 Amendments
Epic may update, revise, change, or modify these Rules from time to time. For each player, his or her participation in the Event after any update, revision, change, or modification to these Rules will be deemed acceptance by such player (or, if a Minor, such player’s parent or legal guardian) of these Rules as updated, revised, changed, or modified.
2. Event Structure
2.1 Definition of Terms
2.1.1 Arena
The Game’s ranked, competitive mode composed of three (3) leagues (each, a “League”) separated into ten (10) divisions (each, a “Division”) as follows:
Open League: Division I (0 - 249 Hype points (“Hype”))
Open League: Division II (250 - 499 Hype)
Open League: Division III (500 - 999 Hype)
Open League: Division IV (1,000 - 1,499 Hype)
Contender League: Division I (1,500 - 2,499 Hype)
Contender League: Division II (2,500 - 3,999 Hype)
Contender League: Division III (4,000 - 5,999 Hype)
Champion League: Division I (6,000 - 11,999 Hype)
Champion League: Division II (12,000 - 15,999 Hype)
Champion League: Division III (16,000+ Hype)
2.1.2 Elimination
An occurrence where one player 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 total number of eliminations earned during a single match; provided, that, in no event shall elimination credit be awarded to a player for any portion of a match following such player’s elimination.
2.1.3 Event Administrator
Any Epic employee or member of the admin team, broadcast team, production team, event staff, or anyone else otherwise employed or contracted for the purpose of running the Event.
2.1.4 Game Mode
A specific ruleset, set of gameplay elements, or win conditions for a given match. Game modes can be very broad and may or may not differ from one match to the next. Event Administrators will explain the specific parameters for each game mode before the beginning of a match.
2.1.5 Match
A single instance of competition within the Game that is played until a player or team either achieves a Victory Royale (as defined below) or certain victory conditions are otherwise met.
2.1.6 Placement
A player’s or team’s time spent in play in a match, relative to that of other players or teams in such match, prior to being eliminated. Placement rank is illustrated in the UI after being eliminated.
2.1.7 Session
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.
2.1.8 Victory Royale
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.
2.2 FNCS All-Star Showdown Solo Play In Schedule - All Final Times Listed in Game
2.2.1 June 17: FNCS All-Star Showdown Solo Play In - Round 1 [Middle East]
2.2.2 June 18: FNCS All-Star Showdown Solo Play In - Round 1 [All Regions Except Middle East]
2.2.3 June 18: FNCS All-Star Showdown Solo Play In - Round 2 and Round 3 [Middle East]
2.2.4 June 19: FNCS All-Star Showdown Solo Play In - Round 4 [Middle East]
2.2.5 June 19: FNCS All-Star Showdown Solo Play In - Round 2 and Round 3 [All Regions Except Middle East]
2.2.6 June 20: FNCS All-Star Showdown Solo Play In - Round 4 [All Regions Except Middle East]
2.3 FNCS All-Star Showdown Schedule - All Final Times Listed in Game
2.3.1 June 23: Blueprint Battle [All Regions]
2.3.2 June 23: Bullseye Bonanza [All Regions]
2.3.3 June 24: High Tier [All Regions]
2.3.4 June 25: Play For Keeps [All Regions]
2.3.5 June 26: FNCS All-Star Showdown Solo Finals [All Regions]
2.4 Rescheduling
Epic may, in its sole discretion, reorder the schedule and/or change the date for any match or session of the Event (or change any game mode to be played in connection therewith). However, if the Event schedule is so modified, Epic will inform all players at its earliest convenience.
2.5 Event Format and Scoring - FNCS All-Star Showdown Solo
2.5.1 Format
Subject to the terms and conditions of these Rules, any eligible Solo player (as determined by Epic in accordance with these Rules) may queue up and participate in the FNCS All-Star Showdown Solo Play In (“Play In”). For clarity, players may only participate in the Play In for a single server region (“Region”).
For Round 1 of the Play In (“Round 1”), any eligible Solo player (as determined by Epic in accordance with these Rules) must rank in the Champion League (Division I, II, or III) or higher within Arena in their respective Region by the start of the Play In to be eligible to queue up and compete during their respective Region’s Round 1 session window as listed in-game.
The Round 1 session will last approximately three (3) hours. Players may participate in a maximum of ten (10) matches during the Round 1 session. Players will earn points based on the scoring system listed in Sections 2.5.2 and 2.5.4 (as applicable). Matches for the Round 1 session will count only if the match begins before the Round 1 session window closes.
At the conclusion of Round 1 of the Play In, the top point earning players from each Region will advance as set out in Section 2.5.5 and be able to queue up for Round 2 of the Play In (“Round 2”). It will not be possible to enter Round 2 without ranking in a Region’s top players during Round 1.
For Round 2 of the Play In, players will compete in a single session during their respective Region’s Round 2 session window as listed in-game. The Round 2 session will last approximately three (3) hours. Players may participate in a maximum of ten (10) matches during the Round 2 session. Players will earn points based on the scoring system listed in Sections 2.5.2 or 2.5.4 (as applicable). Matches for the Round 2 session will count only if the match begins before the Round 2 session window closes.
At the conclusion of Round 2 of the Play In, the top point earning players from each Region will advance as set out in Section 2.5.6 and be able to queue up for Round 3 of the Play In (“Round 3”). It will not be possible to enter Round 3 without ranking in a Region’s top players during Round 2.
For Round 3 of the Play In, players will compete in a single session during their respective Region’s Round 3 session window as listed in-game. The Round 3 session will last approximately three (3) hours. Players may participate in a maximum of ten (10) matches during the Round 3 session. Players will earn points based on the scoring system listed in Sections 2.5.2 or 2.5.4 (as applicable). Matches for the Round 3 session will count only if the match begins before the Round 3 session window closes.
At the conclusion of Round 3 of the Play In, the top point earning players from each Region will advance as set out in Section 2.5.7 and be able to queue up for Round 4 of the Play In (“Round 4”). It will not be possible to enter Round 4 without ranking in a Region’s top players during Round 3.
For Round 4 of the Play In, players will compete in a single session during their respective Region’s Round 4 session window as listed in-game. Players may participate in a maximum of six (6) matches during the Round 4 session. The Round 4 session will last approximately three (3) hours, with the first match starting ten (10) minutes after the session window begins, and a new match starting every thirty (30) minutes thereafter. If a player fails to queue for the playlist and/or misses the start time for a given match, he or she will be considered to have finished in (or tied for) last place with zero eliminations for that missed match. Players will earn points based on the scoring system listed in Sections 2.5.3 or 2.5.4 (as applicable). Matches for the Round 4 session will count only if the match begins before the Round 4 session window closes.
At the conclusion of Round 4 of the Play In, the players that placed in the top 5 on the in-game leaderboard (“Leaderboard”) from each Region will advance as set out in Section 2.5.8 and be able to queue up for the Play In Solo Finals (“Solo Finals”). It will not be possible to enter the Solo Finals without either (a) advancing from Round 4 as set out in these Rules, or (b) receiving an automatic invitation to the Solo Finals as a top point earning team from the Finals Stage of previous FNCS Seasons as further described in Section 2.5.8 (each, an “FNCS Finals Advancing Team”).
In the Solo Finals, players will compete in a single session during their respective Region’s Solo Finals session window as listed in-game. Players may participate in a maximum of six (6) matches during the Solo Finals session. The Solo Finals session will last approximately three (3) hours, with a new match starting every thirty (30) minutes. If a player fails to queue for the playlist and/or misses the start time for a given match, he or she will be considered to have finished in (or tied for) last place with zero eliminations for that missed match. Players will earn points based on the scoring system listed in Sections 2.5.3 or 2.5.4 (as applicable). Matches for the Solo Finals will count only if the match begins before the Solo Finals session window closes.
For clarity, players may only participate in a single Region’s Solo Finals session.
At the conclusion of the Solo Finals, and subject to the terms and conditions herein, the top point earning players as listed on the Leaderboard from each Region will be awarded prizes as set out in Section 2.10.1. Additionally, the player with the most eliminations in each match of the Solo Finals (on a Region-by-Region basis) will be awarded additional prize(s) as set out in Section 2.10.1.
2.5.2 Scoring System - Round 1, Round 2, and Round 3
Placement
Victory Royale: 30 points
2nd: 25 points
3rd: 22 points
4th: 20 points
5th: 19 points
6th: 17 points
7th: 16 points
8th: 15 points
9th: 14 points
10th: 13 points
11th - 15th: 11 points
16th - 20th: 9 points
21st - 25th: 7 points
26th - 30th: 5 points
31st - 35th: 4 points
36th - 40th: 3 points
41st - 50th: 2 points
51st - 75th: 1 point
Each Elimination: 1 point
2.5.3 Scoring System - Round 4 and Solo Finals
Placement
Victory Royale: 30 points
2nd: 25 points
3rd: 22 points
4th: 20 points
5th: 19 points
6th: 17 points
7th: 16 points
8th: 15 points
9th: 14 points
10th: 13 points
11th - 15th: 11 points
16th - 20th: 9 points
21st - 25th: 7 points
26th - 30th: 5 points
31st - 35th: 4 points
36th - 40th: 3 points
41st - 50th: 2 points
51st - 75th: 1 point
Each Elimination: 2 points
2.5.4 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.
2.5.5 Round 2 Advancement
Advancement from Round 1 to Round 2 will be determined by points earned at the conclusion of Round 1. Total number of advancements will differ based on Region.
Round 1 to Round 2
Europe, NAE, NAW, and BR: Top 2000 players in each Region
Asia, OCE, and Middle East: Top 1000 players in each Region
2.5.6 Round 3 Advancement
Advancement from Round 2 to Round 3 will be determined by points earned at the conclusion of Round 2. Total number of advancements will differ based on Region.
Round 2 to Round 3
Europe and NAE: Top 600 players in each Region
NAW and BR: Top 500 players in each Region
Asia, OCE, and Middle East: Top 350 players in each Region
2.5.7 Round 4 Advancement
Advancement from Round 3 to Round 4 will be determined by points earned at the conclusion of Round 3.
All Regions: Top 100 players in each Region
2.5.8 Solo Finals Advancement
Advancement to the Solo Finals will be determined by one of two (2) separate entry methods as follows:
1) Direct qualification from the Play In:
FNCS All-Star Showdown Solo Play In [Round 4]: Top 10 players in each Region
2) Automatic invitation as an FNCS Finals Advancing Team:
FNCS Chapter 2 Season 5 (“Season 5”) Finals: Top 15 teams in each Region (45 players).
FNCS Chapter 2 Season 6 (“Season 6”) Finals: Top 15 teams in each Region (45 players, subject to the below).
TOTAL: 100 players in each Region
If an individual player has qualified for the Solo Finals in both Season 5 and Season 6, the remaining spot(s) will instead be granted based on the player’s highest average placement across both Season 5 Finals and Season 6 Finals.
2.6 Event Format and Scoring - FNCS All-Star Showdown Blueprint Battle
2.6.1 Format
In the FNCS All-Star Showdown Blueprint Battle (“Blueprint Battle”), eight (8) players selected from each Region (as further described in Section 2.6.5) will compete in a double elimination bracket, in which a player will be eliminated from Blueprint Battle if he or she loses two (2) matches in the bracket. Seeding for each stage of Blueprint Battle will be determined by Event Administrators at their sole discretion.
Blueprint Battle competition will consist of head-to-head checkpoint races, in which players will have to utilize piece editing to maneuver through the Blueprint Battle race track (the “Blueprint Battle Map”). For each Blueprint Battle match, the first player to reach all checkpoints and the finish line in the Blueprint Battle Map will be declared the winner of such match.
All players will begin Blueprint Battle in the Blueprint Battle Upper Bracket (“Blueprint Battle Upper Bracket”). If a player wins his or her match in the Blueprint Battle Upper Bracket, such player will advance to the next stage of the Blueprint Battle Upper Bracket. If a player loses his or her match in the Blueprint Battle Upper Bracket, such player will then drop down into the Blueprint Battle Lower Bracket (“Blueprint Battle Lower Bracket”).
In the Blueprint Battle Lower Bracket, if a player wins his or her match, such player will advance to the next stage in the Blueprint Battle Lower Bracket. If a player loses his or her match in the Blueprint Battle Lower Bracket, such player will be eliminated from Blueprint Battle. Following the conclusion of the final match in the Blueprint Battle Lower Bracket, the single remaining player from the Blueprint Battle Lower Bracket will face off against the single remaining player from the Blueprint Battle Upper Bracket in the final stage of the Blueprint Battle (“Blueprint Battle Finals”). To win the Blueprint Battle Finals, the Blueprint Battle Upper Bracket player must win one (1) match, or the Blueprint Battle Lower Bracket player must win two (2) matches.
At the conclusion of the Blueprint Battle Finals, and subject to the terms and conditions herein, each player from each Region will be awarded prizes as set out in Section 2.10.2.
2.6.2 Reporting Scores
At the conclusion of each Blueprint Battle match, both winning and losing players must submit the match result to Event Administrators using the designated chatroom. Taking a screenshot or video clip of the results screen is required in case of disputed results. If a player disputes a match claiming a win and submits proof of his or her claim, the opposing player must submit proof of his or her claim to avoid an automatic forfeit of the match. Any players found to be submitting false or doctored results will be subject to disciplinary actions as further described in Section 9.2.
2.6.3 Tiebreakers
In the case of a tie (i.e., each player achieves the exact same finish time at the conclusion of the applicable match), the tied players must replay the Blueprint Battle Map until the match is resolved with a winner.
2.6.4 Event Administrator Instructions
Event Administrators will instruct players how to host and/or join each Blueprint Battle match. For clarity, an Event Administrator must be present in each Blueprint Battle match. In cases where connection issues are present during a match, impacted players must inform the Event Administrators as soon as such players become aware of such connection issues. Upon notification of connection issues, the Event Administrators will determine, in their sole discretion, whether or not such match will be restarted or played through pursuant to Section 5.2.1. Without limitation of the foregoing, Event Administrators reserve the right to suspend and invalidate a Blueprint Battle match for a re-host at any time.
2.6.5 Participation Eligibility
Eligibility for participation in Blueprint Battle will be determined by one of two (2) separate entry methods as follows:
1) Direct nomination by a player on an FNCS Finals Advancing Team
FNCS Chapter 2 Season 5 Finals: Top 3 teams in each Region. Each team will nominate one (1) player to participate in Blueprint Battle (3 players total).
FNCS Chapter 2 Season 6 Finals: Top 3 teams in each Region. Each team will nominate one (1) player to participate in Blueprint Battle (3 players total).
Nominations must be made to an Event Administrator by responding directly in the designated Event chatroom or by email no later than June15, 2021 at 12:00 AM Eastern Time (“ET”). If an FNCS Finals Advancing Team fails to submit its player nomination by such deadline, such team will lose its right to nominate a player to participate in Blueprint Battle. In such cases, the next highest ranked team from the applicable FNCS Finals will receive the right to nominate one (1) player to participate in Blueprint Battle within a new deadline to be set and announced by Event Administrators.
Without limitation of the foregoing, if an individual player or team has qualified for Blueprint Battle in both Season 5 and Season 6, the remaining spot(s) will instead be granted based on the next highest ranking team in the Season 6 Finals.
2) Direct invitation from Epic
Two (2) players from each Region will be directly invited by Epic to participate in Blueprint Battle.
TOTAL: 8 players per Region
2.7 Event Format and Scoring - FNCS All-Star Showdown Bullseye Bonanza
2.7.1 Format
In the FNCS All-Star Showdown Bullseye Bonanza (“Bullseye Bonanza”), eight (8) players selected from each Region (as further described in Section 2.7.5) will compete in a double elimination bracket, in which a player will be eliminated from Bullseye Bonanza if he or she loses two (2) matches in the bracket. Seeding for each stage of Bullseye Bonanza will be determined by Event Administrators at their sole discretion.
Bullseye Bonanza competition will consist of head-to-head checkpoint races, in which players will have to hit designated targets in order to progress through the Bullseye Bonanza race track (the “Bullseye Bonanza Map”). For each Bullseye Bonanza match, the first player to reach all checkpoints and the finish line in the Bullseye Bonanza Map will be declared the winner of such match.
All players will begin Bullseye Bonanza in the Bullseye Bonanza Upper Bracket (“Bullseye Bonanza Upper Bracket”). If a player wins his or her match in the Bullseye Bonanza Upper Bracket, such player will advance to the next stage of the Bullseye Bonanza Upper Bracket. If a player loses his or her match in the Bullseye Bonanza Upper Bracket, such player will then drop down into the Bullseye Bonanza Lower Bracket (“Bullseye Bonanza Lower Bracket”).
In the Bullseye Bonanza Lower Bracket, if a player wins his or her match, such player will advance to the next stage in the Bullseye Bonanza Lower Bracket. If a player loses his or her match in the Bullseye Bonanza Lower Bracket, such player will be eliminated from Bullseye Bonanza. Following the conclusion of the final match in the Bullseye Bonanza Lower Bracket, the single remaining player from the Bullseye Bonanza Lower Bracket will face off against the single remaining player from the Bullseye Bonanza Upper Bracket in the final stage of Bullseye Bonanza (“Bullseye Bonanza Finals”). To win the Bullseye Bonanza Finals, the Bullseye Bonanza Upper Bracket player must win one (1) match, or the Bullseye Bonanza Lower Bracket player must win two (2) matches.
At the conclusion of the Bullseye Bonanza Finals, and subject to the terms and conditions herein, each player from each Region will be awarded prizes as set out in Section 2.10.2.
2.7.2 Reporting Scores
At the conclusion of each Bullseye Bonanza match, both winning and losing players must submit the match result to Event Administrators using the designated chatroom. Taking a screenshot or video clip of the results screen is required in case of disputed results. If a player disputes a match claiming a win and submits proof of his or her claim, the opposing player must submit proof of his or her claim to avoid an automatic forfeit of the match. Any players found to be submitting false or doctored results will be subject to disciplinary actions as further described in Section 9.2.
2.7.3 Tiebreakers
In the case of a tie (i.e., each player achieves the exact same finish time at the conclusion of the applicable match), the tied players must replay the Bullseye Battle Map until the match is resolved with a winner.
2.7.4 Event Administrator Instructions
Event Administrators will instruct players how to host and/or join each Bullseye Bonanza match. For clarity, an Event Administrator must be present in each Bullseye Bonanza match. In cases where connection issues are present during a match, impacted players must inform the Event Administrators as soon as such players become aware of such connection issues. Upon notification of connection issues, the Event Administrators will determine, in their sole discretion, whether or not such match will be restarted or played through pursuant to Section 5.2.1. Without limitation of the foregoing, Event Administrators reserve the right to suspend and invalidate a Bullseye Bonanza match for a re-host at any time.
2.7.5 Participation Eligibility
Eligibility for participation in Bullseye Bonanza will be determined by one of two (2) separate entry methods as follows:
1) Direct nomination by a player on an FNCS Finals Advancing Team
FNCS Chapter 2 Season 5 Finals: Top 3 teams in each Region. Each team will nominate one (1) player to participate in Bullseye Bonanza (3 players total)
FNCS Chapter 2 Season 6 Finals: Top 3 teams in each Region. Each team will nominate one (1) player to participate in Bullseye Bonanza (3 players total)
Nominations must be made to an Event Administrator by responding directly in the designated Event chatroom or by email no later than June 15, 2021 at 12:00 AM ET. If an FNCS Finals Advancing Team fails to submit its player nomination by such deadline, such team will lose its right to nominate a player to participate in Bullseye Bonanza. In such cases, the next highest ranked team from the applicable FNCS Finals will receive the right to nominate one (1) player to participate in Bullseye Bonanza within a new deadline to be set and announced by Event Administrators.
Without limitation of the foregoing, if an individual player or team has qualified for Bullseye Bonanza in both Season 5 and Season 6, the remaining spot(s) will instead be granted based on the next highest ranking team in the Season 6 Finals.
2) Direct invitation from Epic
Two (2) players from each Region will be directly invited by Epic to participate in Bullseye Bonanza.
TOTAL: 8 players per Region
2.8 Event Format and Scoring - FNCS All-Star Showdown High Tier
2.8.1 Format
In the FNCS All-Star Showdown High Tier (“High Tier”), eight (8) players selected from each Region (as further described in Section 2.8.5) will compete in a double elimination bracket, in which a player will be eliminated from High Tier if he or she loses two (2) matches in the bracket. Seeding for each stage of High Tier will be determined by Event Administrators at their sole discretion.
High Tier competition will consist of head-to-head checkpoint races, in which players will have to utilize building to maneuver through the High Tier race track (the “High Tier Map”). For each High Tier match, the player who reaches all checkpoints and the finish line in the High Tier Map in the shortest amount of time across two (2) rounds will be declared the winner of such match.
All players will begin High Tier in the High Tier Upper Bracket (“High Tier Upper Bracket”). If a player wins his or her match in the High Tier Upper Bracket, such player will advance to the next stage of the High Tier Upper Bracket. If a player loses his or her match in the High Tier Upper Bracket, such player will then drop down into the High Tier Lower Bracket (“High Tier Lower Bracket”).
In the High Tier Lower Bracket, if a player wins his or her match, such player will advance to the next stage in the High Tier Lower Bracket. If a player loses his or her match in the High Tier Lower Bracket, such player will be eliminated from High Tier. Following the conclusion of the final match in the High Tier Lower Bracket, the single remaining player from the High Tier Lower Bracket will face off against the single remaining player from the High Tier Upper Bracket in the final stage of High Tier (“High Tier Finals”). To win the High Tier Finals, the High Tier Upper Bracket player must win one (1) match, or the High Tier Lower Bracket player must win two (2) matches.
At the conclusion of the High Tier Finals, and subject to the terms and conditions herein, each player from each Region will be awarded prizes as set out in Section 2.10.2.
2.8.2. Reporting Scores
At the conclusion of each High Tier match, both winning and losing players must submit the match result to Event Administrators using the designated chatroom. Taking a screenshot or video clip of the results screen is required in case of disputed results. If a player disputes a match claiming a win and submits proof of his or her claim, the opposing player must submit proof of his or her claim to avoid an automatic forfeit of the match. Any players found to be submitting false or doctored results will be subject to disciplinary actions as further described in Section 9.2.
2.8.3 Tiebreakers
In the case of a tie (i.e., each player achieves the exact same finish time at the conclusion of the applicable round or match), the tied players must replay the High Tier Map until the match is resolved with a winner.
2.8.4 Event Administrator Instructions
Event Administrators will instruct players how to host and/or join each High Tier match. For clarity, an Event Administrator must be present in each High Tier match. In cases where connection issues are present during a match, impacted players must inform the Event Administrators as soon as such players become aware of such connection issues. Upon notification of connection issues, the Event Administrators will determine, in their sole discretion, whether or not such match will be restarted or played through pursuant to Section 5.2.1. Without limitation of the foregoing, Event Administrators reserve the right to suspend and invalidate a High Tier match for a re-host at any time.
2.8.5 Participation Eligibility
Eligibility for participation in High Tier will be determined by one of two (2) separate entry methods as follows:
1) Direct nomination by a player on an FNCS Finals Advancing Team
FNCS Chapter 2 Season 5 Finals: Top 3 teams in each Region. Each team will nominate one (1) player to participate in High Tier (3 players total).
FNCS Chapter 2 Season 6 Finals: Top 3 teams in each Region. Each team will nominate one (1) player to participate in High Tier (3 players total).
Nominations must be made to an Event Administrator by responding directly in the designated Event chatroom or by email no later than June 15, 2021 at 12:00 AM ET. If an FNCS Finals Advancing Team fails to submit its player nomination by such deadline, such team will lose its right to nominate a player to participate in High Tier. In such cases, the next highest ranked team from the applicable FNCS Finals will receive the right to nominate one (1) player to participate in High Tier within a new deadline to be set and announced by Event Administrators.
Without limitation of the foregoing, if an individual player or team has qualified for High Tier in both Season 5 and Season 6, the remaining spot(s) will instead be granted based on the next highest ranking team in the Season 6 Finals.
2) Direct invitation from Epic
Two (2) players from each Region will be directly invited by Epic to participate in High Tier portion.
TOTAL: 8 players per Region
2.9 Event Format and Scoring - FNCS All-Star Showdown Play For Keeps
2.9.1 Format
In the FNCS All-Star Showdown Play For Keeps (“Play For Keeps”), four (4) teams of three (3) players selected from each Region (as further described in Section 2.9.5) will compete across a total of two (2) stages, and seeding for each stage of Play For Keeps will be determined by Event Administrators at their sole discretion. For clarity, teams shall be prohibited from equipping or otherwise using the Fortnite “Crystal Llama” in-game cosmetic Back Bling at any point during any Play For Keeps match.
Play For Keeps competition will consist of head-to-head play in which teams will battle to maintain control over the in-Game llama (the “Play For Keeps Llama”). For each Play For Keeps match, the team that maintains control of the Play For Keeps Llama for the longest period of time over the course of a round will be declared the winner of such round; and the first team to win two (2) out of three (3) rounds will be declared the winner of such match. For clarity, the Play For Keeps Llama is dropped upon being eliminated during a match, but there is no limit to the number of respawns by a team after being eliminated during a match.
The first stage of the Play For Keeps will consist of a four (4) team double elimination bracket. If a team wins its first match during the first stage of the Play For Keeps, such team will advance to the second stage of the Play For Keeps (“Play For Keeps Finals”). If a team loses its first match during the first stage of the Play For Keeps, such team will be dropped down into the Play For Keeps third place bracket (“Play For Keeps Third Place Bracket”).
For the Play For Keeps Finals, each team will compete against the other in a single elimination match to determine which team will be declared the Play For Keeps Champion. For the Play For Keeps Third Place Bracket, each team will compete against the other in a single elimination match to determine which team will be declared the Play For Keeps third place finisher.
At the conclusion of the Play For Keeps Finals, and subject to the terms and conditions herein, each team from each Region will be awarded prizes as set out in Section 2.10.3.
2.9.2 Reporting Scores
At the conclusion of each Play For Keeps match, both winning and losing teams must submit the match result to Event Administrators using the designated chatroom. Taking a screenshot or video clip of the results screen is required in case of disputed results. If a team disputes a match claiming a win and submits proof of its claim, the opposing team must submit proof of its claim to avoid an automatic forfeit of the match. Any teams or players found to be submitting false or doctored results will be subject to disciplinary actions as further described in Section 9.2.
2.9.3 Tiebreakers
In the case of a tie (i.e., each team maintains control of the Play For Keeps Llama for the exact same amount of time at the conclusion of the applicable round or match), tiebreakers will be determined in the order presented here: (1) highest combined team eliminations; (2) lowest combined team deaths; and finally (3) highest combined team damage.
2.9.4 Event Administrator Instructions
Event Administrators will instruct players how to host and/or join each Play For Keeps match. For clarity, an Event Administrator must be present in each Play For Keeps match. In cases where connection issues are present during a match, impacted players must inform the Event Administrators as soon as such players become aware of such connection issues. Upon notification of connection issues, Event Administrators will determine, in their sole discretion, whether or not such match will be restarted or played through pursuant to Section 5.2.1. Without limitation of the foregoing, Event Administrators reserve the right to suspend and invalidate a Play For Keeps match for a re-host at any time.
2.9.5 Participation Eligibility
Eligibility for participation in the Play For Keeps will be determined as follows:
FNCS Chapter 2 Season 5 Finals: Top 2 teams in each Region.
FNCS Chapter 2 Season 6 Finals: Top 2 teams in each Region.
Without limitation of the foregoing, if an individual player or team has qualified for Play for Keeps in both Season 5 and Season 6, the remaining spot(s) will instead be granted based on the next highest ranking team in the Season 6 Finals.
2.10 Prizes
2.10.1 Solo Finals Prizes
The following prizes will be awarded to each player based on his or her placement within the Leaderboard at the conclusion of the Solo Finals. For clarity, if multiple players tie for the most eliminations in a single match, that prize will be evenly divided among all tied players.
Solo Finals Event Prizes: Europe
Rank Prize
1st $150,000
2nd $120,000
3rd $100,000
4th $80,000
5th $70,000
6th $60,000
7th $50,000
8th $40,000
9th $30,000
10th $25,000
11th-15th $15,000
16th-20th $10,000
21st-25th $7,500
26th-40th $5,000
41st-60th $4,000
61st-75th $3,000
76th-100th $2,000
Most Eliminations in Solo Finals Match 1:: $1,020
Most Eliminations in Solo Finals Match 2: $1,020
Most Eliminations in Solo Finals Match 3: $1,020
Most Eliminations in Solo Finals Match 4: $1,020
Most Eliminations in Solo Finals Match 5: $1,020
Most Eliminations in Solo Finals Match 6: $1,020
Solo Finals Event Prizes - NA East
Rank Prize
1st $75,000
2nd $50,000
3rd $45,000
4th $35,000
5th $30,000
6th $27,000
7th $22,000
8th $18,000
9th $14,000
10th $11,000
11th-15th $6,500
16th-20th $4,500
21st-25th $3,500
26th-40th $2,500
41st-60th $2,000
61st-75th $1,500
76th-100th $1,000
Most Eliminations in Solo Finals Match 1: $455
Most Eliminations in Solo Finals Match 2: $455
Most Eliminations in Solo Finals Match 3: $455
Most Eliminations in Solo Finals Match 4: $455
Most Eliminations in Solo Finals Match 5: $455
Most Eliminations in Solo Finals Match 6: $455
Solo Finals Event Prizes - NA West
Rank Prize
1st $35,000
2nd $25,000
3rd $22,500
4th $17,500
5th $15,000
6th $13,500
7th $11,000
8th $9,000
9th $7,000
10th $5,500
11th-15th $3,750
16th-20th $2,250
21st-40th $1,750
41st-60th $1,000
61st-100th $500
Most Eliminations in Solo Finals Match 1: $230
Most Eliminations in Solo Finals Match 2: $230
Most Eliminations in Solo Finals Match 3: $230
Most Eliminations in Solo Finals Match 4: $230
Most Eliminations in Solo Finals Match 5: $230
Most Eliminations in Solo Finals Match 6: $230
Solo Finals Event Prizes - Brazil
Rank Prize
1st $35,000
2nd $25,000
3rd $22,500
4th $17,500
5th $15,000
6th $13,500
7th $11,000
8th $9,000
9th $7,000
10th $5,500
11th-15th $3,750
16th-20th $2,250
21st-40th $1,750
41st-60th $1,000
61st-100th $500
Most Eliminations in Solo Finals Match 1: $230
Most Eliminations in Solo Finals Match 2: $230
Most Eliminations in Solo Finals Match 3: $230
Most Eliminations in Solo Finals Match 4: $230
Most Eliminations in Solo Finals Match 5: $230
Most Eliminations in Solo Finals Match 6: $230
Solo Finals Event Prizes - Asia
Rank Prize
1st $20,000
2nd $12,000
3rd $11,000
4th $9,000
5th $7,500
6th $6,000
7th $5,500
8th $4,500
9th $3,500
10th $2,500
11th-15th $1,800
16th-20th $1,100
21st-40th $800
41st-60th $500
61st-100th $200
Most Eliminations in Solo Finals Match 1: $115
Most Eliminations in Solo Finals Match 2: $115
Most Eliminations in Solo Finals Match 3: $115
Most Eliminations in Solo Finals Match 4: $115
Most Eliminations in Solo Finals Match 5: $115
Most Eliminations in Solo Finals Match 6: $115
Solo Finals Event Prizes - Middle East
Rank Prize
1st $20,000
2nd $12,000
3rd $11,000
4th $9,000
5th $7,500
6th $6,000
7th $5,500
8th $4,500
9th $3,500
10th $2,500
11th-15th $1,800
16th-20th $1,100
21st-40th $800
41st-60th $500
61st-100th $200
Most Eliminations in Solo Finals Match 1: $115
Most Eliminations in Solo Finals Match 2: $115
Most Eliminations in Solo Finals Match 3: $115
Most Eliminations in Solo Finals Match 4: $115
Most Eliminations in Solo Finals Match 5: $115
Most Eliminations in Solo Finals Match 6: $115
Solo Finals Event Prizes - OCE
Rank Prize
1st $20,000
2nd $12,000
3rd $11,000
4th $9,000
5th $7,500
6th $6,000
7th $5,500
8th $4,500
9th $3,500
10th $2,500
11th-15th $1,800
16th-20th $1,100
21st-40th $800
41st-60th $500
61st-100th $200
Most Eliminations in Solo Finals Match 1: $115
Most Eliminations in Solo Finals Match 2: $115
Most Eliminations in Solo Finals Match 3: $115
Most Eliminations in Solo Finals Match 4: $115
Most Eliminations in Solo Finals Match 5: $115
Most Eliminations in Solo Finals Match 6: $115
2.10.2 Blueprint Battle, Bullseye Bonanza, and High Tier Prizes
The following prizes will be awarded to each player based on his or her placement within the Leaderboard at the conclusion of the Blueprint Battle Finals, Bullseye Bonanza Finals, and High Tier Finals (as applicable).
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - Europe
Rank Prize
1st $10,000
2nd $7,500
3rd $5,000
4th $2,500
5th-8th $1,250
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - NA East
Rank Prize
1st $10,000
2nd $7,500
3rd $5,000
4th $2,500
5th-8th $1,250
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - NA West
Rank Prize
1st $5,000
2nd $3,000
3rd $1,500
4th $1,000
5th-8th $500
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - Brazil
Rank Prize
1st $5,000
2nd $3,000
3rd $1,500
4th $1,000
5th-8th $500
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - Asia
Rank Prize
1st $2,000
2nd $1,000
3rd $700
4th $500
5th-8th $200
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - OCE
Rank Prize
1st $2,000
2nd $1,000
3rd $700
4th $500
5th-8th $200
Blueprint Battle, Bullseye Bonanza, and High Tier Prizes - Middle East
Rank Prize
1st $2,000
2nd $1,000
3rd $700
4th $500
5th-8th $200
2.10.3 Play For Keeps Prizes
The following prizes will be awarded to each team (divided evenly among the three (3) players) based on its placement within the Leaderboard at the conclusion of the Play For Keeps Finals.
Play For Keeps Prizes - Europe
Rank Prize
1st $12,000
2nd $9,000
3rd $6,000
4th $3,000
Play For Keeps Prizes - NA East
Rank Prize
1st $12,000
2nd $9,000
3rd $6,000
4th $3,000
Play For Keeps Prizes - NA West
Rank Prize
1st $5,000
2nd $3,750
3rd $2,500
4th $1,250
Play For Keeps Prizes - Brazil
Rank Prize
1st $5,000
2nd $3,750
3rd $2,500
4th $1,250
Play For Keeps Prizes - Asia
Rank Prize
1st $2,500
2nd $1,500
3rd $1,200
4th $600
Play For Keeps Prizes - OCE
Rank Prize
1st $2,500
2nd $1,500
3rd $1,200
4th $600
Play For Keeps Prizes - Middle East
Rank Prize
1st $2,500
2nd $1,500
3rd $1,200
4th $600
2.10.4 Prizing Information
Only the highest scoring players (as determined by Epic pursuant to this Section 2.10.4) (collectively, “Winning Players”) will be eligible to receive the applicable prizes set forth in Section 2.10.1, 2.10.2, and 2.10.3. No other player with a score lower than the Winning Players shall be, at any time or under any circumstances, entitled to win any prizes in connection with the Event.
For clarity, 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.
The highest scoring players will be notified by Epic of their status as a potential Winning Player at the email address associated with such players’ Epic account within 30 days of completion of the Event, 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. A potential Winning Player must keep the Epic account that he or she used to compete in the Event active throughout the verification of eligibility process.
Upon formal notification from Epic, a potential Winning Player shall have 45 days from the date such notice was emailed to respond and provide any information or materials requested by Epic, including the Release (as defined below) for purposes of verification of eligibility pursuant to Section 3. 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 2.10.4.
In the event of (a) the failure by any such player to (i) keep the Epic account that he or she 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, without limitation, for failure to provide the necessary tax and payment information through Epic’s approved tax and payment processing vendors), then in either case (items (a) or (b)), 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. 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 HIS OR HER LOCAL TAX ADVISOR TO DETERMINE WHICH TAXES APPLY TO HIM OR HER 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 his or her capacity as an individual (or, if a Minor, to the Winning Player’s parent or legal guardian). For the avoidance of doubt, 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 2.10.4.
3. Player Eligibility
3.1 Player Age
3.1.1 To be eligible to participate in any Champion Series match, a player must be at least 13 years old (or such other age, if greater, as may be required in such player’s country of residence). If a player is under 18 years of age or the age of majority as defined in such player’s country of residence (a “Minor”), such player must have permission from a parent or legal guardian in order to participate in the Event.
3.1.2 Ineligible players who mislead or attempt to mislead Event Administrators by providing false eligibility information will be subject to disciplinary actions as further described in Section 9.2.
3.2 Fortnite EULA
Each player must follow the Fortnite End User License Agreement (“Fortnite EULA”) (https://www.epicgames.com/fortnite/eula). These Rules add to, and do not replace, the Fortnite EULA.
3.3 2FA
Each player must enable (if not already enabled) Two-Factor Authentication (“2FA”) on his or her Epic account. To enable 2FA, players must visit https://epicgames.com/2FA, log in to their 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 or win.
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
3.6.1 Players must be in good standing with respect to any Epic accounts registered by said player, with no undisclosed violations. Players must also be free of or served fully any penalties from previously breaking any official Epic rules.
3.6.2 A player’s Epic account must be level thirty (30) or above. This information can be found in the in-game “Career” tab.
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 disallowed by U.S. law. Without limitation of the foregoing, the Event is not open to individuals in the Crimea region, Cuba, Iran, Iraq, North Korea, Somalia, Sudan, Syria, Turkey and Zimbabwe.
3.7.2 The Event is not open to individuals using iOS devices.
3.7.3 For the duration of the Event, only a single player may play on a given game machine (i.e., multiple players cannot participate on the same machine at any point during any FNCS match).
3.7.4 Players may only have one (1) entry (using one (1) Epic account) into the Event for a given session. Players are expressly prohibited from having additional Event entries using additional or secondary Epic account(s), and/or participating from more than one (1) Region.
4. Player/Team Formation Rules
4.1 Solos
4.1.1 Each Solo player (or, if a Minor, such player’s parent or legal guardian) must acknowledge and accept these Rules in-game pursuant to Section 1.2 before participating in the Event.
4.1.2 Earned FNCS All-Star Showdown Solos qualification spots (as applicable) cannot be transferred, sold, traded, or gifted to any person or organization.
4.2 Trios
4.2.1 Each Trios player (or, if a Minor, such player’s parent or legal guardian) must acknowledge and accept these Rules in-game pursuant to Section 1.2 before participating in the Event.
4.2.2 During the Event, all players on a team must be present and partied up together in order to participate; provided, however, that in cases of emergency and subject, in each case, to the prior approval of an Event Administrator, players on a team may play Solo or Duo (as applicable) for the duration of the applicable match(es). Except as expressly permitted by an Event Administrator pursuant to this Section 4.2.2, 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 or forfeit the match (as applicable).
4.2.3 All members of a team that fall within the prizing thresholds set forth in Section 2.10.3 must successfully pass the verification of eligibility process described in Section 2.10.4 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.
4.2.4 Each member of a team shall be deemed to have jointly and severally made and entered into all of the representations, warranties, and agreements contained herein and shall be jointly and severally obligated and bound thereby. 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 right of disqualification may be exercised against the team as a whole, as the Event Administrators may elect in their sole discretion.
4.2.5 Earned FNCS All-Star Showdown Trios qualification spots (as applicable) cannot be transferred, sold, traded, or gifted to any person or organization.
5. Issues
5.1 Definition of Terms
5.1.1 Bug
An error, flaw, failure, or fault that produces an incorrect or unexpected result, or otherwise causes the Game and/or a hardware device to behave in unintended ways.
5.1.2 Intentional Disconnection
A player losing connection to the Game due to the player’s actions. Any actions of a player which lead to a disconnection shall be deemed intentional, regardless of the actual intent of the player. Intentional disconnection is not considered a valid technical issue for the purposes of a remake.
5.1.3 Server Crash
All players losing connection to the Game due to an issue with the Game server.
5.1.4 Unintentional Disconnection
A player losing connection to the Game 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 and/or Event Administrators in their 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 and/or Event Administrators in their sole discretion, any technical issues or Bug encounters, whether defined in this Section 5 or not, must be played through and will not be cause for a remake.
5.2.2 In addition, players acknowledge and agree that in participating in a Game competitive event the individual player solely determines which platform to use (i.e., PC, console, or mobile (as applicable)) and understands that he/she may face players competing on a different platform. Additionally, players acknowledge that the 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. Players acknowledge their sole competitive platform choice and agree and waive any responsibility or liability of Epic relating to such player’s involvement in a multiplatform competition, including any alleged competitive advantage of any other platform.
5.2.3 Without limitation of the foregoing, players are prohibited from taking advantage of or otherwise exploiting any Bug that allows a player to participate in any Event round or stage without having first qualified for such round or stage pursuant to the terms of these Rules.
6. Communication
6.1 Play-In and Solo Finals
Event Administrators will be available to answer player-specific questions and provide additional assistance throughout the Play In and Solo Finals via the official player support channel found here: https://epicgames.helpshift.com/a/fortnite/?contact=1
6.2 Bullseye Bonanza, High Tier, Blueprint Battle, and Play For Keeps
Event Administrators will be available to answer player-specific questions and provide additional assistance throughout Bullseye Bonanza, High Tier, Blueprint Battle, and Play For Keeps via the official player Discord Server.
7. Post-Match Process
7.1 Scoring
7.1.1 The 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.
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 (a) which violates these Rules, (b) which is disruptive, unsafe or destructive, or (c) which is otherwise harmful to the enjoyment of the Game by other users as intended by Epic (as decided 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 9.2, 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 the Game 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 cheating device, program, or similar cheating method to gain a competitive advantage.
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 the Game’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 the Game (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.
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 2 or more opposing players to land at specific locations or to 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.
8.3 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
8.4.1 Players are prohibited from engaging in any form of harassing, abusive, or discriminatory conduct 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.
8.4.2 Any player who witnesses or is subjected to harassing, abusive, or discriminatory conduct should notify an Epic Esports Coordinator or Event Administrator. All complaints reported pursuant to this Section 8.4.2 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.
8.5 Confidentiality
A player may not disclose to any third party any confidential information provided by the Event Administrators, Epic, or its affiliates concerning the Game, the Event, Epic, or its affiliates, by any method of communication, including by posting on social media channels.
8.6 Illegal Conduct
Players are required to comply with all applicable laws at all times.
9. Rules and Conduct Violations
9.1 Investigation and Compliance
Players agree to fully cooperate with Epic and/or an Event Administrator (as applicable) in the investigation of any violation of these Rules. If Epic and/or an Event Administrator contacts a player to discuss the investigation, the player must be truthful in the information that he or she provides 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 9.2.
9.2 Disciplinary Action
9.2.1 If Epic decides 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; or
Prevent the player from participating in one or more future competitions hosted by Epic.
9.2.2 For clarity, the nature and extent of the disciplinary action taken by Epic pursuant to this Section 9.2 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 punishment 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.
9.2.3 If Epic decides 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 the Game. Epic may also enforce any applicable penalty specified in Epic’s Terms of Service and/or the Fortnite EULA.
9.2.4 All Rules violations at the Event will be governed by the Epic Competitive Penalty Matrix. A final decision by Epic as to the appropriate disciplinary action will be final and binding on all players.
9.3 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. Conditions
The Event is subject to these Rules. By participating, each player agrees (or, if a Minor, such player’s parent or legal guardian agrees on such player’s behalf): (a) to be bound by these complete Rules (including the Code of Conduct) and the decisions of Epic which shall be final and binding; and (b) to waive any right to claim ambiguity in the Event or these Rules, except where prohibited by applicable law. By accepting a prize, the Winning Player agrees (or, if a Minor, such Winning Player’s parent or legal guardian agrees on such Winning Player’s behalf) 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. Epic shall not be liable for: (i) telephone system, telephone, or computer hardware, software, or other technical or computer malfunctions, lost connections, disconnections, delays, or transmission errors; (ii) data corruption, theft, destruction, and unauthorized access to or alteration of entry or other materials; (iii) any injuries, losses, or damages of any kind, including death caused by the prize or resulting from acceptance, possession, or use of a prize, or from participation in the Event; or (iv) any printing, typographical, administrative, or technological errors in any materials associated with the Event. Epic reserves the right to cancel or suspend the Event in its sole discretion or due to circumstances beyond its control, including natural disasters. Epic may disqualify any player from participating in the Event or winning a prize if, in its sole discretion, it determines such player is attempting to undermine the legitimate operation of the Event by cheating, hacking, deception, or any other unfair playing practices intending to annoy, abuse, threaten, undermine, or harass any other players or Epic’s representatives. The internal laws of the State of North Carolina, without reference to any of its conflicts of laws principles, shall govern disputes regarding these Rules and/or the Event. Epic may, in its sole discretion, cancel, modify, or suspend the Event should a virus, bug, computer problem, unauthorized intervention, force majeure, or other cause beyond Epic’s control corrupt the administration, security, or proper play of the Event. 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. Should such an attempt be made, Epic reserves the right to seek remedies and damages (including attorneys’ fees) to the fullest extent of the law, including criminal prosecution. The Event is subject to all applicable federal, state, and local laws.
11. Publicity
Epic reserves the right to use the name, tag, likeness, audio, video, game play statistics, and/or Epic account ID of any player, for publicity purposes prior to, during, or after the Event end date, in any media, throughout the world, in perpetuity, but only in connection with publicizing the Event or other Game events and programing, without any compensation or prior review unless specifically prohibited by law.
12. 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.
13. 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.
© 2021 Epic Games, Inc. All rights reserved.

