
Fortnite Champion Series: Chapter 2 Season 7 Official Rules
1. Introduction and Acceptance
1.1 Introduction
These Fortnite Champion Series: Chapter 2 Season 7 Official Rules (“Rules”) govern all stages of the Fortnite Champion Series for Chapter 2 Season 7 (“Champion Series” 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 Champion Series: Qualifiers Schedule - All Final Times Listed in Game
2.2.1 July 29: Qualifier 1 - Round 1 [Middle East]
2.2.2 July 30: Qualifier 1 - Round 1 [All Regions Except Middle East]
2.2.3 July 30: Qualifier 1 - Round 2 and Round 3 [Middle East]
2.2.4 July 31: Qualifier 1 - Round 4 [Middle East]
2.2.5 July 31: Qualifier 1 - Round 2 and Round 3 [All Regions Except Middle East]
2.2.6 August 1: Qualifier 1 - Round 4 [All Regions Except Middle East]
2.2.7 August 12: Qualifier 2 - Round 1 [Middle East]
2.2.8 August 13: Qualifier 2 - Round 1 [All Regions Except Middle East]
2.2.9 August 13: Qualifier 2 - Round 2 and Round 3 [Middle East]
2.2.10 August 14: Qualifier 2 - Round 4 [Middle East]
2.2.11 August 14: Qualifier 2 - Rounds 2 and Round 3 [All Regions Except Middle East]
2.2.12 August 15: Qualifier 2 - Round 4 [All Regions Except Middle East]
2.2.13 August 19: Qualifier 3 - Round 1 [Middle East]
2.2.14 August 20: Qualifier 3 - Round 1 [All Regions Except Middle East]
2.2.15 August 20: Qualifier 3 - Round 2 and Round 3 [Middle East]
2.2.16 August 21: Qualifier 3 - Round 4 [Middle East]
2.2.17 August 21: Qualifier 3 - Rounds 2 and Round 3 [All Regions Except Middle East]
2.2.18 August 22: Qualifier 3 - Round 4 [All Regions Except Middle East]
2.3 Champion Series: Semi-Finals Schedule - All Final Times Listed in Game
2.3.1 August 27: Semi-Finals - Heat A, Heat B, and Heat C [ME]
2.3.2 August 28: Semi-Finals - Heat A, Heat B, and Heat C [All Regions Except Middle East]
2.4 Champion Series: Reboot Round Schedule - All Final Times Listed in Game
2.4.1 August 28: Reboot Rounds [ME]
2.4.2 August 29: Reboot Rounds [All Regions Except Middle East]
2.5 Champion Series: Finals Schedule - All Final Times Listed in Game
2.5.1 September 3: Champion Series Finals (Day 1) [ME]
2.5.2 September 4: Champion Series Finals (Day 1) [All Regions Except Middle East]
2.5.3 September 4: Champion Series Finals (Day 2) [ME]
2.5.4 September 5: Champion Series Finals (Day 2) [All Regions Except Middle East]
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
2.5.1 Format
Subject to the terms and conditions of these Rules, any eligible Trios team (as determined by Epic in accordance with these Rules) may queue up and participate in the Champion Series Weekly Qualifier (“Stage 1” or “Qualifier”).
For Round 1 of the applicable Qualifier (“Round 1”), any eligible Trios team (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 server region (“Region”) by the start of such Qualifier to be eligible to queue up and compete during their respective Region’s Round 1 session window as listed in-game.
Each Round 1 session will last approximately three (3) hours. Teams may participate in a maximum of ten (10) matches during any Round 1 session. Teams will earn points based on the scoring system listed in Sections 2.5.2 and 2.5.4 (as applicable). Matches for a Round 1 session will count only if the match begins before that Round 1 session window closes.
For clarity, teams may only participate in a single Region’s Qualifier for any Round during Stage 1.
At the conclusion of Round 1 of the applicable Qualifier, the top point earning teams from each Region will advance as set out in Section 2.5.6 and be able to queue up for Round 2 of such Qualifier (“Round 2”). It will not be possible to enter Round 2 of a Qualifier without ranking in a Region’s top teams during that Qualifier’s Round 1.
For Round 2 of the applicable Qualifier, teams will compete in a single session during their respective Region’s Round 2 session window as listed in-game. Each Round 2 session will last approximately three (3) hours. Teams may participate in a maximum of ten (10) matches during any Round 2 session. Teams will earn points based on the scoring system listed in Sections 2.5.2 or 2.5.4 (as applicable). Matches for a Round 2 session will count only if the match begins before that Round 2 session window closes.
At the conclusion of Round 2 of the applicable Qualifier, the top point earning teams from each Region will advance as set out in Section 2.5.7 and be able to queue up for Round 3 of such Qualifier (“Round 3”). It will not be possible to enter Round 3 of a Qualifier without ranking in a Region’s top teams during that Qualifier’s Round 2.
For Round 3 of the applicable Qualifier, teams will compete in a single session during their respective Region’s Round 3 session window as listed in-game. Each Round 3 session will last approximately three (3) hours. Teams may participate in a maximum of ten (10) matches during any Round 3 session. Teams will earn points based on the scoring system listed in Sections 2.5.2 or 2.5.4 (as applicable). Matches for a Round 3 session will count only if the match begins before that Round 3 session window closes.
At the conclusion of Round 3 of the applicable Qualifier, the top point earning teams from each Region will advance as set out in Section 2.5.8 and be able to queue up for Round 4 of such Qualifier (“Round 4”). It will not be possible to enter Round 4 of a Qualifier without ranking in a Region’s top teams during that Qualifier’s Round 3.
For Round 4 of the applicable Qualifier, teams will compete in a single session during their respective Region’s Round 4 session window as listed in-game. Teams may participate in a maximum of six (6) matches during each Round 4 session. For each session of Round 4, the first match will start ten (10) minutes after the session window begins. Each Round 4 session will last approximately three (3) hours, with a new match starting every thirty (30) minutes. If a team fails to queue for the playlist and/or misses the start time for a given match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed match. Teams will earn points based on the scoring system listed in Sections 2.5.3 or 2.5.4 (as applicable). Matches for a Round 4 session will count only if the match begins before that Round 4 session window closes.
At the conclusion of Round 4 of the applicable Qualifier, (a) the teams that placed 4th and below as listed on the in-game leaderboard (“Leaderboard”) from each Region will be awarded Champion Series points (“Series Points”) based on the scoring system listed in Section 2.5.5; and (b) the top three (3) point earning teams as listed on the Leaderboard from each Region will advance as set out in Section 2.5.11 and be able to queue up for the third stage of the Event (“Stage 3” or “Finals”).
Additionally, the total Series Points awarded at the conclusion of Round 4 of the applicable Qualifier will be added together across all three (3) Qualifiers. The ninety-nine (99) highest cumulative Series Point-scoring teams as listed on the Series Points leaderboard (“Series Points Leaderboard”) from each Region across all three (3) Qualifiers will advance as set out in Section 2.5.9 and be able to queue up for the second stage of the Event (“Stage 2” or “Semi-Finals”). It will not be possible to enter the Semi-Finals without advancing from Stage 1 as set out in these Rules.
For the Semi-Finals, teams will be seeded into heats (each, a “Heat”) to compete in a single session during their respective Region’s Semi-Finals window as listed in-game. Teams may participate in a maximum of six (6) matches during their assigned Heat session. For each session of the Semi-Finals, the first match will start ten (10) minutes after the session window begins. Each Heat session will last approximately three (3) hours, with a new match starting every thirty (30) minutes. If a team fails to queue for the playlist and/or misses the start time for a given match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed match. Teams will earn points based on the scoring system listed in Sections 2.5.3 or 2.5.4 (as applicable). Matches for a Heat will count only if the match begins before that Heat window closes.
For clarity, teams may only participate in a single Region’s Semi-Finals session.
At the conclusion of each Heat, the top point earning teams for such Heat will advance as set out in Section 2.5.11 and be able to queue up for the third and final stage of the Event (“Stage 3” or “Finals”) in their respective Region. Teams that do not advance to the Finals from the Heats but are ranked within the parameters as listed in Section 2.5.11 will instead be able to queue up for the Reboot Round (“Reboot Round”) for a last chance to advance to the Finals. It will not be possible to enter the Finals without either receiving an automatic invitation to the Finals as a top point earning team from the Finals Stage of the previous FNCS Season (each, an “FNCS Finals Advancing Team”), or advancing from the Open Qualifiers, Semi-Finals Stage, or the Reboot Round as set out in these Rules.
For the Reboot Round, all eligible teams will compete in a minimum of three (3) and a maximum of six (6) matches during their respective Region’s Reboot Round session window as listed in-game. The total number of matches played during the Reboot Round will be determined by the total number of FNCS Finals Advancing Teams that have opted to disband pursuant to Section 4.2.3 as follows:
0 Disbands: 3 matches for Reboot Round (1.5 hours)
1 Disband: 4 matches for Reboot Round (2 hours)
2 Disbands: 5 matches for Reboot Round (2.5 hours)
3 Disbands: 6 matches for Reboot Round (3 hours)
The Reboot Round will start ten (10) minutes after the session window begins and will last approximately one and a half (1.5) hours to three (3) hours, as described above. If a team fails to queue for the playlist and/or misses the start time for the Reboot Round, it will be considered to have finished in (or tied for) last place for the missed Reboot Round. The team that earns the Victory Royale for each match of the Reboot Round will advance and be able to queue up for the Finals in its respective Region. Once a team earns a Victory Royale during the Reboot Round, it shall not participate in any additional Reboot Round matches for the remainder of the applicable session. Any team found to have violated the terms of this Section will be subject to disciplinary actions as further described in Section 9.2.
In the Finals, teams will compete in two (2) sessions during their respective Region’s Finals windows as listed in-game. Points earned from each session will be added together to determine the total score for the Finals. Teams may participate in a maximum of six (6) matches during each Finals session for a total maximum of twelve (12) matches across the Finals. Each Finals session will last approximately three (3) hours, with a new match starting every thirty (30) minutes. If a team fails to queue for the playlist and/or misses the start time for a given match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed match. Teams will earn points based on the scoring system listed in Sections 2.5.3 or 2.5.4 (as applicable). Matches for the Finals will count only if the match begins before the Finals session window closes.
For clarity, teams may only participate in a single Region’s Finals session.
At the conclusion of the Finals, and subject to the terms and conditions herein, the top point earning teams as listed on the Leaderboard from each Region will be awarded prizes as set out in Section 2.6. Additionally, the top point earning teams from each Region will be granted (y) an automatic invitation to the FNCS Chapter 2 Season 7 Finals as set out in Section 2.5.12.
2.5.2 Scoring System - Round 1, Round 2, Round 3
Placement
Victory Royale: 25 Points
2nd: 20 Points
3rd: 16 Points
4th: 14 Points
5th: 13 Points
6th: 12 Points
7th: 11 Points
8th: 10 Points
9th: 9 Points
10th: 8 Points
11th: 7 Points
12th: 6 Points
13th: 5 Points
14th 4 Points
15th: 3 Points
16th: 2 Points
17th: 1 Point
Each Elimination: 1 Point
2.5.3 Scoring System - Round 4 of Qualifiers, Semi-Finals, Finals
Placement
Victory Royale: 30 Points
2nd: 26 Points
3rd: 24 Points
4th: 22 Points
5th: 21 Points
6th: 20 Points
7th: 19 Points
8th: 18 Points
9th: 17 Points
10th: 16 Points
11th: 14 Points
12th: 13 Points
13th: 12 Points
14th 11 Points
15th: 10 Points
16th: 9 Points
17th: 8 Points
18th - 24th: 5 Points
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 Series Points Scoring System
Series Points are awarded to all teams that place 4th and below, regardless of qualification status, at the conclusion of each Qualifier’s Round 4 window. For clarity, teams will only be awarded series points for actual participation in a given Round. By way of example only, if a team reaches Round 4 but fails to queue for or otherwise misses all matches during a Round 4 session, then that tream will only be awarded series points for those matches it participated in up to and including Round 3 (as applicable).
4th Place - 375 Series Points
5th Place - 360 Series Points
6th Place - 355 Series Points
7th Place - 350 Series Points
8th Place - 345 Series Points
9th Place - 340 Series Points
10th Place - 335 Series Points
11th Place - 310 Series Points
12th Place - 305 Series Points
13th Place - 300 Series Points
14th Place - 295 Series Points
15th Place - 290 Series Points
16th Place - 285 Series Points
17th Place - 280 Series Points
18th Place - 275 Series Points
19th Place - 270 Series Points
20th Place - 265 Series Points
21st Place - 260 Series Points
22nd Place - 255 Series Points
23rd Place - 250 Series Points
24th Place - 245 Series Points
25th Place - 240 Series Points
26th Place - 235 Series Points
27th Place - 230 Series Points
28th Place - 225 Series Points
29th Place - 220 Series Points
30th Place - 215 Series Points
31st Place - 210 Series Points
32nd Place - 205 Series Points
33rd Place - 200 Series Points
34th - 66th - 155 Series Points
67th - 99th Place - 135 Series Points
100th - 125th Place - 85 Series Points
126th - 150th Place - 60 Series Points
151st - 175th Place - 40 Series Points
176th - 200th Place - 25 Series Points
201st - 250th Place - 15 Series Points
251st - 700th Place - 10 Series Points
701st - 1500th Place - 5 Series Points
2.5.6 Round 2 Advancement
Advancement from Round 1 to Round 2 will be determined by points earned at the conclusion of Round 1 for the applicable Qualifier. Total number of advancements will differ based on Region.
Round 1 to Round 2
Europe, NAE, NAW, and BR: Top 1500 teams in each Region
Asia and Middle East: Top 700 teams in each Region
OCE: Top 300 teams in each Region
2.5.7 Round 3 Advancement
Advancement from Round 2 to Round 3 will be determined by points earned at the conclusion of Round 2 for the applicable Qualifier. Total number of advancements will differ based on Region.
Round 2 to Round 3
Europe and NAE: Top 250 teams in each Region
NAW and BR: Top 200 teams in each Region
Asia, OCE, and Middle East: Top 150 teams in each Region
2.5.8 Round 4 Advancement
Advancement from Round 3 to Round 4 will be determined by points earned at the conclusion of Round 3 for the applicable Qualifier.
All Regions: Top 33 teams in each Region
2.5.9 Stage 2 Advancement
Advancement from Stage 1 to Stage 2 will be determined by the cumulative Series Points earned at the conclusion of Stage 1 for the applicable Qualifier(s). Teams will be seeded into one of three (3) Heats based on their final Series Points Leaderboard rankings.
All Regions: Top 99 teams in each Region as listed on the Series Points Leaderboard.
2.5.10 Series Points Tiebreakers
Tiebreakers will be determined in the order presented here: (1) total series points awarded; (2) total Qualifiers played; (3) total Round 4 appearances across all Qualifiers; (4) total Round 3 appearances across all Qualifiers; (5) highest final placement in a single Qualifier; and finally (6) average final placement across all Qualifiers.
2.5.11 Finals Advancement
Advancement to the Finals will be determined by one of four (4) separate entry methods as follows:
1) Automatic invitation as an FNCS Finals Advancing Team:
FNCS Chapter 2 Season 6 Finals: Top 3 teams in each Region.
2) Direct qualification from a Qualifier:
Qualifier 1: Top 3 teams in each Region
Qualifier 2: Top 3 teams in each Region
Qualifier 3: Top 3 teams in each Region
3) Points earned at the conclusion of the Semi-Finals:
Heat A: Top 6 teams in each Region. Teams ranked 7th - 17th move to Reboot Round.
Heat B: Top 6 teams in each Region Teams ranked 7th - 17th move to Reboot Round.
Heat C: Top 6 teams in each Region Teams ranked 7th - 17th move to Reboot Round.
4) Reboot Round match wins:
Match 1: Victory Royale
Match 2: Victory Royale
Match 3: Victory Royale
Match 4 (if applicable): Victory Royale
Match 5 (if applicable): Victory Royale
Match 6 (if applicable): Victory Royale
TOTAL: 33 teams in each Region
2.5.12 Automatic Advancement to FNCS Chapter 2 Season 8 Finals
Automatic advancement from the FNCS Chapter 2 Season 7 Finals to the FNCS Chapter 2 Season 8 Finals will be determined by points earned at the conclusion of the Finals.
All Regions
All Regions: Top 3 teams in each Region*
*If a team is granted an automatic invitation to the FNCS Chapter 2 Season 8 Finals, all three (3) players will be jointly locked to that team for the duration of the FNCS Chapter 2 Season 8 Finals, unless they unanimously decide as a team to forfeit their spot for FNCS Chapter 2 Season 8.
2.6 Prizes
2.6.1 Finals 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 Finals.
Finals Event Prizes: Europe
Rank Prize
1st $300,000
2nd $210,000
3rd $135,000
4th $120,000
5th $105,000
6th $90,000
7th $75,000
8th $60,000
9th $45,000
10th $30,000
11th-15th $15,000
16th-20th $9,000
21st-26th $6,000
27th-33rd $3,600
Finals Event Prizes - NA East
Rank Prize
1st $135,000
2nd $105,000
3rd $69,000
4th $60,000
5th $54,000
6th $45,000
7th $39,000
8th $24,000
9th $15,000
10th $10,500
11th-15th $6,900
16th-20th $4,200
21st-26th $2,100
27th-33rd $1,500
Finals Event Prizes - NA West
Rank Prize
1st $48,000
2nd $34,500
3rd $24,000
4th $21,000
5th $15,000
6th $10,500
7th $9,000
8th $7,500
9th $6,000
10th $4,500
11th-15th $3,000
16th-20th $2,400
21st-26th $1,500
27th-33rd $900
Finals Event Prizes - Brazil
Rank Prize
1st $90,000
2nd $75,000
3rd $51,000
4th $42,000
5th $30,000
6th $21,000
7th $18,000
8th $15,000
9th $12,000
10th $9,000
11th-15th $6,000
16th-20th $3,000
21st-26th $1,875
27th-33rd $1,275
Finals Event Prizes - Asia
Rank Prize
1st $36,000
2nd $24,000
3rd $15,000
4th $12,000
5th $10,500
6th $9,000
7th $7,500
8th $6,000
9th $4,500
10th $3,000
11th-15th $1,500
16th-20th $1,200
21st-26th $900
27th-33rd $600
Finals Event Prizes - Middle East
Rank Prize
1st $30,000
2nd $19,500
3rd $12,000
4th $9,000
5th $7,500
6th $6,600
7th $5,400
8th $4,800
9th $4,200
10th $2,400
11th-15th $1,350
16th-26th $900
27th-33rd $600
Finals Event Prizes - OCE
Rank Prize
1st $22,500
2nd $15,000
3rd $9,000
4th $6,300
5th $5,400
6th $4,500
7th $3,900
8th $3,300
9th $2,700
10th $1,800
11th-15th $900
16th-20th $750
21st-33rd $600
2.6.2 Prizing Information
Only the highest scoring players (as determined by Epic pursuant to this Section 2.6.2) (collectively, “Winning Players”) will be eligible to receive the applicable prizes set forth in Section 2.6.1. 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 2.6.2.
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 2.6.2.
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
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.
3.7 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 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. Players on a team may not play Solo or Duo. If a team does not have all members present and partied up together by the start time for a given match, it will be considered to have finished in (or tied for) last place with zero eliminations for that match.
4.2.3 Players may only participate on one team at a time throughout each session. If a team qualifies for Stage 2 and/or Stage 3 of the Champion Series, all three (3) players will be jointly locked to that team for that stage, and will be prohibited from participating in any additional Stage 1 or Stage 2 matches (as applicable), unless they unanimously decide as a team to forfeit their spot for that stage. If a player qualifies to Stage 2 multiple times with different teams through the Series Points advancement as listed in Section 2.5.9, the team with the higher Series Points value will be the qualified team and the team with the lower Series Points value will not be valid. In order to make the lower qualification valid, all three (3) players on the Stage 2 qualified team must submit a written request to disband by filling out the team disband form: https://disband.questionpro.com before the deadline of 6:00 PM ET on August 23, 2021. If such request is approved, the existing Stage 2 qualified team will be removed from the furthest stage previously achieved, and the next in-line team(s) will advance to Stage 2 based on the Series Points Leaderboard.
4.2.4 All members of a team that fall within the prizing thresholds set forth in Section 2.6.1 must successfully pass the verification of eligibility process described in Section 2.6.2 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.
4.2.5 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.
4.2.6 Earned Qualifier, Semi-Finals, Reboot Round, or Finals 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 in its sole discretion, matches will not be restarted or made null due to Bugs, Intentional Disconnections, Server Crashes, or Unintentional Disconnections. Except as otherwise determined by Epic in its sole discretion, any 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 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.
5.2.3 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.
6. Communication
6.1 Event Administrators will be available to answer player-specific questions and provide additional assistance throughout the Event via the official player support channel found here: https://epicgames.helpshift.com/a/fortnite/?contact=1
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 or requesting 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.
Intentionally disconnecting from the Game after you or a member of your team takes damage. For clarity, this only applies to players who intentionally disconnect with a member of their team receiving damage within 60 seconds prior to the intentional disconnection.
8.2.2 Players may not work together to deceive or otherwise cheat other players during any match (“Collusion”). Examples of Collusion include the following:
Teaming: Players working together during the match while on opposing teams.
Planned Movement: Agreement between 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 Fortnite Champion Series: Chapter 2 Season 7 Official Rules (“Rules”) govern all stages of the Fortnite Champion Series for Chapter 2 Season 7 (“Champion Series” 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 Champion Series: Qualifiers Schedule - All Final Times Listed in Game
2.2.1 July 29: Qualifier 1 - Round 1 [Middle East]
2.2.2 July 30: Qualifier 1 - Round 1 [All Regions Except Middle East]
2.2.3 July 30: Qualifier 1 - Round 2 and Round 3 [Middle East]
2.2.4 July 31: Qualifier 1 - Round 4 [Middle East]
2.2.5 July 31: Qualifier 1 - Round 2 and Round 3 [All Regions Except Middle East]
2.2.6 August 1: Qualifier 1 - Round 4 [All Regions Except Middle East]
2.2.7 August 12: Qualifier 2 - Round 1 [Middle East]
2.2.8 August 13: Qualifier 2 - Round 1 [All Regions Except Middle East]
2.2.9 August 13: Qualifier 2 - Round 2 and Round 3 [Middle East]
2.2.10 August 14: Qualifier 2 - Round 4 [Middle East]
2.2.11 August 14: Qualifier 2 - Rounds 2 and Round 3 [All Regions Except Middle East]
2.2.12 August 15: Qualifier 2 - Round 4 [All Regions Except Middle East]
2.2.13 August 19: Qualifier 3 - Round 1 [Middle East]
2.2.14 August 20: Qualifier 3 - Round 1 [All Regions Except Middle East]
2.2.15 August 20: Qualifier 3 - Round 2 and Round 3 [Middle East]
2.2.16 August 21: Qualifier 3 - Round 4 [Middle East]
2.2.17 August 21: Qualifier 3 - Rounds 2 and Round 3 [All Regions Except Middle East]
2.2.18 August 22: Qualifier 3 - Round 4 [All Regions Except Middle East]
2.3 Champion Series: Semi-Finals Schedule - All Final Times Listed in Game
2.3.1 August 27: Semi-Finals - Heat A, Heat B, and Heat C [ME]
2.3.2 August 28: Semi-Finals - Heat A, Heat B, and Heat C [All Regions Except Middle East]
2.4 Champion Series: Reboot Round Schedule - All Final Times Listed in Game
2.4.1 August 28: Reboot Rounds [ME]
2.4.2 August 29: Reboot Rounds [All Regions Except Middle East]
2.5 Champion Series: Finals Schedule - All Final Times Listed in Game
2.5.1 September 3: Champion Series Finals (Day 1) [ME]
2.5.2 September 4: Champion Series Finals (Day 1) [All Regions Except Middle East]
2.5.3 September 4: Champion Series Finals (Day 2) [ME]
2.5.4 September 5: Champion Series Finals (Day 2) [All Regions Except Middle East]
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
2.5.1 Format
Subject to the terms and conditions of these Rules, any eligible Trios team (as determined by Epic in accordance with these Rules) may queue up and participate in the Champion Series Weekly Qualifier (“Stage 1” or “Qualifier”).
For Round 1 of the applicable Qualifier (“Round 1”), any eligible Trios team (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 server region (“Region”) by the start of such Qualifier to be eligible to queue up and compete during their respective Region’s Round 1 session window as listed in-game.
Each Round 1 session will last approximately three (3) hours. Teams may participate in a maximum of ten (10) matches during any Round 1 session. Teams will earn points based on the scoring system listed in Sections 2.5.2 and 2.5.4 (as applicable). Matches for a Round 1 session will count only if the match begins before that Round 1 session window closes.
For clarity, teams may only participate in a single Region’s Qualifier for any Round during Stage 1.
At the conclusion of Round 1 of the applicable Qualifier, the top point earning teams from each Region will advance as set out in Section 2.5.6 and be able to queue up for Round 2 of such Qualifier (“Round 2”). It will not be possible to enter Round 2 of a Qualifier without ranking in a Region’s top teams during that Qualifier’s Round 1.
For Round 2 of the applicable Qualifier, teams will compete in a single session during their respective Region’s Round 2 session window as listed in-game. Each Round 2 session will last approximately three (3) hours. Teams may participate in a maximum of ten (10) matches during any Round 2 session. Teams will earn points based on the scoring system listed in Sections 2.5.2 or 2.5.4 (as applicable). Matches for a Round 2 session will count only if the match begins before that Round 2 session window closes.
At the conclusion of Round 2 of the applicable Qualifier, the top point earning teams from each Region will advance as set out in Section 2.5.7 and be able to queue up for Round 3 of such Qualifier (“Round 3”). It will not be possible to enter Round 3 of a Qualifier without ranking in a Region’s top teams during that Qualifier’s Round 2.
For Round 3 of the applicable Qualifier, teams will compete in a single session during their respective Region’s Round 3 session window as listed in-game. Each Round 3 session will last approximately three (3) hours. Teams may participate in a maximum of ten (10) matches during any Round 3 session. Teams will earn points based on the scoring system listed in Sections 2.5.2 or 2.5.4 (as applicable). Matches for a Round 3 session will count only if the match begins before that Round 3 session window closes.
At the conclusion of Round 3 of the applicable Qualifier, the top point earning teams from each Region will advance as set out in Section 2.5.8 and be able to queue up for Round 4 of such Qualifier (“Round 4”). It will not be possible to enter Round 4 of a Qualifier without ranking in a Region’s top teams during that Qualifier’s Round 3.
For Round 4 of the applicable Qualifier, teams will compete in a single session during their respective Region’s Round 4 session window as listed in-game. Teams may participate in a maximum of six (6) matches during each Round 4 session. For each session of Round 4, the first match will start ten (10) minutes after the session window begins. Each Round 4 session will last approximately three (3) hours, with a new match starting every thirty (30) minutes. If a team fails to queue for the playlist and/or misses the start time for a given match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed match. Teams will earn points based on the scoring system listed in Sections 2.5.3 or 2.5.4 (as applicable). Matches for a Round 4 session will count only if the match begins before that Round 4 session window closes.
At the conclusion of Round 4 of the applicable Qualifier, (a) the teams that placed 4th and below as listed on the in-game leaderboard (“Leaderboard”) from each Region will be awarded Champion Series points (“Series Points”) based on the scoring system listed in Section 2.5.5; and (b) the top three (3) point earning teams as listed on the Leaderboard from each Region will advance as set out in Section 2.5.11 and be able to queue up for the third stage of the Event (“Stage 3” or “Finals”).
Additionally, the total Series Points awarded at the conclusion of Round 4 of the applicable Qualifier will be added together across all three (3) Qualifiers. The ninety-nine (99) highest cumulative Series Point-scoring teams as listed on the Series Points leaderboard (“Series Points Leaderboard”) from each Region across all three (3) Qualifiers will advance as set out in Section 2.5.9 and be able to queue up for the second stage of the Event (“Stage 2” or “Semi-Finals”). It will not be possible to enter the Semi-Finals without advancing from Stage 1 as set out in these Rules.
For the Semi-Finals, teams will be seeded into heats (each, a “Heat”) to compete in a single session during their respective Region’s Semi-Finals window as listed in-game. Teams may participate in a maximum of six (6) matches during their assigned Heat session. For each session of the Semi-Finals, the first match will start ten (10) minutes after the session window begins. Each Heat session will last approximately three (3) hours, with a new match starting every thirty (30) minutes. If a team fails to queue for the playlist and/or misses the start time for a given match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed match. Teams will earn points based on the scoring system listed in Sections 2.5.3 or 2.5.4 (as applicable). Matches for a Heat will count only if the match begins before that Heat window closes.
For clarity, teams may only participate in a single Region’s Semi-Finals session.
At the conclusion of each Heat, the top point earning teams for such Heat will advance as set out in Section 2.5.11 and be able to queue up for the third and final stage of the Event (“Stage 3” or “Finals”) in their respective Region. Teams that do not advance to the Finals from the Heats but are ranked within the parameters as listed in Section 2.5.11 will instead be able to queue up for the Reboot Round (“Reboot Round”) for a last chance to advance to the Finals. It will not be possible to enter the Finals without either receiving an automatic invitation to the Finals as a top point earning team from the Finals Stage of the previous FNCS Season (each, an “FNCS Finals Advancing Team”), or advancing from the Open Qualifiers, Semi-Finals Stage, or the Reboot Round as set out in these Rules.
For the Reboot Round, all eligible teams will compete in a minimum of three (3) and a maximum of six (6) matches during their respective Region’s Reboot Round session window as listed in-game. The total number of matches played during the Reboot Round will be determined by the total number of FNCS Finals Advancing Teams that have opted to disband pursuant to Section 4.2.3 as follows:
0 Disbands: 3 matches for Reboot Round (1.5 hours)
1 Disband: 4 matches for Reboot Round (2 hours)
2 Disbands: 5 matches for Reboot Round (2.5 hours)
3 Disbands: 6 matches for Reboot Round (3 hours)
The Reboot Round will start ten (10) minutes after the session window begins and will last approximately one and a half (1.5) hours to three (3) hours, as described above. If a team fails to queue for the playlist and/or misses the start time for the Reboot Round, it will be considered to have finished in (or tied for) last place for the missed Reboot Round. The team that earns the Victory Royale for each match of the Reboot Round will advance and be able to queue up for the Finals in its respective Region. Once a team earns a Victory Royale during the Reboot Round, it shall not participate in any additional Reboot Round matches for the remainder of the applicable session. Any team found to have violated the terms of this Section will be subject to disciplinary actions as further described in Section 9.2.
In the Finals, teams will compete in two (2) sessions during their respective Region’s Finals windows as listed in-game. Points earned from each session will be added together to determine the total score for the Finals. Teams may participate in a maximum of six (6) matches during each Finals session for a total maximum of twelve (12) matches across the Finals. Each Finals session will last approximately three (3) hours, with a new match starting every thirty (30) minutes. If a team fails to queue for the playlist and/or misses the start time for a given match, it will be considered to have finished in (or tied for) last place with zero eliminations for that missed match. Teams will earn points based on the scoring system listed in Sections 2.5.3 or 2.5.4 (as applicable). Matches for the Finals will count only if the match begins before the Finals session window closes.
For clarity, teams may only participate in a single Region’s Finals session.
At the conclusion of the Finals, and subject to the terms and conditions herein, the top point earning teams as listed on the Leaderboard from each Region will be awarded prizes as set out in Section 2.6. Additionally, the top point earning teams from each Region will be granted (y) an automatic invitation to the FNCS Chapter 2 Season 7 Finals as set out in Section 2.5.12.
2.5.2 Scoring System - Round 1, Round 2, Round 3
Placement
Victory Royale: 25 Points
2nd: 20 Points
3rd: 16 Points
4th: 14 Points
5th: 13 Points
6th: 12 Points
7th: 11 Points
8th: 10 Points
9th: 9 Points
10th: 8 Points
11th: 7 Points
12th: 6 Points
13th: 5 Points
14th 4 Points
15th: 3 Points
16th: 2 Points
17th: 1 Point
Each Elimination: 1 Point
2.5.3 Scoring System - Round 4 of Qualifiers, Semi-Finals, Finals
Placement
Victory Royale: 30 Points
2nd: 26 Points
3rd: 24 Points
4th: 22 Points
5th: 21 Points
6th: 20 Points
7th: 19 Points
8th: 18 Points
9th: 17 Points
10th: 16 Points
11th: 14 Points
12th: 13 Points
13th: 12 Points
14th 11 Points
15th: 10 Points
16th: 9 Points
17th: 8 Points
18th - 24th: 5 Points
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 Series Points Scoring System
Series Points are awarded to all teams that place 4th and below, regardless of qualification status, at the conclusion of each Qualifier’s Round 4 window. For clarity, teams will only be awarded series points for actual participation in a given Round. By way of example only, if a team reaches Round 4 but fails to queue for or otherwise misses all matches during a Round 4 session, then that tream will only be awarded series points for those matches it participated in up to and including Round 3 (as applicable).
4th Place - 375 Series Points
5th Place - 360 Series Points
6th Place - 355 Series Points
7th Place - 350 Series Points
8th Place - 345 Series Points
9th Place - 340 Series Points
10th Place - 335 Series Points
11th Place - 310 Series Points
12th Place - 305 Series Points
13th Place - 300 Series Points
14th Place - 295 Series Points
15th Place - 290 Series Points
16th Place - 285 Series Points
17th Place - 280 Series Points
18th Place - 275 Series Points
19th Place - 270 Series Points
20th Place - 265 Series Points
21st Place - 260 Series Points
22nd Place - 255 Series Points
23rd Place - 250 Series Points
24th Place - 245 Series Points
25th Place - 240 Series Points
26th Place - 235 Series Points
27th Place - 230 Series Points
28th Place - 225 Series Points
29th Place - 220 Series Points
30th Place - 215 Series Points
31st Place - 210 Series Points
32nd Place - 205 Series Points
33rd Place - 200 Series Points
34th - 66th - 155 Series Points
67th - 99th Place - 135 Series Points
100th - 125th Place - 85 Series Points
126th - 150th Place - 60 Series Points
151st - 175th Place - 40 Series Points
176th - 200th Place - 25 Series Points
201st - 250th Place - 15 Series Points
251st - 700th Place - 10 Series Points
701st - 1500th Place - 5 Series Points
2.5.6 Round 2 Advancement
Advancement from Round 1 to Round 2 will be determined by points earned at the conclusion of Round 1 for the applicable Qualifier. Total number of advancements will differ based on Region.
Round 1 to Round 2
Europe, NAE, NAW, and BR: Top 1500 teams in each Region
Asia and Middle East: Top 700 teams in each Region
OCE: Top 300 teams in each Region
2.5.7 Round 3 Advancement
Advancement from Round 2 to Round 3 will be determined by points earned at the conclusion of Round 2 for the applicable Qualifier. Total number of advancements will differ based on Region.
Round 2 to Round 3
Europe and NAE: Top 250 teams in each Region
NAW and BR: Top 200 teams in each Region
Asia, OCE, and Middle East: Top 150 teams in each Region
2.5.8 Round 4 Advancement
Advancement from Round 3 to Round 4 will be determined by points earned at the conclusion of Round 3 for the applicable Qualifier.
All Regions: Top 33 teams in each Region
2.5.9 Stage 2 Advancement
Advancement from Stage 1 to Stage 2 will be determined by the cumulative Series Points earned at the conclusion of Stage 1 for the applicable Qualifier(s). Teams will be seeded into one of three (3) Heats based on their final Series Points Leaderboard rankings.
All Regions: Top 99 teams in each Region as listed on the Series Points Leaderboard.
2.5.10 Series Points Tiebreakers
Tiebreakers will be determined in the order presented here: (1) total series points awarded; (2) total Qualifiers played; (3) total Round 4 appearances across all Qualifiers; (4) total Round 3 appearances across all Qualifiers; (5) highest final placement in a single Qualifier; and finally (6) average final placement across all Qualifiers.
2.5.11 Finals Advancement
Advancement to the Finals will be determined by one of four (4) separate entry methods as follows:
1) Automatic invitation as an FNCS Finals Advancing Team:
FNCS Chapter 2 Season 6 Finals: Top 3 teams in each Region.
2) Direct qualification from a Qualifier:
Qualifier 1: Top 3 teams in each Region
Qualifier 2: Top 3 teams in each Region
Qualifier 3: Top 3 teams in each Region
3) Points earned at the conclusion of the Semi-Finals:
Heat A: Top 6 teams in each Region. Teams ranked 7th - 17th move to Reboot Round.
Heat B: Top 6 teams in each Region Teams ranked 7th - 17th move to Reboot Round.
Heat C: Top 6 teams in each Region Teams ranked 7th - 17th move to Reboot Round.
4) Reboot Round match wins:
Match 1: Victory Royale
Match 2: Victory Royale
Match 3: Victory Royale
Match 4 (if applicable): Victory Royale
Match 5 (if applicable): Victory Royale
Match 6 (if applicable): Victory Royale
TOTAL: 33 teams in each Region
2.5.12 Automatic Advancement to FNCS Chapter 2 Season 8 Finals
Automatic advancement from the FNCS Chapter 2 Season 7 Finals to the FNCS Chapter 2 Season 8 Finals will be determined by points earned at the conclusion of the Finals.
All Regions
All Regions: Top 3 teams in each Region*
*If a team is granted an automatic invitation to the FNCS Chapter 2 Season 8 Finals, all three (3) players will be jointly locked to that team for the duration of the FNCS Chapter 2 Season 8 Finals, unless they unanimously decide as a team to forfeit their spot for FNCS Chapter 2 Season 8.
2.6 Prizes
2.6.1 Finals 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 Finals.
Finals Event Prizes: Europe
Rank Prize
1st $300,000
2nd $210,000
3rd $135,000
4th $120,000
5th $105,000
6th $90,000
7th $75,000
8th $60,000
9th $45,000
10th $30,000
11th-15th $15,000
16th-20th $9,000
21st-26th $6,000
27th-33rd $3,600
Finals Event Prizes - NA East
Rank Prize
1st $135,000
2nd $105,000
3rd $69,000
4th $60,000
5th $54,000
6th $45,000
7th $39,000
8th $24,000
9th $15,000
10th $10,500
11th-15th $6,900
16th-20th $4,200
21st-26th $2,100
27th-33rd $1,500
Finals Event Prizes - NA West
Rank Prize
1st $48,000
2nd $34,500
3rd $24,000
4th $21,000
5th $15,000
6th $10,500
7th $9,000
8th $7,500
9th $6,000
10th $4,500
11th-15th $3,000
16th-20th $2,400
21st-26th $1,500
27th-33rd $900
Finals Event Prizes - Brazil
Rank Prize
1st $90,000
2nd $75,000
3rd $51,000
4th $42,000
5th $30,000
6th $21,000
7th $18,000
8th $15,000
9th $12,000
10th $9,000
11th-15th $6,000
16th-20th $3,000
21st-26th $1,875
27th-33rd $1,275
Finals Event Prizes - Asia
Rank Prize
1st $36,000
2nd $24,000
3rd $15,000
4th $12,000
5th $10,500
6th $9,000
7th $7,500
8th $6,000
9th $4,500
10th $3,000
11th-15th $1,500
16th-20th $1,200
21st-26th $900
27th-33rd $600
Finals Event Prizes - Middle East
Rank Prize
1st $30,000
2nd $19,500
3rd $12,000
4th $9,000
5th $7,500
6th $6,600
7th $5,400
8th $4,800
9th $4,200
10th $2,400
11th-15th $1,350
16th-26th $900
27th-33rd $600
Finals Event Prizes - OCE
Rank Prize
1st $22,500
2nd $15,000
3rd $9,000
4th $6,300
5th $5,400
6th $4,500
7th $3,900
8th $3,300
9th $2,700
10th $1,800
11th-15th $900
16th-20th $750
21st-33rd $600
2.6.2 Prizing Information
Only the highest scoring players (as determined by Epic pursuant to this Section 2.6.2) (collectively, “Winning Players”) will be eligible to receive the applicable prizes set forth in Section 2.6.1. 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 2.6.2.
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 2.6.2.
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
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.
3.7 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 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. Players on a team may not play Solo or Duo. If a team does not have all members present and partied up together by the start time for a given match, it will be considered to have finished in (or tied for) last place with zero eliminations for that match.
4.2.3 Players may only participate on one team at a time throughout each session. If a team qualifies for Stage 2 and/or Stage 3 of the Champion Series, all three (3) players will be jointly locked to that team for that stage, and will be prohibited from participating in any additional Stage 1 or Stage 2 matches (as applicable), unless they unanimously decide as a team to forfeit their spot for that stage. If a player qualifies to Stage 2 multiple times with different teams through the Series Points advancement as listed in Section 2.5.9, the team with the higher Series Points value will be the qualified team and the team with the lower Series Points value will not be valid. In order to make the lower qualification valid, all three (3) players on the Stage 2 qualified team must submit a written request to disband by filling out the team disband form: https://disband.questionpro.com before the deadline of 6:00 PM ET on August 23, 2021. If such request is approved, the existing Stage 2 qualified team will be removed from the furthest stage previously achieved, and the next in-line team(s) will advance to Stage 2 based on the Series Points Leaderboard.
4.2.4 All members of a team that fall within the prizing thresholds set forth in Section 2.6.1 must successfully pass the verification of eligibility process described in Section 2.6.2 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.
4.2.5 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.
4.2.6 Earned Qualifier, Semi-Finals, Reboot Round, or Finals 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 in its sole discretion, matches will not be restarted or made null due to Bugs, Intentional Disconnections, Server Crashes, or Unintentional Disconnections. Except as otherwise determined by Epic in its sole discretion, any 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 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.
5.2.3 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.
6. Communication
6.1 Event Administrators will be available to answer player-specific questions and provide additional assistance throughout the Event via the official player support channel found here: https://epicgames.helpshift.com/a/fortnite/?contact=1
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 or requesting 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.
Intentionally disconnecting from the Game after you or a member of your team takes damage. For clarity, this only applies to players who intentionally disconnect with a member of their team receiving damage within 60 seconds prior to the intentional disconnection.
8.2.2 Players may not work together to deceive or otherwise cheat other players during any match (“Collusion”). Examples of Collusion include the following:
Teaming: Players working together during the match while on opposing teams.
Planned Movement: Agreement between 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.

