These Rocket League Championship Series - Season 8 Official Rules (“Rules”) govern all regional tournament stages of the Rocket League Championship Series - Season 8 (“Tournament”), provided by Psyonix LLC (“Psyonix”). These Rules have been designed to ensure the integrity of competitive play of Rocket League (the “Game”) in connection with the Tournament, 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). These Rules may be translated into other languages. In the event of any conflict or inconsistency between any translated version of these Rules and the English version of these rules, the English version shall prevail, govern and control. Entry into this Tournament does not constitute entry into any other tournament, competition, contest or sweepstakes.
To participate in the Tournament, each player must agree (or, if under 18 years of age or the age of majority as defined in such player’s country of residence (a “Minor”), 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 7 (“Player”). A Player (or, if a Minor, such Player’s parent or legal guardian) must accept these Rules as part of the Tournament registration form, available at https://www.rocketleagueesports.com/register. By participating in any game or match that is part of the Tournament, 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.
Psyonix will have primary responsibility for enforcing these Rules for all Players and may, working with the Tournament Administrators (as defined below), hand out penalties to Players for violations of these Rules, as further described in Section 8.
Psyonix may update, revise, change, or modify these Rules from time to time. For each Player, his or her participation in the Tournament 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.
“Best-of-X”: means a Match that has X number of Games, and the Team that wins a majority of the Games is declared the winner. Once a Team wins the number of Games needed to reach the requisite majority, then that Team will be declared the winner of the Match, and any Games that have not been played at that point will not be played. For example, in a Best-of-Three Match, once a Team wins two Games, that Team will immediately be declared the winner of that Match.
“Eligibility Area”: means Europe, North America, Oceania, and South America.
“Europe”: means Andorra, Albania, Armenia, Austria, Azerbaijan, Belgium, Bosnia and Herzegovina, Bulgaria, Croatia, Czech Republic, Denmark, Estonia, Finland, France, Georgia, Germany, Greece, Hungary, Iceland, Republic of Ireland, Italy, Latvia, Liechtenstein, Lithuania, Luxembourg, Macedonia, Malta, Moldova, Monaco, Montenegro, Netherlands, Norway, Poland, Portugal, Romania, Russia (except individuals located in Crimea), San Marino, Serbia, Slovakia, Slovenia, Spain, Sweden, Switzerland, Turkey, Ukraine (except individuals located in Crimea), United Kingdom of Great Britain and Northern Ireland.
“Game”: means a single competition between two Teams.
“Match”: means Tournament play between two Teams that may involve multiple Games, as described in Section 2.3.
“North America”: means Bahamas, Canada, Costa Rica, Dominica, Dominican Republic, El Salvador, Guatemala, Honduras, Jamaica, Mexico, Nicaragua, Panama, and United States (including Puerto Rico, and the US Virgin Islands).
“Oceania”: means Australia, Fiji, French Polynesia, Indonesia, Kiribati, Marshall Islands, Micronesia, Nauru, New Caledonia, New Zealand, Norfolk Island, Palau, Papua New Guinea, the Philippines, Samoa, Solomon Islands, Tonga, Tuvalu, Vanuatu, and Wallis and Futuna.
“Round Robin”: means a phase of the Tournament where each Team plays against every other Team.
“Rules Website”: the most recent version of these Rules will be posted on http://www.rocketleagueesports.com/rules.
“South America”: means Argentina, Bolivia, Brazil, Chile, Colombia, Ecuador, Guyana, Paraguay, Peru, Suriname, Uruguay, and Venezuela.
“Team”: means a group of Players who compete in the Tournament together as a unit. A description of Team requirements is provided in Section 6.
“Tournament Administrator”: means any Psyonix 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 Tournament.
“Tournament Entities”: means Psyonix, the Tournament Administrators, any official sponsors of the Tournament, and each of their respective parent, subsidiary and affiliated entities, vendors, agents, and representatives, and the officers, directors and employees of all of the foregoing.
“Winning Player” or “Winning Team”: means any Team that is officially declared a Winning Player / Winning Team as set forth in Section 4.
As set forth more fully in Section 2.3, the Tournament consists of two regional competitions, one in North America and one in Europe, and two independent competition series, one in Oceania and one in South America. Each regional competition will include an “Open Qualifier,” “Rival Series Play-In,” “Rival Series League Play,” “RLCS League Play,” and a “Regional Championship” (as the terms are defined below). The winners of the Regional Championships, together with the winners of the Oceania and South America series, will advance to the live World Championship finals (subject to separate rules). The schedule that corresponds to each Tournament phase is outlined in this Section (such period referred to herein as the “Tournament Period”).
Open Qualifier 1 (August 31, 2019)
Open Qualifier 2 (September 14, 2019)
Open Qualifier 3 (September 17, 2019)
Open Qualifier 4 (September 21, 2019)
Rival Series Play-In (September 28, 2019)
RLCS League Play – Week 1 (October 5, 2019)
Rival Series League Play – Week 1 (October 11, 2019)
RLCS League Play – Week 2 (October 12, 2019)
Rival Series League Play – Week 2 (October 18, 2019)
RLCS League Play – Week 3 (October 19, 2019)
Rival Series League Play – Week 3 (October 25, 2019)
RLCS League Play – Week 4 (October 26, 2019)
Rival Series League Play – Week 4 (November 1, 2019)
RLCS League Play – Week 5 (November 2, 2019)
Rival Series League Play – Week 5 (November 8, 2019
North American Regional Championship (November 16, 2019)
Rival Series Regional Playoffs (November 23, 2019)
Promotion Tournament (November 30, 2019)
Open Qualifier 1 (September 1, 2019)
Open Qualifier 2 (September 15, 2019)
Open Qualifier 3 (September 18, 2019)
Open Qualifier 4 (September 22, 2019)
Rival Series Play-In (September 29, 2019)
RLCS League Play – Week 1 (October 6, 2019)
Rival Series League Play – Week 1 (October 11, 2019)
RLCS League Play – Week 2 (October 13, 2019)
Rival Series League Play – Week 2 (October 18, 2019)
RLCS League Play – Week 3 (October 20, 2019)
Rival Series League Play – Week 3 (October 25, 2019)
RLCS League Play – Week 4 (October 27, 2019)
Rival Series League Play – Week 4 (November 1, 2019)
RLCS League Play – Week 5 (November 3, 2019)
Rival Series League Play – Week 5 (November 8, 2019)
European Regional Championship (November 17, 2019)
Rival Series Regional Playoffs (November 24, 2019)
Promotion Tournament (December 1, 2019)
The World Championship will be held on December 13 – 15, 2019, and will be subject to separate rules.
Psyonix may, in its sole discretion, reorder the schedule and/or change the date for any Match or session of the Tournament (or change any game mode to be played in connection therewith). However, if the Tournament schedule is so modified, Psyonix will inform all Players at its earliest convenience.
Teams will first be entered into the “Open Qualifier” stage for the applicable region (North America or Europe) in which they are registered. Teams may participate in up to two Open Qualifiers, each of which is comprised of a “Double Elimination Bracket,” meaning that a Team will not be eligible to move forward if they lose two Matches in the bracket. Seeding will be determined by Psyonix and/or Tournament Administrators at their discretion. All Matches in the Open Qualifiers will be Best-of-Three. The final 32 Teams (16 Teams in the upper bracket and 16 Teams in the lower bracket) remaining will qualify to participate in the “Rival Series Play-In” (as defined below) and will be ineligible to participate in any additional Open Qualifiers.
The “Rival Series Play-In” is a Double Elimination Bracket with up to 128 Teams that have qualified from the Open Qualifiers (for each region, North America and Europe, as applicable). Teams that place sixth place or better in the Rival Series Play-In will qualify to participate in the Rival Series in their respective region. All Matches are Best-of-Five.
“Rival Series League Play” is a Round Robin with the six Teams that have qualified from the Rival Series Play-In and the four Teams that automatically qualified for the Rival Series League Play (for each region, North America and Europe, as applicable). The Teams will play one Best-of-Five Match against every other Team. Rankings will be determined by comparing the total number of Match wins received by a Team during the Rival Series. If a Team is disqualified from a Match by the Psyonix and/or the Tournament Administrator, the Match will be recorded as a 3-0 win in favor of the opposing Team.
The top eight Teams (top four ranked Teams from each North American and European region after Rival Series League Play) will compete in the North American Regional Playoffs and European Regional Playoffs (“Regional Playoffs”), as applicable. Each Regional Playoff is a page playoff bracket with Best-of-Seven Matches. Teams will be seeded from first through fourth based on how they performed in Rival Series League Play. The page playoff bracket will proceed as follows:
Match 1 - The third and fourth seeded teams will play each other. The loser of Match 1 will be eliminated from the Regional Playoff and be ranked in fourth place.
Match 2 - The first and second seeded teams will play each other. The winner of Match 2 will qualify to the Promotion Tournament (defined below) as the first seeded team in the Rival Series.
Match 3 - The loser of Match 2 will play the winner of Match 1. The winner of Match 3 will qualify to the Promotion Tournament as the second seeded team in the Rival Series.
“RLCS League Play” is a Round Robin with the eight Teams that have qualified from the RLCS League Play and Promotion Tournament in RLCS Season 7 (for each region, North America and Europe, as applicable). The Teams will play one Best-of-Five Match against every other Team. Rankings will be determined by comparing the total number of Match wins received by a Team during the RLCS League Play. If a Team is disqualified from a Match by Psyonix and/or the Tournament Administrator, the Match will be recorded as a 3-0 win in favor of the opposing Team.
The top 12 Teams (top six ranked Teams from each North American and European region after RLCS League Play) will compete in the North American Regional Championship and European Regional Championship (“Regional Championships”), as applicable. Each Regional Championship is a page playoff bracket with Best-of-Seven Matches. Teams will be seeded from first through sixth based on how they performed in RLCS League Play. The page playoff bracket will proceed as follows:
Match 1 - The third and fourth seeded teams will play each other.
Match 2 - The fifth and sixth seeded teams will play each other. The loser of Match 2 will be eliminated from the Regional Championship and be ranked in sixth place.
Match 3 - The winner of Match 2 will play the loser of Match 1. The loser of Match 3 will be eliminated from the Regional Championship and be ranked in fifth place.
Match 4 - The winner of Match 1 will play the second seeded team. The loser of Match 4 will be eliminated from the Regional Championship and tie for third place.
Match 5 - The winner of Match 3 will play the first seeded team. The loser of Match 5 will be eliminated from the Regional Championship and tie for third place.
Match 6 - The winner of Match 4 will play the winner of Match 5. The winner of Match 6 will be the Regional Champion. The loser of Match 6 will be ranked in second place.
More information on the Oceania Series will be announced at a later date.
More information on the South America Series will be announced at a later date.
More information on the World Championship will be announced at a later date.
The Teams ranked seventh and eighth in RLCS League Play and the Teams ranked first and second in Rival Series, will compete in the Promotion Tournament for North America and Europe, as applicable. The “Promotion Tournament” is a Double Elimination Bracket with Best-of-Seven Matches. The final remaining Team in the upper bracket and the final remaining Team in the lower bracket will automatically qualify to participate in RLCS League Play for the next season. The other two Teams will automatically qualify to participate in Rival Series in the next season.
If two or more Teams within RLCS or Rival Series achieve the same number of Match wins, resulting in a tie, the tie(s) will be resolved by applying the following tiebreaking mechanisms, in order of application. All calculations involve only Games from either RLCS or Rival Series (excluding the World Championship), as applicable.
i. Game Differential “Game Differential” is defined as the total number of Games won by a Team minus the total number of Games lost by such Team.
ii. Game Differential in Games between tied Teams Calculate the Game Differential for tied Teams against the highest ranked team that is not a tied Team (“Included Teams”). If still tied, then the same process will be used, but will also include the second highest ranked Team outside of the tied Team, then the third highest ranked Team outside of the tied Team and so forth.
iii. Highest Goal Differential in Games between tied Teams. “Goal Differential” is defined as the total goals scored by a Team minus the total goals allowed by such Team. Calculate the Goal Differential for the Included Teams. If still tied, then the same process will be used, but will also include the second highest ranked Team outside of the tied Team, then the third highest ranked Team outside of the tied Team and so forth.
iv. Unresolved Tie If none of the tiebreakers can resolve the tie, then the Teams will draw lots. If any step resolves the tie for one or more Teams but not all Teams, a new tie will be declared between the remaining tied Teams. This tie will be resolved using the same tiebreaking mechanisms listed above.
Tiebreakers for the World Championship will be provided as part of the World Championship Season 8 Official Rules.
This Section sets forth the “Game Play Rules” governing play during the Tournament.
Default Arena: DFH Stadium
Team Size: 3v3
Bot Difficulty: No Bots
Match Time: 5 Minutes
Joinable By: Name/Password
Platform: PS4, Nintendo Switch, Steam, or Xbox One
Server: US-East/US-West (NA League), Europe (EU League), South America (SAM League), and Oceania (OCE League)
All standard controllers, including mouse and keyboard, are legal. Macro functions (e.g., turbo buttons) are not permitted. Note that wireless controllers are not permitted in the World Championship. At the World Championship, all controllers are subject to approval from Psyonix and/or the Tournament Administrators.
In the Open Qualifier, all games are played on DFH Stadium. In all other stages of the Tournament, the first game is played on DFH Stadium. All subsequent Matches will be played on an eligible arena, chosen by Tournament Administrators at their sole discretion. RLCS League Play Teams may request to avoid an eligible arena due to performance issues and are required to submit a detailed request to Tournament Administrators no less than 24-hours prior to the Match start time. The Tournament Administrators reserve the right to reject for any reason, in their sole discretion, any request made by RLCS League Play Teams to avoid an eligible arena. The following eligible arenas may be selected:
Champions Field (Day)
DFH Stadium (Day)
DFH Stadium (Stormy)
Salty Shores (Day)
Salty Shores (Night)
Urban Central (Dawn)
Urban Central (Night)
Utopia Coliseum (Dusk)
Utopia Coliseum (Snowy)
Tournament Administrators will specify which Team is blue and which Team is orange. In the Open Qualifier, Teams will be instructed how to host the Match. In all other stages of the Tournament, a Tournament Administrator will host the Match.
Between Games in a Match, Teams may request that the Match be re-hosted on the same server region due to connection issues. In RLCS League Play, Teams may mutually agree to cancel the current Game of the Match and re-host the Match with approval from Tournament Administrators. Tournament Administrators reserve the right to suspend and invalidate the current Game of the Match for a re-host at any time.
In North America Matches, “US-East” is the default server unless both Teams agree to play on “US-West.” “Europe” servers will always be used for the European Matches.
Players may not join their designated side until three Players from each Team have joined the Game.
A “Substitution” is defined as changing the Player line-up after a Match has started. Substitutions may only occur in between Games in a Match, and Teams are limited to one Player change per Match. Substitutions are not allowed during the Open Qualifier except in the event of a disconnect.
During the Open Qualifier stage, after a Match is completed, the winning Team must submit the Match result to Tournament Administrators in a designated chatroom. The losing Team must also confirm the Match result. Taking a screenshot of the results screen or replay of the Match is strongly recommended in case of disputed results. If a Team disputes a Match claiming a win and submits proof of their claim, the other Team must submit proof of their claim to avoid an automatic forfeit of the Match. Any Teams or Players found to be submitting false or doctored results will be permanently banned from the Tournament and future tournaments.
Players may not compete using guest accounts. All participants must have a unique and valid Steam, Microsoft® Account, Nintendo Account, or PlayStationTM Network ID, and appropriate access levels to Steam, Xbox LiveTM, NintendoTM Network, or the PlayStationTM Network as applicable.
In-game observers are not allowed except for Tournament Administrators and their designees.
In the event of a bug or glitch that affects gameplay, the full Match should be played out. If a Team calls for a rematch due to the bug or glitch, they must save the replay and submit it to the Tournament Administrator for review.
Each Team must declare one member of their roster to be the “Team Captain” who represents the Team for all official decisions and serves as the main point of contact for the Team.
Teams may only use Players who are on their roster for a Match. Rosters must contain a minimum of three Players and up to one designated reserve Player who may be used as an alternate. Rosters may also include a manager who does not play in Tournament Matches. An individual may not simultaneously be part of more than one roster at a time.
Starting line-ups for each Match must be submitted to Tournament Administrators at least 24-hours before the applicable Match.
Except as set forth elsewhere in these Rules, Team rosters may only change during the “Roster Change Period,” which is (a) any time before the respective Roster Lock Deadline and (b) after qualifying for RLCS League Play or Rival Series. RLCS rosters are locked and no trades are possible after the “RLCS Roster Lock Deadline,” which is August 26, 2019 at 12:00 pm PT. Rival Series rosters are locked and no trades are possible after the “Rival Series Roster Lock Deadline,” which is August 26, 2019 at 12:00 pm PT). If a Team has a manager they would like added to the roster, they must notify Tournament Organizers prior to the respective Roster Lock Deadline.
All trades between Teams must be approved by the Tournament Administrators and all involved Teams must be notified of the trade. Trades are only permitted during a Roster Change Period. A Player may not play for more than one Team within a season. If a Player is traded during the season, the Player may be part of that Team’s roster but may not play in any Tournament Matches until the next season.
Players or Teams may not change their User Names, in-game names, or Team Names without approval from Tournament Administrators. All such names must comply with these Rules and Tournament Administrators may request that they be changed at any time. A roster shall not contain duplicates of the same name, names that consist only of symbols, or names that are difficult to distinguish from one another.
A “Starting Roster” is the Players who start four out of seven RLCS League Play or Rival Series League Play Matches. Teams that automatically qualify for RLCS League Play or Rival Series League Play due to performance in the immediately prior season must retain two Players from their prior season’s Starting Roster (“Prior Season Players”) and the two Prior Season Players must start four out of seven of the current season RLCS League Play or Rival Series League Play Matches. For the purposes of roster continuity, failure to have at least two Players from the prior season starting in at least four of the current season RLCS League Play or Rival Series League Play Matches will cause forfeiture of the RLCS League Play or Rival Series League Play Matches.
All Teams must have three Players physically present or in the online Match lobby and in the designated chatroom by the Match start time. Teams that do not have three Players ready to play after ten minutes of the Match start time are subject to penalties including a possible Match forfeiture.
Teams may not voluntarily forfeit a Match without prior authorization from Tournament Administrators and, even with authorization, are subject to further penalties for forfeiting.
Teams will communicate with their opponents and Tournament Administrators in a designated chatroom during all online stages of the Tournament. For live events, once a Match has officially begun, communication with anyone not designated as playing within the current Match is strictly prohibited and may result in immediate disqualification of the Player(s) or Team.
If a disconnect occurs in the Open Qualifier, the shorthanded Team will continue to play out the single Game within the Match series. The disconnected Player may rejoin during the Game that the disconnect occurred in or in between Games of a Match series but may not join in the middle of subsequent Games in the series. After a disconnect, if the Player cannot rejoin during the same Game, the Player will have five minutes to rejoin before the next Game of the Match series begins. If the disconnected Player is unable to join the Game prior to the next Game in the series, the Player’s Team may substitute another Player from their roster if this is the first disconnect for the Team during the series.
If a disconnect occurs during any phase of the Tournament, except for the Open Qualifier, the shorthanded Team will immediately notify the Tournament Administrators via in-game chat. The Tournament Administrators may pause the Game once the disconnect notification has been received, at their sole discretion. Once the Game has been paused, the disconnected Player will have five minutes to rejoin before the Game resumes. If the Player cannot rejoin within that time, the shorthanded Team will continue to play out the single Game within the Match series. If the Player does not rejoin during the same Game in which they disconnected, the Player will have three additional minutes following the Game to rejoin before the next Game of the Match series begins. The disconnected Player may only rejoin during the Game in which the disconnect occurred in or in between Games of a Match series but may not join in the middle of subsequent Games in the series. If the disconnected Player is unable to join the Game prior to the next Game in the series, the Player’s Team may substitute another Player from their roster (subject to the Substitution rules set forth in Section 3.2.5). For spectated / broadcasted Matches, if Tournament Administrators identify that a Player has disconnected without being notified, they may pause a Match to allow the Player to reconnect. Each Team is allowed a maximum of one pause per Match. Once the disconnected Player rejoins the Game or the allotted rejoin time has expired, the Teams have 30 seconds to confirm with Tournament Administrators that each is ready to unpause. Once each has confirmed their readiness, the Game will resume from a neutral kickoff.
Tournament Administrators may pause a Game or Match at any time and for any reason. In the event of a stoppage of play, Players must remain at their devices and may not communicate with other Players until the Game or Match is resumed.
Tournament Administrators may order a Game or Match restart due to exceptional circumstances, such as if a bug significantly affects a Player’s ability to play or the Game or Match is disrupted by a Force Majeure or other event.
If a Player or Team makes a complaint that results in a Game or Match restart, they will be expected to provide Tournament Administrators with log files from the Game or Match. These log files will be subject to investigation, and Tournament Administrators will issue penalties if they determine that the restart was requested in error.
The Tournament will award up to USD $164,250 per region (North America and Europe) for RLCS League Play. Each Team in RLCS League Play will be awarded up to USD $2,933.04 per Match played, up to a maximum of USD $20,531.25, as a prize for qualifying at that level. In the case that a Match is forfeited, prizes will be deducted from the maximum amount on a pro-rated basis.
The Tournament will award up to USD $50,000 in prizes per each Regional Championship (North America and Europe), in accordance with the chart below.
Information on the Oceania Series Prizes will be announced at a later date.
Information on the South America Series Prizes will be announced at a later date.
The Tournament will award up to USD $22,000 in prizes for Player accolades, in accordance with the chart below.
The Tournament will award up to USD $67,000 in prizes per each region (North America and Europe) for Rival Series, in accordance with the chart below.
In the event cash prizes are not permitted in any Winning Player’s (as defined below) jurisdiction of residence, Psyonix reserves the right to provide a gift card of equivalent value in lieu of cash.
Upon formal notification from Psyonix, a potential Winning Player/Team shall have 45 days from the date such notice was emailed to respond and provide any information or materials requested by Psyonix, including the Release (as defined below) for purposes of verification of eligibility pursuant to Section 5. Such response from a potential Winning Player/Team must be delivered to the email address from which Psyonix’s notification was sent or, at Psyonix’s sole option, another email address specified in the notification.
The date of receipt by Psyonix shall be decisive for a potential Winning Player/Team’s compliance with the deadlines set forth in this Section 4.7. The failure by any such Player or Team to timely respond to any notification or request for materials or information will result in the disqualification of such Player and/or Team, and such Player and/or Team shall not be entitled to win any prizes in connection with the Tournament. In such cases, no alternate Winning Player and/or Winning Team will be named, and Psyonix shall have the right, in its sole and absolute discretion, to (a) award any prize amounts that would have otherwise been awarded to such disqualified Player and/or Team as part of a future RLCS tournament or (b) donate any such prize amounts to charitable causes and efforts. A winning Player (each such individual, a “Winning Player,” and each such Team, a “Winning Team”) will only be announced once the verification of eligibility process has been completed by Psyonix pursuant to these Rules.
Winning Players/Teams will also be required to provide certain payment information to Psyonix, including any required tax information forms, in order to receive the prizes. Psyonix may withhold payment of the prizes if the Winning Player and/or Winning Team fails to provide the applicable payment forms to Psyonix in a timely manner.
PRIZES ARE SUBJECT TO APPLICABLE FEDERAL, STATE AND LOCAL INCOME TAX 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 Psyonix'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 1099-MISC for US residents and 1042-S for non-US residents.
Psyonix 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 (or, if a Minor, to the Winning Player’s parent or legal guardian; or, to the Winning Team, if designated as the payee by the Winning Player). The Winning Player will be sent a Prize Acceptance and Release Form (“Release”). Unless restricted by applicable law, the Winning Player (or, if a Minor, such Winning Player’s parent or legal guardian) will be required to complete and return the Release in accordance with the deadlines set forth in this Section 4.7.
5.1.1. Players must be at least 15 years old (or such other age, if greater, as may be required in such Player’s country of residence) in order to participate in the Tournament. Additionally, Minors must have permission to participate from a parent or legal guardian.
5.1.2. Ineligible Players who mislead or attempt to mislead Tournament Administrators by providing false eligibility information or a forged parental consent if a Minor will be subject to disciplinary actions as further described in Section 8.2.
Each Player must follow the Rocket League End User License Agreement (“Rocket League EULA”) (https://www.psyonix.com/eula/). These Rules add to, and do not replace, the Rocket League EULA.
Employees, officers, directors, agents, and representatives of Psyonix (including the legal, promotion, and advertising agencies of Psyonix) 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 Tournament, and each parent company, affiliate, subsidiary, agent and representative of Psyonix are not eligible.
5.4.1. All Team and individual Player names must follow the Code of Conduct in Section 7. Psyonix and the Tournament Administrators each may restrict or change Team and individual Player tags or screen names for any reason.
5.4.2. The name used by a Team or Player may not include or make use of the terms Rocket League®, Psyonix, or any other trademark, trade name, or logo owned by or licensed to Psyonix.
5.4.3. Prior to the start of the Tournament, Psyonix and/or Tournament Administrators will work directly with all invited Teams and Players to determine a suitable display name for use in connection with the Tournament. Teams and Players must use this agreed upon identifier for the duration of the Tournament.
5.4.4. Teams that qualify for RLCS League Play or the Rival Series League Play are required to provide Tournament Administrators a logo in .png, .psd, or .ai format (with the latter highly preferred). If a logo is not provided, or is rejected, Tournament Administrators will replace the logo with a standard Tournament logo. Tournament Administrators reserve the right to reject logos submitted after RLCS League Play begins.
Players must be in good standing with respect to any Psyonix accounts registered by said Player, with no undisclosed violations. Players / Teams must also be free of or served fully any penalties from previously breaking any official Psyonix rules.
The Tournament in all parts is open to eligible Players who reside in the Eligibility Area but is void wherever restricted or prohibited by law.
6.1 The Tournament is comprised entirely of Teams. Players must combine to form a Team consisting of at least three individual Players, but no more than four individual Players.
6.1.1 If multiple countries or geographic regions are included in the Eligibility Area, each Team must be comprised of Players from the same region within the Eligibility Area.
6.1.2 Players may participate on only one Team at a time throughout the Tournament.
6.1.3 Each Player on a Team must satisfy all eligibility requirements set forth herein for Players, and each such Team Player must register on the Tournament Registration website in order to be considered a member of the applicable Team. During the Tournament Registration process, one Team member will create/register the Team Name and Players will be able to join the Team by searching the Team Name or by invite. In the event a Team progresses to further rounds of the Tournament, the Tournament Organizers will attempt to notify the Team through its “Team Captain” (as defined in Section 3.3.1).
6.1.4 Each member of the Team, including the Team Captain, 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 Tournament 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 either as to such individual member of the Team, or to the Team as a whole, as the Tournament Administrators may elect in their sole discretion. If the Tournament Administrators elect to disqualify fewer than all members of a Team, then the remaining Players shall continue to be bound by these Rules, and if permitted in the sole discretion of the Tournament Administrators, the Team may replace the disqualified Player(s) (even if the disqualified Player was the Team Captain) with a new eligible Player and continue to compete under the same Team Name if each disqualified Player promptly signs any writing deemed necessary by Tournament Administrators to permit his/her former Team member(s) to continue to participate in the Tournament using the Team’s name, or under a new name if permitted in the sole discretion of the Tournament Administrators. Any Team member who elects to end his/her participation in the Tournament, and/or is disqualified from the Tournament, will not be permitted to participate in the Tournament in any capacity at the sole discretion of the Tournament Administrator.
6.2 Team Relationships The Rules do not govern Team relationships. The terms of the relationship between Players and their respective Teams are left to each of the Teams and their Players. However, disputes between Team members may be grounds for disqualifying the applicable Team or any of its Team members, as determined by the Tournament Administrators in their sole discretion.
6.3 Team Ownership
6.3.1 No owner or manager of a Team, or if a Team is owned by a corporate entity, no parent, subsidiary or affiliate of such corporate entity, may directly (e.g., ownership) or indirectly (e.g., a contractual arrangement) own or control more than one Team within the Eligibility Area in the Tournament.
6.3.2 Teams that Psyonix, in its sole discretion, determines are directly or indirectly owned or controlled by a person or entity that operates sports (including esports) gambling, wagering, bookmaking, or betting sites or platforms are not eligible to participate in the Tournament.
7.1.1 All Players must conduct themselves in a way that is at all times consistent with (a) the Code of Conduct in this Section 7 (“Code of Conduct”) and (b) the general principles of personal integrity, honesty, and good sportsmanship.
7.1.2 Players must be respectful of other Players, Tournament Administrators, and fans.
7.1.3 Players may 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 Psyonix (as decided by Psyonix). In particular, Players may 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”).
7.1.4 Any violation of these Rules may expose a Player to disciplinary action as further described in Section 8.2, whether or not that violation was committed intentionally.
7.2.1 Each Player is expected to play to the best of her or his ability at all times during any 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 (e.g., any agreement between two or more Teams or Players on different Teams to pre-determine the outcome of a Game or Match), match fixing, bribing a referee or match official, or any other action or agreement to intentionally influence (or attempt to influence) the outcome of any match or Tournament.
Hacking or otherwise modifying the intended behavior of the Game client.
Playing or allowing another Player to play on a Psyonix 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 Psyonix in order to gain a competitive advantage.
Using distributed denial of service attacks or similar methods to interfere with another Player’s connection to the Game client.
Using macro keys or similar methods to automate in-game actions.
Intentionally disconnecting from a Match without a legitimate reason for doing so.
Accepting any gift, reward, bribe, or compensation for services promised, rendered, or to be rendered in connection with unfair play of the Game (e.g., services designed to throw or fix a match or session).
Interfering with the operation of the Tournament, the Rules Website or any website owned or operated by Psyonix or the Tournament Administrators.
Engaging in any activity that is illegal in the jurisdiction where the affected Player is located.
Betting or gambling on your own performance, the performance of your Team or the results of the Tournament or any phase of the Tournament.
Making any modification to the Game that has not been disclosed to and authorized by the Tournament Organizers.
Using any Tournament facilities, services or equipment provided or made available by the Tournament Entities to post, transmit, disseminate or otherwise make available any communications prohibited by this Code of Conduct.
Disconnecting from the In-Game Lobby before being dismissed by Tournament Administrators.
Changing In-Game Player or User Name to a name other than Player’s registered User Name.
Otherwise violating these Rules.
7.2.2 Each Player is expected to play to the best of his or her ability at all times during any Match and in a way that is consistent with the rules in Sections 7.1 and 7.2.
7.3.1 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.
7.3.2 Any Player who witnesses or is subjected to harassing, abusive, or discriminatory conduct should notify a Tournament Administrator. All complaints 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.
A Player may not disclose to any third party any confidential information provided by the Event Administrators, Psyonix, or its affiliates concerning Rocket League, the Tournament, Psyonix, or its affiliates, by any method of communication, including by posting on social media channels.
7.5 Illegal Conduct Players are required to comply with all applicable laws at all times.
Players agree to fully cooperate with Psyonix and/or a Tournament Administrator (as applicable) in the investigation of any violation of these Rules. If Psyonix and/or a Tournament Administrator contacts a Player to discuss the investigation, the Player must be truthful in the information that he or she provides to Psyonix and/or a Tournament Administrator. Any Player found to have withheld, destroyed, or tampered with any related information, or otherwise found to have mislead Psyonix and/or a Tournament Administrator during an investigation, will be subject to disciplinary action as further described in Section 8.2.
8.2.1 If Psyonix decides that a Player has violated the Code or any term of the Rules, Psyonix may take the following disciplinary actions (as applicable):
Loss of Game;
Issue a private or public warning (verbal or written) to the Player;
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 Tournament; or
Prevent the Player from participating in one or more future competitions hosted by Psyonix.
8.2.2 For clarity, the nature and extent of the disciplinary action taken by Psyonix pursuant to this Section 8.2 will be in the sole and absolute discretion of Psyonix. Psyonix reserves the right to seek damages and other remedies from such Player to the fullest extent permitted by applicable law.
8.2.4 A final decision by Psyonix as to the appropriate disciplinary action will be final and binding on all Players.
Psyonix has final, binding authority to decide all disputes with respect to any portion of these Rules, including the breach, enforcement, or interpretation thereof.
The Tournament 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 Psyonix which shall be final and binding; and (b) to waive any right to claim ambiguity in the Tournament or these Rules, except where prohibited by applicable law. By accepting a prize, the Winning Player and/or Team agrees (or, if a Minor, such Winning Player’s parent or legal guardian agrees on such Winning Player’s behalf) to release Psyonix 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. Psyonix 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, 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 Tournament; or (iv) any printing, typographical, administrative, or technological errors in any materials associated with the Tournament. Psyonix reserves the right to cancel or suspend the Tournament in its sole discretion or due to circumstances beyond its control, including natural disasters. Psyonix may disqualify any Player from participating in the Tournament or winning a prize if, in its sole discretion, it determines such Player is attempting to undermine the legitimate operation of the Tournament by cheating, hacking, deception, or any other unfair playing practices intending to annoy, abuse, threaten, undermine, or harass any other Players or Psyonix’s representatives. The internal laws of the State of California will govern disputes regarding these Rules and/or the Tournament. Psyonix reserves the right, in its sole discretion, to cancel, modify, or suspend the Tournament should a virus, bug, computer problem, unauthorized intervention, or other causes beyond Psyonix’s control, corrupt the administration, security or proper play of the Tournament. Any attempt to deliberately damage or undermine the legitimate operation of the Tournament may be in violation of criminal and civil laws and will result in disqualification from participation in the Tournament. Should such an attempt be made, Psyonix reserves the right to seek remedies and damages (including attorneys’ fees) to the fullest extent of the law, including criminal prosecution. Psyonix reserves the right to disqualify any Player it finds to be tampering with the entry process or the operation of the Tournament or violating these Rules. Psyonix is not responsible for any problems, bugs, or malfunctions Players may encounter. The Tournament is subject to all applicable federal, state and local laws.
Psyonix reserves the right to use the name, tag, likeness, video, game play statistics, and/or Psyonix account ID of any Player, for publicity purposes prior to, during, or after the Tournament end date, in any media, throughout the world, in perpetuity, but only in connection with publicizing the Tournament, without any compensation or prior review unless specifically prohibited by law.
Trial Except as prohibited by applicable law and as a condition of participating in this Tournament, 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 Tournament, any document or agreement entered into in connection herewith, any prize available in connection herewith, and any of the transactions contemplated hereby or thereby.
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