FNCS Chapter 2 Season 4 Official Rules

9.16.2020
By The Fortnite Competitive Team
Fortnite Champion Series: Chapter 2 Season 4 Official Rules

1.    Introduction and Acceptance

1.1    Introduction

These Fortnite Champion Series: Chapter 2 Season 4 Official Rules (“Rules”) govern all stages of the Fortnite Champion Series for Chapter 2 Season 4 (“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    October 8: Qualifier 1 - Round 1 [Middle East]
2.2.2    October 9: Qualifier 1 - Round 1 [All Regions Except Middle East]
2.2.3    October 9: Qualifier 1 - Rounds 2 and Round 3 (Day 1) [Middle East]
2.2.4    October 10: Qualifier 1 - Round 3 (Day 2) [Middle East]
2.2.5    October 10: Qualifier 1 - Rounds 2 and Round 3 (Day1) [All Regions Except Middle East]
2.2.6    October 11: Qualifier 1 - Round 3 (Day 2) [All Regions Except Middle East]

2.2.7    October 15: Qualifier 2 - Round 1 [Middle East]
2.2.8    October 16: Qualifier 2 - Round 1 [All Regions Except Middle East]
2.2.9    October 16: Qualifier 2 - Rounds 2 and Round 3 (Day 1) [Middle East]
2.2.10    October 17: Qualifier 2 - Round 3 (Day 2) [Middle East]
2.2.11    October 17: Qualifier 2 - Rounds 2 and Round 3 (Day1) [All Regions Except Middle East]
2.2.12    October 18: Qualifier 2 - Round 3 (Day 2) [All Regions Except Middle East]

2.2.13    October 22: Qualifier 3 - Round 1 [Middle East]
2.2.14    October 23: Qualifier 3 - Round 1 [All Regions Except Middle East]
2.2.15    October 23: Qualifier 3 - Rounds 2 and Round 3 (Day 1) [Middle East]
2.2.16    October 24: Qualifier 3 - Round 3 (Day 2) [Middle East]
2.2.17    October 24: Qualifier 3 - Rounds 2 and Round 3 (Day1) [All Regions Except Middle East]
2.2.18    October 25: Qualifier 3 - Round 3 (Day 2) [All Regions Except Middle East]

2.3    Champion Series: Season Finals Schedule - All Final Times Listed in Game

2.3.1    October 28: Heats 1 and 2 (Day 1 Group Stage) [ME]
2.3.2    October 29: Heats 1 and 2 (Day 2 Group Stage) [ME]
2.3.3    October 29: Heats 1, 2, 3, and 4 (Day 1 Group Stage) [EU, NAE, NAW, BR]
2.3.4    October 29: Heats 1 and 2 (Day 1 Group Stage) [OCE, ASIA]
2.3.5    October 30: Heats 1, 2, 3, and 4 (Day 2 Group Stage) [EU, NAE, NAW, BR]
2.3.6    October 30: Heats 1 and 2 (Day 2 Group Stage) [OCE, ASIA, ME]

2.3.7    October 30: Wildcard Match [ME]
2.3.8    October 30: Champion Series Grand Finals (Day 1) [ME]
2.3.9    October 31: Wildcard Match [OCE, ASIA, EU, NAE, NAW, BR]
2.3.10    October 31: Champion Series Grand Finals (Day 1) [OCE, ASIA, EU, NAE, NAW, BR]
2.3.11    October 31: Champion Series Grand Finals (Day 2) [ME]
2.3.12    November 1: Champion Series Grand Finals (Day 2) [OCE, ASIA, EU, NAE, NAW, BR]
    
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 Qualifier (“Stage 1” or “Qualifier”). Teams will be assigned to one of two groups depending on the platform they are participating on: (a) PC Group or (b) Console + Mobile Group (i.e., PC teams will be assigned to the PC Group, and console and mobile teams will be assigned to the Console + Mobile Group). During the Event, PC Group teams will not compete against Console + Mobile Group teams, and vice versa.

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 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 2.5.3 (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 and single platform grouping’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 server region will advance as set out in Section 2.5.5 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 2.5.3 (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 server region will advance as set out in Section 2.5.6 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 two (2) sessions during their respective region’s Round 3 session windows as listed in-game. Points earned from each session will be added together to determine the total score for Round 3 of such Qualifier. Teams may participate in a maximum of six (6) matches during each Round 3 session for a total maximum of twelve (12) matches across Round 3 of such Qualifier. For each session of Round 3, the first match will start ten (10) minutes after the session window begins.  Each Round 3 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 2.5.2, 2.5.3, 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 server region will advance as set out in Section 2.5.7 and be able to queue up for the second stage of the Event (“Stage 2” or “Season Finals”) and/or be awarded prizes as set out in Section 2.6. It will not be possible to enter the Season Finals without advancing from Stage 1 as set out in these Rules.

Additionally, the total series points awarded at the conclusion of Round 3 of the applicable Qualifier will be added together across all three (3) Qualifiers. The highest cumulative point-scoring teams from each server region across all three (3) Round 3 sessions that haven’t already advanced to Stage 2 will also advance to Stage 2 as listed in Sections 2.5.7 or 2.5.8 (as applicable). For teams that both (a) have already advanced to Stage 2 in a previous Qualifier and (b) are positioned on the Round 3 Leaderboard to advance to Stage 2 in one or more additional Qualifiers, the additional advancement spot(s) will be removed and added to the final advancement count to be pulled from the Series Leaderboard at the conclusion of Qualifier 3.

For Round 1 of the Season Finals (“Group Stage”), teams will be seeded into heats (each, a “Heat”) to compete in two (2) sessions during their respective region’s Group Stage windows as listed in-game. Points earned from each session will be added together to determine the total score for that Heat.  Teams may participate in a maximum of six (6) matches during each Heat session for a total maximum of twelve (12) matches across such Heat. For each session of the Group Stage, 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 2.5.2 or 2.5.3 (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 and single platform grouping’s Group Stage session.

At the conclusion of each Heat, the top point earning teams for such Heat will advance as set out in Section 2.5.9 and be able to queue up for Round 2 of the Season Finals (“Grand Finals”) in their respective region. Teams that do not advance to the Grand Finals from the Heats but are ranked within the parameters as listed in Section 2.5.9 will instead be able to queue up for the Wildcard Match (“Wildcard Match”) for a last chance to advance to the Grand Finals. It will not be possible to enter the Grand Finals without advancing from the Group Stage or the Wildcard Match as set out in these Rules.

For the Wildcard Match, all eligible teams will compete in a single match during their respective region’s Wildcard Match session window as listed in-game. The Wildcard Match will start ten (10) minutes after the session window begins and will last approximately thirty (30) minutes. If a team fails to queue for the playlist and/or misses the start time for the Wildcard Match, it will be considered to have finished in (or tied for) last place for the missed Wildcard Match. The team that earns the Victory Royale for the Wildcard Match will advance and be able to queue up for the Grand Finals in its respective region. 


In the Grand Finals, teams will compete in two (2) sessions during their respective region’s Grand Finals windows as listed in-game. Points earned from each session will be added together to determine the total score for the Grand Finals.  Teams may participate in a maximum of six (6) matches during each Grand Finals session for a total maximum of twelve (12) matches across the Grand Finals. Each Grand 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 2.5.2 or 2.5.3 (as applicable). Matches for the Grand Finals will count only if the match begins before the Grand Finals session window closes. 

For clarity, teams may only participate in a single region’s and single platform grouping’s Grand Finals session.

At the conclusion of the Grand Finals, and subject to the terms and conditions herein, the top point earning teams as listed on the in-game leaderboard (“Leaderboard”) from each region will be awarded prizes as set out in Section 2.6.

2.5.2    Scoring System

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    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; (5) total seconds survived across all matches; and finally (6) a coin flip.

2.5.4    Series Points Scoring System

Series Points are awarded to all teams, regardless of qualification status, at the conclusion of each Qualifier’s Round 3 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 3 but fails to queue for or otherwise misses all matches during a Round 3 session, then that tream will only be awarded series points for those matches it participated in up to and including Round 2 (as applicable).

1st Place - 500 Series Points
2nd Place - 476 Series Points
3rd Place - 452 Series Points
4th Place - 428 Series Points
5th Place - 408 Series Points
6th Place - 386 Series Points
7th Place - 368 Series Points
8th Place - 350 Series Points
9th Place - 332 Series Points
10th Place - 316 Series Points
11th-18th Place - 300 Series Points
19th-26th Place - 284 Series Points
27th-33rd Place - 270 Series Points
34th-50th Place - 244 Series Points
51st-75th Place - 218 Series Points
76th-100th Place - 196 Series Points
101st-125th Place - 178 Series Points
126th-150th Place - 160 Series Points
151st-175th Place - 144 Series Points
176th-200th Place - 130 Series Points
201st-250th Place - 110 Series Points
251st-350th Place - 94 Series Points
351st-700th Place - 70 Series Points
701st-1000th Place - 52 Series Points
1001st-1500th Place - 40 Series Points
1501st-2000th Place - 30 Series Points
2001st-3000th Place - 22 Series Points
3001st-5000th Place - 16 Series Points
5001st-10000th Place - 10 Series Points

2.5.5    Round 2 Advancement

Advancement from Round 1 to Round 2 will be determined by points earned at the conclusion of Round 1 for the applicable Qualifier. Total number of advancements will differ based on server region.
             
Round 1 to Round 2

Europe and NAE: Top 1000 teams in each region, for each platform grouping
NAW and BR: Top 700 teams in each region, for each platform grouping
Asia, OCE, and Middle East: Top 350 teams in each region, for each platform grouping

2.5.6    Round 3 Advancement

Advancement from Round 2 to Round 3 will be determined by points earned at the conclusion of Round 2 for the applicable Qualifier.
        
All Regions: Top 33 teams in each region, for each platform grouping

2.5.7    Stage 2 Advancement

Advancement from Stage 1 to Stage 2 will be determined by points earned at the conclusion of Stage 1 for the applicable Qualifier. Total number of advancements will differ based on server region. If a player qualifies to advance to Stage 2 more than once, the additional qualification spot(s) obtained at the later Qualifier(s) will be added to the number of available spots for the Cumulative Series Points leaderboard as calculated at the conclusion of Qualifier 3. 
             
Europe, NAE, NAW, and BR

Qualifier 1: Top 15 teams in each region, for each platform grouping
Qualifier 2: Top 15 teams in each region, for each platform grouping
Qualifier 3: Top 15 teams in each region, for each platform grouping

Cumulative Series Points: Top 87 teams in each region, not already qualified.
TOTAL: 132 teams

Asia, OCE, and Middle East

Qualifier 1: Top 8 teams in each region, for each platform grouping
Qualifier 2: Top 8 teams in each region, for each platform grouping
Qualifier 3: Top 8 teams in each region, for each platform grouping

Cumulative Series Points: Top 42 teams in each region, not already qualified.
TOTAL: 66 teams

2.5.8    Series Points Tiebreakers

Tiebreakers will be determined in the order presented here: (1) total series points awarded; (2) total Qualifiers played; (3) total Round 3 appearances across all Qualifiers; (4) total Round 2 appearances across all Qualifiers; (5) highest final placement in a single Qualifier; (6) average final placement across all Qualifiers; and finally (7) a coin flip.

2.5.9    Grand Finals Advancement

Advancement from the Group Stage to the Grand Finals will be determined by points earned at the conclusion of the Group Stage. Total number of advancements will differ based on server region.

Europe, NAE, NAW, and BR

Heat 1: Top 8 teams in each region, for each platform grouping. Teams ranked 9th - 16th move to Wildcard Match.
Heat 2: Top 8 teams in each region, for each platform grouping. Teams ranked 9th - 16th move to Wildcard Match.
Heat 3: Top 8 teams in each region, for each platform grouping. Teams ranked 9th - 16th move to Wildcard Match.
Heat 4: Top 8 teams in each region, for each platform grouping. Teams ranked 9th - 16th move to Wildcard Match.
Wildcard Match: The team that achieves the Victory Royale in each region, for each platform grouping.
TOTAL: 33 teams in each region, for each platform grouping

Asia, OCE, and Middle East

Heat 1: Top 16 teams in each region, for each platform grouping. Teams ranked 17th - 32nd move to Wildcard Match.
Heat 2: Top 16 teams in each region, for each platform grouping. Teams ranked 17th - 32nd move to Wildcard Match.
Wildcard Match: The team that achieves the Victory Royale in each region, for each platform grouping.
TOTAL: 33 teams in each region, for each platform grouping

2.6    Prizes

2.6.1     Stage 1 Prizes - PC Group
    
The following prizes will be awarded to each team within the PC Group (divided evenly among the three (3) players) based on its placement within the Leaderboard at the conclusion of Round 3 of the applicable Qualifier.

Qualifier Event Prizes - Europe

Rank    Prize
1st    $12,000
2nd    $10,500
3rd    $9,000
4th    $6,000
5th    $3,000
6th    $2,400
7th    $2,100
8th    $1,800
9th    $1,500
10th    $1,200
11th-15th    $1,050
16th-20th    $900
21st-26th    $675
27th-33rd    $600

Qualifier Event Prizes - NA East

Rank    Prize
1st    $7,500
2nd    $4,500
3rd    $3,000
4th    $2,250
5th    $1,980
6th    $1,650
7th    $1,350
8th    $1,200
9th    $1,050
10th    $900
11th-15th    $825
16th-20th    $750
21st-26th    $600

Qualifier Event Prizes - NA West

Rank    Prize
1st    $1,650
2nd    $1,350
3rd    $1,275
4th    $1,200
5th    $1,125
6th    $1,050
7th    $975
8th    $900
9th    $825
10th    $750
11th-15th    $600

Qualifier Event Prizes - Brazil

Rank    Prize
1st    $1,650
2nd    $1,350
3rd    $1,275
4th    $1,200
5th    $1,125
6th    $1,050
7th    $975
8th    $900
9th    $825
10th    $750
11th-15th    $600

Qualifier Event Prizes - Asia

Rank    Prize
1st    $1,350
2nd    $1,200
3rd    $1,125
4th    $1,050
5th    $975
6th    $900
7th    $825
8th    $750
9th    $675
10th    $600

Qualifier Event Prizes - OCE

Rank    Prize
1st    $1,350
2nd    $1,200
3rd    $1,125
4th    $1,050
5th    $975
6th    $900
7th    $825
8th    $750
9th    $675
10th    $600

Qualifier Event Prizes - Middle East

Rank    Prize
1st    $1,350
2nd    $1,200
3rd    $1,125
4th    $1,050
5th    $975
6th    $900
7th    $825
8th    $750
9th    $675
10th    $600

2.6.2    Stage 1 Prizes - Console + Mobile Group

The following prizes will be awarded to each team within the Console + Mobile Group (divided evenly among the three (3) players) based on its placement within the Leaderboard at the conclusion of Round 3 of the applicable Qualifier.

Qualifier Event Prizes - Europe

Rank    Prize
1st    $12,000
2nd    $10,500
3rd    $9,000
4th    $6,000
5th    $3,000
6th    $2,400
7th    $2,100
8th    $1,800
9th    $1,500
10th    $1,200
11th-15th    $1,050
16th-20th    $900
21st-26th    $675
27th-33rd    $600

Qualifier Event Prizes - NA East

Rank    Prize
1st    $7,500
2nd    $4,500
3rd    $3,000
4th    $2,250
5th    $1,980
6th    $1,650
7th    $1,350
8th    $1,200
9th    $1,050
10th    $900
11th-15th    $825
16th-20th    $750
21st-26th    $600

Qualifier Event Prizes - NA West

Rank    Prize
1st    $1,650
2nd    $1,350
3rd    $1,275
4th    $1,200
5th    $1,125
6th    $1,050
7th    $975
8th    $900
9th    $825
10th    $750
11th-15th    $600

Qualifier Event Prizes - Brazil

Rank    Prize
1st    $1,650
2nd    $1,350
3rd    $1,275
4th    $1,200
5th    $1,125
6th    $1,050
7th    $975
8th    $900
9th    $825
10th    $750
11th-15th    $600

Qualifier Event Prizes - Asia

Rank    Prize
1st    $1,350
2nd    $1,200
3rd    $1,125
4th    $1,050
5th    $975
6th    $900
7th    $825
8th    $750
9th    $675
10th    $600

Qualifier Event Prizes - OCE

Rank    Prize
1st    $1,350
2nd    $1,200
3rd    $1,125
4th    $1,050
5th    $975
6th    $900
7th    $825
8th    $750
9th    $675
10th    $600

Qualifier Event Prizes - Middle East

Rank    Prize
1st    $1,350
2nd    $1,200
3rd    $1,125
4th    $1,050
5th    $975
6th    $900
7th    $825
8th    $750
9th    $675
10th    $600

2.6.3  Stage 2 Prizes - PC Group
    
The following prizes will be awarded to each team within the PC Group (divided evenly among the three (3) players) based on its placement within the Leaderboard at the conclusion of Stage 2.

Season Finals Event Prizes: Europe

Rank    Prize
1st    $111,000
2nd    $93,000
3rd    $75,000
4th    $60,000
5th    $45,000
6th    $36,000
7th    $28,500
8th    $22,500
9th    $16,500
10th    $13,500
11th-15th    $9,000
16th-20th    $6,000
21st-26th    $4,500
27th-33rd    $3,000
34th-132nd    $1,800

Season Finals Event Prizes - NA East

Rank    Prize
1st    $66,000
2nd    $51,000
3rd    $45,000
4th    $36,000
5th    $27,000
6th    $18,000
7th    $15,000
8th    $12,000
9th    $9,600
10th    $7,800
11th-15th    $6,300
16th-20th    $4,800
21st-26th    $3,600
27th-33rd    $2,400
34th-132nd    $1,200

Season Finals Event Prizes - NA West

Rank    Prize
1st    $45,000
2nd    $30,000
3rd    $27,000
4th    $22,500
5th    $16,500
6th    $10,500
7th    $7,500
8th    $4,500
9th    $3,600
10th    $3,000
11th-15th    $2,100
16th-20th    $1,500
21st-26th    $1,200
27th-33rd    $900

Season Finals Event Prizes - Brazil

Rank    Prize
1st    $45,000
2nd    $30,000
3rd    $27,000
4th    $22,500
5th    $16,500
6th    $10,500
7th    $7,500
8th    $4,500
9th    $3,600
10th    $3,000
11th-15th    $2,100
16th-20th    $1,500
21st-26th    $1,200
27th-33rd    $900

Season Finals Event Prizes - Asia

Rank    Prize
1st    $22,500
2nd    $18,000
3rd    $9,000
4th    $6,300
5th    $5,400
6th    $4,500
7th    $3,900
8th    $3,300
9th    $2,700
10th    $2,100
11th-15th    $1,500
16th-20th    $1,200
21st-26th    $900
27th-33rd    $600

Season Finals Event Prizes - OCE

Rank    Prize
1st    $22,500
2nd    $18,000
3rd    $9,000
4th    $6,300
5th    $5,400
6th    $4,500
7th    $3,900
8th    $3,300
9th    $2,700
10th    $2,100
11th-15th    $1,500
16th-20th    $1,200
21st-26th    $900
27th-33rd    $600

Season Finals Event Prizes - Middle East

Rank    Prize
1st    $22,500
2nd    $18,000
3rd    $9,000
4th    $6,300
5th    $5,400
6th    $4,500
7th    $3,900
8th    $3,300
9th    $2,700
10th    $2,100
11th-15th    $1,500
16th-20th    $1,200
21st-26th    $900
27th-33rd    $600

2.6.4  Stage 2 Prizes - Console + Mobile Group

The following prizes will be awarded to each team within the Console + Mobile Group (divided evenly among the three (3) players) based on its placement within the Leaderboard at the conclusion of Stage 2.

Season Finals Event Prizes: Europe

Rank    Prize
1st    $111,000
2nd    $93,000
3rd    $75,000
4th    $60,000
5th    $45,000
6th    $36,000
7th    $28,500
8th    $22,500
9th    $16,500
10th    $13,500
11th-15th    $9,000
16th-20th    $6,000
21st-26th    $4,500
27th-33rd    $3,000
34th-132nd    $1,800

Season Finals Event Prizes - NA East

Rank    Prize
1st    $66,000
2nd    $51,000
3rd    $45,000
4th    $36,000
5th    $27,000
6th    $18,000
7th    $15,000
8th    $12,000
9th    $9,600
10th    $7,800
11th-15th    $6,300
16th-20th    $4,800
21st-26th    $3,600
27th-33rd    $2,400
34th-132nd    $1,200

Season Finals Event Prizes - NA West

Rank    Prize
1st    $45,000
2nd    $30,000
3rd    $27,000
4th    $22,500
5th    $16,500
6th    $10,500
7th    $7,500
8th    $4,500
9th    $3,600
10th    $3,000
11th-15th    $2,100
16th-20th    $1,500
21st-26th    $1,200
27th-33rd    $900

Season Finals Event Prizes - Brazil

Rank    Prize
1st    $45,000
2nd    $30,000
3rd    $27,000
4th    $22,500
5th    $16,500
6th    $10,500
7th    $7,500
8th    $4,500
9th    $3,600
10th    $3,000
11th-15th    $2,100
16th-20th    $1,500
21st-26th    $1,200
27th-33rd    $900

Season Finals Event Prizes - Asia

Rank    Prize
1st    $22,500
2nd    $18,000
3rd    $9,000
4th    $6,300
5th    $5,400
6th    $4,500
7th    $3,900
8th    $3,300
9th    $2,700
10th    $2,100
11th-15th    $1,500
16th-20th    $1,200
21st-26th    $900
27th-33rd    $600

Season Finals Event Prizes - OCE

Rank    Prize
1st    $22,500
2nd    $18,000
3rd    $9,000
4th    $6,300
5th    $5,400
6th    $4,500
7th    $3,900
8th    $3,300
9th    $2,700
10th    $2,100
11th-15th    $1,500
16th-20th    $1,200
21st-26th    $900
27th-33rd    $600

Season Finals Event Prizes - Middle East

Rank    Prize
1st    $22,500
2nd    $18,000
3rd    $9,000
4th    $6,300
5th    $5,400
6th    $4,500
7th    $3,900
8th    $3,300
9th    $2,700
10th    $2,100
11th-15th    $1,500
16th-20th    $1,200
21st-26th    $900
27th-33rd    $600

2.6.5    Prizing Information

Only the highest scoring players (as determined by Epic pursuant to this Section 2.6.5) (collectively, “Winning Players”) will be eligible to receive the prizes set forth in Section 2.6.1, 2.6.2, 2.6.3, or 2.6.4 (as applicable).  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. 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 7 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 2.6.5.
 
The failure by any such player to (a) keep the Epic account that he or she used to compete in the Event active throughout the verification of eligibility process or (b) timely respond to any notification or request for materials or information will result in such player’s disqualification 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) donate 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 2.6.5.

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 Belarus, the Central African Republic, the Crimea region, the Democratic Republic of the Congo, Cuba, Eritrea, Guinea-Bissau, Iran, Iraq, Lebanon, Liberia, Libya, Myanmar (Burma), North Korea, Somalia, South Sudan, Sudan and Syria. 

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 Platform Cup, Contender Cup, or Champion Cup 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) server regions.  By way of example only, and not as a limitation, this means that a player is prohibited from participating in the Contender Cup on an alternate account if that player has a separate Epic account that is leveled at a rank eligible for the Champion Cup.

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 of the Champion Series, all three (3) players will be jointly locked to that team for that stage, unless they unanimously decide as a team to forfeit their spot for that stage. If a member of a Stage 2 qualified team later qualifies for Stage 2 as a member of a different team, this second qualification will not be valid. In order to make the second qualification valid, all three (3) players on the existing Stage 2 qualified team must submit a written request to disband to tournaments@epicgames.com before the deadline of 1:00 AM ET on October 26, 2020.  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 Leaderboard standings. 
 
4.2.4    All members of a team that fall within the prizing thresholds set forth in Sections 2.6.1, 2.6.2, 2.6.3, or 2.6.4 (as applicable) must successfully pass the verification of eligibility process described in Section 2.6.5 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 or Grand Finals qualification spots (as applicable) cannot be transferred, sold, traded, or gifted to any person or organization.

4.2.7    Players may only party up with those within the same platform grouping. For clarity, this means that PC players may only queue together with other PC players, and console and mobile players may only queue together with other console and mobile players. 

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

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.

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.

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).

Utilizing outside assistance regarding the location of other players, other players’ health or equipment, or any other information not otherwise known to the player by the information on his or her own screen (e.g., looking at or attempting to look at spectator monitors while currently in a match). For clarity, a player’s receipt of coaching or use of the in-game replay tool does not fall within this prohibition.

8.2.2    Players may not work together to deceive or otherwise cheat other players during any match (“Collusion”). Examples of Collusion include the following:

Teaming: Players working together during the match while on opposing teams.

Planned Movement: Agreement between 2 or more opposing players to land at specific locations or to move through the map in a planned way before the match begins.

Communication: Sending or receiving signals (both verbal and non-verbal) to communicate with opposing players.

Item Dumping: Intentionally dropping items for an opposing player to collect.

Feeding: Intentionally allowing oneself to be eliminated by an opposing player.

8.3    Wagering 
Players shall not (a) conduct or promote betting, wagering, or gambling on the Event or any portion thereof, or (b) benefit, either directly or indirectly, from betting, wagering, or gambling on the Event or any portion thereof.
8.4    Harassment

8.4.1    Players are prohibited from engaging in any form of harassing, abusive, or discriminatory conduct based on race, color, ethnicity, national origin, religion, political opinion or any other opinion, gender, gender identity, sexual orientation, age, disability, or any other status or characteristic protected under applicable law.

8.4.2    Any player who witnesses or is subjected to harassing, abusive, or discriminatory conduct should notify an Epic Esports Coordinator or Event Administrator. All complaints reported pursuant to this Section 8.4.2 will be promptly investigated and appropriate action will be taken. Retaliation against any player who brings forward a complaint or cooperates in the investigation of a complaint is prohibited.

8.5    Confidentiality

A player may not disclose to any third party any confidential information provided by the Event Administrators, Epic, or its affiliates concerning the Game, the Event, Epic, or its affiliates, by any method of communication, including by posting on social media channels.

8.6    Illegal Conduct

Players are required to comply with all applicable laws at all times.

9.    Rules and Conduct Violations

9.1    Investigation and Compliance

Players agree to fully cooperate with Epic and/or an Event Administrator (as applicable) in the investigation of any violation of these Rules. If Epic and/or an Event Administrator contacts a player to discuss the investigation, the player must be truthful in the information that he or she provides to Epic and/or an Event Administrator. Any player found to have withheld, destroyed, or tampered with any related information, or otherwise found to have mislead 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.

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