OFFICIAL RULES · OVERVIEW Hyperplay 2018 is a League of Legends tournament based in and...

43
Last Updated: 19 April 2018 OFFICIAL RULES

Transcript of OFFICIAL RULES · OVERVIEW Hyperplay 2018 is a League of Legends tournament based in and...

Last Updated: 19 April 2018

OFFICIAL RULES

CONTENTS

OVERVIEW

1. Competition Eligibility

1.1 Player and Team Eligibility

1.1.1 Hyperplay 2018 National Qualifiers to Hyperplay 2018 Group Stages and Playoffs

1.2 Hyperplay 2018 National Requirement

1.2.1 Nationality Defined

1.2.2 Certification of Nationality

1.2.3 Proof of Nationality

1.2.4 Nationality of Minors

1.2.5 Valid passport for travel

1.3 No Riot or Garena Employees

2. Team Management and Roster Rules

2.1 Roster Requirements

2.1.1 Teams Qualifying from the Qualifiers

2.1.2 Single Team Restriction for Individual Players

2.1.3 Waiver of Roster Requirements

2.3 Head Coach

2.4 Roster Submissions for Qualifiers

2.5 Substitutions

2.6 Team Names, Team Tags and Player Names

2.7 Sponsorships

3. Player Equipment

3.1 Non-Live Matches

3.2 Hyperplay-Provided Equipment

3.3 Player-Owned or Team-Owned Equipment

3.4 Replacement of Equipment

3.5 Player and Head Coach Apparel

3.6 Computer Programs & Usage

3.7 Client Accounts

3.8 Audio Controls

3.9 Equipment Tampering

4. Venue and Competition Area Layout

4.1 General Venue Access

4.2 Match Area

5. Prizes and Compensation

5.1 Hyperplay 2018 Prizes

5.2 In-game rewards

5.3 Out-of-game rewards

6. League Structure

6.1 Definition of Terms

6.1.1 Game

6.1.2 Match

6.2 Schedule

6.3 Phase Details

6.3.1 Hyperplay National Qualifiers

6.3.2.1 Side Allocation

6.3.2.2 Tiebreakers

6.3.3 Hyperplay Playoffs

6.3.3.1 King of the Hill

6.3.3.1.1 Side Selection

6.3.3.2 Semi-Finals

6.3.3.3 Grand Finals

7. Match Process

7.1 Changes to Schedule

7.2 Arrival in Game Lobby for Off-site Matches

7.3 Role of Referees

7.3.1 Responsibilities

7.3.2 Referee Comportment

7.3.3 Finality of Judgment

7.3.4 Gambling Prohibition

7.4 Patch Version during Hyperplay National Qualifiers

7.5 Patch Version during Hyperplay Group Stages and Playoffs

7.6 Setup and Player Responsibilities for National Qualifier Matches

7.7 Pre-Match Setup for Hyperplay Offline Events

7.8 Game Setup

7.8.1 Start of Pick / Ban Process

7.8.2 Recording of Pick / Ban Process

7.8.3 General / Game Settings

7.9 Pick / Ban Phase & Side Selection

7.9.1 Tournament Draft

7.9.2 Restrictions on Gameplay Elements

7.9.3 Side Selection and Roster Submission for Group Stages and Playoffs

7.9.4 Globally Aligned Transition Time

7.9.5 Draft Mode

7.9.6 Selection Error

7.9.7 Trading Champions

7.9.8 Game Start After Pick/Ban

7.9.9 Controlled Game Start

7.9.10 Slow Client Load

8. Game Rules

8.1 Definition of Terms

8.2 Game of Record

8.3 Stoppage of Play

8.3.1 Directed Pause

8.3.2 Player Pause

8.3.3 Resuming the Game

8.3.4 Unauthorized Pause

8.3.5 Player Communication During Stoppage of Play During Offline Matches

8.4 Game Restart

8.4.1 Restarts Before GOR

8.4.2 Restarts After GOR

8.4.3 Restart Protocol

8.4.4 Recovery Protocol

8.4.4.1 Definitions

8.4.4.1.1 Chronobreak

8.4.4.1.2 Bug

8.4.4.1.3 Minor Bug

8.4.4.2. Play Through Bug

8.4.4.3 Unintentional Hardware Failure

8.4.4.4 Verifiable Bug

8.4.4.5 Terminal Situation

8.4.4.6 “Dead-Ball” State

8.4.4.7 Cost

8.4.4.8 Prompt Reporting

8.4.4.9 Chronobreak Availability and Use

8.4.4.10 Minor Bug

8.4.4.11 Critical Bug

8.5 Awarded Game Victory

8.6 Post-Game Process

8.7 Post-Match Process

9. Player Conduct

9.1 Competition Conduct

9.1.1 Unfair Play

9.1.1.1 Collusion

9.1.1.2 Competitive Integrity

9.1.1.3 Hacking

9.1.1.4 Exploiting

9.1.1.5 Spectator Monitors

9.1.1.6 Ringing

9.1.1.7 Cheating Device

9.1.1.8 Intentional Disconnection

9.1.1.9 Hyperplay Discretion

9.1.2 Profanity and Hate Speech

9.1.3 Disruptive Behavior / Insults

9.1.4 Abusive Behavior

9.1.5 Studio Interference

9.1.6 Unauthorized Communications

9.1.7 Identity

9.2 Unprofessional Behavior

9.2.1 Responsibility Under Code

9.2.2 Harassment

9.2.3 Sexual Harassment

9.2.4 Discrimination and Denigration

9.2.5 Statements Regarding Hyperplay, Riot, Garena and League of Legends.

9.2.6 Tribunal Punishment

9.2.7 Releasing Information Without Approval

9.2.8 Player Behavior Investigation

9.2.9 Criminal Activity

9.2.10 Moral Turpitude

9.2.11 Confidentiality

9.2.12 Bribery

9.2.13 Gifts

9.2.14 Non-Compliance

9.2.15 Match-Fixing

9.2.16 Document or Miscellaneous Requests.

9.3 Association with Gambling

9.4 Subjection to Penalty

9.5 Penalties

9.6 Right to Publish

10. Spirit of the Rules

10.1 Finality of Decisions

10.2 Rule Changes

10.3 Best Interests of Hyperplay

OVERVIEW Hyperplay 2018 is a League of Legends tournament based in and exclusively for, Southeast Asian participation. It is both a national and regional event, that sees country-based teams competing for glory and national pride. These Rules apply specifically to official Hyperplay 2018 play and not to other competitions, tournaments or organized play of League of Legends (“LoL” or the “game”). These Rules apply specifically to individual participants and teams who have registered to compete in the Hyperplay 2018 National Qualifiers, Group Stages and Playoffs, as well as any additional stakeholders in those teams (collectively “Team Members”) such as, but not limited to, coaches, managers, owners, sponsors, starters, reserve (“substitute”) players, and other employees. These Rules are designed solely to ensure the integrity of competitive play of LoL at Hyperplay, and create a level playing field among the teams participating. Standardized rules benefit all parties who are involved in the competitive play of LoL, including teams, players, and managers. Hyperplay 2018 will consist of three phases, and the Rules in this document will reflect that:

a) Hyperplay 2018 National Qualifiers b) Hyperplay 2018 Group Stages c) Hyperplay 2018 Playoffs

The Hyperplay 2018 National Qualifiers as a whole, is aimed at surfacing ONE (1) NATIONAL REPRESENTATIVE team from each of the TEN (10) Southeast Asian countries as listed below, for the Hyperplay 2018 Group Stages and Playoffs:

1. Singapore 2. Malaysia 3. Indonesia 4. Thailand 5. Vietnam 6. Philippines 7. Cambodia 8. Laos 9. Myanmar 10. Brunei

1. Competition Eligibility

To be eligible to compete in Hyperplay 2018, each team must satisfy all of the following conditions:

1.1 Player and Team Eligibility

1.1.1 Hyperplay 2018 National Qualifiers to Hyperplay 2018 Group Stages and Playoffs

Hyperplay 2018 National Qualifier events are designed to identify the teams that will represent the participating countries in the Hyperplay 2018 Group Stages and Playoffs. In order to fulfill this mandate, all teams competing in Hyperplay 2018 and Hyperplay 2018-affiliated matches must meet the requirements for teams participating in the Hyperplay 2018 including the requirement that the “Active Roster” (all SIX (6) players) must be Nationals of the country they are competing in, and intend to represent. To be considered potentially eligible to compete in Hyperplay 2018, a player must have lived SIXTEEN (16) full years by 11 May 2018.

1.2 Hyperplay 2018 Nationality Requirement

1.2.1 Nationality Defined

A player must be a “National” of the country he or she intends to compete in and represent. For purposes of this Rule 1.2.1, a player is deemed a “National” if such a player is legally deemed a citizen of the specified country.

1.2.2 Certification of Nationality

All players must provide proof of their nationality upon participation in the Hyperplay 2018 National Qualifiers, by providing proof of nationality as defined in 1.2.3. Each team is responsible for ensuring that its players meet the nationality requirement in this rule 1.2. It shall be a violation of these Rules, by both the team and the player, if a player (or his or her parent or guardian) provides false, misleading or incomplete information resulting in the misclassification of such player’s nationality and country of origin.

1.2.3 Proof of Nationality

Any player over EIGHTEEN (18) years of age may prove nationality by the provision of documentary evidence to demonstrate actual nationality in the country in which he or she wishes to play. Such documentary evidence may be in the form of one or more examples of:

i. Government Issued Documentation. A player may prove nationality by providing copies of a government benefits records distributed over time, military, or draft registration papers or other government-issued records or identification that demonstrate nationality.

1.2.4 Nationality of Minors

Players who are above SIXTEEN (16) but below EIGHTEEN (18) years of age may prove nationality by:

i. Government Issued Documentation. A player may prove nationality by providing copies of a government benefits records distributed over time, military, or draft registration papers or other government-issued records or identification that demonstrate nationality. ii. Parents’ Records. Only in the event a Government Issue Documentation (as defined above) is not available, then a player may prove nationality by (i) providing documentary evidence of the parent-child relationship, such as a birth certificate that lists the name of parents, and (ii) proof that one parent is a national of the specified country where the player intends to compete. iii. Parental Approval. For players under EIGHTEEN (18) years of age, their parents or legal guardian will be required to execute an affidavit of eligibility and release form to allow their child/ward to travel to and play in the Tournament in Singapore.

1.2.5 Valid passport for travel

All participants in Hyperplay 2018 must have a valid passport for travel to Singapore.

1.3 No Riot or Garena Employees

Owners, managers, coaches, Starters, and Substitute players (“Team Members”) may not be employees of Riot Games Inc. or Garena Online Pte Ltd or any of their respective affiliates at the start of or at any point during Hyperplay 2018. “Affiliate” is defined as any person or other entity which own or controls, is under the ownership or control of, or is under common ownership or control with, an Owner. “Control” shall mean power, through any means, to determine the policies or management of an entity, whether through the power to elect, appoint or approve, directly or indirectly, the directors, officers, managers, or trustees of such entity or otherwise.

2. Team Management and Roster Rules

2.1 Roster Requirements

Each team is required to maintain SIX (6) players at all times during Hyperplay 2018; five players in the starting lineup (“Starters”), and one reserve (“Substitute”) (collectively, the “Active Roster”). The Hyperplay 2018 Qualifiers Committee has the right to make final and binding determinations regarding roster eligibility.

2.1.1 Teams Qualifying from the Qualifiers Teams that have qualified from any previous stage of the tournament must maintain all members from the “Active Roster” that secured the qualification. For example, teams must maintain all SIX (6) of the members from the “Active Roster” they had during National Qualifiers for the Hyperplay Group Stages. Approval of special cases will be at the the discretion of Hyperplay Officials and be determined on a case by case basis.

2.1.2 Single Team Restriction for Individual Players

A Player is only allowed to compete for the one Hyperplay Team the player has registered with. A Player will not be allowed to register or compete for more than one Team simultaneously and cannot be listed on the Roster of more than one Team. A Player cannot have a contractual or financial agreement with another Team unless explicitly allowed by the League in writing. A Player can only be contracted to one Team for Hyperplay. Separately, for due diligence, if the Player currently has a contract with a Team in another region, the Player must disclose that information.

2.1.3 Waiver of Roster Requirements

In the case of extenuating circumstances, such as temporary visa issues or a competitive suspension, the roster requirements may be waived temporarily. Grant of this waiver is at the sole discretion of Hyperplay Officials.

2.1.3.1 Rule of Majority As long as THREE (3) members of the National Qualifiers Winning Team can participate

in the Hyperplay 2018 tournament, the team will continue to compete as the National

team for their country and the “Waiver of Roster Requirements” will be activated to

enable them to find new members in the event of any unexpected circumstances.

Granting this “Waiver of Roster Requirements” is at the discretion of the tournament

officials and any roster modification using said rule needs formal approval.

2.2 Head Coach

Each team will be allowed to, but is not mandated to, have a designated coach who will be considered the official coach for the team. The coach will be allowed to be on-site for every game that the team participates in. The coach can only represent one team in any capacity. The approval of the head coach will be at the discretion of Hyperplay Officials and be determined on a case by case basis. In the event the team doesn’t have a Head Coach, teams may send their Substitute Player to the stage as their

adviser for the match prep process and ban/pick process, where they will serve the same function as a coach.

2.4 Roster Submissions for Qualifiers

No roster changes will be allowed after the Hyperplay Registration period has ended (by May 11th 11.59pm (local time for each country). Approval of special cases will be at the discretion of Hyperplay Officials and be determined on a case by case basis. The Submission must also include all personal information requested about the Team and Team Members by the regional league or Hyperplay officials. This shall include the Team Members’ In-Game Name (along with desired spelling and capitalization thereof).

2.5 Substitutions

Substitutions may only be between members of the team who are recognized to be on the “Active Roster” or “Reserve”. Hyperplay Officials reserve the right to approve or deny any such requests, based upon the eligibility of the players involved and the compliance with the Rules of such request. Player substitutions have to result in Teams having eligible Rosters. Requests to modify a starting lineup for the team’s first game of the day must be made by the Team Captain and must be submitted no later than 10:00PM GMT +8 (SG/MY Time) the night before OR ONE (1) hour after their last match, whichever comes later. When the team plays multiple games in the same day, they must submit roster changes 5 minutes after the nexus explodes. In the event of an emergency, a Team will be given an amount of time, to be specified by Hyperplay Officials, to find an immediate Substitute for their Roster. If a replacement cannot be found, the Team will be forfeit. Hyperplay Officials will determine what qualifies as an emergency.

2.6 Team Names, Team Tags and Player Names

Up until the Hyperplay 2018 Group Stages, teams will be permitted a tag of TWO to THREE (2-3) characters to be added to the front of each player’s Summoner Name on the server that is used for streamed matches (either Tournament Realm or Live Server). These tags may include upper-case letters and the numbers 0-9. Summoner Names have a 12 character limit, and may include upper-case letters, lower-case letters, numbers 0-9, or single spaces between words only. No additional special characters will be allowed for team names or tags. Summoner Names and Team Names may not contain: vulgarities or obscenities; LoL champion derivatives or other similar character names; or derivatives of products or services that may create confusion.

All Team Tags, Team Names, and Summoner Names must be approved by Hyperplay Officials in advance of use in play. Name changes are not allowed except under certain extenuating circumstance, but must be approved by Hyperplay Officials prior to use in a Hyperplay game. Any cosmetic change to team names, etc. must be made 72 hours in advance of the first Hyperplay game of the week. Hyperplay Officials have the ability to deny a team or summoner name if it does not reflect the standards sought

by Hyperplay. A team will be notified by a Hyperplay official if their name does not meet the standard and the team or player in question will be allowed to change their name.

During the Hyperplay 2018 Group Stages and Playoffs, team names and tags will no longer be applicable as the qualified team will be assigned their representing country’s THREE (3) character tag. During the Group Stages and Playoffs, Summoner Names may include upper-case letters, lower-case letters, numbers 0-9, have single spaces between words, must not exceed 12 characters including spaces and can only use English characters.

2.7 Sponsorships

A Hyperplay team may acquire sponsors for Hyperplay 2018. However, no logos and brand names are to be displayed by the players on their jerseys or player tags during the use or play of LoL, adjacent to LoL related material, or during Hyperplay.

3. Player Equipment

3.1 Non-Live Matches For all off-site matches, Players will be expected to provide all of their own equipment. This includes, but is not limited to, computers, keyboards, mice, and voice programs.

Players will also need to account for their own DDOS and other computer protection. Upon request, Hyperplay Officials can help to identify means by which players may protect their computers, but exclusive responsibility for protection will fall upon the Players and Teams. Additionally, the stability of the Player’s hardware and internet connection are the responsibility of the Player.

For the avoidance of doubt, all regulations in Section 3 (except for 3.1) only apply to live matches, where the teams are physically present in the Official Venues designed by Hyperplay Officials.

3.2 Hyperplay-Provided Equipment For on-site matches, Hyperplay Officials will provide, and Hyperplay players will exclusively use, equipment in the following categories:

i. PC & Monitor ii. Table and Chair

At the request of an Hyperplay player, Hyperplay Officials will provide the following categories of equipment for use in offline matches.

i. PC Keyboards ii. PC Mice iii. Mousepads iv. Headsets and Microphones

All Hyperplay-provided equipment shall be chosen, selected and determined at the sole discretion of Hyperplay.

3.3 Player-Owned or Team-Owned Equipment During live studio matches, Players are allowed to bring equipment in the following categories, which are owned by themselves or their teams:

i. PC Keyboards ii. PC Mice and cord holders iii. Mousepads iv. Earbuds

Before Players can use their owned equipment on-site, these need to be checked and approved by Hyperplay officials. Unapproved equipment or equipment that is suspected by the Hyperplay officials of providing an unfair competitive advantage will not be permitted for use. If the Player’s equipment is designated as unapproved, then the Player will be required to use Hyperplay-provided equipment instead. At their discretion, Hyperplay Officials may disallow the use of any individual piece of equipment for reasons relating to tournament security, safety, or operational efficiency or effectiveness. No player-

owned or team-owned hardware or equipment may be brought into the Match Area if it features or displays any name, likeness or logo of a company or brand which is a competitor of Garena, Riot Games, or LoL.

3.4 Replacement of Equipment If equipment or technical problems are suspected by Hyperplay Officials at any time, a player or Hyperplay official may request a technical review of the situation. The venue technician will diagnose and troubleshoot problems, as needed. Technicians may request that Hyperplay Officials order replacement of any equipment, at their discretion. In the event that venue technicians are unavailable, the Tournament Official will step in to diagnose and troubleshoot problems as needed. Decisions regarding the replacement of any equipment are solely at the discretion of Hyperplay. If a player wishes to use personal replacement equipment, the player must use equipment which has been pre-approved by Hyperplay Officials, otherwise they will be provided replacement equipment by the Hyperplay Officials.

3.5 Player and Head Coach Apparel During all live matches played offline (ie: LAN shops or Garena Office), players must wear appropriate upper body attire, pants and closed-toe shoes. For the avoidance of doubt, sweatpants, athletic pants, and/or pyjama pants will not be considered appropriate attire. Jerseys and apparel are always subject to the review and discretion of Hyperplay Officials.

Players and the Head Coach are required to wear official National Team uniforms during Hyperplay Playoffs and pre-/post-match interviews. These may be provided by Hyperplay Officials prior to Playoffs, during the Group Stages.

Jackets may be worn in the Match Area during offline matches, but must be removed from the Match Area by a Team Member prior to the start of Champion Select. No other apparel may be worn over the jersey during offline matches. All Team apparel must have the same design.

Hats and Hoodies are not allowed.

Players and Head Coaches may not cover their face or attempt to conceal their identity from Hyperplay Officials. Hyperplay Officials must be able to distinguish the identity of each Player and Head Coach at all times. Hyperplay Officials may instruct Players and Head Coaches to remove any material that inhibits the identification of Players and Head Coaches or is a distraction to other Players, Head Coaches or Hyperplay Officials.

Hyperplay Officials reserve the right to refuse entry or continued participation in the Match to any Team Member who does not comply with the apparel rules.

3.6 Computer Programs & Usage Players are prohibited from installing their own programs on Hyperplay-provided computers and must use only the programs provided by Hyperplay. If a player wishes to install a program onto the computers he must first seek permission from a Hyperplay official.

3.6.1 Voice Chat. Voice chat will be provided only via the team chat software installed in Hyperplay Computer. Hyperplay Officials may monitor a team’s audio at the discretion of Hyperplay.

3.6.2 Social Media and Communication. It is prohibited to use Hyperplay computers to view or post on any social media or communication sites. This includes, but is not limited to, Facebook, Twitter, online forums/message boards and email.

3.6.3 Non-Essential Equipment. It is prohibited to connect non-essential equipment, such as cell phones, flash drives or MP3 players, to Hyperplay computers, for any reason.

3.7 Client Accounts Players will be required to use their personal LoL accounts during the National Qualifiers unless otherwise stated by Hyperplay Officials. For certain countries (Cambodia, Laos, Myanmar and Brunei), League of Legends accounts may be provided to players upon request, and only by Hyperplay Officials, for the duration of the Hyperplay tournament.

During any offline matches run on Tournament Realm, Hyperplay Group Stages and Hyperplay Playoffs, players will be provided Tournament Realm Accounts by Hyperplay Officials.

It is the Players’ responsibility to configure their account to their preferences. The account’s Summoner Name must be set only to the Player’s official tournament handle, as approved by Hyperplay.

3.8 Audio Controls Headphones must be placed directly on a player’s ears, and must remain there for the duration of the game. Players are not permitted to obstruct the placement of headphones by any method or place any item, including hats, scarves or other articles of clothing, between the headphones and the player’s ears.

3.9 Equipment Tampering Players may not touch or handle another teammate’s owned or provided equipment after a match has started. Players who require assistance with their equipment should ask assistance from a Hyperplay official.

4. Venue and Competition Area Layout

4.1 General Venue Access Access to the restricted areas of offline venues for official tournament matches is restricted to Team Members only, unless otherwise approved, in advance, by the Hyperplay Officials.

Spectators are not allowed to access these restricted areas unless specifically requested for and approved in advance by the Hyperplay Officials. Permission to grant access is solely at the discretion of the Hyperplay Officials.

4.2 Match Area The “match area” is comprised of the area immediately surrounding any competition PCs used during match play. During match play, presence of Team Members in the match area is restricted solely to the Starters of the teams in play.

4.2.1 Head Coach or Substitute. The Head Coach has to be present in the match area during the match prep process and ban/pick process, but must leave after the pick/ban phase and may not return until after the end of the match, after being signalled by Hyperplay Officials.

In the absence of a Head Coach, the team must send their Substitute to the match area for the match prep process and ban/pick process. If a team doesn’t have a Head Coach and they are choosing to have their Substitute join them in the match area, the Substitute cannot be subbed in to take part in the games for that match.

4.2.2 Wireless Devices. Wireless devices, including mobile phones and tablets, are not allowed in the match area while the players are involved in active play, including during pick/ban phase, pauses, remakes, and between games of multi-game matches. Hyperplay Officials or Player Managers will be responsible for collecting such devices from players in the match area and return them after the end of the match.

4.2.3 Food and Drink Restrictions. No food is allowed in the match areas. Only plain water and energy drinks are permitted in the match area. Energy drinks and water will be provided by Hyperplay officials.

5. Prizes and Compensation

5.1 Hyperplay 2018 Prizes

For the first-placed team from National Qualifiers to receive the all expenses paid trip to Singapore, they

need to participate in the Hyperplay 2018 tournament at Singapore Indoor Stadium. Failure to do means

they forfeit the first place prize.

5.2 In-game rewards

In-game prizes from the National Qualifiers will be released within two (2) weeks of completion of the tournament. Under default circumstances, shared team rewards will be split amongst the 5 main “Starters” officially registered for the tournament.

For example, if a team with 5 “Starters” and 1 “Reserve” wins a Team Prize of 5000 RP, only each Starter shall receive 1000 RP each unless otherwise stated or requested for by the team.

5.3 Out-of-game rewards

Any out-of-game rewards will be released to a representative from the regional organizations at the end

of the National Qualifiers and/or Hyperplay Grand Finals respectively. The representative is then

responsible for disbursing the prizes that has been received on behalf of the team members within TWO

(2) months of receipt from Hyperplay Officials. Hyperplay reserves the right to withhold prizes if teams

are in violation of any part of this ruleset or do not conduct themselves with professionalism and

sportsmanship.

6. League Structure

6.1 Definition of Terms

6.1.1 Game An instance of competition on the Summoner’s Rift map that is played until a winner is determined by one of the following methods, whichever occurs first: (a) completion of the final objective (destruction of a nexus), (b) Team Surrender, (c) Team Forfeit, or (d) Awarded Game Victory (See Section 8.5).

6.1.2 Match

A set of games that is played until one team wins a majority of the total games (e.g., winning two games out of three (“best of three”); winning three games out of five (“best of five”)). The winning team will either receive a win tally in a league format or advance to the next round in a tournament format.

6.2 Schedule

6.2.1 Hyperplay National Qualifiers Hyperplay Officials will announce the schedule for the National Qualifiers by the 11th of May.

6.2.2 Hyperplay Group Stages, Playoffs and Finals Hyperplay Officials will announce the schedule for the Group Stages, Playoffs, and Finals by the end of the National Qualifiers.

6.3 Phase Details

6.3.1 Hyperplay National Qualifiers Registered teams to participate in the National Qualifiers will be placed in in-country qualifier(s) brackets via random draw by Hyperplay officials. Teams will then play as many Best-of-1, Single Elimination matches online as required until the final EIGHT (8) teams have surfaced through the brackets per country. These EIGHT (8) teams will advance to the National (In-Country) Qualifier Playoffs which will decide the Top ONE (1) team that will act as that country’s national representative.

The National (In-Country) Qualifiers Quarter-Finals, Semi-Finals and Finals will be a Best-of-3.

All ten countries will carry out the National Qualifiers in this way.

Hyperplay Officials will send out communications to all registered teams regarding qualifier timings, preparing for games and points of contact should any issues or questions arise.

6.3.2 Hyperplay Group Stage

The TEN (10) National Representative teams will be split into two Groups. The Groups will be decided via a random draw of three pools.

POOL 1: Thailand and Vietnam

POOL 2: Singapore, Malaysia, Indonesia and Philippines

POOL 3: Cambodia, Laos, Myanmar, Brunei

Each Group will have ONE (1) team from POOL 1, TWO (2) teams from POOL 2 and TWO (2) teams from POOL 3.

The Group Stage will consist of TWO (2) times Single Round Robin, ONE (1) for each group and will be held over TWO (2) days. Each match will be Best-of-1. The scores of each team will determine their seeding in their Group.

6.3.2.1 Side Allocation The rights of side selection will be randomly pre-assigned to teams prior to Group Stage match-ups. Every team will have a total of two chances to select sides throughout the Group Stages.

6.3.2.2 Tiebreakers In the event of tiebreakers, the head to head record of the tiebreakers teams will be considered. If their head to head record is identical, the following method will be used to determine the seeding of tiebreakers. Two-Way Tie If two teams are tied in their Group, a head to head match will be conducted. Side selection for a head-to-head tiebreaker matchup will be determined by a coin flip to be conducted as soon as is practical after the necessity for the tie-breaker match is definitively established. The team winning the coin toss will need to provide their side selection to Hyperplay officials immediately upon winning the coin toss. Three-Way Tie If three or more teams are tied, the total game victory time (i.e. the total amount of time each team took to win their games) shall be calculated for each team. In the event of a three-way tie, the two teams with the highest total game victory times (i.e. the two teams that took the longest amount of game time to win their games) will play one tiebreaker game. The loser of that game will be considered to be in the lowest possible amongst the tied teams and the winner of that game will play a single tiebreaker game against the third team (identified as having taken the least amount of game time to win their games, of the three tied teams). The winner of that second tiebreaker game will be considered the highest possible seed as amongst the tied teams and the losing team will be considered the middle seed amongst the tied teams. Right of side selection goes to the team with shorter victory time. Four-Way Tie In the event of a four-way tie, the two teams with the highest total game victory times will play one tiebreaker game. The loser of that game will be considered to be in the lowest possible amongst the tied teams, and the winner of that game will play a single tiebreaker game against the third team (identified as having taken the second least amount of game time to win their games, of the four tied teams). The winner of that second tiebreaker game will play against the fourth team (identified as having taken the

least amount of game time to win their games, of the four tied teams). The winner of that third tiebreaker game will be considered the highest possible seed amongst the tied teams and the losing team will be considered the second amongst the tied teams. Right of side selection goes to the team with shorter victory time. Five-Way Tie In the event of a five-way tie, the two teams with the highest total game victory times will play one tiebreaker game. The loser of that game will be considered to be in the lowest possible amongst the tied teams, and the winner of that game will play a single tiebreaker game against the third team (identified as having taken the third least amount of game time to win their games, of the five tied teams). The winner of that second tiebreaker game will play a single tiebreaker game against the fourth team (identified as having taken the second least amount of game time to win their games, of the five tied teams) and the losing team will be considered the fourth amongst the tied teams. The winner of that third tiebreaker game will play a single tiebreaker game against the fifth team (identified as having taken the least amount of game time to win their games, of the five tied teams) and the losing team will be considered the third amongst the tied teams. The winner of that fourth tiebreaker game will be considered the highest possible seed amongst the tied teams and the losing team will be considered the second amongst the tied teams. Right of side selection goes to the team with shorter victory time. Side selection for the all tie-breaker games will go to the team in each match-up with the lower total game time to win their games.

6.3.3 Hyperplay Playoffs The playoffs are separated into THREE (3) segments: King of the Hill, Semi-Finals, and Grand Finals.

The FIRST (1st) seed teams of Group A and Group B from the Group Stage automatically qualify through to the Semi-Finals. Seeds 2 - 5 will advance to the “King of the Hill” stage.

6.3.3.1 King of the Hill

The King of Hill games take place in a cross Gauntlet format. This begins with the 5th Seed of Group A playing against the 4th Seed of Group B, in a Best-of-1 Single Elimination. The winner of that match proceed to play the 3rd Seed of Group A and so on, until the last standing team of each Group remains.

For example:

Group A Group B

Seed 2 (A2) Seed 2 (B2)

Seed 3 (A3) Seed 3 (B3)

Seed 4 (A4) Seed 4 (B4)

Seed 5 (A5) Seed 5 (B5)

Team A5 will play against Team B4, and if Team B4 wins, they play against Team A3, and the winner of that match plays Team B2. Assuming Team B2 wins, they are now in the Semi-Finals.

Given that there are TWO (2) Groups, there should be TWO (2) last standing teams at the end of the King of the Hill stage, one from Group A and one from Group B.

6.3.3.1.1 Side Selection

Side selection for all King of the Hill games will belong to the higher seed team in each match.

6.3.3.2 Semi-Finals There are FOUR (4) teams in total. The FIRST (1st) Seed of Group A will play against the last standing team of Group B (from the King of the Hill stage) and the First (1st) Seed of Group B will play against the last standing team of Group A.

It will be played in a Best-of-3 Single Elimination.

6.3.3.2.1 Side Selection

Side selection for the first Semi-Final game will be determined by coin flip. The team winning the coin toss will need to provide their side selection to Hyperplay officials immediately upon winning the coin toss. Side selection for the second game will go to the team who lost the coin flip in the first game. Side selection for the third game will go back to the team who won the first game’s coin flip.

6.3.3.3 Grand Finals There are TWO (2) teams in total. The TWO (2) teams will face off in one Best-of-3 Grand Finals match to determine the Champion for Hyperplay 2018.

6.3.3.3.1 Side Selection

Side selection for the first Grand Finals game will be determined by coin flip. The team winning the coin toss will need to provide their side selection to Hyperplay officials immediately upon winning the coin toss. Side selection for the second game will go to the team who lost the coin flip in the first game. Side selection for the third game will go back to the team who won the first game’s coin flip.

7. Match Process

7.1 Changes to Schedule Hyperplay Officials may, at its sole discretion, re-order the schedule of matches within a given day and/or change the date of a Hyperplay match to a different date or otherwise modify the schedule of matches. In the event that Hyperplay modifies a match schedule, Hyperplay Officials will notify all teams at the earliest convenience. Hyperplay matches will not be changed due to any player’s personal issue. Any team who are unable to attend a Hyperplay match will be treated as forfeit.

7.2 Arrival in Game Lobby for Off-site Matches Members of a team’s Active Roster who are participating in a Hyperplay event must arrive in the lobby no later than the time specified by Hyperplay Officials.

7.3 Role of Referees

7.3.1 Responsibilities Referees are Hyperplay Officials who are responsible for making judgments on every match-related issue, question and situation which occurs before, during, and immediately following match play. Their oversight may include, but is not limited to:

i. Checking the team’s lineup before a match. ii. Checking and monitoring player peripherals and match areas. iii. Announcing the beginning of the match. iv. Ordering pause/resume during play. v. Issuing penalties in response to Rule violations before, during, or after the match. vi. Confirming the end of the match and its results.

7.3.2 Referee Comportment At all times, referees shall conduct themselves in a professional manner, and shall issue rulings in an impartial manner. No passion or prejudice will be shown towards any player, team, manager, coach, owner, or other individual.

7.3.3 Finality of Judgment If a referee makes an incorrect judgment, the judgment can be subject to reversal. Hyperplay Officials at their discretion may evaluate the decision during or after the match to determine if the proper procedure was implemented to allow for a fair decision. If the proper procedure was not followed, Hyperplay Officials reserve the right to potentially invalidate the referee’s decision. Hyperplay Officials will always maintain final say in all decisions set forth throughout the Hyperplay.

7.3.4 Gambling Prohibition All rules prohibiting gambling on LoL, as found below in Section 9, shall apply to referees without limitation.

7.4 Patch Version during Hyperplay National Qualifiers Hyperplay 2018 National Qualifiers will be played on the current patch available on the Live Service, once a sufficient testing period has occurred. Changes to the competitive patch will be at the discretion

of the Hyperplay Officials. All participants in Hyperplay 2018 consent to the use of the current Live patch at the time of their matches.

7.4.1 Example. Patch X.X was released on Live Server on 11:59pm, Jan 1, 2018. It will be used as a Hyperplay competitive patch for all matches after a week of the patch day.

7.4.2 New/Reworked Champions. New champions (champions who have not been available on the live service for more than FOUR (4) weeks) will be automatically restricted. Champions that have undergone reworks may be subject to a ban from all games for a stipulated duration. Any Champion may be disabled at the discretion of the Hyperplay Officials.

7.5 Patch Version during Hyperplay Group Stages and Playoffs Hyperplay 2018 Group Stages and Playoffs will be played on the current patch available on the Tournament Realm, once a sufficient testing period has occurred. Changes to the competitive patch will be at the discretion of the Hyperplay Officials.

7.6 Setup and Player Responsibilities for National Qualifier Matches All players will be expected to be ready to join the game lobby at the time specified by the Hyperplay Officials. Readiness includes, but is not limited to, five rostered players having completed client patching, configuration of in-game settings, and completed rune pages.

7.6.1 Rolling Schedule. Tournaments held on a rolling schedule will have estimated match start times. However, teams are required to be available to play their match up to THREE (3) hours in advance of their estimated time, or as otherwise directed by Hyperplay Officials.

7.6.2 Schedule Adjustments. Hyperplay Officials, in their sole discretion, have the right to adjust the match schedule at any time to preserve the pacing of the tournament or to remedy such circumstances as may detract from the viewer experience.

7.6.3 Lateness Penalties. Teams that are not ready to start the game at the time specified by the Hyperplay Officials are subject to lateness penalties. For avoidance of doubt, the start of the game is defined as a team entering Pick / Ban phase. Intentionally delaying the lobby or game start will still subject the team to the rules set forth in this section. Depending on the severity of the time violation, lateness penalties may extend to include deductions to any prizes earned by the team.

Time Elapsed Since Preceding Game Start: Accrued Penalties

0:00 None

5:00 1 Ban Lost

10:00 3 Bans Lost

15:00 5 Bans Lost

20:00 Forfeit 1 Game

60:00 Withdrawn from tournament

7.6.4 Pause Allowance. Teams may not pause the game during any online National Qualifiers match unless otherwise specified prior to the start of a match. If specified, teams may pause the game for a maximum of TEN (10) minutes over the course of single game, or TWENTY (20) minutes over the course of a best-of-three or best-of-five match. Pausing beyond allowance

time will be considered unfair play and penalties will be applied at the discretion of Hyperplay Officials. Hyperplay Officials and referees reserve to right to make discretions according to the situation. It is the player’s responsibility to ensure that they have connection for their games during the online National Qualifiers.

7.6.5 No 4v5 Play. Teams are required to field a full team of FIVE (5) rostered players to participate in any match at all times. If, at any point in the match process the team cannot field FIVE (5) rostered players, they will forfeit the match.

7.6.6 Intentional Disconnection. A player losing connection to the game due to player’s actions (i.e. quitting the game). Any actions of a player which lead to a disconnection shall be deemed intentional, regardless of the actual intent of the player.

If a player intentionally disconnects from the game without a proper and explicitly stated reason, their team may not pause the game and play will continue. If a player remains disconnected for more than FIVE (5) minutes or the team or player declares that the disconnected player will not return within FIVE (5) minutes of the pause, it is ruled as 4v5 play and the team will forfeit the match effective immediately.

The FIVE (5) minute grace disconnect period only applies to intentional disconnections, and cannot be applied to unintentional disconnections.

7.6.7 Player Equipment Responsibility. All players are responsible for ensuring the performance of their chosen setup, including computer hardware and peripherals, internet connection, and power. A problem with player equipment is not an acceptable reason for lateness or pausing beyond a team’s allowance, regardless of the root cause of the problem.

7.6.8 No Spectators. Only FIVE (5) rostered players per team are allowed in the game lobby. No additional spectators from the teams are permitted for any reason. Exceptions can be made in the event that both teams and Hyperplay Officials agree on the presence of the additional spectator.

7.6.9 No Streaming. Players are not permitted to stream their tournament matches publicly or privately on any platform or service. Players may stream personal or professional recordings of the match after the broadcast has officially completed.

7.7 Pre-Match Setup for Hyperplay Offline Events This pertains to all matches planned to take place offline (including but not limited to National Qualifier Playoffs, Group Stages, and Hyperplay Playoffs):

7.7.1 Setup Time. Players will have designated blocks of time prior to their match time to ensure they are fully prepared. Hyperplay Officials will inform players and teams of their scheduled setup time and duration as part of their match schedule. Hyperplay Officials may change the schedule at any time. Setup time is considered to have begun once players enter the Match Area, at which point they are not allowed to leave without permission of the on-site Hyperplay official or referee and accompaniment by another Hyperplay official. Setup is comprised of the following:

i. Ensuring the quality of all Hyperplay-provided equipment. ii. Connecting and calibrating peripherals.

iii. Ensuring proper function of voice chat system. iv. Setting up rune pages. v. Adjusting in-game settings. vi. Limited in-game warm-up.

7.7.2 Player Slot Order. Players must join the game lobby in the following order: Top, Jungle, Mid, ADC, Support. This rule does not limit a team to the normal meta of the gameplay. The roles that the player has been registered under, when relevant, will be prioritized in these rules.

7.7.3 Technical Failure of Equipment. If a player encounters any equipment problems during any phase of the setup process, the player must alert and notify a Hyperplay official immediately.

7.7.4 Technical Support. Hyperplay Officials will be available to assist with the setup process and troubleshoot any problems encountered during the pre-match setup period.

7.7.5 Timeliness of Match Start. It is expected that players will resolve any issues with the setup process within the allotted time and that match will begin at the scheduled time. Delays due to setup problems may be permitted, at the sole discretion of Hyperplay Officials. Penalties for tardiness may be assessed at the discretion of the Hyperplay Officials.

7.7.6 Acknowledgement of Pre-Match Testing. No fewer than ten minutes before the match is scheduled to begin, a Hyperplay official will confirm with each player that their setup is complete.

7.7.7 Player Ready State. Once all ten players in a match have confirmed completion of setup and the Tournament Officials have indicated that players are meant to be present in the game lobby, players may not enter a warm-up game and have to be ready to start at any time.

7.7.8 Game Lobby Creation. Hyperplay Officials will decide how the official game lobby will be created. Players will be directed by Hyperplay Officials to join a game lobby as soon as testing has been completed, in the following order of positions: Top, Jungle, Mid, ADC, Support.

7.7.9 Lateness Penalties. Teams that are not ready to start the next game are subject to lateness penalties. For avoidance of doubt, the start of the game is defined as a team entering Pick / Ban phase. Intentionally delaying the lobby or game start will subject the team to the rules set forth in this section. Depending on the severity of the time violation, lateness penalties may extend to include deductions to any prizes earned by the team.

Time Elapsed Since Preceding Game Start: Accrued Penalties

0:00 None

5:00 1 Ban Lost

10:00 3 Bans Lost

15:00 5 Bans Lost

20:00 Forfeit 1 Game

60:00 Withdrawn from tournament

7.8 Game Setup Rules here apply to all phases of Hyperplay competition (National Qualifiers, Group Stages and Playoffs), and can be deployed for matches on either Live Servers or Tournament Realm:

7.8.1 Start of Pick / Ban Process

Once all ten players have reported to the official game lobby, a Hyperplay official will request confirmation that both teams are ready for the pick/ban phase (as defined and described below). Once both teams confirm readiness, a Hyperplay official will instruct the room owner to start the game.

7.8.2 Recording of Pick / Ban Process Picks/bans will proceed through the client’s Tournament Draft feature. If picks/bans are completed substantially in advance of game setup, at the instruction and discretion of Hyperplay Officials, the Hyperplay Officials will record the official picks/bans and manually abort the game start.

7.8.3 General / Game Settings

i. Map: Summoner’s Rift ii. Team Size: 5 iii. Allow Spectators: Lobby Only iv. Game Type: Tournament Draft

(See Setup screen below)

7.9 Pick / Ban Phase & Side Selection

7.9.1 Tournament Draft Hyperplay Officials will choose to employ the Tournament Draft mode feature. Starters for each team cannot be substituted after the start of the draft. Players may play any Champion which their team has drafted, but must confirm their selection with a Hyperplay official.

7.9.2 Restrictions on Gameplay Elements Restrictions may be added at any time before or during a match, if there are known bugs with any items, Champions, skins, runes, or Summoner spells, or for any other reason as determined at the discretion of the Hyperplay.

7.9.3 Side Selection and Roster Submission for Group Stages and Playoffs Before the start of the Hyperplay, each team must submit their roster to the Hyperplay officials, assigning five starters and one reserve as set forth in Section 2.1. In the event that a team selects to modify the starting lineup, the request must be submitted in advance of any proposed effective date of any such change, at the earliest possible date and time.

For the Hyperplay Group Stages, requests to modify a starting lineup and side selection for the team’s first match on the first day may not be submitted later than 10:00pm local time on July 21st, 2018. Requests must be made by the designated Team Captain/Head Coach. For the Hyperplay Playoffs, King of the Hill, requests to modify a starting lineup and side selection for the team’s first match on the first day must be submitted within one hour after their last match of the Group stages. Requests must be made by the Team Captain/Head Coach. After each game (including after game 1) of a match, the team with side selection for that game must notify an Hyperplay official of their side choice immediately following the previous game, no later than 5 minutes after the explosion of the nexus. Any failure to provide a side selection will result in a default selection of blue side and the same roster as last match. The Submission must also include all personal information requested about the Team and Team Members by the Hyperplay officials. This shall include the Team Members’ In-Game Name (along with desired spelling and capitalization thereof).

7.9.4 Globally Aligned Transition Time Teams have FOUR (4) minutes after nexus explodes to decide sides and declare substitutions to league officials. Teams have an additional EIGHT (8) minutes for miscellaneous strategic discussion. To clarify: TWELVE (12) minutes is the time from the game ending until teams are back in chairs.

7.9.5 Draft Mode Draft mode proceeds in a snake draft format as follows:

● Blue Team= A; Red Team = B; ● 1st Ban Phase: ABABAB ● 1st Pick Phase: ABBAAB ● 2nd Ban Phase: BABA ● 2nd Pick Phase: BAAB

7.9.6 Selection Error In the event of an erroneously-selected Champion pick or ban, the team in error must notify a Hyperplay official of their intended selection before the other team has locked in their next selection. If so, the process will be restarted and brought back to the point at which the error occurred so that the team in error may correct its mistake. If the next selection is locked before the team in error gives notice to a Hyperplay official, the erroneous selection shall be deemed irrevocable.

7.9.7 Trading Champions Teams must complete all champion trades before the 20-second mark during the Trading Phase, or will be subject to a penalty in future games. If teams find out that they are unable to trade Champions after this point of time, it will not be considered a valid bug. At the discretion of Hyperplay Officials, late trades may be disallowed and players will be forced to play the champion they were holding prior to the disallowed trade (for example, in situations where penalties are not possible, such as the final game of a best-of series).

7.9.8 Game Start After Pick/Ban A game will start immediately after the pick/ban process is complete, unless otherwise stated by a Hyperplay official. If played at an offline venue, at this point Hyperplay Officials will remove any printed materials from the Match Area, including any notes written by Team Members. Players are not allowed to quit a game during the time between the completion of picks/bans and game launch, also known as “Free Time.”

7.9.9 Controlled Game Start In the event of an error in game start or a decision by Hyperplay Officials to separate the pick/ban process from game start, a Hyperplay Official may start the game in a controlled manner using Blind Pick. All players will select Champions in accordance with the previous valid completed pick/ban process.

7.9.10 Slow Client Load If a Bugsplat, disconnect, or any other failure occurs which interrupts the loading process and prevents a player from joining a game upon game start, the game must be immediately paused until all ten players are connected to the game.

8. Game Rules

8.1 Definition of Terms 8.1.1 Unintentional Disconnection. A player losing connection to the game due to problems or issues with the game client, platform, network, or PC.

8.1.2 Intentional Disconnection. A player losing connection to the game due to player’s actions (i.e. quitting the game). Any actions of a player which lead to a disconnection shall be deemed intentional, regardless of the actual intent of the player.

8.1.3 Server Crash. All players losing connection to a game due to an issue with a game server, Tournament Realm platform, or venue internet instability.

8.2 Game of Record A game of record (“GOR”) refers to a game where all ten players have loaded and which has progressed to a point of meaningful interaction between opposing teams. Once a game attains GOR status, the period ends in which incidental restarts may be permitted and a game will be considered as “official” from that point onward. After the establishment of GOR, game restarts will be allowed only under limited conditions (see Section 8.4). Examples of conditions which establish GOR:

8.2.1 Any attack or ability is landed on minions, jungle creeps, structures, or enemy Champions. 8.2.2 Line-of-sight is established between players on opposing teams. 8.2.3 Setting foot, establishing vision or targeting skillshot ability in opponent’s jungle by either team, which includes either leaving the river or entering brush connected to enemy jungle. 8.2.4 Game timer reaches two minutes (00:02:00).

8.3 Stoppage of Play If a player intentionally disconnects without notifying a Hyperplay official or pausing, a Hyperplay official is not required to enforce a stoppage. During any pause or stoppage, players may not leave the match area unless authorized by a Hyperplay official.

8.3.1 Directed Pause Hyperplay Officials may order the pause of a match or execute a pause command on any player station at the sole discretion of the Hyperplay Officials, at any time.

8.3.2 Player Pause Players may only pause a match immediately following any of the events described below, but must signal or communicate with a Hyperplay official immediately after the pause and identify the reason. Acceptable reasons include:

8.3.2.1 An Unintentional Disconnection 8.3.2.2 A hardware or software malfunction (e.g. monitor power or peripheral disability or game glitch) 8.3.2.3 Physical interference with a player (e.g., fan gank or broken chair) Player illness, injury, or disability is not an acceptable reason for a player pause for live events. In such a situation, the team must alert a Hyperplay official, who may in his/her

sole discretion, grant a pause in order to evaluate the identified player to determine whether player is ready, willing, and able to continue playing within a reasonable period of time, as determined by the Hyperplay official, but not to exceed a few minutes. If the Hyperplay official determines that the identified player or team is not able to continue playing within TEN (10) minutes, then the identified player’s team shall forfeit the game unless a Hyperplay official, in his/her discretion, determines that the game is subject to an Awarded Game Victory (see Section 8.5).

8.3.3 Resuming the Game Players are not permitted to restart or resume the game after a pause on their own. After clearance from an Hyperplay Official is issued and all players are notified and ready at their stations, which will be contingent on the Team Captains confirming through in-game chat that both teams are ready to resume play, the in-client spectators will unpause the game if present. In the absence of in-client spectators, the Hyperplay Official may order the resume of a match or execute a resume command on any player station.

8.3.4 Unauthorized Pause If a player pauses or unpauses a game without permission from a Hyperplay official, it will be considered unfair play and penalties will be applied at the discretion of Hyperplay Officials.

8.3.5 Player Communication During Stoppage of Play During Offline Matches For the fairness of all competing teams, players are not allowed to communicate to each other during a game pause in live matches played offline. For the avoidance of doubt, players may communicate to the referee, but only when directed in order to identify and remedy the cause for the stoppage. If a pause extends long enough, referees may, at their sole discretion, allow teams to talk before the game is unpaused in order to discuss the game conditions.

8.4 Game Restart The decision of which condition(s) shall justify a game restart is solely at the discretion of Hyperplay Officials. Examples are listed below for purposes of illustration only:

8.4.1 Restarts Before GOR The following are examples of situations in which a game may be restarted if GOR has not been established.

8.4.1.1 If an Hyperplay Official notices that player’s runes or GUI settings have not applied correctly between the game lobby and match, the player can pause the game to adjust these settings after receiving permission from the Hyperplay Official. If the settings cannot be correctly adjusted, then the game may be restarted.

8.4.1.2 If a Hyperplay official determines that technical difficulties will not allow for the game to resume as normal (including a team’s ability to be in proper position for certain game events, such as minion spawn).

8.4.2 Restarts After GOR The following are examples of situations in which a game may be restarted after GOR has been established.

8.4.2.1 If a game experiences a critical bug at any point during the match which significantly alters game stats or gameplay mechanics.

8.4.2.2 If a Hyperplay official determines that there are environmental conditions which are unfair (e.g. excessive noise, hostile weather, unacceptable safety risks).

8.4.3 Restart Protocol If a game experiences a critical bug at any point during the match that significantly alters game stats or gameplay mechanics, or the external environmental conditions become untenable then a restart may occur.

8.4.3.1 Certain circumstances must be met before a restart may occur. Hyperplay officials must determine that the bug is critical and verifiable. For the bug to be considered critical, the bug must significantly damage a player’s ability to compete in the game situation. The determination of whether the bug has damaged a player’s ability to compete is up to the sole discretion of the Hyperplay officials. In order for a bug to be considered verifiable, the bug must be conclusively present and not attributable to player error. The spectator must then be able to replay the instance in question and verify the bug. 8.4.3.2 If a player believes s/he has experienced a critical bug, s/he must pause the game and alert a referee in a timely fashion. If it is believed that a player is attempting to delay reporting of a bug to wait for a possible restart at a more advantageous time, then a restart will no longer be granted. 8.4.3.3 If Hyperplay officials determine that the bug is critical and verifiable and that the player followed the pause protocol, then the disadvantaged team will be presented with the option for a restart. If the team accepts, Hyperplay officials will attempt to utilize the Deterministic Disaster Recovery Tool to recover the game. If the tool is able to recover the game, then a point prior to the bug will be selected by the Head Referee. The Head Referee will attempt to find an appropriate “dead ball” state prior to the bug occurring. A “dead ball” state means a point in the game when neither team is heavily engaged on each other, although some minor engagement may still constitute a “dead ball” state. If an appropriate “dead ball” state does not exist, players may still be placed back to a recovered spot prior to the bug occurring. 8.4.3.4 If the Deterministic Disaster Recovery Tool is not able to recover the game, then the game will immediately be restarted as per the rules established in Section 8.4. An exception to Rule 8.4 is if the restart occurred due to a champion bug, then settings no longer will be retained (including picks and bans) regardless of Game of Record status and the champion will be made ineligible for at least the remainder of the day’s matches unless the bug can be conclusively tied to a specific game element that can be fully removed (i.e. a skin that can be disabled). 8.4.3.5 If a team is offered a restart and declines, then the team will be ineligible to request a restart on the bug that caused the potential restart for the remainder of the match. However, Hyperplay officials reserve the right at all times to force a game restart

if the game environment reaches a level of instability that compromises the competitive integrity of the game. 8.4.3.6 Controlled Environment. Certain conditions may be preserved in the event of a restart of a game that has not reached GOR, including, without limitation, picks/bans or Summoner spells. If, however, a match has reached GOR then Hyperplay officials shall not retain any settings. 8.4.3.7 Player Confirmation of Settings. Each Team Captain shall verify that every player on his/her team has finalized their intended game settings (including runes, masteries, controls, and GUI settings) before GOR is established. Any error in verification is not grounds for a game restart after GOR is established.

8.4.3.8 Hardware Malfunction In the case of any hardware malfunctions, Hyperplay officials shall determine whether the hardware malfunction constitutes a minor bug (i.e. a monitor loses power and a player walks directly into an enemy turret), a critical bug (i.e. a keyboard stops working, causing a player death) or a terminal situation (i.e the game server crashes) and follow the appropriate standard above.

8.4.3.9 Discretion Hyperplay officials may restart any game if Hyperplay officials, in their sole and absolute discretion, believe that such an action is necessary to preserve the best interests of Hyperplay. This power is not constrained by the lack of any specific language in this document.

8.4.4 Recovery Protocol

8.4.4.1 Definitions

8.4.4.1.1 Chronobreak The Deterministic Disaster Recovery Tool.

8.4.4.1.2 Bug

An error, flaw, failure or fault that produces an incorrect or unexpected result, or causes a game or hardware device to behave in unintended ways.

8.4.4.1.3 Minor Bug A bug (including a hardware failure) that is, at worst, inconvenient to players. This may include bugs that alter game stats or gameplay mechanics in a manner that, while not optimal, can be played through if necessary. For the absence of doubt, in a case where Chronobreak is not available, these bugs would not result in a remade game.

8.4.4.2. Play Through Bug A bug that does not significantly alter the competitive integrity of the game. This may mean that there are mitigation steps available for an otherwise difficult to play around

bug (like restarting the game client or computer). Alternatively, this may include situations where the impact of the bug can be mitigated through other in-game functions.

This category also includes bugs provided under the “inform designation” - i.e. those bugs that are provided to teams in advance of games (usually champion, item or environment interactions and persistent effects) for which no Chronobreak or remake will be offered. These effects or interactions cannot be avoided or mitigated through any means other than disabling of the offending champions, skins or items and thus Chronobreak and remakes are not available for these bugs, which must be played through.

8.4.4.3 Unintentional Hardware Failure The failure of any piece of hardware, including server failure, monitor or PC failure or player peripheral failure. This does not include any hardware failure that is player induced, including the intentional damage to, or destruction of, a player peripheral, damage to the monitor or a player interfering with a PC. The determination of whether a hardware failure is unintentional is up to the sole discretion of Hyperplay officials. 8.4.4.4 Verifiable Bug A bug or critical bug that is conclusively present and not attributable to player error. The spectator must be able to replay the instance in question and verify the bug or critical bug.

8.4.4.5 Terminal Situation

A bug or other circumstance that requires that a game be remade. These circumstances include (i) instances of critical bugs where Chronobreak is unavailable or unable to recover the game; (ii) bugs which cannot be remedied or avoided through the use of Chronobreak, including champion or skin bugs that may require that such champion or skin be disabled; or (iii) any other instance in the discretion of Hyperplay officials where the continuation of the game is untenable (including environmental concerns and catastrophic hardware failure).

8.4.4.6 “Dead-Ball” State

A point in a game when neither team is heavily engaged with one another, although some minor engagement may still constitute a dead-ball state.

8.4.4.6.1 In establishing a dead-ball state, every effort should be made to identify a time as close to the bug instance as possible while providing an approximate 2 second window before a potential engagement in situations where the game was wound back from a point where the teams were engaged. The goal is to locate a point in time where an engagement remains possible, but not inevitable. 8.4.4.6.2 A perfect dead-ball state may not exist, and in those situations, the overarching goal of identifying a state in which there is no major engagement as close as possible to the bug instance should be prioritized (for example, going

too far back could potentially remove setup a team has done, including wards, lane pressure and flanking).

8.4.4.7 Cost Any (i) player deaths; (ii) objectives (tower, inhibitor, dragon, herald or baron) taken that were not otherwise in progress at the dead-ball state (i.e. dragon was pulled or three players on the tower with a minion wave and no opposition); or (iii) ultimate, item or summoner spell usage where such ultimate spell at Rank 1 (regardless of the ultimate rank or cooldown at the time of the bug) or base summoner spell or item (i.e. without cooldown reductions from masteries or items) has a cooldown of 110 seconds or longer. An ultimate or summoner spell used, in the opinion of Hyperplay officials, outside of normal play patterns for the purpose of triggering a cost under this rule shall not constitute a cost. Other factors such as vision (placed or destroyed wards), minions farmed, etc, while all carrying some value in the game, do not rise to the level of consideration in whether to use Chronobreak.

8.4.4.8 Prompt Reporting

Once a player is aware of a bug (which, as defined, includes presumed hardware failures), the player is required to pause the game as soon as is practical through one of the methods listed below and alert Hyperplay officials as to the bug. These methods are: 8.4.3.8.1 Pausing the game through the /pause command; 8.4.3.8.2 Asking a teammate to pause over audible voice communications; 8.4.3.8.3 Requesting that a referee pause the game. For the avoidance of doubt, if a player audibly requests that a referee pause the game, even if the game is not immediately paused , the player will be considered to have requested a pause as soon as is practical. In addition, it may not be practical to cause an immediate pause upon recognizing the bug if, for example, the two teams are engaged with each other. In such cases, Hyperplay officials may determine that it was not practical to pause the game until the engagement ended.

8.4.4.9 Chronobreak Availability and Use

If a game experiences a bug at any point during the match, Hyperplay officials must first determine whether the player followed the pause protocol. If the game was timely paused, Hyperplay officials must next determine whether the bug is a verifiable bug. If it is a verifiable bug, Hyperplay officials must next determine whether the bug is a minor bug, critical bug or terminal situation. 8.4.4.10 Minor Bug

8.4.4.10.1 If the bug is a minor bug and is not a play through bug, Hyperplay officials must determine what the appropriate dead-ball state would be and whether there is a cost associated with the use of using Chronobreak to revert to that dead-ball state. If there is a cost associated with the minor bug, Chronobreak is not available and players should be instructed to play through the bug.

8.4.4.10.2 In the case of a minor bug with no cost, Hyperplay officials must determine (i) whether Chronobreak can restore the game; and (ii) whether reverting the game to an earlier state will fix the bug or avoid the trigger condition for the bug. If Chronobreak cannot restore the game or reverting the game to an earlier state will not fix or avoid the bug, or in the case of any play through bug, Chronobreak shall not be used and the players will be instructed to play through the bug. 8.4.4.10.3 If Hyperplay officials determine to the use of Chronobreak is appropriate, Hyperplay officials shall determine whether either or both teams were significantly disadvantaged by the minor bug, and any significantly disadvantaged team will be offered the opportunity to Chronobreak the game, although such team will not be told what dead-ball state will be utilized. If both teams are significantly disadvantaged, either team requesting a Chronobreak will trigger the use of Chronobreak. 8.4.4.10.4 If any significantly disadvantaged team requests a Chronobreak, Hyperplay officials will utilize Chronobreak to restore the game to the appropriate dead-ball state. If an appropriate dead-ball state does not exist, players may still be placed back to a recovered spot prior to the bug occurring at the discretion of Hyperplay officials.

8.4.4.11 Critical Bug

8.4.4.11.1 In the case of a critical bug (where such critical bug is not a play through bug), Hyperplay officials must determine (i) whether Chronobreak can restore the game; and (ii) whether reverting the game to an earlier state will fix the bug or avoid the trigger condition for the bug. 8.4.4.11.2 If Chronobreak cannot restore the game, or reverting the game to an earlier state will not fix or avoid the bug, then the bug constitutes a Terminal Situation. 8.4.4.11.3 In the case of a critical bug, Hyperplay officials will determine whether either or both teams were significantly disadvantaged by the critical bug, and any significantly disadvantaged team will be offered the opportunity to Chronobreak the game, although such team will not be told what dead-ball state will be utilized. If any significantly disadvantaged team requests a Chronobreak, Hyperplay officials will attempt to find an appropriate dead-ball state prior to the bug occurring. If an appropriate dead-ball state does not exist, players may still be placed back to a recovered spot prior to the bug occurring at the discretion of Hyperplay officials.

8.5 Awarded Game Victory In the event of a technical difficulty which leads Hyperplay Officials to declare a restart, the Hyperplay may instead award a game victory to a team. If a game has been played for more than TWENTY (20) minutes on the game clock (00:20:00), Hyperplay Officials, in their sole discretion, may determine that a

team cannot avoid defeat to a degree of reasonable certainty. The following criteria may be used in the determination of reasonable certainty.

8.5.1 Gold Differential. The difference in gold between the teams is more than 33%.

8.5.2 Remaining Turret Differential. The difference in the number of remaining turrets between the teams is more than seven (7).

8.5.3 Remaining Inhibitor Differential. The difference in the number of standing inhibitors between the teams is more than two (2).

8.6 Post-Game Process

8.6.1 Results. Hyperplay Officials will confirm and record game result.

8.6.2 Tech Notes. Players will identify any tech issues with Hyperplay Officials.

8.6.3 Break Time. Hyperplay Officials will inform players of the remaining amount of time before the next game’s pick/ban phase begins. Pick/ban phase will commence as scheduled, regardless of whether a team is fully present in the match area at that time. Hyperplay Officials may, at their discretion, log in to a player’s account and join the game lobby. If only a single player from a team is present in the match area when the pick/ban phase begins, that player may determine all picks/bans for his/her team; however, if no player from a team is present in the match area when the pick/ban phase begins, that team shall be deemed to have forfeited the game.

8.6.4 Results of Forfeiture. Matches won by forfeit will be reported by the minimum score it would take for one team to win the match (e.g. 1-0 for best-of-1 matches, 2-0 for best-of-three matches, 3-0 for best-of-five matches). No other statistics will be recorded for forfeited matches.

8.7 Post-Match Process

8.7.1 Results. Hyperplay Officials will confirm and record the match result.

8.7.2 Next Match. Players will be informed of their current standing in the competition, including their next scheduled match.

8.7.3 Post-Match Obligations. Players will be informed of any post-match obligations, including, but not limited to, media appearances, interviews, or further discussion of any match matters.

9. Player Conduct

9.1 Competition Conduct 9.1.1 Unfair Play The following actions will be considered unfair play and will be subject to penalties at the discretion of Hyperplay Officials.

9.1.1.1 Collusion Collusion is defined as any agreement among two (2) or more players and/or confederates to disadvantage opposing players. Collusion includes, but is not limited to, acts such as:

9.1.1.1.1 Soft play, which is defined as any agreement among two (2) or more players to not damage, impede or otherwise play to a reasonable standard of competition in a game.

9.1.1.1.2 Pre-arranging to split prizes and/or any other form of compensation.

9.1.1.1.3 Sending or receiving signals, electronic or otherwise, from a confederate to/from a player.

9.1.1.1.4 Deliberately losing a game for compensation, or for any other reason, or attempting to induce another player to do so.

9.1.1.2 Competitive Integrity Teams are expected to play at their best at all times within any Hyperplay game, and to avoid any behavior inconsistent with the principles of good sportsmanship, honesty, or fair play. For the purpose of clarification, team composition and the pick/ban phase will not be considered when determining whether this rule has been violated.

9.1.1.3 Hacking Hacking is defined as any modification of the League of Legends game client by any player, team or person acting on behalf of a player or a team.

9.1.1.4 Exploiting Exploiting is defined as intentionally using any in-game bug to seek an advantage. Exploiting includes, but is not limited to, acts such as: glitches in buying items, glitches in neutral minion interactions, glitches in Champion ability performance, or any other game function that, in the sole determination of Hyperplay Officials, is not functioning as intended.

9.1.1.5 Spectator Monitors Looking at or attempting to look at spectator monitors.

9.1.1.6 Ringing Playing under another player’s account or soliciting, inducing, encouraging or directing someone else to play under another player’s account.

9.1.1.7 Cheating Device The use of any kind of cheating device or programs.

9.1.1.8 Intentional Disconnection An intentional disconnection without a proper and explicitly-stated reason (e.g. rage quit).

9.1.1.9 Hyperplay Discretion Any other further act, failure to act, or behavior which, in the sole judgment of Hyperplay Officials, violates these Rules and/or the standards of integrity established by Hyperplay for competitive game play.

9.1.2 Profanity and Hate Speech A Team Member may not use language that is obscene, foul, vulgar, insulting, threatening, abusive, libellous, slanderous, defamatory or otherwise offensive or objectionable; or promote or incite hatred or discriminatory conduct, in or near the match area, at any time. A Team Member may not use any facilities, services or equipment provided or made available by Hyperplay or its contractors to post, transmit, disseminate or otherwise make available any such prohibited communications. A Team Member may not use this type of language on social media or during any public facing events such as streaming. Team Members/Managers may not offend the dignity or integrity of a country, private person, or group of people through contemptuous, discriminatory, or denigrating words or actions on account of race, skin color, ethnic, national or social origin, gender, language, religion, political opinion or any other opinion, financial status, birth or any other status, sexual orientation or any other reason.

9.1.3 Disruptive Behavior / Insults A Team Member may not take any action or perform any gesture directed at an opposing Team Member, fan, or official, or incite any other individual(s) to do the same, which is insulting, mocking, disruptive or antagonistic.

9.1.4 Abusive Behavior Abuse of Hyperplay Officials, opposing Team Members, or audience members will not be tolerated. Repeated etiquette violations, including but not limited to touching another player’s computer, body or property will result in penalties. Team Members and their guests (if any) must treat all individuals attending a match with respect.

9.1.5 Studio Interference No Team Member may touch or otherwise interfere with lights, cameras, or other studio equipment. Team Members may not stand on chairs, tables, or other studio equipment. Team Members must follow all instructions of Hyperplay studio personnel.

9.1.6 Unauthorized Communications All mobile phones, tablets, and other voice-enabled and/or “ringing” electronic devices must be removed from the play area before the game. Players may not text/email or use social media while in the match area. During the match, communication by a Starter shall be limited to the players on the Starter’s team.

9.1.7 Identity A player may not cover his or her face or attempt to conceal his or her identity from Hyperplay Officials. Hyperplay Officials must be able to distinguish the identity of each player at all times and may instruct players to remove any material that inhibits the identification of players or is a distraction to other players or Hyperplay Officials.

9.2 Unprofessional Behavior

9.2.1 Responsibility Under Code Unless expressly stated otherwise, offenses and infringements of these Rules are punishable, whether or not they were committed intentionally. Attempts to commit such offenses or infringements are also punishable.

9.2.2 Harassment Harassment is forbidden. Harassment is defined as systematic, hostile, and repeated acts taking place over a considerable period of time, which are intended to isolate or ostracize a person and/or affect the dignity of the person.

9.2.3 Sexual Harassment Sexual harassment is forbidden. Sexual harassment is defined as unwelcome sexual advances. The assessment is based on whether a reasonable person would regard the conduct as undesirable or offensive. There is zero tolerance for any sexual threats/coercion or the promise of advantages in exchange for sexual favors.

9.2.4 Discrimination and Denigration Team Members may not offend the dignity or integrity of a country, private person, or group of people through contemptuous, discriminatory, or denigrating words or actions on account of race, skin color, ethnic, national or social origin, gender, language, religion, political opinion or any other opinion, financial status, birth or any other status, sexual orientation or any other reason.

9.2.5 Statements Regarding Hyperplay, Riot, Garena and League of Legends. Team Members may not give, make, issue, authorize, or endorse any statement or action having, or designed to have, an effect prejudicial or detrimental to the best interest of Hyperplay, Riot, Garena or its affiliates, or League of Legends, as determined in the sole and absolute discretion of Hyperplay.

9.2.6 Tribunal Punishment If a Team Member is found guilty and punished by the Tribunal, Hyperplay Officials may assign an additional competition penalty at their sole discretion.

9.2.7 Releasing Information Without Approval Teams can be asked to submit paperwork for approval or visibility throughout the Hyperplay season. This paperwork is necessary for maintaining expectations throughout the league. Early announcements can disrupt the competitive scouting a team would use to create strategies for upcoming matches. For this reason, if a Team Member has been told not to release information,

as it may undermine the competitive process, and the Team Member proceeds to release said information, then the Team Member and/or Team will be subject to penalties.

9.2.8 Player Behavior Investigation If Hyperplay, Riot, or Garena determines that a Team or Team Member has violated the Summoner’s Code, the LoL Terms of Service, or other rules of LoL, Hyperplay Officials may assign penalties at their sole discretion. If a Hyperplay official contacts a Team Member to discuss the investigation, the Team Member is obligated to tell the truth. If a Team Member lies to a Hyperplay official creating obstruction of the investigation then the Team is subject to punishment.

9.2.9 Criminal Activity A Team Member may not engage in any activity which is prohibited by common law, statute, or treaty and which leads to or may be reasonably deemed likely to lead to conviction in any court of competent jurisdiction.

9.2.10 Moral Turpitude A Team Member may not engage in any activity which is deemed by the Hyperplay to be immoral, disgraceful, or contrary to conventional standards of proper ethical behavior.

9.2.11 Confidentiality A Team Member may not disclose any confidential information provided by Hyperplay or any affiliate of Riot or Garena, by any method of communication, including all social media channels.

9.2.12 Bribery No Team Member may offer any gift or reward to a player, coach, manager, Hyperplay official, Riot or Garena employee, or person connected with or employed by another Hyperplay team for services promised, rendered, or to be rendered in defeating or attempting to defeat a competing team.

9.2.13 Gifts No Team Member may accept any gift, reward or compensation for services promised, rendered, or to be rendered in connection with competitive play of the game, including services related to defeating or attempting to defeat a competing team or services designed to throw or fix a match or game.

9.2.14 Non-Compliance No Team Member may refuse or fail to apply the instructions or decisions of Hyperplay Officials.

9.2.15 Match-Fixing No Team Member may offer, agree, conspire, or attempt to influence the outcome of a game or match by any means that are prohibited by law or these Rules.

9.2.16 Document or Miscellaneous Requests. Documentation or other reasonable items may be required at various times throughout the Hyperplay as requested by Hyperplay Officials. Penalties may be imposed if the documentation

or items requested are not received and/or completed at the required time or do not meet the standards set by the Hyperplay.

9.3 Association with Gambling No Team Member or Hyperplay Official may take part, either directly or indirectly, in betting or gambling on any results of any Hyperplay game, match or tournament.

9.4 Subjection to Penalty Any person found to have engaged in or attempted to engage in any act that Hyperplay believes, in its sole and absolute discretion, constitutes unfair play, will be subject to penalty. The nature and extent of the penalties imposed due to such acts shall be in the sole and absolute discretion of the Hyperplay.

9.5 Penalties Upon discovery of any Team Member committing any violations of the rules listed above, the Hyperplay may, without limitation of its authority under Section 9.4, issue the following penalties found in the Hyperplay Penalty Index which includes, but is not limited to:

9.5.1 Verbal Warnings(s).

9.5.2 Loss of Side Selection for Current or Future Game(s)

9.5.3 Loss of Ban for Current or Future Game(s)

9.5.4 Fine(s) and/or Prize Forfeiture(s)

9.5.5 Game Forfeiture(s).

9.5.6 Match Forfeiture(s).

9.5.7 Suspension(s).

9.5.8 Disqualification(s).

Repeated infractions are subject to escalating penalties, up to, and including, disqualification from future participation in Hyperplay. It should be noted that penalties may not always be imposed in a successive manner. Hyperplay, in its sole discretion, for example, can disqualify a player for a first offense if the action of said player is deemed egregious enough to be worthy of disqualification by Hyperplay.

In the case of a forfeit during any Hyperplay Games, the involved team will be fined based on percentage of prizes. In a more severe case, the team can be prohibited from joining next season Hyperplay.

9.6 Right to Publish Hyperplay shall have the right to publish a declaration stating that a Team Member has been penalized. Any Team Members and/or team which may be referenced in such declaration hereby waive any right of legal action against the Hyperplay, League of Legends Championship Series, LLC, Riot Games, Inc., and/or any of their parents, subsidiaries, affiliates, employees, agents, or contractors.

10. Spirit of the Rules

10.1 Finality of Decisions All decisions regarding the interpretation of these rules, player eligibility, scheduling and staging of the Hyperplay, and penalties for misconduct, lie solely with Hyperplay, the decisions of which are final. Hyperplay decisions with respect to these Rules cannot be appealed and shall not give rise to any claim for monetary damages or any other legal or equitable remedy.

10.2 Rule Changes These Rules may be amended, modified or supplemented by Hyperplay, from time to time, in order to ensure fair play and the integrity of Hyperplay.

10.3 Best Interests of Hyperplay Hyperplay Officials at all times may act with the necessary authority to preserve the best interests of the tournaments. This power is not constrained by the lack of any specific language in this document. Hyperplay Officials may use any form of punitive actions at their disposal against the entity whose conduct is not within the confines of the best interests of Riot.

Category Offense Description Minimum Penalty Maximum Penalty (1st Offense) Maximum Penalty (2nd Offense) Limitation Period Punishable Offender

General Ongoing MisconductMajor repeated instances of unacceptable behaviour - in-game toxicity despite multiple

warnings, obscene gestures in real life Warning 2 game suspension

Indefinite suspension and/or expulsion from Hyperplay

End of Hyperplay Player

General Extreme MisconductA single instance of extraordinarly inappropriate behaviour: significant toxicity in-game,

physical violence, speech intended to incite violence, extreme bigotry)5 game suspension

Indefinite suspension and/or expulsion from Hyperplay

Indefinite suspension and/or expulsion from Hyperplay

End of Hyperplay Player

General Refusing to listen to Hyperplay OfficialsRefusing to follow reasonable instructions from Hyperplay officials (refusing to enter the

pre-game lobby in a timely manner)Warning 2 game suspension 5 game supension End of Hyperplay Player

General Account Sharing Distinctly different from elo-boosting, this is not done for personal gain Warning 2 game supensionIndefinite suspension and/or expulsion

from HyperplayEnd of Hyperplay Player

General EloboostingAssuming control of another player's account for the purpose of increasing their ranked queue ratings in exchange for personal gain (ie; favors, money, services with a material

value, etc.)N/A End of Hyperplay Player

General Ringing in online playSecretly utilizing a player not on the declared starting lineup of a team in sanctioned online

competitionsN/A End of Hyperplay Player/Team

General MatchfixingInfluencing or attempting to perversely influence the outcome of a match (ie; bribery,

threats, intentional throws, etc.)N/A End of Hyperplay Player

General Wagering on Hyperplay gamePlacing a sufficiently substantive material bet on any aspect of the outcome of a League

of Legends Hyperplay gameN/A End of Hyperplay Player

GeneralRanked ladder manipulation (e.g. win-

trading) for qualifiersColluding with other teams or individuals to manipulate Ranked rating for the purpose of

entering a sanctioned qualifierN/A End of Hyperplay Player/Team

GeneralProduction/usage/distribution of noncompliant programs such as

hacks/exploits in public play

Utilizing software, scripts, hacks, DDOSS attacks, exploits, or other techniques that are either against the LoL ToS or majorly harm/undermine the competitive integrity of play

(includes Live server) N/A End of Hyperplay Player

GeneralProduction of botted accounts for sale or sale of any accounts to a severe degree

Utilizing automated/semi-automated techniques to level up accounts with the intent to sell the accounts for material gain or engaging in the practice of selling accounts to a severe

degreeN/A End of Hyperplay Player

In-GameUnauthorized communication during a pause

(during a single game)Warning Loss of ban Forfeit End of Hyperplay Player

In-GameUnauthorized removal of headset prior to

competion of gameWarning Loss of ban Loss of ban End of Hyperplay Player

In-GameRefusing to listen to Hyperplay Game

MarshalsRefusing to follow reasonable instructions from Hyperplay game marshals (ie; to get into

lobby to start a match)Warning Loss of ban Loss of ban End of Hyperplay Player

In-Game Unauthorized Pause Warning Loss of ban Loss of ban End of Hyperplay Player/Team

In-Game Exploitation of a known bug Despite having received specific information/notice from officials beforehand to not do so Warning 1 game suspension 4 game suspension End of Hyperplay Player

In-Game Cheating in professional playUtilization of any illicit in or out-of-game technique to affect competitive play in a majorly

impactful way (ie; electronic signaling, hacks, etc.)Warning End of Hyperplay Player

AdministrativeFailure to have a starter that has registered

as part of the teamN/A End of Hyperplay Team

AdministrativeLying to/misleading Hyperplay officials about

eligibility of players Submitting false information about nationality or age N/A End of Hyperplay Team

AdministrativeAmending an eligible starting roster after

declaration deadlineThis is acceptable only at Hyperplay Officials' discretion

Loss of ban (In a series, for 1st game)

Loss of 2 bans (In a series, for 1st game)

Loss of all bans (In a series, for 1st game)

End of Hyperplay Team

AdministrativeTeam forfeiting a game without prior

consent from Hyperplay OfficialsN/A End of Hyperplay Team

Administrative Failing to adhere to uniform policyHyperplay requires players to wear the Hyperplay jersey provided for matches on the

Singapore Indoor Stadium stage. Standard attire for Hyperplay would involve jeans and covered shoes.

Warning Loss of ban Forfeit End of Hyperplay Player/Team

Administrative On-broadcast violation Pre/post game Warning Loss of ban Loss of ban End of Hyperplay Player

AdministrativeFailing to have the minimum required

number of substitutes on the active rosterFor Hyperplay: 1 main substitute required at all times Warning Loss of ban Loss of ban End of Hyperplay Team

AdministrativeHaving a member on-site without permission

from Hyperplay OfficialsWarning Loss of ban Loss of ban End of Hyperplay Team

In extenuating of aggravating circumstances, Hyperplay officials reserve the right to modify minimum and maximum suspension terms.

Suspensions are applicable to Hyperplay only.

The limitation period starts when the offense is committed, and ends after a period of time specified by the limitation period. If an offense is part of a series of similar offenses, the limitation period begins with the date of the last offense, and all offenses in that series are punishable.

Repeat offenses will result in increasingly large penalties

If the offense occurs after the party in question was previously warned about similar/identical conduct

Lying to or misleading Hyperplay officials

A leadership role in an offense (recruiting others to engage in rule-breaking)

Intent (acting with the full knowledge that misconduct was prohibited, attempting to conceal misconduct) can be taken into account as an aggravating factor

Actions that have already been penalized an occured more than 1 calendar year in the past will not be considered aggravating

Honesty and reasonable cooperation with Hyperplay officials will in all cases resut in more lenient penalties than not cooperating or being dishonest

Intent (honest accidents will be treated differently from willful misconduct) can be taken into account as a mitigating factor

Cases where a team member has shown a consistent pattern of improvement from past misconduct

Aggravating circumstances:

Extenuating circumstances

Indefinite suspension and/or expulsion from Hyperplay

Indefinite suspension and/or expulsion from Hyperplay

Indefinite suspension and/or expulsion from Hyperplay

Indefinite suspension and/or expulsion from Hyperplay

Indefinite suspension and/or expulsion from Hyperplay

Indefinite suspension and/or expulsion from Hyperplay

Indefinite suspension and/or expulsion from Hyperplay

Indefinite suspension and/or expulsion from Hyperplay

Indefinite suspension and/or expulsion from Hyperplay

Indefinite suspension and/or expulsion from Hyperplay

Notes

Indefinite suspension and/or expulsion from Hyperplay