Quantum Esports Series Rocket League 2


- Registration deadline
- May, 5th 2025
Rules
1. Introduction and Acceptance.
1.1 Introduction.
These Rules are designed to protect the Event, and are intended to help ensure that it is fun, fair, and free from Toxic Behavior.
1.2 Acceptance of these Rules.
By participating in the Event, including by joining any Session or Match in the Event, or by clicking to accept these Rules, you agree to these Rules.
1.3 Minors.
Minors (players under the age of 18) are not allowed in this tournament. Players must be 18 years or older to participate.
1.4 Changes to the Rules.
Vanta may change these Rules from time to time by notifying you of such changes by any reasonable means. By continuing to participate in the Event, you are agreeing to the updated Rules. If you do not agree to the updated Rules, you must withdraw your participation in the Event.
2. Event Structure.
2.1 Event Format.
2.1.1 Format Summary.
The Quantum Esports Series will consist of two four-week splits. Each split will consist of each team plays one game per week for four weeks. The top eight teams from the Swiss bracket will then qualify for the split finals. Split Finals and Grand Finals are single-elimination. The top two final teams from each split will qualify for the Grand Finals. The teams that make it to the finals of the first split cannot play in the second split, but all other teams from the first split can register for the second split if they are unable to qualify for Grand Finals in the first.
2.2.2 Grand Finals Format.
The Grand Finals will include the top two teams from the first split and the top two teams from the second split in a four-team single-elimination tournament. The first place team of split 1 will play the second place team of split 2, and the first place team of split 2 will play the second place team of split 1. All semi-final matches will be Best-of-Seven, and the Grand Finals will be Best-of-Nine.
2.1.3 Alternate Team Advancement.
If a team declines or is otherwise unable to participate in the Quantum Esports Series Split Finals or the Grand Finals their advancement spot will be awarded to the next-highest scoring team on the applicable leaderboard.
2.1.4 Tiebreakers.
In the event of a tie for a split finals or Grand Finals qualification spot, one Best-of-Seven Match will be played amongst the Teams tied. If more than two (2) Teams are tied, a bracket will be made to accommodate the number of tied Teams. All Matches in a Qualification Spot Bracket will be Best-of-Seven.
2.1.5 Platforms.
Players acknowledge and agree that the Event is cross-platform, other Players may participate in the Event on different platforms (PC or console (as applicable)), and that different platforms may offer features, such as controllers, player interface, and/or ability to individualize certain game settings/sensitivities, etc., which may arguably provide a competitive advantage to one platform over another. Vanta makes no adjustments in the Event to accommodate different platforms, and it is each Player’s responsibility to select the platform they use to participate in the Event.
2.2 Schedule.
The tentative schedule and dates for Events are as follows:
Split 1:
- March 29th - First Match
- April 5th - Second Match
- April 12th - Third Match
- April 19th - Fourth Match
- April 26th - Split Finals Day 1
- April 27th - Split Finals Day 2
Split 2:
- May 10th - First Match
- May 17th - Second Match
- May 24th - Third Match
- May 31st - Fourth Match
- June 7th - Split Finals Day 1
- June 8th - Split Finals Day 2
Grand Finals:
- June 14th
- June 15th
2.3 Rescheduling.
Vanta may, in its sole discretion, change the schedule, the date and/or the time for any Match or Session of the Event. However, Tournament Administrators will inform players of any changes at its earliest convenience.
2.4 Prizes.
2.4.1 Prizing.
- 1st - $4000.00
- 2nd Place - $2500.00
- 3rd Place - $2000.00
- 4th Place - $1500.00
2.4.2 Prizing Information.
Only eligible, ranked players will be eligible to receive the applicable prizes. No other player will be entitled to win any prizes in connection with the Event. Prizes are awarded “as is” with no warranty or guarantee, either express or implied. Prizes are not transferable or assignable and cannot be transferred by Winning Players. All prize details are at the sole discretion of Vanta. Winning Players are responsible for any costs and expenses associated with prize acceptance and use not specified herein as being provided. Additional terms and conditions may apply to acceptance and use of a prize.
PRIZES ARE SUBJECT TO APPLICABLE INTERNATIONAL, FEDERAL, STATE, AND LOCAL TAXES (INCLUDING, BUT NOT LIMITED TO, INCOME AND WITHHOLDING TAXES) AND IT IS THE RESPONSIBILITY OF EACH WINNING PLAYER TO (I) CHECK WITH SUCH WINNING PLAYER’S LOCAL TAX ADVISOR TO DETERMINE WHICH TAXES APPLY TO SUCH WINNING PLAYER AND (II) PAY SUCH TAXES TO THE APPROPRIATE TAX AUTHORITY.
3. Player Eligibility
All players in the Quantum Esports Series league must be citizens of the United States of America.
3.1 Player Age; Cabined Accounts.
You must be at least 18 years old. You cannot use a Cabined Account to participate in the Event.
3.2 Vanta TOS.
You must comply with Vanta’s Terms of Service.
3.3.1 All Team and individual Player names must follow the Code of Conduct in Section 7.
Epic and the Tournament Administrators each may restrict or change team and individual Player tags or screen names for any reason.
3.3.2 The name used by a Team or Player cannot be an impersonation of another Team, Player, streamer, celebrity, government official, Tournament Administrator, Vanta employee, or any other person or entity.
3.3.3 Teams and Players must use the same name for the duration of the entire Tournament.
3.3.4 Vanta and/or Tournament Administrators each reserves the right to prohibit or restrict the use of any name during Tournament Gameplay (including, without limitation, prohibiting the use of any third party copyrighted materials in a manner that indicates, suggests, or could be interpreted as representing association or affiliation with such third party).
3.4 Additional Restrictions.
3.4.1 The Event in all parts is open to Players from the United States only.
3.4.2 During the entire Event, only a single Player may play on a given game device. This means you cannot use the same device as other Players during the Event.
3.4.3 You may only have one (1) entry (using one (1) Vanta Account) into the Event for an Open Qualifier. You are expressly prohibited from having additional Event entries using additional or secondary Vanta Account(s).
3.4.4 You and your teammates must be in the Platinum Rank or higher in any one (1) of the following ranked modes by the Leaderboard Snapshot Period date (as listed in Section 2.3.1) prior to the start of an Open Qualifier: (a) 1v1 Solo Duel, (b) 2v2 Doubles, or (c) 3v3 Standard. This rule only applies to Starters.
3.5.1 Team Point-of-Contact.
Each Team must declare one member of their Roster to be the Team Point-of-Contact (“Team Point-of-Contact”) or (“Team POC”) who represents the Team for all official decisions and serves as the main point of contact for the Team.
3.5.2 Team Size and Rosters.
Teams may only use Players who are on their Roster for a Match. Upon registering for the Tournament, Rosters must contain a minimum of three (3) starting Players (each, a “Starter”), and may contain up to one (1) designated reserve Player who may be used as an alternate (each, a “Reserve”).
3.5.3 Roster Change Period.
Except as otherwise expressly set forth in these Rules, Team Rosters may only change between splits. All Rosters will be deemed locked at the close of the Tournament registration process (the “Registration Process”) at the time and date to be specified on the Registration Website.
3.5.4 Roster Changes.
“Roster Change” means the addition of a new Player to an existing Roster. Note that a Player departing a Roster will not be considered a Roster Change, provided the Team maintains a minimum of three (3) Players.
3.5.5 Player or Team Names.
Players or Teams may not change their User Names, in-game names, or Team Names without approval from Tournament Administrators. All such names must comply with these Rules and Tournament Administrators may request that they be changed at any time. A Roster shall not contain duplicates of the same name, names that consist only of symbols, or names that are difficult to distinguish from one another.
3.5.6 Roster Continuity.
A “Roster” is the three (3) or four (4) Players (as applicable) who are registered under a Team. If a Team has three (3) Players, all three (3) Players will be considered “Starters”. If a Team has four (4) Players, three (3) Players will be considered “Starters,” and one (1) Player will be considered “Exempt” or a “Reserve” (as applicable).
3.5.7 Team Exclusivity.
Players may participate on only one Team at a time throughout the Tournament.
3.5.8 Registration.
Each Player on a Team must satisfy all eligibility requirements in these Rules for Players, and each Player must register on the Registration Website before the close of the Registration Process in order to be considered a member of the applicable Team. During the Registration Process, one Team member will create/register the Team Name and Players will be able to join the Team by searching the Team Name or by invite. In the event a Team progresses to further rounds of the Tournament, the Tournament Administrators will attempt to notify the Team through its Team Point-of-Contact.
3.5.9 Team Associations.
Except as otherwise expressly set forth herein, all of the Tournament Administrators’ rights pursuant to these Rules relate to and are exercisable against the Team as a whole and each individual member of the Team. If any right of disqualification arises as to any individual member of the Team, then the Event Administrator may exercise the right of disqualification against the Team as a whole. If the Tournament Administrators elect to disqualify fewer than all members of a Team, then the remaining Players shall continue to be bound by these Rules, and if permitted in the sole discretion of the Tournament Administrators, the Team may replace the disqualified Player(s) (even if the disqualified Player was the Team Point-of-Contact) with a new eligible Player and continue to compete under the same Team Name if each disqualified Player promptly signs any writing deemed necessary by Tournament Administrators to permit his/her former Team member(s) to continue to participate in the Tournament using the Team’s name, or under a new name if permitted in the sole discretion of the Tournament Administrators. Any Team member who elects to end his/her participation in the Tournament, and/or is disqualified from the Tournament, will not be permitted to participate in the Tournament in any capacity at the sole discretion of the Tournament Administrator.
3.5.10 Team Qualification Non-Transfers.
Earned qualification spots to any new stage (as applicable) cannot be transferred, sold, traded, or gifted to any person or organization. This means that earned qualification spots will always be connected directly to the entire team as a whole.
4. Gameplay Rules.
This Section sets forth the “Gameplay Rules” governing play during the Tournament.
4.1 Match Settings.
4.1.1 Game Settings.
- Default Arena: DFH Stadium
- Team Size: 3v3
- Bot Difficulty: No Bots
- Mutators: None
- Match Time: 5 Minutes
- Joinable By: Name/Password
- Platform: Epic Games Store, PlayStation, Nintendo Switch, Steam, or Xbox
- Server: US-East/US-West (NA)
- Team Colors: Default
4.1.2 Controllers.
All standard controllers, including mouse and keyboard, are legal. Macro functions (e.g., turbo buttons) are not permitted. Overclocking controllers is not permitted. Note that wireless controllers are not permitted at any in-person Tournament events. At any in-person Tournament event, all controllers are subject to approval from Vanta and/or the Tournament Administrators.
4.2 Match Procedures.
4.2.1 Hosting and Team Colors.
The Vanta platform will specify which Team is blue and which Team is orange. The team that is listed as the home team will be blue and the team listed as the away team will be orange. In the split, Teams will be instructed how to host the Match. In all broadcasted matches, a Tournament Administrator will host the Match.
4.2.2 Re-Hosts.
Between Games in a Match, Teams may request that the Match be re-hosted on the same server region due to connection issues. During any Match during all stages of the Tournament, before either (a) a goal has been scored or (b) fifteen (15) seconds have elapsed (whichever is sooner), Teams may mutually agree to cancel the current Game of the Match and re-host the Match with approval from Tournament Administrators. Tournament Administrators reserve the right to suspend and invalidate the current Game of the Match for a re-host at any time.
4.2.3 Servers.
“US-East” will be the default server for North American Open Qualifier Matches unless both teams agree to play on “US-West.”
4.2.4 Game Start.
In all matches, Players may not join their designated side until three Players from each Team have joined the Game. In all broadcasted matches of the Tournament, Players may not join their designated side until instructed by a Tournament Administrator.
4.2.5 Substitutions.
A “Substitution” is defined as changing the Player line-up after a Match has started. Substitutions may only occur in between Games in a Match. Teams are limited to one Substitution per Match. Teams may start a Game with any combination of three (3) Players from their registered Roster (as defined below).
4.2.6 Reporting Scores.
After a Match is completed, the winning Team must submit the Match result to the Vanta platform. The losing Team must also confirm the Match result. Taking a screenshot of the results screen or saving the replay file of the Match is required in case of disputed results. If a Team disputes a Match claiming a win and submits proof of its claim, the other Team must submit proof of its claim to avoid an automatic forfeit of the Match. Any Teams or Players found to have submitted false or doctored results will be subject to disciplinary action.
4.2.7 Observers.
For all Events, including splits, split finals, and grand finals, in-game observers are not allowed except for Tournament Administrators or previously authorized individuals. Teams that are found to have shared lobby details for the purposes of allowing an unauthorized observer into the Match will be subject to disciplinary action. A Player or Team shall be permitted to stream live coverage of his/her/its Gameplay through an online streaming platform (e.g., Twitch, Kick, Tiktok, YouTube, etc.). An authorized observer may not join a specific side as a player at any time during the match, or its associated team will be subject to disciplinary action.
4.3 Match Obligations.
4.3.1 Punctuality.
All Teams must have three (3) Players physically present or in the online Match lobby by the designated Match start time. Teams that do not have three (3) Players ready to play after five (5) minutes of the Match start time will be subject to disciplinary actions. During all Matches, the Team Point-of-Contact must be responsive in the designated chat room at least ten (10) minutes prior to the designated Match start time. Match start times may be adjusted by Vanta and/or Tournament Administrators, in their sole discretion, depending on any Tournament accelerations or delays. Any team that no-shows a match will be subject to removal from the league and not be eligible for split 2.
4.3.2 Forfeits.
Teams may not voluntarily forfeit a Match without prior authorization from Tournament Administrators. Notwithstanding the foregoing, even with such authorization, such Teams may be subject to disciplinary actions.
5. Issues.
5.1 Definition of Terms.
- “Bug” means an error, flaw, failure, fault or other technical issue that produces an incorrect or unexpected result, or otherwise causes Rocket League and/or a hardware device to behave in unintended ways.
- “Intentional Disconnection” means a Player losing connection to Rocket League due to the Player’s actions or inaction. Intentional disconnection is not considered a valid technical issue for the purposes of a remake.
- “Server Crash” means all Players losing connection to Rocket League due to an issue with the game server.
- “Unintentional Disconnection” means a Player losing connection to Rocket League due to problems or issues with the game client, platform, network, or PC.
5.2 Technical Issues.
Due to the nature and scale of online competition, except as otherwise determined by Tournament Administrators in their sole discretion, Matches will not be restarted or made null due to Bugs, Intentional Disconnections, Server Crashes, or Unintentional Disconnections. Except as otherwise determined by Tournament Administrators in their sole discretion, any technical issues or bug encounters must be played through and will not be cause for a remake.
If a Team calls for a rematch due to a technical issue or bug encounter, such Team must save the replay and submit it to the Tournament Administrators for review. During a broadcasted Match, Tournament Administrators may halt Gameplay to review and subsequently restart the Game if deemed necessary by Tournament Administrators in their sole discretion.
5.3 Match Disruptions.
5.3.1 Disconnects.
Splits
If a disconnect occurs in the splits, the shorthanded Team must continue to play out the single Game within the Match. The disconnected Player may rejoin during the Game that the disconnect occurred in or in between Games of a Match but may not join in the middle of subsequent Games in the Match. After a disconnect, if the Player cannot rejoin during the same Game, the Player will have five (5) minutes to rejoin before the next Game of the Match series begins. If the disconnected Player is unable to join the Game prior to the next Game in the Match, the Player’s Team may substitute another Player from their Roster if this is the first disconnect for the Team during the Match.
If a disconnect occurs during any stage of the Tournament the shorthanded Team must immediately notify the Tournament Administrators in the designated chatroom. The Tournament Administrators may pause the Game once the disconnect notification has been received, at their sole discretion. For spectated / broadcasted Matches, if Tournament Administrators identify that a Player has disconnected without being notified, they may pause a Match to allow the Player to reconnect. Once the Game has been paused, the disconnected Player will have eight minutes to rejoin before the Game resumes. In the event of multiple pauses for disconnections, the total time will be counted towards the eight minutes of reconnection time. If the Player cannot rejoin within that time, the shorthanded Team will forfeit the single Game within the Match. If the Player does not rejoin during the same Game in which they disconnected, the Player will have three additional minutes following the Game to rejoin before the next Game of the Match begins. The disconnected Player may only rejoin during the Game in which the disconnect occurred in or in between Games of a Match but may not join in the middle of subsequent Games in the Match. If the disconnected Player is unable to join the Game prior to the next Game in the Match, the Player’s Team must substitute another Player from their roster or forfeit the Match.
Once the disconnected Player rejoins the Game or the allotted rejoin time has expired, the Teams have thirty (30) seconds to confirm with Tournament Administrators that each Team isready t o unpause. Once each Team has confirmed its readiness, the Game will resume from a neutral kickoff or from continuation of play as determined by the Tournament Administrators.
If a Team cannot field a full team of three (3) Players to continue play, it will forfeit the Game. If a Team cannot field a full team of three (3) Players in the subsequent eight (8) minutes of Game forfeiture, they will forfeit the Match.
5.3.2 Stoppage of Play.
Tournament Administrators may pause a Game or Match at any time and for any reason. In the event of a stoppage of play, Players must remain at their devices and stay attentive to Tournament Administrators instructions.
5.3.3 Timeouts.
For any Best-of-Seven Match, Teams may request one (1) timeout (each, a “Timeout”) between Games during such Match. Each Timeout will last for two (2) minutes. A Team must notify a Tournament Administrator immediately after the conclusion of a Game if it elects to use a Timeout. Tournament Administrators reserve the right to deny a Team a Timeout. At the conclusion of the Timeout, Tournament Administrators will confirm that each Team is ready to continue the Match before Gameplay can resume.
5.3.4 Restarts.
Tournament Administrators may order a Game or Match restart due to exceptional circumstances, such as if a bug significantly affects a Player’s ability to play or the Game or Match is disrupted by a Force Majeure or other event.
5.3.5 Log Submission.
If a Player or Team makes a complaint that results in a Game or Match restart, they shall provide Tournament Administrators with log files from the Game or Match. These log files will be subject to investigation, and if Tournament Administrators determine that the restart was falsely requested, such Player or Team will be subject to disciplinary actions.
6. Communication.
6.1 Support Channel.
Tournament Administrators will be available to answer Player-specific questions and provide additional assistance throughout the Event via the official Discord server. Any answers or comments provided online do not change these Rules.
6.2 Match Communications.
For each Match, Teams will communicate with their opponents in a designated match chat on the Vanta platform.
7. Code of Conduct.
7.1 Personal Conduct; No Toxic Behavior.
7.1.1 All Players and Control Persons must conduct themselves in a way that is at all times consistent with (a) the Code of Conduct in this Section 7 (“Code of Conduct”) and (b) the general principles of personal integrity, honesty, and good sportsmanship.
7.1.2 Players and Control Persons must be respectful of other Players, Tournament Administrators, observers, spectators, and sponsors (as applicable).
7.1.3 Players and Control Persons shall not behave in a manner (a) which violates these Rules, (b) which is disruptive, unsafe or destructive, or (c) which is otherwise harmful to the enjoyment of the league by other users as intended by Vanta (as decided by Vanta). In particular, Players and Control Persons shall not engage in harassing or disrespectful conduct, use of abusive or offensive language, Game sabotage, spamming, social engineering, scamming, or any unlawful activity (“Toxic Behavior”).
7.1.4 Players and Control Persons shall not (a) proclaim to be, or represent themselves as, a banned Player or a cheater/rule breaker, or (b) glorify or otherwise endorse the breaking or violation of these Rules.
7.1.5 Any violation of these Rules may expose a Player, a Control Person, or an entire Team to disciplinary action, whether or not that violation was committed intentionally.
7.2 Competitive Integrity
7.2.1 Each Player is expected to play within the spirit of Rocket League and these Rules at all times during any Game or Match. Any form of unfair play is prohibited by these Rules, and may result in disciplinary action. Examples of unfair play include the following:
- Collusion (as defined below), Match fixing or throwing, bribing a referee or Match official, or any other unfair or illegal action or agreement to intentionally influence (or attempt to influence) the outcome of any Match or Event.
- Hacking or otherwise modifying the intended behavior of the Rocket League game client, including but not limited to making changes to game files.
- Playing or allowing another Player to play on an Epic Account registered in another person’s name (or soliciting, encouraging, or directing someone else to do so).
- Using any kind of cheating device, program, or similar cheating method to gain a competitive advantage.
- Intentionally exploiting any game function (e.g., an in-game bug or glitch) in a manner not intended by Vanta in order to gain a competitive advantage.
- Using distributed denial of service attacks, swatting, or similar methods to interfere with another Player’s connection to the Rocket League game client.
- Using macro keys or similar methods to automate in-game actions.
- Accepting any gift, reward, bribe, or compensation for services promised, rendered, or to be rendered in connection with unfair play of Rocket League (e.g., services designed to throw or fix a Match or Session).
- Interfering with the operation of the Tournament, the Rules Website, or any website owned or operated by Vanta or the Tournament Administrators.
- Making any modification to Rocket League that has not been disclosed to and authorized by the Tournament Administrators.
- Using any Tournament facilities, services, or equipment provided or made available by the Tournament Entities to post, transmit, disseminate, or otherwise make available any communications prohibited by the Code of Conduct.
- Disconnecting from the in-game lobby before being dismissed by Tournament Administrators.
- Otherwise violating these Rules.
7.3 Wagering.
Players and Control Persons shall not (a) conduct or promote betting, wagering, or gambling on the Tournament or any portion thereof, or (b) benefit, either directly or indirectly, from betting, wagering, or gambling on the Tournament or any portion thereof.
7.4 Harassment.
Players are prohibited from engaging in any form of harassing, abusive, or discriminatory conduct, including any of the foregoing based on race, color, ethnicity, national origin, religion, political opinion or any other opinion, gender, gender identity, sexual orientation, age, disability, or any other status or characteristic protected under applicable law.
7.5 Confidentiality.
A Player or Control Person may not disclose to any third party any confidential information the Player obtains in connection with the Event, including by posting on social media channels.
7.6 Illegal Conduct.
Players and Control Persons are required to comply with all applicable laws at all times. Any attempt to deliberately damage or undermine the legitimate operation of the Event may be in violation of criminal and civil laws and will result in disqualification from participation in the Event. If an attempt is made, Vanta reserves the right to seek remedies and damages (including attorneys’ fees) to the fullest extent of the law, including criminal prosecution.
7.7 Reporting.
Any Player who witnesses or is subjected to conduct that the Code of Conduct should notify Vanta or a Tournament Administrator. All complaints reported pursuant to this Section 7.7 will be promptly investigated and appropriate action will be taken. Retaliation against any Player who brings forward a complaint or cooperates in the investigation of a complaint is prohibited.
8. Rules and Conduct Violations.
8.1 Enforcement.
Vanta will have primary responsibility for enforcing these Rules for all Players at the Event and may, working with the Tournament Administrators (as defined below), impose sanctions on Players for violations of these Rules, as further described in Section 8.
8.2 Investigation and Compliance.
8.2.1 You and any control person must fully cooperate with Vanta in the investigation of any violation or suspected violation of these Rules. If Vanta contacts you to discuss the investigation, you must be truthful in the information that you provide to Vanta. Any player or control person found to have withheld, destroyed, or tampered with any related information, or otherwise found to have misled Vanta during an investigation, will be subject to disciplinary action as further described in Section 8.3.
8.2.2 Vanta has the right, in its sole discretion, to remove a player or control person from, or restrict such player or control person’s participation in, any Event activity as part of any investigation conducted by Vanta pursuant to Section 8.2.
8.3 Disciplinary Action.
8.3.1 If Vanta decides that a Player or Control Person has violated the Code, Vanta may take the following disciplinary actions (as applicable):
- Issue a private or public warning (verbal or written) to the Player or Control Person;
- Match restart;
- Loss of Game;
- Loss of Match;
- Loss of all or any part of the prizes previously awarded to the Player or Team;
- Disqualify the Player or Control Person from participating in one or more Matches and/or splits at the Event; and/or
- Prevent the Player or Control Person from participating in one or more future competitions hosted by Vanta.
8.3.2 For clarity, the nature and extent of the disciplinary action taken by Vanta pursuant to this Section 8.3 will be in the sole and absolute discretion of Vanta. Vanta reserves the right to seek damages and other remedies from such Player or Control Person to the fullest extent permitted by applicable law. The enforcement of any applicable disciplinary action by Vanta shall not provide a Player or Control Person with grounds for claims against Vanta under any theory of law, or otherwise be considered a liability on the part of Vanta to such Player or Control Person.
8.3.3 If Vanta decides that there have been repeated breaches of these Rules by a Player or Control Person, it may hand out increasing disciplinary action, up to and including permanent disqualification from all future competitive play hosted or administered by or on behalf of Vanta.
8.3.4 All Rules violations at the Event will be determined by Vanta in its sole discretion. A final decision by Vanta as to the appropriate disciplinary action will be final and binding on all Players and Control Persons.