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FeaturedElite Arena · 22 Nov · €200
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TOURNAMENT RULES

OFFICIAL RULEBOOK

These rules apply to automated events with results read from the Riot API — the 1v1 and 5v5 League formats Olymps runs through the Riot API, generating the lobby and reading the result automatically. Any tournament run in manual mode — every other format (Arena, Teamfight Tactics, 2v2 to 4v4, FFA, any game), and even 1v1 or 5v5 when the organizer chooses to run them by hand — follows the organizer's published ruleset instead. By participating, you agree to abide by the applicable rules; failure to comply may result in immediate disqualification without appeal.

Riot ID or Tag Changed Recently?

Your profile must match your in-game name exactly. Please log out and log back in to force a Riot API data refresh before joining.

01. Pre-Match Protocol

1. Punctuality Requirement

All players must be online before the scheduled start — 10 minutes ahead, or as soon as the confirmation opens on events that use it (below). Check your local time zone carefully.

2. Confirm You're There (Before the Draw)

On events that use it (the event page says so), the confirmation opens 15 minutes before the start, or at the window the event sets, and closes 10 minutes after the start. Click I'M THERE — in 5v5, each player confirms for themselves, and a team is in the draw once five of its players have. The bracket is drawn with those who confirmed: not confirmed means not in the draw, with no forfeit. If fewer than two sides confirm, the event is cancelled and everyone is released. The format follows the turnout unless the event page says it keeps its own: 2 sides → one match, best of 3; 3–4 → round robin; 5–16 → Swiss; 17 or more → single elimination — the event page confirms it at the draw. Your first match then starts without a check-in.

3. Match Check-in

When your match opens, you have the check-in window the event sets (10 minutes by default, up to 15 in the late rounds of large brackets) to click CHECK-IN. A side that misses it loses the match by forfeit; if both miss it, the winner is drawn at random. On events without check-in, matches start ready.

4. Tournament Code

Sent once BOTH sides are checked in — at once when the match starts ready (broadcast events: when the organizer releases it). Copy/paste this code into the 'Tournament Code' tab (Trophy icon) in the LoL client.

5. Game Launch (Manual!)

Once all players are in the lobby, the game DOES NOT START AUTOMATICALLY. The captain MUST manually click 'Start Game' in the client.

Notification Awareness

Keep the platform open. Critical match updates (lobby code, validations) are sent via real-time alerts.

02. In-Game Engagement

Host must revoke invite privileges once the lobby is created to prevent unauthorized additions and ensure smooth play.

If the host kicks a player, your entire team risks elimination—so avoid unnecessary kicks.

Only rostered players may play. If a player who isn't on your roster plays on your side and your side wins, you lose the match by forfeit; if both sides field one, the winner is drawn at random.

1v1: if only one player shows up in the game, that player is disqualified — a game played alone on the code never makes a result.

If no player from the bracket is in the game, or the result can't be read, the winner is drawn at random.

Zero Tolerance Policy

No result 80 minutes after the code is sent (25 minutes in 1v1): the winner is drawn at random, so the bracket never stalls.

Need assistance? Contact support@olymps.gg — an admin will respond.