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2026 Clash Royale League ​

Competition Ruleset ​

CRL Header


Last updated: 2026-11-05

Page change log:

  • Created: 2026-03-14
  • Updated: 2026-04-18
  • Updated: 2026-06-06
  • Updated: 2026-11-05
  • Added WF rules: 2026-11-05

Official Rulebook:

Link to the most recent version: supr.cl/CRL26Rules

This page is a copy of the ruleset "Version 2.7", which was last updated the 23rd of August, 2026.

Page Contents:

  1. Introduction

  2. General Overview

2.1. Definition of Terms

2.2. Confidentiality

2.3. Rights

  1. Players Eligibility Requirements

3.1. Players’ Age

3.2. Verification of Eligibility

3.3. Account Eligibility

  1. Tournament Breakdown

4.1. Stages & Format

4.2. Game Restarts

4.3. Withdrawing from the Tournament

4.4. Game Updates and Additions

4.5. Match Results

4.6. Technical Issues

4.7. Disconnection

4.8. Streaming and Spectating

4.9. CRL Points Leaderboard

  1. Tournament Schedule

5.1. Ranked Season

5.2. Monthly Qualifiers

5.3. Monthly Finals

5.4. Last Chance Qualifier

  1. Prizing

6.1. Group Stage

6.2. Monthly Finals

6.3. Prize Money

  1. Communication

7.1. Communication Platform

7.2. Player Registration and Tournament Platform

  1. Sponsorships, Apparel, and Branding

8.1. Sponsorship Restrictions

  1. Code of Conduct

9.1. Competitive Integrity

9.2. Player Behavior Investigation

9.3. Unfair Play

  1. Penalties

10.1. Warning

10.2. Forfeiture of the Match

10.3. Forfeiture of Prize Money

10.4. Disqualification

10.6. Duels Penalties

  1. Terms of Use

  2. Finality of Decisions

  3. Change Log

BONUS: World Finals Competition Ruleset

1. Introduction ​

These Official Rules ("Rules") of the 2026 Clash Royale League ("Tournament", or "CRL") apply to each person participating in the Tournament in 2026 ("Players"). All Players must agree to abide by the conditions set forth in this document, with the understanding that any rules violation may result in immediate disqualification and forfeiture of their Golden Ticket, CRL Points, and all prize money, as determined by the Tournament Organizer ("Organizer").

The following terms and conditions defined in the Rules apply to the Tournament and the five (5) Golden Ticket events, including the Ranked Season (“RS”), Monthly Qualifiers ("MQ"), Monthly Finals ("MF"), Last Chance Qualifier ("LCQ") and World Finals ("WF"), as well as the Players.

By competing in the Clash Royale League, you agree to the following:

The Organizer, in its sole discretion, (a) may update, amend, or supplement these Rules at any time, with or without notice to Players, and (b) may interpret or apply these Rules by releasing notices, online postings, e-mails, or other electronic communications that provide instructions and guidance to the Players.

2. General Overview ​

2.1. Definition of Terms ​

  • 2.1.1. Tournament: Refers to the Clash Royale League 2026, in its entirety, encompassing the Ranked Season, Monthly Qualifier, Monthly Final, Last Chance Qualifier, and World Finals.

  • 2.1.2. Match: A match consists of three (3) Sets if it is a Best-of-Three (Bo3) or five (5) Sets if it is a Best-of-Five (Bo5). The first Player to win two (2) Sets in a Bo3 or three (3) Sets in a Bo5 is declared the winner of the Match.

  • 2.1.3. Set: A Set consists of up to three (3) Games played using either the In-Game Duels or Manual Duels format. The first Player to win two (2) Games wins the Set.

  • 2.1.4. Game: A Game refers to a single Clash Royale battle between two (2)Players within a Set.

  • 2.1.5. Manual Duels Format ("Manual Duels"): A Manual Duel match is a Bo3 or Bo5 match where Players must use a unique deck in each game. Players may not use a card in more than one (1) game permatch. The first Player to reach two (2) or three (3) wins wins the overall match.

  • 2.1.6. Best-of-Three (Bo3): A Best-of-3 consists of three games (3). The first Player to win two (2) games is the winner of the Bo3 match.

  • 2.1.7. Best-of-Five (Bo5): A Best-of-5 consists of five (5) games. The first Player to win three (3) games is the winner of the Bo5 match.

  • 2.1.8. Double Elimination: Players compete in a bracket format using two (2) brackets: an Upper bracket (for Players without a loss) and a Lower bracket (for Players with 1 loss). Players are eliminated from the competition after two (2) losses.

  • 2.1.9. Swiss Stage: A Tournament format where all Players compete over a fixed number of nine (9) rounds. Each round, Players are paired against opponents, and no one is eliminated during this phase. Players do not face the same opponent twice, and standings are determined by match wins and tiebreakers. After the nine (9) rounds, the top-performing Players advance to the next stage.

  • 2.1.10. Group Stage: Players will be placed into one of eight (8) groups, consisting of eight (8) Players each. Each Player will play every other Player in their group once.

  • 2.1.11. Ties: In the scenario of a tie, the game will evenly damage the Players' remaining towers until a winner is decided.

    If a true tie occurs (i.e., both Players’ final remaining towers are destroyed simultaneously and no winner can be resolved), the game shall be declared null and void. In such cases:

    • The game will not count toward the match result and will be treated as if it had not been played.
    • Both Players will replay the game to determine a winner.
    • Players are permitted to reuse the same decks, cards, and configurations from the voided game.
  • 2.1.11. Ties: In the scenario of a tie, the game will evenly damage the Players' remaining towers until a winner is decided.

    If a true tie occurs (i.e., both Players’ final remaining towers are destroyed simultaneously and no winner can be resolved), the game shall be declared null and void. In such cases:

    • The game will not count toward the match result and will be treated as if it had not been played.
    • Both Players will replay the game to determine a winner.
    • Players are permitted to reuse the same decks, cards, and configurations from the voided game.
  • 2.1.12. CRL Leaderboard: The Leaderboard tracks the CRL Points each Player earns throughout the Tournament and the other Golden Ticket Events of the 2026 Season.

  • 2.1.13. Golden Ticket: Players who earn a Golden Ticket qualify for the World Finals. A total of five (5) Golden Tickets will be awarded.

    • Five (5) Golden Tickets will be awarded to the first-place winner of the Monthly Finals.

    • Eight (8) Golden Tickets will be awarded to the top eight Players on the CRL Leaderboard who do not already hold a Golden Ticket from the Monthly Finals.

    • One (1) Golden Ticket will be awarded to the winner of the LCQ.

    • Two (2) Golden Tickets will be awarded to Players through a separate competition in China. Only Players residing within China will be eligible to participate.

    • Players who have already earned a Golden Ticket by winning a Monthly Final are still eligible to compete in future CRL Events.

    • In the event that a Player wins a Monthly Final more than once, the runner-up Player who has not already earned a Golden Ticket in the most recent Monthly Final will be awarded that month's Golden Ticket.

    • In the event that Players who have not earned a Golden Ticket by winning a Monthly Final finish in the top eight (8) places of the CRL Leaderboard, the Players will earn a Golden Ticket.

    • Players who have earned a Golden Ticket by winning a Monthly Final will not be eligible to earn a Golden Ticket through the CRL Leaderboard.

    • In the event that a Golden Ticket holder finishes in the top eight (8) of the Leaderboard, the Golden Ticket will be passed down to the next in line on the Leaderboard.

    • In the event that Players who have not earned a Golden Ticket by winning a Monthly Final finish in the top eight (8) places of the CRL Leaderboard, the Players will earn a Golden Ticket.

    • Players who have earned a Golden Ticket by winning a Monthly Final will not be eligible to earn a Golden Ticket through the CRL Leaderboard.

    • In the event that a Golden Ticket holder finishes in the top eight (8) of the Leaderboard, the Golden Ticket will be passed down to the next in line on the Leaderboard.

2.2. Confidentiality ​

  • 2.2.1. All content, including protests, support tickets, discussions, and/or any other correspondence with the Organizer, is deemed strictly confidential. The publication of such material is prohibited without prior written consent from the Organizer.

2.3. Rights ​

  • 2.3.1. Supercell owns all broadcasting rights of the CRL. This includes but is not limited to: video streams, TV broadcasts, shoutcast streams, replays, demos, or live score bots.

3. Players Eligibility Requirements ​

3.1. Players' Age ​

  • 3.1.1. Players must be at least 16 years old by the closing date of registration to be eligible to compete.

  • 3.1.2. If a Player is under the legal age of consent in their country of residence, but is at least 16 years of age, they may still enter and be a participant if they otherwise meet all eligibility criteria and one of their parents or legal guardians reads and agrees to the Rules on their behalf.

3.2. Verification of Eligibility ​

  • 3.2.1. Players must be 16 years of age or older in order to participate. Any Player aged 16–17 (16–18 in South Korea, 16–19 in Japan) will be required to confirm on their verification form that they have parental or guardian consent to participate in this event.

  • 3.2.2. Proof of Identity

    • 3.2.2.1. Players who compete in the Tournament will be required to provide proof of identity. Failure to provide proof of identity may result in disqualification from the Tournament. The Organizer reserves the right to verify an eligible Player's information at any given time if deemed necessary.

    • 3.2.2.2. During the verification process, Players must submit an acceptable photo ID to the Organizer to verify their identity. The photo ID must include the Players' full name and date of birth. Accepted forms of ID include:

      • 3.2.2.2.1. Government Issued Identification

      • 3.2.2.2.2. School Issued Identification, along with a Birth Certificate

      • 3.2.2.2.3. Birth Certificate, along with another form of photo ID

      • 3.2.2.2.4. Passport

      • 3.2.2.2.5. Players must be the sole owners of the Clash Royale account used for participation in the Tournament. Players are only allowed to participate in the Tournament on a single account.

    • 3.2.2.3. Players may register for the Tournament with any account of their choice, provided that the account is officially recognized as eligible and qualified by the Tournament Organizer at the moment of registration, based on the final Ranked Season leaderboard and any applicable verification procedures.

      • 3.2.2.3.1. By selecting an account, the Player accepts the seeding derived from that account's final placement in the applicable Ranked Season leaderboard, with no possibility of appeal or modification on those grounds.

      • 3.2.2.3.2. In order for Tournament points to be credited to the Player, the chosen account must be claimed in advance through the official registration platform: https://crl26.quantumstudios.es/

      • 3.2.2.3.3. Failure to claim the account prior to participation will result in the Player's Tournament points not being consolidated under their Player profile. Points will remain attributed to the unclaimed account and will not be transferable retroactively.

      • 3.2.2.3.4. Each Player may claim only one (1) Primary account per Tournament edition. Once claimed, the account cannot be substituted for another during the same Tournament.

3.3. Account Eligibility ​

  • 3.3.1. Any account associated with a Player must be in good standing and must not have any violations of Supercell's Terms of Service and Safe and Fair Policy. Accounts will be checked to ensure there are no violations of the Terms of Service several times throughout the Tournament, at the discretion of the Tournament Administration ("Administration" or "Administrators").

    • 3.3.1.1. Violating the Terms of Service or Safe and Fair Policy may result in immediate disqualification and forfeiture of their Golden Ticket, CRL Points, CRL Leaderboard, and all prize money.

4. Tournament Breakdown ​

4.1. Stages & Format ​

  • 4.1.1. The Tournament will consist of five (5) Golden Ticket Events, with a total of three (3) stages. Stages include the Ranked Seasons, Monthly Qualifiers, and Monthly Finals. A Last Chance Qualifier event will also be held to determine the final qualifying spot for the World Finals.

    • 4.1.1.1. The start time for all stages and phases throughout the entire competition will be 14:00 UTC.
  • 4.1.2. Ranked Season

    • 4.1.2.1. Monthly in-game ladder where the Top 1500 Players qualify for the Tournament.

    • 4.1.2.2. Players who are tied for 1500th place will also be invited to compete in the Monthly Qualifiers.

    • 4.1.2.3. A Player in the Top 1500, a pop-up will appear in the game. Once clicked, the Player will get access to an in-game article will redirect to the registration page, which will allow Players to join the Clash Royale League 2026 Discord server.. If the pop-up is missed, the article can still be accessed by clicking the CRL button on the game's home page.

  • 4.1.3. Monthly Qualifier

    • 4.1.3.1. StatsRoyale will be used as the Tournament platform.

    • 4.1.3.2. All Players are required to register on StatsRoyale.

    • 4.1.3.3. StatsRoyale — Registration Process

      • 4.1.3.3.1. The registration process on the Stats Royale website will be available on the Discord server of the Tournament. To register, Players have to click the registration link.

      • 4.1.3.3.2. Once there, Players must head at the top-right corner — click the profile icon and fill in the following information:

        • Your Player Tag

        • Your API Token

        After logging in, Players have to return to the same link and click the "Register" button. Once Players have done that, they will be officially signed up for the Tournament.

      • 4.1.3.3.3. Day 1 — Swiss Stage Seeding

        Round 1 seeding is based on each player's final Ranked Season placement, applied only among Players who have completed check-in. The highest-ranked checked-in Player will be matched against the lowest-ranked checked-in Player, the second-highest against the second-lowest, and so on (e.g., if 700 players check in, seed #1 faces seed #700, seed #2 faces seed #699, etc.).

        From Round 2 onwards, within each Round, Players will be re-ordered based on their current record, and pairings will follow the same mechanism used in Round 1: the highest-seeded Player will be matched against the lowest-seeded Player within that reordered group, the second-highest against the second-lowest, and so on.

    • 4.1.3.4. Match Flow on StatsRoyale

      • 4.1.3.4.1. The Tournament will follow a Swiss format consisting of 9 rounds, fully managed via StatsRoyale Website.

      • 4.1.3.4.2. Each round is generated automatically by the system.

      • 4.1.3.4.3. Once a round is generated, Players will enter a 2-minute preparation phase to view their opponent and prepare their decks.

      • 4.1.3.4.4. After the preparation phase, an automated in-game battle invitation will be sent, valid for four (4) minutes.

      • 4.1.3.4.4. For each Match of the Swiss Stage, players will have a four (4) minute preparation phase for Game One (1), and a two (2) minute preparation phase for Game Two (2) and Game Three (3), if required. After each preparation phase, an automated in-game battle invitation will be sent, which must be accepted within two (2) minutes. The same procedure will apply to each Match of the Swiss Stage.

        The timings of the matches will be like this:

        • Game 1: 4 minutes preparation, 2 minutes to accept - total of 6 minutes

        • Game 2: 2 minutes preparation, 2 minutes to accept - total of 4 minutes

        • Game 3: 2 minutes preparation, 2 minutes to accept - total of 4 minutes

      • 4.1.3.4.5. If a Player fails to accept the invitation in time, the system will automatically register a loss for that Player. If both Players fail to accept, see clause 4.5.1.1.

      • 4.1.3.4.6. The API is fully automated, with exact time tracking of when matches are sent and accepted.

      • 4.1.3.4.7. The process is repeated each round: two (2) minutes to prepare → four (4) minutes to accept the match.

    • 4.1.3.5. Check-In Procedure

      • 4.1.3.5.1. All Players must complete the check-in during the designated time window before the Tournament begins. Players who do not check in will be excluded from the bracket.
    • 4.1.3.6. Stats Royale Check-In

      • 4.1.3.6.1. The check-in window opens one (1) hour and ten (10) minutes before the Tournament starts and lasts exactly 1 hour. Players must:

        • Go to the official StatsRoyale Website Tournament page.

        • Click the "Check-In" button.

        • Wait for confirmation.

    Example:

    If the Tournament starts at 14:00 UTC, check-in runs from 12:50 to 13:50 UTC. If you don’t check in, you won’t be eligible to play.

    Players must check in via a web browser (mobile, tablet, or PC) or using the official app from local app stores.

    • 4.1.3.7. Swiss Stage Tiebreakers

      • 4.1.3.7.1. In case two or more Players have the same points, StatsRoyale Website provides a tie-breaker system based on:

        • Opponents’ Match-win percentage (OMWR)

        • Game Win percentage (GWR)

        • Opponents’ Game-win percentage (OGWR)

        • Total Crowns (TC)

    • 4.1.3.8. Player Responsibilities

      • 4.1.3.8.1. Players must check in on time and follow time limits. Failure to comply with rules, time windows, or registration steps may result in penalties, and/or disqualification.
    • 4.1.3.9. Day 2 — Group Stage

      • 4.1.3.9.1. Players will be placed into one of eight (8) groups consisting of eight (8) Players each. Each Player will play everyone in their group once. The first two (2) Players of each group will advance to the Finals.

      • 4.1.3.9.2. The qualified sixty-four (64) Players from Day 1 (Swiss Stage) will receive their seeding number based on StatsRoyale Website final standings, using the tiebreaker system below.

      • 4.1.3.9.3. To determine the groups, a "snake seeding" method will be used. Exact group assignments are shown in the table below:

      Group AGroup BGroup CGroup DGroup EGroup FGroup GGroup H
      Seed 1Seed 2Seed 3Seed 4Seed 5Seed 6Seed 7Seed 8
      Seed 16Seed 15Seed 14Seed 13Seed 12Seed IISeed 10Seed 9
      Seed 17Seed 18Seed 19Seed 20Seed 21Seed 22Seed 23Seed 24
      Seed 32Seed 31Seed 30Seed 29Seed 28Seed 27Seed 26Seed 25
      Seed 33Seed 34Seed 35Seed 36Seed 37Seed 38Seed 39Seed 40
      Seed 48Seed 47Seed 46Seed 45Seed 44Seed 43Seed 42Seed 41
      Seed 49Seed 50Seed 51Seed 52Seed 53Seed 54Seed 55Seed 56
      Seed 64Seed 63Seed 62Seed 61Seed 60Seed 59Seed 58Seed 57
      • 4.1.3.9.4. Final placement in groups will be determined by the number of matches won. If any Players are tied in match wins, the following tiebreakers will be used:

        • 4.1.3.9.4.1. Tiebreaker between two (2) Players: Head to Head

        • 4.1.3.9.4.2. Tiebreaker between three (3) or more Players: Games Difference → Crowns Difference → Total Crowns. If the criteria do not resolve the tie, a Bo3 match will be played.

      • 4.1.3.9.5. Players and spectators can be updated about the Group Stage phase through a dedicated web page.

      • 4.1.3.9.6. All matches, from Day 1 onward, will use Manual Duels Format (See Section 2.1.5). Players will have two (2) minutes of preparation time between matches. Once this time is up, both Players will receive a match invitation, which will remain active for four (4) minutes to be accepted. This process will be repeated until one Player wins two (2) games (Bo3). This process will be repeated until one Player wins two (2) games (Bo3).

      • 4.1.3.9.7. Players may not play a duplicate card within the same match, with the exception being Tower Troop Cards. Before accepting the Battle Invite, the Player must double-check that they have selected the correct deck.

      • 4.1.3.9.8. If a Player accepts the match on time but with an incorrect deck, the Player will lose a game of the match. All cards in both decks reset after a game loss and can be used again.

      • 4.1.3.9.9. All matches, including both the Swiss and Group Stage, are managed by StatsRoyale Website and connected through the official Clash Royale API. If a Player does not accept a match on time, the system will automatically issue a game loss. If both Players fail to accept, see clause 4.5.1.1.

    • 4.1.3.10 Replacement of Qualified Players Prior to Group Stage

      • 4.1.3.10.1. In the event that a Player who has qualified for the Group Stage is disqualified, removed, deemed ineligible, or otherwise unable to participate prior to the start of the Group Stage, the Tournament Administration reserves the right to appoint a replacement Player.

      • 4.1.3.10.2. Replacement Players shall be selected according to the final standings of the preceding qualification phase (Swiss Stage), beginning with the highest-ranked non-qualified Player. Such replacement Player shall inherit the vacant qualification slot and be placed in the lowest available seed position within the applicable Group Stage group, regardless of their original placement in the qualification standings.

      • 4.1.3.10.3. If the highest-ranked eligible replacement Player declines participation, fails to respond within the timeframe established by the Tournament Administration, or is otherwise unavailable or ineligible, the replacement opportunity shall pass sequentially to the next highest-ranked non-qualified Player until an eligible and available replacement Player is confirmed.

      • 4.1.3.10.4. The Tournament Administration reserves the right to determine all deadlines, eligibility checks, and replacement procedures necessary to preserve the competitive integrity and operational continuity of the Tournament.

      • 4.1.3.10.5. Any replacement decisions must be finalized no later than 1:00 PM UTC on the day of the competition.

  • 4.1.4. Monthly Finals

    • 4.1.4.1. All rounds will be played in Manual Duels Bo3 format except Lower Bracket Finals, Upper Bracket Finals, and Grand Finals, which will be played in Bo5.

    • 4.1.4.2. The top sixteen (16) Players from Monthly Qualifier Day 2 will compete in a two (2) day Double-Elimination Bracket to determine the Golden Ticket winner.

    • 4.1.4.3. Seeding for the Finals Double-Elimination Bracket will be based on each Player's performance in the Group Stage, determined by the number of matches won followed by Group Stage tiebreakers (Section 4.1.3.9).

    • 4.1.4.4. Players are seeded #1–#16 based on Group Stage performance.

    Round 1 Bracket Matchups

    Match 1: 1st in Group A vs 2nd in Group H

    Match 2: 1st in Group H vs 2nd in Group A

    Match 3: 1st in Group D vs 2nd in Group E

    Match 4: 1st in Group E vs 2nd in Group D

    Match 5: 1st in Group B vs 2nd in Group G

    Match 6: 1st in Group G vs 2nd in Group B

    Match 7: 1st in Group C vs 2nd in Group F

    Match 8: 1st in Group F vs 2nd in Group C

    • 4.1.4.5. Players have a total of three (3) minutes to send and accept match invitations, regardless of who is the home or visiting Player. The referee will monitor these timings; failure to comply may result in future penalties.

    • 4.1.4.6 Replacement of Qualified Players Prior to the Monthly Final

      • 4.1.4.6.1. In the event that a Player who has qualified for the Monthly Final is disqualified, removed, deemed ineligible, or otherwise unable to participate prior to the start of the Monthly Final, the Tournament Administration reserves the right to appoint a replacement Player.

      • 4.1.4.6.2. Replacement Players shall be selected from the same Group Stage group as the removed Player. Priority shall be given to the highest-ranked non-qualified Player from that group, beginning with the Player who finished in 3rd place within the group standings.

      • 4.1.4.6.3. If the highest-ranked eligible replacement Player declines participation, fails to respond within the timeframe established by the Tournament Administration, or is otherwise unavailable or ineligible, the replacement opportunity shall pass sequentially to the next highest-ranked non-qualified Player from the same group until an eligible and available replacement Player is confirmed.

      • 4.1.4.6.4. Any replacement Player appointed under this section shall inherit the vacant qualification slot and corresponding seed position in the Final Stage bracket.

      • 4.1.4.6.5. The Tournament Administration reserves the right to determine all deadlines, eligibility checks, and replacement procedures necessary to preserve the competitive integrity and operational continuity of the Tournament.

      • 4.1.4.6.6. Any replacement decisions must be finalized no later than 1:00 PM UTC on the day of the competition.

  • 4.1.5. Last Chance Qualifier (LCQ)

    • 4.1.5.1. The Last Chance Qualifier (LCQ) will feature the sixteen (16) Players ranked immediately below the final Golden Ticket qualification position of the Leaderboard.

    • 4.1.5.2. These Players will compete in a Double-Elimination Bracket played over two (2) days. The winner of the LCQ will be awarded the final Golden Ticket.

    • 4.1.5.3. If any of the sixteen (16) eligible Players is unable or declines to participate in the Last Chance Qualifier (LCQ), their slot will be offered to the next highest-ranked Player in the standings who has not already qualified for the LCQ. This process will continue sequentially until all sixteen (16) LCQ slots are filled.

    • 4.1.5.4. Players will be seeded from #1 to #16 according to their respective position on the Clash Royale League Leaderboard.

    Round 1 - Bracket Matchups

    Match 1: Rank #1 vs Rank #16

    Match 2: Rank #8 vs Rank #9

    Match 3: Rank #4 vs Rank #13

    Match 4: Rank #5 vs Rank #12

    Match 5: Rank #2 vs Rank #15

    Match 6: Rank #7 vs Rank #10

    Match 7: Rank #3 vs Rank #14

    Match 8: Rank #6 vs Rank #11

  • 4.1.6 World Finals

    • 4.1.6.1 Players Qualification

      World Finals consists of twelve (16) Players total: five (5) Players who won a Monthly Final, eight (8) Players who ranked in the first eight positions of the CRL Leaderboard who did not already have a Golden Ticket, one (1) Player who won the LCQ, and two (2) Players who qualified through the China region.

    • 4.1.6.2 Replacement of Qualified Players

      Following the conclusion of the Last Chance Qualifier, if any World Finals slot becomes vacant before the World Finals, the slot will be offered to the runner-up of the Last Chance Qualifier. If the runner-up is ineligible, unavailable, declines the slot, or fails to confirm participation by the deadline established by Tournament Administration, the slot will be offered to the next highest-finishing eligible, available Player in the final Last Chance Qualifier standings.

4.2. Broadcast Webcam ​

  • 4.2.1. Players are required to use a camera during the Monthly Finals:

    • Broadcast Cam: A front-facing camera providing a live video feed of the Player for broadcast purposes. The camera must be positioned to ensure a clear, unobstructed view of the Player's face at all times. Players are responsible for providing adequate lighting in their playing environment, ensuring their face is well-lit and clearly visible on camera. Repeated infractions are subject to escalating penalties, up to and including disqualification from the competition.
  • 4.2.2. Players are responsible for obtaining the camera at their own expense.

  • 4.2.3. The camera must provide a clear, unobstructed view at all times.

  • 4.2.4. Tournament Administration will support Players in setting up and positioning both cameras during a technical check before the Finals broadcast.

  • 4.2.5. Players are required to have the camera set up and functioning properly for the entire course of the competition.

  • 4.2.6. Players are strictly prohibited from disconnecting their camera at any point during the course of the competition. Failure to comply with this rule will result in a warning. Camera warnings accumulate under Section 10.1 and, like all warnings, carry over across the entire CRL season. Upon reaching a third (3rd) warning, the Player incurs the twenty percent (20%) prize-money deduction set out in Section 10.1. Serious or repeated non-compliance may still result in disqualification.

  • 4.2.7. Players who fail to use the camera during the Finals are subject to the warning and prize-money-deduction framework set out in Section 10.1. Serious or repeated infractions may result in disqualification from current or future participation.

  • 4.2.8. By sharing their video feeds during the broadcast, Players consent to being recorded through the cameras.

    • 4.2.8.1 Players must configure and adjust their camera in accordance with the requests and recommendations provided by the Production Team. Failure to cooperate in setting up the camera as required may result in a warning. Camera-related infractions are handled under the warning framework in Section 10.1, with serious or repeated infractions subject to disqualification.
  • 4.2.9. All matches will use the Manual Duels format (See Section 2.1.5). Players will have three (3) minutes between games to edit their deck and accept the next Friendly Battle invitation. The process repeats until one Player wins two (2) games (Bo3) or three (3) games (Bo5).

  • 4.2.10. Players may not play a duplicate card within the same match. Before accepting the Battle Invite, the Player must double-check that they have selected the correct deck.

  • 4.2.11. Players must await instructions from the Administrators before proceeding with their match.

  • 4.2.12. If a Player is required to play sequential matches on broadcast, they will be provided three (3) minutes to make any deck changes. A Player who has completed preparations before the three (3) minutes are up can alert the Administrators to start the next match.

4.3. Withdrawing from the Tournament ​

  • 4.3.1. Players may withdraw from the Tournament at any time by notifying the Organizer.

  • 4.3.2. Players who fail to show up to their match may be issued a match loss.

  • 4.3.3. Players who repeatedly fail to check in or "No Show" to their matches for multiple rounds will be disqualified from the Tournament.

4.4. Game Updates and Additions ​

  • 4.4.1. New Clash Royale content may be restricted from competitive play on a case-by-case basis, at the discretion of the Administration. In the event that new content is restricted, the Administration will announce the restriction on Discord prior to the competition starting.

4.5. Match Results ​

  • 4.5.1. StatsRoyale Website has an integrated API that works in an automated manner. Players will not need to report results or add any opponents, as everything will be handled automatically. If a Player does not accept a match on time, the system will automatically issue a game loss. All matches are created at the same time and every Player will receive the game invitation within a couple of seconds.

    • 4.5.1.1. Failure of Both Players to Accept. A Player's obligation to accept each game invitation within the allotted time applies independently of the opponent's conduct. If both Players fail to accept a game invitation within the time window, both Players are penalized with a game loss for that game. The system will automatically register the result of that game, and this outcome is final and non-disputable. A Player may not claim a game, set, or match on the sole basis that the opponent was also absent — an opponent's no-show forfeits only that individual game and never the full match.
  • 4.5.2. Match Disputes

    • 4.5.2.1. A Player may dispute their match result if there is an issue by contacting an Administrator via Discord. The Player will be required to provide a reason and sufficient evidence to support their claim.

    • 4.5.2.2. Players must raise any dispute(s) and/or request(s) for assistance to Administration via Discord before the end of the current round. Administrators will notify Players of the round's end time via Discord.

    • 4.5.2.3. During the Tournament, match results of a round become FINAL as soon as the competition advances to the subsequent round. The Organizer may open exceptions depending on the specific situation.

  • 4.5.3. Match Penalties

    • 4.5.3.1. Restricted Content

      • 4.5.3.1.1. If a Player uses content (such as a restricted card) that has been announced as restricted during the Monthly Qualifiers or Finals, they will be given a game loss.

      • 4.5.3.1.2. In the event that both Players use the restricted content, the game results will stand.

    • 4.5.3.2. Hardware

      • 4.5.3.2.1. Players are restricted from participating in the Tournament with the PC version of Clash Royale. Players must compete using a mobile device.
    • 4.5.3.3. Screen Recording

      • 4.5.3.3.1. Players are strongly recommended to record their device screen during all Monthly Qualifiers stages (Swiss Stage and Group Stage). Screen recordings serve as evidence in the event of a dispute and help protect Players against false accusations.

      • 4.5.3.3.2. During the Monthly Finals, screen recording is mandatory. Players must record their device screen for the entire duration of every match they participate in.

      • 4.5.3.3.3. Screen recordings must capture the full game screen without obstruction and must be of sufficient quality to clearly identify in-game actions.

      • 4.5.3.3.4. Screen recordings will be used exclusively for the purpose of investigating allegations of cheating or unauthorized software use. They will not be considered as evidence in disputes related to in-game bugs, performance issues, connectivity problems, or lag.

      • 4.5.3.3.5. In the event of a cheat-related dispute where no screen recording is available, the decision shall be made at the sole discretion of the Tournament Administrators based on any other available evidence. The absence of a screen recording may be considered unfavorably when evaluating the dispute.

      • 4.5.3.3.6. Players are responsible for ensuring their recording software or device functionality is working correctly before the start of each match.

4.6. Technical Issues ​

  • 4.6.1. Players are responsible for their own internet connectivity, hardware, software, and any other components required for participation.

4.7. Disconnection ​

  • 4.7.1. Players are responsible for their own connections. In the event of a disconnect, Players will not receive a restart unless the disconnect resulted from a global game service outage.

4.8. Streaming and Spectating ​

  • 4.8.1. Players are allowed to stream their matches during Day 1 (Swiss Stage) and Day 2 (Group Stage) from their own perspective. Players deciding to stream will do so at their own risk.

  • 4.8.2. During the Finals, any streaming of a live Tournament match is prohibited.

4.9. CRL Points Leaderboard ​

  • 4.9.1. Players will earn points based on their performance and placement. Points for the Event Qualifier are assigned as follows:
PhasePoints per Win
Swiss Stage5 per Match win
Group Stage10 per Match win
Final BracketCRL Points
1st500
2nd400
3rd300
4th275
5th - 6th250
7th - 8th225
9th - 12th200
13th – 16th150
  • 4.9.2 Leaderboard Tiebreaker

    If two or more Players are tied on the CRL Leaderboard at the conclusion of the last Monthly Final, the following tiebreakers will be applied in order:

    • Tiebreaker 1: Total Match Wins. The Player with the highest total number of Match wins across all CRL Monthly Qualifiers and Monthly Finals will rank higher.

    • Tiebreaker 2: Best Monthly Final Finishing Position. The Player with the best finishing position in a single Monthly Final will rank higher.

    • Tiebreaker 3: Average Ranked Season Placement. The Player with the better Top 1500 average final placement across all five Ranked Seasons of the 2026 CRL season will rank higher. The lower numerical average will be considered better. If a Player does not have an officially recorded Top 1500 placement in a Ranked Season, that Player will be assigned 10,000th place for that Ranked Season when calculating the average.

5. Tournament Schedule ​

The Organizer reserves the right to amend, remove, or otherwise change the schedule in this Rulebook without notice. All start times use Coordinated Universal Time (UTC). Depending on each Player's time zone, events may occur on a different date when compared to the listed UTC Start Times.

5.1. Ranked Season ​

The Ranked Season will always start and end at 10:00 Helsinki Time / 08:00 UTC.

SeasonBeginsEnds
Season 12 March6 April
Season 26 April4 May
Season 34 May1 June
Season 41 June6 July
Season 56 July3 August

5.2. Monthly Qualifiers ​

Registration will be available after the Ranked Season has ended. Qualified Players may register during the pre-event registration period for Day 1.

The Monthly Qualifiers will begin at 2:00 PM UTC.

EventDates
Season 118 -19 April
Season 216 -17 May
Season 320 - 21 June
Season 418 - 19 July
Season 515 - 16 August

5.3. Monthly Finals ​

The Monthly Finals will begin at 2:00 PM UTC.

FinalsDates
Season 125 - 26 April
Season 223 - 24 May
Season 327 - 28 June
Season 425 - 26 July
Season 522 - 23 August

5.4. Last Chance Qualifier ​

The sixteen (16) Players ranked immediately below the final Golden Ticket qualification position of the Leaderboard will battle to secure the last spot in the World Finals.

The Last Chance Qualifier will begin at 2:00 PM UTC.

DayDate
Day 15 September
Day 26 September

5.5 World Finals ​

The 2026 Clash Royale League World Finals will take place from November 6 to 8, 2026, at the Shanghai Huangpu Inner Bund Culture Center in Shanghai, China.

DayDate
Day 16 November
Day 27 November
Day 38 November

6. Prizing ​

6.1. Group Stage — Prize ​

Final PlacementPrize
3rd$200
4th - 5th$150
6th - 8th$100

6.2. Monthly Finals — Prize ​

Final PlacementPrize
1st$14,000
2nd$8,000
3rd$6,000
4th$4,000
5th - 6th$2,000
7th - 8th$1,500
9th - 12th$1,000
13th – 16th$500

6.3. World Finals — Prize ​

  • 6.3.1. World Finals total prize pool TBC. The prize pool distribution will be shared later.

World Finals Prize

On October 14th, @EsportsRoyaleEN published an announcement with the World Finals prize pool distribution.

After negative community sentiment, Supercell published a second announcement on October 15th to increase the prize distribution for lower ranks.

The final prize distribution is:

Final PlacementPrize
1st$200,000
2nd$90,000
3rd$50,000
4th$30,000
5th - 6th$25,000
7th - 8th$20,000
9th - 12th$15,000
13th – 16th$10,000
Total$560,000

6.4. Prize Money ​

  • 6.4.1. If a Player qualifies for prizing, they will be contacted via a dedicated payment link to begin prize payment processing. Players will be asked to confirm receipt of this link. The deadline to submit payment information is ninety (90) days from the date the Tournament Organizer sends the payment link. This deadline will be clearly stated in the communication alongside the link.

  • 6.4.2. After the initial contact, Players will receive a minimum of two (2) reminder communications as the 90-day deadline approaches to ensure sufficient time to complete the payment process.

  • 6.4.3. If payment information is incomplete or incorrect, the payment will be delayed until corrected information is submitted. Corrections must still be resolved within the original 90-day window.

  • 6.4.4. Players are responsible for any and all costs and expenses associated with their prize that are not specifically set forth herein. National, state, and local taxes, including possible VAT taxes, are the sole responsibility of the Player.

  • 6.4.5. Players must issue and submit an invoice including their personal and banking details, as well as the information provided by the Organizer, in order to proceed with the payment. Payment will be made via bank transfer and only upon receipt of the corresponding invoice.

  • 6.4.6. If an invoice contains errors and is not corrected within the 90-day window, payment will not be processed.

  • 6.4.7. Players are responsible for all national or local taxes (including VAT). Prizes are in USD and subject to exchange rates. Payments will not be made to countries under US or EU financial sanctions. More detailed information about the payment process can be found in the Payment Process document.

  • 6.4.8. Prize Claim Deadline – Mandatory Acknowledgement. The 90-day prize claim deadline set forth in Article 6.4.1 is binding upon all Players. Failure to submit valid payment information within this period will result in permanent forfeiture of the prize. No exceptions will be made. By registering for this Tournament, Players expressly acknowledge and consent to this condition as part of the Official Rulebook.

7. Communication ​

7.1. Communication Platform ​

  • 7.1.1. Discord will be the primary platform to contact the Tournament Administration team for immediate responses regarding urgent Tournament issues/questions.

  • 7.1.2. The Tournament Discord server is only for use by registered and eligible participants. Players are required to join the Tournament Discord server as part of the registration process.

  • 7.1.3. Support — Administrators will be available to answer questions related to rule clarifications, schedules, and disputes.

  • 7.1.4. Media Day

    • 7.1.4.1. To generate official audiovisual content for the promotion and broadcast of the finals, all sixteen (16) Players qualified for the Monthly Finals are strictly required to participate in MEDIA DAY, organized by the Tournament Organizer.

    • 7.1.4.2. MEDIA DAY will take place between two (2) different days selected by the Tournament Organizer. Time slots for registration will be shared in advance via the official Discord channel.

    • 7.1.4.3. Participation is mandatory. Failure or refusal to attend will result in financial penalties, deducted from the Player's final prize.

    • 7.1.4.4. Activities will include: video recordings, interviews, and any other content required by the media team. Estimated duration is a maximum of thirty (30) minutes per Player.

    • 7.1.4.5. Requirements for Media Day participation:

      • High-quality camera

      • Proper lighting

      • Clean and tidy background

    • 7.1.4.6. Mandatory submission of high-quality photographs — all Players must submit their photographs no later than forty-eight (48) hours after the Group Stage has finished. Two (2) versions must be provided:

      • Neutral pose

      • Victory pose

    Photo Requirements:

    • Highest possible quality
    • White background
    • Optimal lighting
    • Framed from at least mid-body upwards
    • No cropped arms or missing elements
    • Examples will be shared via the official Discord channel.
    • 7.1.4.7. These elements are essential to ensure professional production standards.

7.2. Player Registration and Tournament Platform ​

All Players must register on StatsRoyale Website, which will be the primary platform for running the Swiss Stage and the Group Stage of the Tournament. The registration process for StatsRoyale Website, as well as the instructions on how to use the platform during the competition, are fully explained in this Rulebook. For additional help or support, a Player must submit a ticket in the official Discord. Players are strongly encouraged to review this information in advance to avoid any issues.

8. Sponsorships, Apparel & Branding ​

Administrators reserve the right to forbid the use of unwanted names and/or symbols in the Tournament. Any legally protected words or symbols are generally forbidden unless the owner gives permission to use them.

8.1. Sponsorship Restrictions ​

Players will not be allowed to promote personal or team branding, sponsors, or logos that would conflict with the principles of the Tournament. These categories include, but are not limited to:

  • 8.1.1 Alcohol

  • 8.1.2 Non-over-the-counter drugs

  • 8.1.3 Gambling websites

  • 8.1.4 Cryptocurrency, crypto markets, or any products or services related to cryptocurrencies

  • 8.1.5 Tobacco products

  • 8.1.6 Firearms

  • 8.1.7 Pornography

  • 8.1.8 Products of direct competitors

  • 8.1.9 Other game companies, publishers, and/or platforms

9. Code of Conduct ​

All participants are subject to the Safe and Fair Play Policy conditions set forth by the Tournament owner, Supercell.

9.1. Competitive Integrity ​

Players are expected to play at their best at all times throughout the Tournament and to avoid any behavior inconsistent with the principles of good sportsmanship, honesty, and fair play.

9.2. Player Behavior Investigation ​

Players may not state any messages of a political nature. Players who state any message of a political nature will be subject to disqualification and forfeiture of prize money. If a Player is uncertain whether their message breaks this rule, they must contact the Administration for approval. Political messages include, but are not limited to:

  • 9.2.1. Written or verbal communication

  • 9.2.2. Carrying or wearing political items

9.3. Unfair Play ​

The following behaviors are considered unfair play and will be subject to penalty, including disqualification. Final decisions will be made at the sole discretion of the Organizer.

  • 9.3.1. Collusion

    Collusion is defined as an agreement between Players to intentionally alter the results of a match. Players who participate in these discussions will be subject to review. Any Player found breaking this rule will be subject to disqualification from the Tournament and forfeiture of all prize money earned. Collusion includes, but is not limited to:

    • 9.3.1.1. Deliberately losing a match for compensation, or for any other reason, or attempting to induce another Player to do so.

    • 9.3.1.2. Pre-arranging to split prize money and/or any other form of compensation.

    • 9.3.1.3. Soft play, which is defined as an agreement between Players to not damage, impede, or otherwise play to a reasonable standard of competition.

  • 9.3.2. Cheating

    • 9.3.2.1. DDoSing — Limiting or attempting to limit another participant's connection to the game through a Distributed Denial of Service attack or any other means.

    • 9.3.2.2. Software or Hardware — Using any software or hardware to gain advantages that are otherwise not available in-game. This includes any 3rd party software, playing on private servers, and scripted attacks.

  • 9.3.3. Hacking

    Hacking is defined as any modification of the Clash Royale game client by any Player, or person acting on behalf of a Player.

  • 9.3.4. Bug Exploitation

    Intentionally using any in-game bug, whether known or newly discovered, to seek an advantage is strictly prohibited.

  • 9.3.5. Intentional Disconnection

    Intentionally disconnecting from the game resulting in an advantage without an authorized and explicitly stated reason.

  • 9.3.6. Ringing

    Playing under another Player's account or soliciting, inducing, encouraging, or directing someone else to play under another Player's account.

  • 9.3.7. Unprofessional Behavior

    • 9.3.7.1. Harassment — Defined as a systematic, hostile, and/or repeated act. If a Tournament participant is caught harassing another Player(s) or Tournament Organizer(s), they will be issued a warning. Multiple infringements will result in further penalties.

    • 9.3.7.2. Sexual Harassment — Includes unwelcome sexual advances, requests for sexual favors, and other verbal or physical harassment of a sexual nature. Threats of a sexual nature and quid pro quo harassment are strictly prohibited.

    • 9.3.7.3. Discrimination — Players 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, financial status, birth or any other status, sexual orientation or any other reason.

    • 9.3.7.4. Players may not claim to represent Supercell or their affiliated games, explicitly or implicitly, in any type of public statement.

  • 9.3.8. Statements regarding the Tournament — Players 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 the Tournament, Supercell or its affiliates, or Clash Royale.

  • 9.3.9. Criminal Activity — Players may not engage in any activity prohibited by common law, statute, or treaty that leads to or may reasonably lead to conviction in any court of competent jurisdiction.

  • 9.3.10. Moral Turpitude — Players may not engage in any activity deemed by the Tournament to be immoral, disgraceful, or contrary to conventional standards of proper ethical behavior.

  • 9.3.11. Confidentiality — Players may not disclose any confidential information provided by Tournament Administration or any affiliate of Supercell by any method of communication, including all social media channels.

  • 9.3.12. Bribery — No Player may offer any gift or reward to a Player, coach, manager, Administrator, or person connected with or employed by another Player for services promised, rendered, or to be rendered in an attempt to throw or fix a match.

  • 9.3.13. Gifts — No Player may accept any gift, reward, or compensation for services related to competitive play, including services related to defeating a competing Player or services designed to throw or fix a match. The sole exception is performance-based compensation paid by an official sponsor or organization.

  • 9.3.14. Non-Compliance — No Player may refuse or fail to follow the instructions or decisions of the Tournament Administration within reason.

  • 9.3.15. Match-Fixing — No Player may offer, agree, conspire, or attempt to influence the outcome of a game or match by any means prohibited by law or these Rules.

  • 9.3.16. Documentation — Documents, miscellaneous requests, or other reasonable items may be required at various times throughout the Tournament. If the documentation is not completed to the standards set by the Tournament Administration, the Player may be subject to a penalty.

  • 9.3.17. Association with Gambling — No Player or Administrator may take part, directly or indirectly, in betting or gambling on any results of the Tournament.

10. Penalties ​

Any person found to have engaged in or attempted to engage in any act that the Tournament Administration, in its sole and absolute discretion, constitutes unfair play will be subject to penalty. Upon discovery of a violation, the Tournament Administration may issue the following penalties:

10.1. Warning ​

Players will receive a warning when they fail to comply with the Tournament rules (e.g., not submitting the match on time, disconnecting the camera, or showing disrespect toward the Tournament staff). Warnings are cumulative and accumulate across the entire CRL season; they are not reset between phases, events, or months. Upon receiving a third (3rd) warning, the Player will incur a twenty percent (20%) deduction from the prize money they earn in the event/month during which the third warning is reached. Any warning issued beyond the third is subject to further escalating penalties, which may include additional prize-money deductions and, in cases of serious or repeated misconduct, up to and including disqualification from the Tournament and/or future Clash Royale competitions.

Note:

Warnings are cumulative throughout the Tournament phases. At the end of each phase, all warnings are cleared except for broadcast related warnings such as disconnecting the camera, etc.

10.2. Forfeiture of the Match ​

10.3. Forfeiture of Prize Money ​

10.4. Disqualification ​

10.5. Duels Penalties ​

  • 10.5.1. Players are responsible for ensuring that all decks they bring to a match comply with the Duels format (see Section 2.1.5).

  • 10.5.2. Incorrect Deck Selection

    • 10.5.2.1. If a Player enters a game with a deck that contains a previously played card, the infringing Player will be issued a game loss.

      • 10.5.2.1.1. A normal card and its Card Evolution/Hero version equivalent will be considered the same card and cannot be used in more than one deck per match.

      • 10.5.2.1.2. The same Tower Troop card may be used in multiple decks and is not considered a duplicate card.

    • 10.5.2.2. If both Players enter a game with a duplicate deck, the game results will stand. Repeat offenses may result in an automatic game loss.

      • 10.5.2.2.1 If the set score is 1–0 and both Players repeat a card in the following game, both Players receive a Game Loss.

        • The trailing Player’s final match score becomes 0–2.

        • The leading Player’s final match score becomes 1–2.

      • 10.5.2.2.2 If the set score is 1–1 and both Players repeat a card in the following game, both Players receive a Game Loss and finish the match 1–2.

  • 10.5.3. The cards in a game loss deck are counted as having been played and will not be usable in future games in that match. The Player who is awarded the win will also not be able to reuse the same deck for future games.

  • 10.5.4. Repeated infractions are subject to escalating penalties up to and including disqualification from future participation in Clash Royale competitions.

11. Terms of Use ​

All participants are subject to the Terms of Use conditions set forth by the Tournament owner, Supercell.

12. Finality of Decisions ​

Finality of all decisions regarding the interpretation of these Rules, Player eligibility, scheduling and staging for the Tournament and related events, and penalties for misconduct lies solely with Supercell and the Organizer, the decisions of which are final. Supercell and the Organizer's decisions relating to these Rules and/or the Tournament cannot be appealed and shall not give rise to any claim for monetary damages or other legal or equitable remedies. These Rules may be amended, modified, or supplemented by Supercell and the Organizer, from time to time, in order to, among other things, ensure fair play and the integrity of the Tournament.

13. Change Log ​

DateVersionNotes
2026-03-041.0First version of Rulebook
2026-03-041.1Minor corrections and formatting
2026-03-091.2Minor corrections and formatting
2026-03-101.3Minor corrections and formatting
2026-03-121.4Formatting
2026-03-151.5Fixed Prizing
2026-03-191.6Swiss Stage completion
2026-03-241.7uels infraction completion
2026-04-071.8Updated seeding + Formatting
2026-04-201.9Integrity Camera Update
2026-05-042.0Update Swiss Stage Match timings
2026-05-152.1Ruling 3.2.2.3 updated
2026-05-152.2Broadcast Camera regulations
2026-06-012.3CRL Leaderboard Tiebreakers
Broadcast Camera Regulations
Warning Accumulation Penalties
2026-07-202.4Warning system harmonization
2026-07-222.5Added ruling on double no-show
2026-08-172.6Added LCQ Seeding
2026-08-232.7CRL Leaderboard Tiebreakers

World Finals Competition Ruleset ​

Page Contents:

  1. Introduction

  2. General Overview

2.1 Definition of Terms

2.2 Rules Translation

2.3 Confidentiality

2.4 Rights

  1. Players Eligibility Requirements

3.1 Players’ Age

3.2 Verification of Eligibility

3.3 Proof of Identity

3.4 Account Eligibility

  1. World Finals Tournament Breakdown

4.1 Tournament Format and Seeding

4.2 Flow

4.3 Game Restarts

4.4 Withdrawing from the Tournament

4.5 Game Updates and Content Lock

4.6 Results

4.7 Technical Issue

4.8 Disconnection

4.9 Streaming and Spectating

  1. Tournament Schedule

  2. Prizing

6.1 World Finals

6.2 Prize Money

  1. Communication

7.1 Communication Platform

  1. Sponsorships, Apparel, and Branding

8.1 Sponsorship Restrictions

  1. Code of Conduct

9.1 Competitive Integrity

9.2 Political Statements and Messaging

9.3 Player Behavior Investigation

9.4 Unfair Play

  1. Penalties

10.1 Penalty Types

10.2 Duels Penalties

10.3 Fair Play

  1. Terms of Service

  2. Finality of Decisions

1. Introduction ​

These Official Rules (“Rules”) of the 2026 Clash Royale League (“Tournament”, or “CRL”) apply to each person participating in the Tournament in 2026 (“Players”). All Players must agree to abide by the conditions set forth in this document. Any violation of these Rules may result in one or more penalties or administrative measures imposed by the Tournament Organizers (“Organizers”) under Section 10.

By competing in the Clash Royale League, you agree to the following:

The Organizers, in their sole discretion, (a) may update, amend, or supplement these Rules at any time, with or without notice to Players, and (b) may interpret or apply these Rules by releasing notices, online postings, e-mails, or other electronic communications that provide instructions and guidance to the Players.

In the event of any conflict between this World Finals Competition Ruleset and the Clash Royale League 2026 Competition Ruleset with respect to the World Finals, this World Finals Competition Ruleset will prevail. The Supercell‘s Terms of Service, Safe and Fair Play Policy, applicable law and any signed participation agreement will remain applicable.

2. General Overview ​

2.1. Definition of Terms ​

  • 2.1.1. Tournament: Refers to the Clash Royale League 2026 World Finals.

  • 2.1.2. Match: A match is a Best-of-3 (“Bo3”) or Best-of-5 (“Bo5”) series played using the Duels Format.

  • 2.1.3. Counting Game: A completed Game whose result stands, or a Game resolved through the imposition of a Game Loss, counts toward the score and the maximum number of Games in the applicable Bo3 or Bo5. A Game that is declared null and void or restarted does not count toward the score or that maximum. Any replacement Game will count if its result stands. Deck- and card-use consequences arising from a tied, voided or restarted Game will be determined under the applicable Ties, Game Restarts or Duels Penalties provision.

  • 2.1.4. Best-of-3 (“Bo3”): A Bo3 consists of up to three Counting Games and ends as soon as one Player records two Game wins.

  • 2.1.5. Best-of-5 (“Bo5”): A Bo5 consists of up to five Counting Games and ends as soon as one Player records three Game wins.

  • 2.1.6. Duels Format (“Duels”): In each Game of a Duels match, each Player must select and use a valid deck. Subject to the specific provisions governing tied Games, Game Restarts and Deck-Validity Infractions, a Player may not use the same card in more than one deck during the same match. The first Player to record two Game wins in a Bo3, or three Game wins in a Bo5, wins the match. All matches in the World Finals will use Duels.

  • 2.1.7. Double Elimination: Players compete in a bracket format using two brackets: an upper bracket (for Players without a loss) and a lower bracket (for Players with 1 loss). Players are eliminated from the competition after 2 losses.

  • 2.1.8. Ties: If a true tie occurs and the Game cannot determine a winner, the Game will be declared null and void and will not count toward the result. The Players will replay the Game to determine a winner and may reuse the same decks, cards, and configurations used in the voided Game. The voided Game will not count as a separate use; only the decks, cards, and configurations used in the replay will count as used for the purposes of the Duels Format.

  • 2.1.9. CRL Leaderboard: The leaderboard tracked CRL Points each player earned throughout the Tournament Season. A total of eight (8) Golden Tickets have been awarded to the highest-ranked Players who had not already earned one.

  • 2.1.10. Golden Ticket: Players who earned a Golden Ticket qualify for the World Finals in each CRL Monthly Finals. A total of five (5) Golden Tickets have been awarded.

  • 2.1.11. Last Chance Qualifier: The Last Chance Qualifier was a Tournament featuring the Players who finished 9th through 24th on the CRL Leaderboard. One (1) Golden Ticket was initially awarded to the winner. Following a vacancy in the World Finals lineup, the LCQ runner-up was selected as the replacement Player to fill the existing vacant World Finals slot in accordance with the replacement process set out in Section 4.1.6.2 (Replacement of Qualified Players) of the Clash Royale League 2026 Competition Ruleset.

  • 2.1.12. China Championship Cup: The China Championship Cup was the official regional competition for Players in China. A total of two (2) Golden Tickets were awarded, with the Champion and runner-up both qualifying for the World Finals.

2.2. Rules Translation ​

These Rules have been translated into several languages in order to accommodate a diverse group of Players. The English version of this document will be treated as the primary source of truth in the event of a Rules dispute or inconsistency in Rules translation.

2.3. Confidentiality ​

Players must not disclose non-public information provided by Supercell, the Organizers or Tournament Administration that is expressly designated as confidential or that would reasonably be understood to be confidential given its nature and the circumstances of its disclosure. This may include protests, support tickets, disciplinary investigations, unreleased Tournament information, security information and private correspondence where its confidential nature is stated or reasonably apparent.

Players may be required to enter into a separate non-disclosure agreement (“NDA”) or participation agreement before receiving certain confidential information. Any breach of this Section will be handled in accordance with these Rules and any applicable NDA or participation agreement and may result in disciplinary action under Section 10 proportionate to the nature and severity of the breach, up to and including disqualification. Any fine or other financial remedy may be imposed only where expressly provided for in an applicable signed agreement and permitted by applicable law.

2.4. Rights ​

Supercell and the Organizers own all broadcasting rights of the CRL. This includes but is not limited to: Video streams, TV broadcasts, shoutcast streams, replays, demos, or live score bots.

3. Players Eligibility Requirements ​

3.1. Players’ Age ​

  • 3.1.1. Players must be at least 16 years old to be eligible to compete in the Clash Royale League World Finals.

  • 3.1.2. Players residing in China must be at least 18 years old in order to compete.

    A Player who meets the applicable minimum-age requirement but is under the age of majority in their country of residence, or otherwise lacks the legal capacity to accept these Rules and enter into the applicable participation agreement on their own behalf, may participate only if they otherwise meet all eligibility requirements and a parent or legal guardian has reviewed and agreed to these Rules and the applicable participation agreement on the Player’s behalf.

3.2. Verification of Eligibility ​

During eligibility verification, Players must provide the information and documentation requested by Tournament Administration to confirm compliance with Section 3.1. Where parental or legal guardian consent is required under Section 3.1, it must be provided in the form required by Tournament Administration.

3.3. Proof of Identity ​

Players who compete in the Tournament will be required to provide proof of identity. Failure to provide proof of identity may result in disqualification from the Tournament. The Organizers reserve the right to verify an eligible Player’s information at any given time if deemed necessary.

During the verification process, Players must submit an acceptable photo ID to Organizers to verify their identity. The photo ID must include the Player’s full name and date of birth. Accepted forms of ID include:

  • 3.3.1. Government Issued Identification

  • 3.3.2. School Issued Identification, along with a Birth Certificate

  • 3.3.3. Birth Certificate, along with another form of photo ID

  • 3.3.4. Passport

Players must normally compete using one eligible Clash Royale account solely owned by them. As an exception, a Player may temporarily use an Organizer-provided designated account in accordance with Section 3.4. Use of a designated account will not constitute account sharing or a change to the Player’s registered account for eligibility or qualification purposes.

Players must reside in a country where Clash Royale is available to download in the local app store.

Supercell, Tournament Operations Staff, and its partner companies’ employees are not eligible to register for or compete in the Tournament.

3.4. Account Eligibility ​

Players’ registered Clash Royale accounts must remain in good standing under the CRL Rules, the Supercell’s Terms of Service and the Safe and Fair Play Policy throughout the Tournament. Tournament Administration may conduct account-eligibility and fair-play checks at any time before or during the Tournament.

Except for an Organizer-provided designated account expressly authorized under this Section, a confirmed violation involving account sharing or transfer, use of an account not solely owned by the Player, cheating, unauthorized software, or material misrepresentation concerning account ownership or eligibility will render the Player ineligible or, if the Tournament has begun, result in immediate disqualification. Any other confirmed violation may affect eligibility or result in disciplinary action under Section 10, up to and including immediate disqualification, taking into account the nature, severity, timing and competitive impact of the violation.

If an issue prevents or may prevent a Player from using their registered account, the affected Player and Tournament Administration must agree whether an Organizer-provided designated account will be used. Where practicable, this decision must be made before the start of the relevant competition day. If the issue first arises during a competition day, the decision must be made before the Player’s next Game.

Designated accounts will be provided only to affected Players and will have all cards, Evolutions, Heroes and Tower Troops unlocked and available at the maximum levels permitted for the Tournament. Players using a designated account must use only the account assigned to them and comply with all instructions issued by Tournament Administration.

4. World Finals Tournament Breakdown ​

4.1. Tournament Format and Seeding ​

  • 4.1.1. The World Finals will feature a total of sixteen (16) Players: five (5) Players who qualified by winning a Monthly Final; seven (7) Players who qualified through the CRL Points Leaderboard and did not otherwise hold a Golden Ticket; one (1) Player who qualified by winning the Last Chance Qualifier; one (1) replacement Player selected from the Last Chance Qualifier standings to fill an existing vacant World Finals slot; and two (2) Players who qualified through the China region.

  • 4.1.2. Qualified players will compete in a three (3) day, sixteen (16) player, double elimination bracket.

  • 4.1.3. For the World Finals, Players will be directly seeded from 1 to 16. Player seeding will be primarily based on the CRL Final Leaderboard. The champion and runner-up of the Chinese Championship Cup will also receive corresponding seeding based on their recent results.

  • 4.1.4. Player Seeding Ranking:

SeedPlayerSeeding basis
1Mohamed LightLeaderboard #1
2SandBoxLeaderboard #2
3PedroLeaderboard #3
4CAL SubLeaderboard #4
5ClownLeaderboard #5
6AdrielLeaderboard #6
7MugiLeaderboard #7
8RyleyLeaderboard #9
9Vitor75Leaderboard #10
10HermitCRCC Champion
11GurikoLeaderboard #11
12SK MortenLeaderboard #12 / tiebreak
13ViiperLeaderboard #12 / tiebreak
14WooLCQ Winner
15MidnightCRCC Runner-up
16JorzLCQ Runner-up / replacement
  • 4.1.5. The first round matchups will be set based on seeding and the matches will be 1 vs 16, 8 vs 9, 4 vs 13, 5 vs 12, 2 vs 15, 7 vs 10, 3 vs 14, 6 vs 11. The full schedule for all matches will be released at a later date.

CRL 2026 World Finals Bracket setup

  • 4.1.6. All matches will be played through Friendly Battle. Players will need to join the World Finals Clan in Clash Royale.

4.2. Flow ​

  • 4.2.1. Call Times and Readiness: Players must be present and ready to compete at the call times communicated by Tournament Administration through an official communication channel. A Player who fails to report or is not ready to begin or resume a game when instructed may receive a Game Loss, Match Loss or disqualification, depending on the circumstances and in accordance with Section 10. In determining the appropriate outcome, Tournament Administration may consider the duration and cause of the delay, any advance notice provided by the Player, any previous or repeated failure to comply, and the impact on the Tournament schedule.

    No disciplinary penalty will be imposed where Tournament Administration determines that the delay was attributable to Tournament Administration. Where a delay results from circumstances outside the Player’s reasonable control but the Tournament cannot reasonably be delayed, Tournament Administration may record the affected Game or Match as a loss as an administrative result without treating the delay as misconduct.

    All matches other than the Upper Bracket Final, Lower Bracket Final, Grand Final and, if required, Grand Final Reset will be played as Best-of-3. The Upper Bracket Final, Lower Bracket Final, Grand Final and Grand Final Reset will be played as Best-of-5.

  • 4.2.2. Grand Final Reset: If the Upper Bracket finalist wins the initial Grand Final match, that Player will be declared the World Champion. If the Lower Bracket finalist wins the initial Grand Final match, one additional Grand Final Reset will be played, and the winner of that will be declared the World Champion. The Grand Final and Grand Final Reset are separate matches. The record of decks and cards used for the purposes of the Duels restrictions will reset between these matches, meaning that decks and cards used in the Grand Final may be used again in the Grand Final Reset. Any Tournament-wide Restricted Content will remain prohibited.

    All matches will be played using Duels. Players will select their decks at the beginning of each Game in a match. Between Games in a Best-of-3 series, players will have 2 minutes to prepare their next deck. In a Best-of-5, Players will have 2 minutes to prepare their next decks between Game 1 and 2 and Game 2 and 3. Between Game 3 and Game 4, and Game 4 and Game 5, Players will have 3 minutes (see the Duels Penalties provision in Section 10).

    An Administrator will notify each Player of their upcoming matches. Players will await instructions from the Administrators before proceeding with their match.

    Players may communicate with coaches, managers, analysts or other team staff during the official preparation periods between Games. All such communication must cease before the next Game begins and immediately upon instruction from Tournament Administration.

    While a Game is live, including during any technical pause, Players may communicate only with Tournament Administration and may not access or act upon messages or other external information concerning the Game. Before each Game begins, Players must disable visible and audible notifications and close any communication applications, as directed by Tournament Administration. Coaches, managers, analysts, other Players and other third parties must not contact a Player during a live Game.

    For purposes of this rule, a Game is live from Tournament Administration’s instruction to begin until the Game result has been confirmed.

    Players in the Lower Bracket Finals, Grand Final, and Grand Final Reset will have a minimum of 7 minutes between each match to prepare for their upcoming opponent.

    After the end of each match, an Administrator will verify and submit Player scores.

  • 4.2.3. Player-Coach Communication Guidelines

    Coaching is permitted during authorized preparation periods before or between Matches and between Games within the same Match. During live Games, including technical pauses, coaching is prohibited and Players may communicate only with Tournament Administration.

    During authorized preparation periods, referees will provide dedicated communication devices to Players on stage. Players must use these devices to communicate with their Coaches by voice or text via their assigned private Discord channel.

    Player-Coach communication on the channel is permitted only during authorized preparation periods and is prohibited at all other times.

    Communication devices are kept at the stage match table under referee custody. Each device may be used only by its assigned Player during authorized preparation periods.

    Before every Game, referees will notify Players and collect the communication devices. All coaching communication must end before play begins.

    On-site Coaches must use the designated coaching area and remain off the competition stage. Remote coaching is permitted.

    Each Player may designate a maximum of one Coach, who must complete registration by November 1. Only registered Coaches are granted access to the assigned private communication channel. A Coach may not assist both Players in the same Match.

4.3. Game Restarts ​

  • 4.3.1. A Game restart may be granted only where a verified issue outside the Player’s control, including an issue involving an Organizer-provided device, designated account, network, or Game service, materially prevented normal play, materially affected the Game, and occurred before the outcome of the Game had been substantially determined.

  • 4.3.2. A restart will not normally be granted for an issue caused by the Player, misuse of equipment, or failure to follow Tournament Administration’s instructions. Where such an issue prevents the Game from being completed, Tournament Administration may allow the result of the affected Game to stand or issue a Game Loss, depending on the circumstances.

  • 4.3.3. In determining whether the outcome of a Game had already been substantially determined, Tournament Administration may consider factors including the time remaining, crown score, remaining tower health, the overall board state, and whether the affected Player retained a realistic possibility of winning. No single factor is determinative.

  • 4.3.4. If Tournament Administration determines that the outcome had already been substantially determined, the result of the affected Game will normally stand notwithstanding the disconnection or technical issue.

  • 4.3.5. Where a Game is restarted, the original Game will be null and void and will be replayed using the same decks and configuration. The original Game and the replay will together count as a single use of those decks and cards following completion of the replay.

  • 4.3.6. Tournament Administration has final authority to determine causation, whether the outcome was substantially determined, and whether a restart is appropriate.

4.4. Withdrawing from the Tournament ​

Players are expected to complete the Tournament once it has begun. No replacement Player may be introduced, and no reseeding will occur, after the first match of the Tournament has begun.

  • 4.4.1. If a Player is unable to continue due to illness, a medical emergency, force majeure, or other exceptional circumstances, Tournament Administration will determine whether the withdrawal is approved. An approved withdrawal will result in the Player forfeiting all remaining matches. The Player will normally retain the prize associated with their resulting final placement, unless otherwise required by applicable law or as a consequence of a separate violation of these Rules.

  • 4.4.2. An unapproved refusal or failure to continue may result in disqualification and forfeiture of some or all prize money.

4.5 Game Updates and Content Lock ​

Before the first competition day, Tournament Administration will communicate through the official Tournament communication channels the final availability and restriction status of cards, Evolutions, Heroes, Tower Troops, and any other Gameplay content. This will constitute the Tournament’s content lock and will remain in effect throughout the World Finals.

Notwithstanding any general amendment provision in these Rules, Tournament Administration may introduce an emergency restriction or other change after the content lock only where reasonably necessary to address a newly discovered bug, technical issue, mandatory Game update, content-availability issue, or competitive-integrity risk.

Any such change must be communicated to all affected Players before their next match and will not retroactively affect the result of a completed Game or match.

4.6 Results ​

  • 4.6.1. Players will not be responsible for submitting scores. Scores are recorded by an administrator after a match has been completed.

  • 4.6.2. Disputes: A Player may dispute their match result if there is an issue by raising their hand to notify an administrator. The Player will be required to provide a reason and sufficient evidence to support their claim.

  • 4.6.3. Restricted Content: Selecting, equipping, or using a deck containing Restricted Content constitutes a Deck-Validity Infraction and will be resolved in accordance with the Duels Penalties provision in Section 10.

    • 4.6.3.1. For the 2026 CRL World Finals, any card Evolution identified in an official Restricted Content Notice issued by Tournament Administration is designated as Restricted Content. Tournament Administration will communicate the definitive list of Restricted Evolutions in writing to all Players and publish it once the relevant content has been publicly announced and, in all cases, before the start of the Tournament. A Restricted Evolution must not be equipped, enabled, or used in any Game. A deck will be considered invalid if a card corresponding to a Restricted Evolution is placed in an Evolution Slot or is otherwise configured to enable that Evolution, regardless of whether it is activated or deployed during the Game.

    • 4.6.3.2. The standard forms of the corresponding cards remain permitted, provided they are not placed in an Evolution Slot or otherwise configured to enable their Evolutions.

  • 4.6.4. Hardware: Players are restricted from participating in the World Finals with the PC version of Clash Royale. Players must compete using a mobile device.

4.7. Technical Issue ​

If a Player becomes aware of a technical issue during a Game, they must promptly raise their hand and notify an Administrator. If the Player continues playing without reporting the issue, the result of the affected Game will normally stand.

4.8. Disconnection ​

In the event of a disconnect, an Admin will review the situation and determine if a restart will be issued, in accordance with Sections 4.3 and 4.7.

4.9. Streaming and Spectating ​

During the World Finals, any streaming of a live Tournament match is prohibited. The Gameplay may only be broadcast by the official Supercell Esports channel and its approved partners.

5. Tournament Schedule ​

The World Finals will take place at the Shanghai Huangpu Inner Bund Culture Center, China, from November 6 to November 8, 2026.

The Organizers reserve the right to amend, remove, or otherwise change the schedule, including without prior notice where reasonably necessary. Any material change will be communicated to affected Players as soon as reasonably practicable.

Please note that the following start times use Coordinated Universal Time (UTC). Depending on each Player’s time zone, events may occur on a different date when compared to the listed UTC Start Times. Matches will be played on an accelerated schedule, meaning that once a match is completed the next one will be played.

DayMatchesStart TimeChina Time
November 6, 20261-123:00 UTC11:00 CST
November 7, 202613-223:00 UTC11:00 CST
November 8, 202623-30 (+31 if Reset)3:00 UTC11:00 CST

6. Prizing ​

6.1. World Finals ​

PlacementPrize
1st$200,000
2nd$90,000
3rd$50,000
4th$30,000
5th-6th$25,000
7th-8th$20,000
9th-12th$15,000
13th-16th$10,000

6.2. Prize Money ​

  • 6.2.1. If a Player qualifies for prizing, they will be contacted to begin the prize-payment process. The Player must complete the required process, including submitting complete and accurate payment information and documentation, within ninety (90) days following the conclusion of the Tournament. Failure to do so may result in forfeiture of the prize, subject to applicable law. A Player will not forfeit a prize to the extent that the failure or delay is attributable to the Organizers or its payment provider, including any failure to provide the required instructions in sufficient time.

  • 6.2.2. If payment information is incomplete or incorrect, the payment schedule will be delayed until corrected information is submitted.

  • 6.2.3. Players are responsible for any and all costs and expenses associated with their prize that are not specifically set forth herein. National, state and local taxes, including possible VAT taxes, which are associated with the receipt or use of any prizes are the sole responsibility of the Player.

  • 6.2.4. Players will not be allowed to claim cash prizing or cash-value prizing if the Player resides in a country currently subject to financial sanctions by the United States of America or the European Union that prohibit financial transactions or payments to their country of residence.

  • 6.2.5. All prizes are stated in USD and represent gross prize amounts. Players are responsible for any receiving-bank, intermediary-bank, transfer, currency-conversion or foreign-exchange fees or charges applied in connection with payment of their prize. The Organizers may deduct or withhold any amount required by applicable law. Players remain responsible for their own personal tax reporting and payment obligations.

7. Communication ​

7.1 Communication Platform ​

  • 7.1.1. Discord will be the primary platform to contact the Tournament Administration team for immediate responses regarding urgent Tournament issues/questions.

  • 7.1.2. The Tournament Discord server is only for use by registered and eligible participants. Players are required to join the Tournament Discord server as part of their participation.

8. Sponsorships, Apparel, and Branding ​

Players may wear team jerseys and display team branding or team tags, provided that the relevant apparel and visible branding have been submitted in advance and approved in writing by Tournament Administration before being displayed at the Tournament, and comply with the Sponsorship Restrictions set out in Section 8.1.

8.1. Sponsorship Restrictions ​

Players will not be allowed to promote personal or team branding, sponsors, or logos that would conflict with the principles of the Tournament. These categories include but are not limited to:

  • 8.1.1. Alcohol

  • 8.1.2. Non-over-the-counter drugs

  • 8.1.3. Gambling websites

  • 8.1.4. Cryptocurrency, crypto markets, or any products or services related to cryptocurrencies

  • 8.1.5. Tobacco products

  • 8.1.6. Firearms

  • 8.1.7. Pornography

  • 8.1.8. Products of direct competitors

  • 8.1.9. Other Game companies, publishers, and/or platforms, Cryptocurrency products, website, exchange

9. Code of Conduct ​

All participants are subject to Supercell’s Safe and Fair Play Policy.

9.1. Competitive Integrity ​

Players are expected to play at their best at all times throughout the Tournament and to avoid any behavior inconsistent with the principles of good sportsmanship, honesty, and fair play.

9.2. Political Statements and Messaging ​

Players must not use the Tournament, its broadcast, stage, official communication channels, or Tournament-related apparel or equipment to display or communicate political statements or messaging without prior written approval from Tournament Administration. This includes written or verbal communications and the carrying or wearing of political items.

A violation may result in disciplinary action under Section 10, taking into account the nature, context, severity, and impact of the conduct.

9.3. Player Behavior Investigation ​

Tournament Administration may investigate any suspected violation of these Rules, Supercell’s Terms of Service, or Safe and Fair Play Policy. Players must cooperate honestly, must not knowingly provide false or misleading information, and must not obstruct an investigation. Any penalty will be imposed under Section 10, taking into account the nature and severity of the underlying violation and any obstruction.

9.4. Unfair Play ​

The following behaviors are considered unfair play and will be subject to penalty, including disqualification. Final decisions will be made at the sole discretion of the Organizers.

  • 9.4.1. Collusion

    Collusion is defined as an agreement between Players to intentionally alter the results of a match. Players who participate in these discussions will be subject to review. Any Player found breaking this rule will be subject to disqualification from the Tournament and forfeiture of all prize money earned. Collusion includes, but is not limited to, the following examples:

    • 9.4.1.1. Deliberately losing a match for compensation, or for any other reason, or attempting to induce another Player to do so.

    • 9.4.1.2. Pre-arranging to split prize money and/or any other form of compensation.

    • 9.4.1.3. Soft play, which is defined as an agreement between Players to not damage, impede, or otherwise play to a reasonable standard of competition.

  • 9.4.2. Cheating

    DDoSing: Limiting or attempting to limit another participant’s connection to the Game through a Distributed Denial of Service attack or any other means.

    Software or Hardware: Using any software or hardware to gain advantages that are otherwise not available in-Game. Examples include, but are not limited to: any 3rd party software (unapproved apps that manipulate Gameplay), playing on private servers, and scripted attacks. For more information, see Supercell’s Safe and Fair Play and Terms of Service.

  • 9.4.3. Hacking

    Hacking is defined as any modification of the Clash Royale Game client by any Player, or person acting on behalf of a Player.

  • 9.4.4. Bug Exploitation

    Intentionally using any in-Game bug, whether known or newly discovered, to seek an advantage is strictly prohibited.

  • 9.4.5 Intentional Disconnection

    Intentionally disconnecting from the Game resulting in an advantage without an authorized and explicitly stated reason.

  • 9.4.6. Ringing

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

  • 9.4.7. Unprofessional Behavior

    • 9.4.7.1. Harassment: Harassment means unwanted conduct directed at a person that a reasonable person would consider hostile, abusive, threatening, intimidating, humiliating, or discriminatory. Harassment may consist of a pattern of conduct or a single incident that is sufficiently serious.

      Tournament Administration may impose a penalty under Section 10 without first issuing a Warning, including a Match Loss, removal from the playing area or Tournament venue, suspension or disqualification, taking into account the nature, severity, context and impact of the conduct.

    • 9.4.7.2. Sexual Harassment: Sexual harassment may consist of a single incident and includes, but is not limited to, unwelcome sexual advances, requests for sexual favors, and other verbal, non-verbal, or physical conduct of a sexual nature. Conduct may constitute sexual harassment where a reasonable person, considering the circumstances, would understand it to be unwelcome or offensive. Threats of a sexual nature and quid pro quo harassment are strictly prohibited.

    • 9.4.7.3. Discrimination: Players 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.

  • 9.4.8. Public Statements: Players may not claim to represent Supercell or their affiliated Games, explicitly or implicitly, in any type of public statement. Players must not knowingly make or endorse materially false statements concerning the Tournament, Supercell, the Organizers or another Tournament participant. This provision does not prohibit good-faith opinions, criticism or reports of suspected misconduct.

  • 9.4.9. Serious Misconduct: Players must not engage in serious unlawful conduct or other conduct that creates a material risk to the safety of others, the integrity or lawful operation of the Tournament, or the Player’s eligibility or ability to participate. Any disciplinary action under this provision must be based on reliable information and be proportionate to the nature, severity, context and Tournament-related impact of the conduct.

  • 9.4.10. Confidentiality: Players must comply with the confidentiality obligations set out in Section 2.3 and in any applicable NDA or participation agreement. A breach may result in disciplinary action under Section 10.

  • 9.4.11. Bribery: No Player may offer any gift or reward to a Player, coach, manager, Administrator, or person connected with or employed by another Player for services promised, rendered, or to be rendered in an attempt to throw or fix a match.

  • 9.4.12. Gifts: No Player 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 player or services designed to throw or fix a match or Game. The sole exception to this rule shall be in the case of performance-based compensation paid to a Player by their official sponsor or organization.

  • 9.4.13. Non-Compliance: No Player may refuse or fail to follow the instructions or decisions of the Tournament Administration within reason.

  • 9.4.14. Match-Fixing: No Player 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.

  • 9.4.15. Documents or Miscellaneous Requests Documentation: Documents, miscellaneous requests documentation, or other reasonable items may be required at various times throughout the Tournament as requested by the Tournament Administration Team. If the documentation is not completed to the standards set by the Tournament Administration Team, then the Player may be subject to penalty. Penalties may be imposed if the items requested are not completed and received by the required time.

  • 9.4.16. Association with Gambling: No Player or Administrator may take part, directly or indirectly, in betting or gambling on any results of the Tournament.

10. Penalties ​

10.1. Penalty Types ​

Upon discovery of a violation, Tournament Administration may impose one or more competitive penalties or administrative measures proportionate to the nature and severity of the conduct, the Player’s intent, any competitive advantage obtained, the impact on the Tournament and the Player’s disciplinary history.

Available competitive penalties include, without limitation:

  • 10.1.1. Warning

  • 10.1.2. Game Loss

  • 10.1.3. Match Loss

  • 10.1.4. Forfeiture of some or all prize money

  • 10.1.5. Disqualification from the Tournament

  • 10.1.6. Suspension or a ban from future competitive play

Where reasonably necessary to protect safety, security or the orderly operation of the Tournament, Tournament Administration may also remove a Player or other participant from the playing area or Tournament venue. Penalties need not be applied progressively, and a serious first violation may result in an immediate higher-level penalty.

For purposes of these Rules, a Game Loss means that the affected Player is treated as having lost the relevant Game, while a Match Loss means that the affected Player is treated as having lost the relevant Match.

10.2. Duels Penalties ​

Players are responsible for ensuring that every deck selected or used in a match complies with the Duels Format requirements set out in Section 2.1 and with all applicable content restrictions under Sections 4.5 and 4.6.

Deck-Validity Infractions

  • 10.2.1. A Deck-Validity Infraction occurs where a Player selects, equips, or uses Restricted Content; selects or uses a deck containing a card that the Player has already used earlier in the same match; or otherwise selects or uses a deck that does not comply with the Duels Format.

  • 10.2.2. For purposes of Sections 4.6 and 10.2, a deck is considered selected when the Player enters the Game with that deck or formally submits or locks it at Tournament Administration’s direction. Editing a deck during an authorized preparation period does not by itself constitute a Deck-Validity Infraction.

  • 10.2.3. For the purposes of deck-use and duplication restrictions, a card, its Evolution, and its Hero version will be treated as the same underlying card and may not be used in more than one deck during the same match.

  • 10.2.4. The same Tower Troop may be used in multiple decks and will not be considered a duplicate card, unless that Tower Troop has itself been designated as Restricted Content.

  • 10.2.5. If only one Player commits a Deck-Validity Infraction, that Player will receive a Game Loss. Both decks selected for the affected Game will be considered used, and all cards subject to the Duels restrictions in those decks may not be used again during that match.

  • 10.2.6. If both Players commit any Deck-Validity Infraction in the same Game, whether the infractions are the same or different, the Game will be declared null and void and neither Player will receive a Game win. Both offending decks will be considered used and may not be used again during that match. A replacement Game will be played using new valid decks. Both Players will receive a Warning unless Tournament Administration determines that a higher penalty is appropriate under Section 10. Repeated, coordinated, or intentional violations may result in additional penalties, including a Match Loss or disqualification.

Banned Cards

On October 24th, Supercell released an announcement designating the new forms of the season as Restricted Content. This included:

  • Evolved Giant

  • Evolved Mirror

10.3. Fair Play ​

Players participating in the Clash Royale League World Finals may be subject to Fair Play checks at any time during the Tournament. A confirmed violation may result in disciplinary action under this Section without a prior Warning, including disqualification, forfeiture of some or all prize money, or suspension or a ban from future competitive play, depending on the nature, severity and competitive impact of the violation.

For more information, please refer to Supercell’s Safe and Fair Play Policy.

11. Terms of Service ​

All participants are subject to Supercell’s Terms of Service.

12. Finality of Decisions ​

Finality of all decisions regarding the interpretation of these Rules, Player eligibility, scheduling and staging for the Tournament and related events, and penalties for misconduct, lies solely with Supercell and the Organizers, the decisions of which are final. Supercell and the Organizers’ decisions relating to these Rules and/or the Tournament cannot be appealed and shall not give rise to any claim for monetary damages or other legal or equitable remedies. These Rules may be amended, modified, or supplemented by Supercell and the Organizers, from time to time, in order to, among other things, ensure fair play and the integrity of the Tournament.


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