These Terms and Conditions (“Terms and Conditions”) are applicable for the Event (as defined below) that is organized and hosted by Galactus Funware Technology Private Limited also known as “MPL” (hereinafter referred to as “Company” or “MPL”) whereby Participants (as defined below) can participate in accordance with the Terms and Conditions contained hereinbelow.
I. Definitions - All the defined and captioned terms in this Agreement shall have the meaning as assigned to them here below, unless defined elsewhere in the Agreement: “A. Disqualification”: refers to any incident described in Section IV , on the occurrence of which a Participant shall be deemed ineligible and/or disqualified. “B. Eligibility”: refers to any incident described in Section III, on the occurrence of which a Participant shall be deemed eligible and/or qualified. “C. Event ”: online gaming and esports league also known as “College Premier League” or “CPL” for college students across India. “D. Game(s)”: refers to the game(s) in which the Participants are going to compete against, in the Event. “E. Game Format ”: for the purpose of this Event shall be in the format of a Single Elimination Knockout. “F. Identification Proofs ”: Identification Proofs include without limitation college ID cards, marksheets, fee receipts, library cards of college students which acknowledges and establishes that the MPL user is an active college student at the time of registration on the MPL platform and who take part in esports and give a positive/negative response regarding the authenticity/verification of the document uploaded by the user on the MPL platform. “G.Intellectual Property Rights ”: includes all rights in and in relation to any patents, patent applications, know-how, information, data points, trademarks, trade mark applications, trade names, designs, copyrights, domain names or other similar intellectual, industrial or commercial rights, and all registrations, extensions and renewals thereof in any part of the world. “H. Participant ”: The Event is open for all individuals who are residents of India, above the age of 18 years, are college students and qualified to participate in the Event by virtue of satisfying the criteria laid down by MPL, applying for participation by furnishing Identification Proof(s) and confirmation of acceptance of such application for participation. “I. Registration Process ”: refers to a set of rules and guidelines as laid down in Section VI, which will have to be mandatorily completed by a Participant before taking part in the Event. “J .Reward ”: refers to the recognition of winning at the end of an Event as set out in Section VIII.
II. Aims & Objective - CPL is India’s first online competitive online gaming and esports league for college students wherein students across India compete in the Game(s) of WCC, Pool, Chess & Rogue Heist. CPL aims at building India’s collegiate level esports ecosystem, identifying and nurturing top collegiate level esports talent in India. III. Eligibility Criterias - A. The Event is open for participation to individuals above the age of 18 years, who are enrolled and are bona fide students studying in colleges of any discipline that have been invited to participate in CPL, including but not limited to students pursuing undergraduate and postgraduate courses in such colleges. B. For purposes of verification of your eligibility, you shall be required to produce your college identity card. C. The Event to be organised, participation in it and associated activities will be governed by the additional terms and conditions including the Community Guidelines of MPL available at https://about.mpl.live/terms/ D. Only those colleges who are invited are eligible and can take part in CPL for this season. If any college wishes to take part but is not invited, the college can drop in an email at email@example.com. express its interest to be a part of CPL in the next season. E. MPL may, at its sole discretion, revise/modify/change the grounds for Eligibility Criterias at any time, without notice to the Participant.
IV .Grounds for Disqualification - A. Any Participant adopting any unfair means either during the course of the Event or prior to or after the Event shall be immediately disqualified. B. A disqualified participant shall be penalised as decided by MPL and the decision in such case shall be final and binding. C. Each participant may participate in the competition by using only one user account. Any Participant found using multiple user accounts, will be disqualified immediately. D. An account created by using false information or on behalf of any person other than the participant shall be permanently suspended and the participant shall be permanently blacklisted from taking part in the competition . E. MPL may, at its sole discretion, revise/modify/change the grounds for Disqualification at any time at its discretion, without notice to the Participant.
V. Registration & Event Timeline - The timeline for the Event is as follows-
CPL - Intra College (4 Games)
27th Nov - 30th Nov
CPL - Inter College (Regional Level)
2nd Dec - 5th Nov
CPL - Inter City (Zonal Level)
7th Dec - 10th Dec
CPL - National Finals
12th Dec - 19th Dec
VI .Registration Process - The registration process will be purely based on invite and only students from invited colleges will be allowed to register. The participants are required to upload their name, phone number, email and college ID proof. However, the completion of the registration process is subject to verification of the phone number and email address by MPL or its agent. Thereafter, the security vendor will scan the college ID and will thereafter respond as to whether the registration is a success or a failure. After successfully registering, the Participants can then proceed for registration to the respective events. No participation fees will be required to be paid by the Participant. VII . Internet Connectivity - In order to participate in the Event, the Participants will need a stable internet connection. It shall be the responsibility of the Participants to ensure that they have a stable internet connection for the Event. MPL shall, in no circumstances, be responsible for any disruption in internet connectivity or inability of the participant to finish the Game(s) as a result of poor internet connectivity or disconnection. VIII . Rewards - a. Once the tournaments are over, the results shall be published on the CPL leaderboard within the app. b. All decisions regarding the winners taken by MPL shall be final and binding and the participants hereby agree not to challenge/ dispute any such decision taken by MPL. c. MPL shall attempt to reach out to the winners within 7 working days from the date of publication of the winners list at the phone number and e-mail address provided at the time of registration. A maximum of 3 attempts shall be made to reach out to each of the winners. d. After MPL makes three unsuccessful attempts during which the winner cannot be contacted, the prize shall stand forfeited by MPL. e. The participants hereby agree and consent that they shall not object that information such as name, score etc. available on our platform is communicated to influencers and/or agencies for marketing purposes in any media. f. The winning participants can neither assign or transfer their prizes under any circumstances whatsoever. g. Any prizes valuation INR 10,000 and above shall be subject to deduction of taxes as applicable. MPL shall deduct TDS before remitting this amount as per the applicable Income Tax Rules. h. MPL may, at its sole discretion, revise/modify/change the prizes and rewards at any time, without notice to the Participants. IX . Intellectual Property Rights - Intellectual Property Rights developed or existing, as a result of MPL running this Event (including any reports) shall rest entirely with MPL. Nothing in this Agreement shall be construed as conferring upon a third party, or Participants any ownership or intellectual property rights in any intangible or tangible intellectual property developed during the Term and all such ownership and intellectual property rights shall remain vested in MPL, unless agreed otherwise in writing. X. Confidentiality & Privacy- A. By taking part in the Event, the Participant is deemed to have consented to MPL or its authorised agents, at MPL’s sole discretion, taking photographs or videos or voice recordings of the Participant and displaying the Participant’s name as well as voice and comments for purposes of advertising and trade without any further permissions being required from the respective Participant(s). B. By taking part in the Event, each Participant also gives MPL irrevocable and informed consent to share information about the Participant for lawful purposes, at MPL’s sole discretion, without any further communication or permissions being required. XI. General T&Cs Applicable Exclusively to CPL- Apart from the General Terms & Conditions that are available on the website, the following T&Cs appended below are exclusive to this competition. A. If the Participant’s account on MPL has been banned for any reason, MPL reserves sole discretion in allowing the Participant to create/reopen such an account for the purpose of the Event. B. As a participant, you shall in no way use the account to solicit, advertise or transmit any commercial advertisements, including but not limited to junk emails, chain letters, messages etc to other participants. C. The participant shall not use the account for any illegal purpose. D. The participant cannot under any circumstances sell, transfer, gift, lease, sub-lease, rent, bequeath or transfer the account or any virtual item associated with the account to anyone. E. The participant shall be responsible for use of credit card or any other payment instrument used. F. These Terms and Conditions shall be construed in accordance with the laws of India and incase of any dispute or any other matter arising in reference to the Registration shall be subject to the exclusive jurisdiction of the Courts in Bengaluru, Karnataka only. G. In case the participant qualifies to the national level, the said participant shall cooperate in any way that may be required by the MPL, its stream partners or agents to ensure smooth and uninterrupted streaming. In case of any failure on the participant to comply with this requirement, MPL reserves the right to disqualify the participant immediately. XII Game Rules & Tie Issues A .Chess 1 .Chess Pieces Move Scenario a. Pieces can never move onto a square with one of their own pieces. b. Pieces can be moved to take the place of an opponent's piece which is then captured. c. Pieces are generally moved into positions where they can capture other pieces (by landing on their square and then replacing them). d. Pieces defend their own pieces in case of capture, or control important squares in the game. 2. King Move a. The king can only move one square in any direction - up, down, to the sides, and diagonally. b. The king may never move himself into check (where he could be captured). c. When the king is attacked by another piece this is called "Check". d. King shouldn't mimic the movements of the other pieces. 3.Queen Move a.The queen is the most powerful piece. She can move in any one straight direction - forward, backward, sideways, or diagonally - as far as possible as long as she does not move through any of her own pieces. b.Like with all pieces, if the queen captures an opponent's piece her move is over. c.The Queen shouldn't be able to move in L direction [Knight's move]. 4.Rook Move a.The rook may move as far as it wants, but only forward, backward, and to the sides. 5. Bishop Move a.The bishop may move as far as it wants, but only diagonally. b.Each bishop starts on one color (light or dark) and must always stay on that color. 6.Knight Move
a. Knights move in a very different way from the other pieces – going two squares in one direction, and then one more move at a 90 degree angle, just like the shape of an “L”. b. Knights are also the only pieces that can move over other pieces. 7. Pawn Move a. Pawns are unusual because they move and capture in different ways: they move forward, but capture diagonally. b. Pawns can only move forward one square at a time, except for their very first move where they can move forward two squares. c. Pawns can only capture one square diagonally in front of them. d. They can never move or capture backwards. e. If there is another piece directly in front of a pawn they cannot move past or capture that piece. f. Pawns on 2nd row always move 2 steps forward. If they are not on the 2nd row, then One step forward. 8. En Passant Capture a. It is a special pawn capture that can only occur immediately after a pawn makes a move of two squares from its starting square, and when it could have been captured by an enemy pawn had it advanced only one square. 9. Pawn Promotion a. When Pawns reach the other side of the chess board, it should be able to replace either Queen, Rook, Knight and Bishop. b. The player can have a total of 9 Queens, 10 Knights, 10 Bishops or 10 Rooks. c. Opponent can kill the promotion Pawn immediately. d. Promotion Pawn can give a check to the opponent immediately. 10. Game Play a. The player with the white pieces always moves first. b. The server decides who will get White and who will get Black. c. The Host (Who has started searching first) becomes the White. d. Once the Game starts, White Makes a move and then Black. This process continues until the End of the Game. e. 2 seconds is added on every move for both the players. 11 . Ways to draw a game a. Perpetual Check: If an opponent checks the enemy King repeatedly we call this perpetual check. b. Stalemate: If the King is not in check but it is unable to move to a safe square we say that the King is stalemated and the game is drawn. c. Insufficient mating material: When neither side has enough pieces on the board to checkmate the enemy king then the game is drawn. It is impossible to checkmate with: 1. Just the two Kings on the board. 2. King and Bishop against a King 3. King and Knight against a King 4. King and two Knights against a King d. Threefold Repetition: If the same position occurs three times in a game then a player may claim a draw. The perpetual check position above is also a draw because the same position occurs three times. e. Draw by agreement: Both players may feel that the position on the board is equal and consequently agree to a draw. Tap on the X button and request for a draw. 12. Castling a. Castling is not possible if either the King or the Rook has moved. b. All of the squares between the King and the Rook must be empty. c. If the King is in check it cannot castle out of check. d. The King cannot castle if it has to cross a square which is being attacked by an enemy piece. 13. Check Scenarios a. If the King is under check, other pieces can be used to either block the check or kill the opponent's piece. b. Other pieces shouldn't be able to move to a different location, it should be possible only if it blocks the check or kills the opponent's piece. 14. Games End Scenario: These are scenarios of Game End a. Check Mate: The purpose of the game is to checkmate the opponent's king. This happens when the king is put into check and cannot get out of check. b. Draw c. Timeup d. Resign e. On minimizing the app, the opponent should win. f. On locking the device, the opponent should win. g. On sliding down the Control Center/Notification bar, the game should not end. h. On minimizing the app before the match is about to start, the opponent should win. i. On disconnecting from the Internet, the opponent should win and the user should get Connection lost popup. 15. Both the Users a. On disconnecting and reconnecting to the Internet, Trying to Connect toast appears followed by Internet Lost toast. b. When User A disconnects from the internet, 'Network Issue! Trying to reconnect' toast appears followed by 'Connection Lost' popup. User B receives 'Opponent is trying to reconnect' and the Results screen after 40 seconds. c. User A - Turning Off and reconnecting to the internet immediately, 'Network Issue! Trying to reconnect' toast appears followed by 'Connection Lost' popup.User B receives 'Opponent is trying to reconnect' and the Results screen after 40 seconds. d. User A - Switches from WiFi to Mobile Data, 'Network Issue! Trying to reconnect' toast appears followed by 'Connection Lost' popup. User B receives 'Opponent is trying to reconnect' and the Results screen after 40 seconds. e. User A - Switches from Mobile Data to WiFi, 'Network Issue! Trying to reconnect' toast appears followed by 'Connection Lost' popup. User B receives 'Opponent is trying to reconnect' and the Results screen after 40 seconds" f. On force closing the app during the gameplay, the opponent should win. g. User A - Minimize the app and disconnect and reconnect to the internet, the game should end User B will be declared winner. User A - Maximizing the app should get the connection lost pop-up. h. User A - Minimizes the app and shouldn't relaunch for a while.User B - Receives the Results screen as a winner and shouldn't get 'Waiting for Opponent' screen. i. User A - Minimizes and closes the app. User B wins and should stay in the Results UI.I User A - Launches the app and taps on the Find New Match. User B taps on the Find New Match in the Results UI. By doing so, both should get matched without any error. 16. Tie Breaker Issues a. Once the match is a tie based on pending round time left a rematch would be created. b. If there is no rematch time between the players , it would decide the winner by tie breaker logic. c. Tie breaker would be decided by PiecesKilled and if the pieces killed are the same , it checks for the minimum time left player and decides the winner.
WCC 1V1 - Bat & Bowl a. User 1 has more score than opponent user 2-User 1 wins b. User 1 minimise the game during matchmaking/ in-game-User 2 wins c. User 1 faces internet fluctuation during matchmaking/in-game and fails to reconnect before reconnection timer ends-User 2 wins d. User 1 faces network switches from wifi to mobile data and vice versa - fails to reconnect before reconnection timer ends-User 2 wins e. If user 1 fails to deliver more than 3 deliveries (auto delivery)-User 2 wins f. If user 1 balls more than 4 illegal deliveries (extras)-User 2 wins g. If user 1 takes opponents all wickets-User 1 wins h. If both users have same score(irrespective of no.of wickets down)-TIE i. Both user kills the app same time-Match cancel 1VN - Batting only a. User with more score-winner b. user if minimises-out of game - score will be -12000 c. user disconnects-out of game - score will be -12000
3. Scoring details
4. Tie Breaker Issues a. Once the match is a tie based on pending round time left a rematch would be created. b. If there is no rematch time between the players , it would decide based on the order of game play wins,seeding. C. Pool Solid-colored balls 1-7 Striped balls 9-15 1. Ball Colors: 1 and 9: yellow 2 and 10: blue 3 and 11: red 4 and 12: purple 5 and 13: orange 6 and 14: green 7 and 15: maroon 8 Ball: black Cue Ball: white 2. Table Setup: a. To start the game, the object balls are placed in a triangular rack b. The balls in the rack should remain in contact with one another. c. The order of the balls should be random, with the exceptions of the 8 ball, which must be placed in the centre of the rack i.e., the middle of the third row. d. Two back corner balls, one of which must be a stripe and the other a solid (it does not matter which one is solid or stripe and also which numbered ball). e. The cue ball is placed anywhere the breaker desires behind the head string. 3. Break: a. Any one player is randomly selected to break at the start of the game. b. If no object ball is pocketed on break, opponent gets the 'Ball in Hand' c. Players should not be assigned a group (solid/stripes) in the break shot no matter how many balls they pocket. d. An unsuccessful break will be considered a foul. 4. Fouls in Break: a. If fewer than four balls reach the cushions, the opponent gets 'Ball in hand'. b. If the cue ball is pocketed on break, the opponent gets ‘Ball in hand'. c. If the cue ball doesn’t hit any object ball, the opponent gets ‘Ball in hand'. d. Timer runs out, opponent gets 'Ball in hand'.
5. Selection of the Suit: a. After a legal break in which the user pockets an object ball/balls then he is given next turn. b. In the next turn if the user pockets any object ball either Solid or stripes, the user is assigned to a suit. c. If user in his turn pockets more than 1 object ball, then the object ball which is pocketed first, that suit will be assigned to the user. d. If a user pockets the Cue ball while pocketing an object ball, then the opponent will get the turn. e. If a user pockets the 8-ball, then the opponent wins. f. If a user runs out of time, then the opponent gets the turn, and the same continues till one is assigned to a suit. g. Both users will get text of their respective suit(eg:'You are solid'/'You are stripes'). h. Once the suits are assigned, they remain fixed throughout the game. i. Once the suit is assigned, then the user has to pocket the object balls of that suit, pocketing other suit's object balls will be considered foul. j. Only after pocketing all the object balls of that suit, the user is allowed to pocket the 8-ball. 6. Turn-taking: A player continues to shoot until committing a foul or failing to legally pocket an object ball. Once user commits a foul or fails to pocket an object ball for his suit, opponent gets the turn If user runs out of time, then opponent gets the turn If cue ball hits the 8-ball first while user strikes then user gets the turn 7. Ball-in-hand: Following a foul, the incoming player has the ball-in-hand, meaning they can place the cue ball anywhere on the table to take their shot. A user cannot place the ball anywhere on the table on break if he has the ball in hand. 8. Scenarios to get Ball in hand: If a user pockets the cue ball, the opponent gets the ball in hand. If a user pockets any object ball/balls that are not from his suit, the opponent gets the ball in hand. If a user runs out of time, the opponent gets the ball in hand. If the user strikes and the cue ball doesn’t hit any object ball on table. If a cue ball hits the 8 Ball first while striking and then any other object ball/balls, then the opponent gets the ball in hand. 9. Winning: If a user successfully pockets all the object balls from his suit then the 8-ball. If the opponent pockets the 8-ball on break, then the user is declared winner. If the opponent pockets the 8-ball before pocketing all other object balls from his suit, then user is declared winner. If opponent minimises the app and doesn’t maximises the app within in reconnection timer, then user is declared as the winner. If opponent disconnects the internet and doesn’t reconnects within reconnection timer, then user is declared as winner. If the opponent kills the app, then the user is declared as the winner. If the opponent backgrounds and foregrounds the app 3 times(configurable), then the user is declared as the winner. 10. Match Cancellation: If both users get 'Internet disconnection' UI at same time by disconnecting at same time in-game. If both users get 'Internet disconnection' UI at same time by minimising the app at same time and doesn’t foregrounds the app before the reconnection timer ends in-game. If any user backgrounds the app/ disconnects the internet at any time during match making. If one user has 'Internet Disconnection Lost' UI active, and another user kills the app, foregrounds the app or disconnects the internet and doesn’t reconnects before the reconnection timer ends in-game. 11. Game result Screen: If a user wins, he will get 'You Won' on the game result screen. Winner user's profile will have a crown on it, with a yellow background. Winner user's profile will have Score as 1 and #1 in it with the amount won. If a user loses, he will get 'You Lost' on the game result screen. User who lost the match will have Blue coloured background in his profile with #2 and score 0 in it. 11. Tie Issues: We don't have direct tie break logic in Pool , when there is game struck , both user left at same time or any other issue winner is decided based on "LeftOverBalls". If both players have the same LeftOverBalls in the last turn, then the oldest player/user of MPL is considered the Winner.
Rogue Heist The game shall be played in Brawl Mode. The players are bound to follow the following instructions- 1. Instructions: Brawl is a 1vs 9 mode, which means each player against every other player. The basic rule of the game is to steal money to win. Players need to get to the laptop bag as soon as they spawn. To know the location of the Laptop bag, players need to follow the bag marker. There are two stages for stealing: picking up the laptop bag & hacking. A player who doesn’t hack after picking up the bag doesn’t get any money. Money transfer continues for as long as the player holds on the Laptop bag while hacking. The only time when the bag marker disappears is when a player has picked up a bag but is still not hacking. All players get notified when any player begins hacking, bag marker also appears then. Money transfer stops when a player with the bag is killed. There’s no in-game scoreboard/leaderboard to depict who has stolen the most money while the game is still on. The leaderboard comes when the game finishes. The highest stealer wins the Brawl. 2. Winning Criteria: Player with the highest money stolen wins. If the money stolen is the same for players, then the player with more XP wins. If the money stolen & XP is the same for players, then the player who has more headshots wins. 3. Map Selection: If the number of players is 5 or less then Train yard. If the number of players is more than 5 then City Map. 4. Game Length & Respawn Time Game Length: 7 minutes. Respawn Time: 4 seconds. 5. Weapon Selection Random Weapon on Every Respawn. XIII. COLLEGE LEVEL PRIZES A prize pool of Rs. 1,000,000 shall be disbursed to the top three best colleges. The college that comes first shall receive a sum of Rs. 500,000, the college that comes second shall receive a sum of Rs. 300,000 and the college that comes third shall receive a sum of Rs. 200,000. All college level prizes shall be disbursed to the colleges by MPL directly to the Appropriate Authority in each of these colleges. XIV. SCHOLARSHIPS Each game that is a part of CPL has scholarships both for winners and runners-up. The total budget of scholarship for each game shall be 2.5 lakhs and a total of 10 lakhs. While the winner gets 1.5 lakhs, the runners-up gets 1 lakh respectively. The scholarship shall be disbursed to the person directly. MPL shall attempt to reach out to the recipients within 7 working days from the date of publication of the list of persons who shall be getting the scholarship at the phone number and e-mail address provided at the time of registration. A maximum of 3 attempts shall be made to reach out to each of the recipients. After MPL makes three unsuccessful attempts during which the recipient cannot be contacted, the prize shall stand forfeited by the winner. The recipients can neither assign or transfer their prizes under any circumstances whatsoever. Any amount above the valuation of INR 10,000 and above shall be subject to deduction of taxes as applicable. MPL shall deduct TDS before remitting this amount as per the applicable Income Tax Rules.