Rules and formulas
Everything that decides a result is published here, before any vote. Points version: fancommand-scoring-v2. Duel engine: triad v1.
Votes
- One person, one vote, all equal. You can change your mind until closing: only your last answer counts.
- Closing time is the server’s. A vote received afterwards is never counted, even if your screen still showed the button.
- The option with the most votes becomes the faction’s official decision.
- Tie: the option highest in the displayed order (priority 1, then 2…) wins. This order is announced before opening and any use of the tie-break is flagged.
- No votes: “no decision”. No winner is made up.
- Percentages stay hidden during the vote (unless a vote is explicitly set up otherwise), then are revealed for both factions.
- Only accounts with a verified email vote in ranked matches. Guests play in the unranked demo room.
- A hosting mistake is never fixed silently: the round is cancelled with a public reason, points are adjusted with a visible entry and a new round is started.
The tactical duel
Each option is linked to one of these three abstract archetypes. The matrix is cyclical and identical for both sides: it predicts nothing about the real match.
- Immediate attack
- Control / setup
- Objective trade
| A \ B | Immediate attack | Control / setup | Objective trade |
|---|---|---|---|
| Immediate attack | Draw | B wins | A wins |
| Control / setup | A wins | Draw | B wins |
| Objective trade | B wins | A wins | Draw |
Published outcomes by situation type
Major objective
A major objective spawns; one team partly controls the area.
- La faction qui a préparé la zone attendait l'assaut : l'attaque immédiate se heurte à une défense en place.
- L'attaque immédiate sécurise l'objectif majeur pendant que l'adversaire part chercher un objectif de moindre valeur.
- Pendant que l'adversaire attend en contrôlant la zone, l'échange rapporte un objectif sans combat.
- Les deux factions forcent en même temps : choc frontal, aucune ne prend l’ascendant.
- Les deux factions temporisent : la zone reste figée.
- Chacun prend un objectif de son côté : échange équilibré.
Grouping near an area
Both teams group around a key area.
- L’engagement précipité tombe dans une position mieux préparée.
- Le combat lancé surprend une équipe dispersée par sa diversion.
- La diversion sur une autre zone punit l’équipe restée en attente.
- Combat total simultané : résultat neutre.
- Personne ne bouge : statu quo.
- Les deux équipes s’éparpillent : statu quo.
Defending a position
A position is under threat and must be held or given up.
- La défense organisée absorbe l’assaut direct.
- La sortie agressive empêche l’adversaire de compenser ailleurs.
- Laisser la position pour gagner ailleurs déjoue une défense trop statique.
- Assauts croisés : égalité.
- Deux défenses solides : égalité.
- Échange de positions : égalité.
Risk or trade
A risky opportunity shows up: seize it, play safe or trade.
- La prise de risque est lue et sanctionnée par une équipe prudente.
- Le pari audacieux paie face à un échange trop lent.
- L’échange calculé dépasse une équipe qui sécurise sans rien gagner.
- Deux paris simultanés : égalité.
- Prudence partagée : égalité.
- Échanges symétriques : égalité.
Final showdown
The decisive moment: it all comes down to this.
- Le placement patient retourne l’assaut final.
- L’assaut final frappe avant que l’échange ne se concrétise.
- L’échange décisif contourne une défense qui attendait le choc.
- Collision finale : égalité.
- Attente mutuelle jusqu’au bout : égalité.
- Course parallèle : égalité.
If only one faction voted, it wins by walkover; if neither voted, the round isn’t contested (0 points).
Fan War points
| Round won | 100 pts |
| Round drawn | 50 pts |
| Round lost | 0 pt |
| Walkover win | 100 pts |
| Turnout bonus (per round) | up to 20 pts |
| Team missions | 20 pts max per faction per match |
Turnout bonus = 20 × min(1, turnout rate ÷ 80 %). Rate = voters ÷ active fans (seen in the War Room within the last 90 s), with a minimum denominator of 3. The bonus depends only on a rate, never on the raw number of votes: 8 voters out of 10 earn as much as 800 out of 1,000.
Every points change is a permanent ledger entry, with its reason and a unique key: re-running a calculation can never double the points.
HypePulse and energy
- One active reaction per person per window (20 s by default), replaceable within the window. Repeated clicks don’t count.
- Energy = unique fans who reacted over the last 3 windows ÷ active fans, capped at 100%. Same rule for both sides.
- À 60 %: “Support boost” (celebration and capped team mission). Emotions never change a vote, and a negative emotion penalises no one.
Individual experience
XP: 10 per vote, 5 if your faction wins the round, 2 per reaction (cap 20 per match), total cap of 300 XP per match. Levels and badges are purely cosmetic. No currency, no purchases, no betting.
- Flair bonus (+3 XP) : if your own pick would have beaten the rival faction’s decision according to the matrix above, you earn this bonus, even if your faction went with another option. It rewards reading the game well without ever changing the factions’ score. No bonus if the opponent made no decision.
- Predictions (+15 XP per correct answer) : once you’ve joined your faction, you predict events in the game (first blood, first dragon, first tower, first Baron, team with the most kills, player with the most kills + assists, game length). Answers can be changed until the game starts, then they’re locked. The hosts confirm each answer from the broadcast; an input mistake is fixed with a compensating entry. Predictions only earn individual XP. In a BO3/BO5, new predictions open for every game.
⭐ Fan League: favourite team and player
For each major tournament, you pick a favourite team and player (the player can come from any team). This pick is final for the whole tournament. Only matches that start after your pick count. These points are individual: they change neither your XP nor the factions’ duel.
Favourite team
- Game won: +10
- Series won: +20
- Quarter-final reached: +30 · semi-final: +50 · final: +80
- Title: +150
Favourite player (per game)
- Kill +2 · assist +1 · death −1 (never below zero for a game)
- Game won by their team: +5
- Most kills + assists in the game: +5
Underdog bonus. A pick 4 times less popular than average has its points multiplied by 1.5; a pick twice as popular stays at ×1 (proportional in between). Each match’s multiplier is locked when it starts.
Podium. During the tournament, the top 3 of the overall leaderboard wear a gold, silver or bronze frame around their profile photo. Once the final is played, the podium is locked: permanent titles “Fan Champion”, “Fan Runner-up” and “Fan Bronze” (ties included). Purely honorary reward.
Scores, stages and K/D/A are entered live by the hosts from the official broadcast; points are recalculated automatically after any correction. Scoring version ligue-des-fans-v1.
Broadcast delay
Twitch, YouTube and other platforms don’t share the same delay. Situations are opened manually by a host following a specific broadcast (estimated delay configurable per match). Perfect sync is never guaranteed.