FC PRO MASTER 2026 EVENT RULES
1. OVERVIEW
These Event Rules govern the FC Pro Master 2026, an Event in the EA SPORTS FC Online 26 Competition.
These Event Rules are hereby incorporated by reference into, and shall be read together with, the Competition Official Rules: https://www.ea.com/games/ea-sports-fc/fc-pro/fc-pro-fc-online-ecosystem-ruleset-2026.
In the event of any conflict, inconsistency, or ambiguity between the two, the provisions of these Event Rules shall supersede and control.
2. DEFINITIONS
For purposes of these Event Rules, the following terms shall have the meanings set forth below:
2.1. Competition Structure
Tiebreaker: A procedure established by Event Officials to resolve a tie in Match results, standings, or seeding when Competitors’ records are identical.
2.2. Roles
Event Official: Any individual authorized by EA to administer the Event and to make final and binding decisions regarding Event operations, rule interpretation, and enforcement.
2.3. Match and Discipline Terms
Game - a single instance of two (2) Competitors facing off on the platform of FC ONLINE, with victory determined by the number of in-game goals scored by each Competitor.
Match/Matchup - a single instance of two (2) participating Teams facing off on the platform of FC ONLINE, with victory determined by the number of games won in the course of the matchup (e.g. three (3) games won in a Best-of-5-game matchup).
Check-In: The process by which Competitors confirm their intent to participate in an Event within a designated time period, for the purpose of finalizing the number of active participants.
Forfeit: The loss of a Match or advancement opportunity due to a Competitor’s failure to appear, failure to comply with Official Rules (including the Event Rules), or other determination made by an Event Official.
No Show: A Competitor’s failure to complete Check-In or appear for a scheduled Match within the time designated by Event Officials.
Disqualification: The removal of a Competitor from an Event by an Event Official, whether for misconduct, rule violations, or other grounds as provided herein.
3. EVENT FORMAT
3.1. COMPETITION FORMAT
The Event will be run by EA in collaboration with a third party, with a minimum of eight (8) Teams, based on the 1st Domestic Qualifiers. The Event shall be held with following structure:
The first-place Teams from each participating country/territory shall be allocated to Pool 1, while the second-place Teams shall be allocated to Pool 2.
Group Stage Format:
Eight (8) Teams shall be divided into two (2) groups of four (4) Teams each. The Group Stage shall be conducted in a single round-robin format, with each match played as a three (3) Game Match.
Teams from the same country/territory shall not be drawn into the same group.
Match standings within each group shall be determined by the total score accumulated across all matches played in that group.
Match Scoring System
Points shall be awarded on a per-game basis as follows:
Game Win: three (3) points
Game Draw: one (1) point
Game Loss: zero (0) points
Example:
In a match between Team A and Team B:
Game 1: Team A wins (Team A receives 3 points)
Game 2: Draw (each Team receives 1 point)
Game 3: Team B wins (Team B receives 3 points)
Final match totals:
Team A: 3 + 1 + 0 = 4 points
Team B: 0 + 1 + 3 = 4 points
The total score for each Team shall be calculated by summing all points earned across all games played within the group.
Each Game shall have a duration of ninety (90) minutes, with no extra time or penalty shootouts.
Each three (3) game match shall require both Teams to nominate individual competitors selected from their registered roster of three (3) or four (4) competitors. The three (3) nominations cannot repeat, meaning the competitor from Game one, two and three cannot be reused.
The nomination for each Game can be made one-by-one, meaning that only after the conclusion of the previous Game the Competitors for the next Game need to be nominated by both Teams.
The top two (2) Teams from each group shall qualify for the Playoffs.
Tiebreaker:
Head-to-Head Points
Head-to-Head Goal Difference
Head-to-Head Wins
Overall Goal Difference
Overall Goals For
Overall Wins
Playoffs Format:
The Playoffs shall be conducted in a single-elimination format.
Each Matchup except final will be played in a Best-of-5 format, meaning that participating Teams must at least win three (3) games of the maximum five (5) games played. The Best-of-5 format shall have both of the Team nominated for each of the first three (3) games individual competitors from their registered three (3) or four (4) Competitors. If participating Teams have a fourth Competitor nominated for the Event, they can nominate such Competitor to the fourth game. Otherwise, for the optionally required games four and five, the Competitors from games one, two and three can be re-used. A single competitor can only compete in two (2) games of a single matchup between two (2) Teams.
The final will be played in a Best-of-7 format, meaning that participating Teams must win at least four (4) out of the seven (7) games. Competitors are prohibited from competing more than once in the first three (3) games. Each Competitor is allowed to participate in up to three (3) Games throughout the series, with their third participation only occurring in the seventh game (if played). If a Team consists of four (4) Competitors, each Competitor must participate in at least one (1) of the first six (6) games.
The result of Event will be as follows:
FC Pro Masters | |
Standing | Ranking Points Reward |
1st | Qualify to FC Pro Champions Cup Pool 1 No Additional Ranking Points |
2nd | Qualify to FC Pro Champions Cup 100 Ranking Points |
3rd - 4th | Qualify to FC Pro Champions Cup 72 Ranking Points |
5th – 6th | 36 Ranking Points |
7th – 8th | 18 Ranking Points |
The top four (4) teams at the Event will qualify directly to the FC Pro Champions Cup.
3.2. Draft Format
All FC ONLINE esports Teams and Competitors are expected to attend the draft day which shall serve to determine the In-game teams all Competitors of each FC ONLINE esports Team will be allowed to use to play the Games throughout the Event (“Draft Day”). The outcome of the In-game Team drafted after such Draft Day must remain unchanged throughout the different stages of the Event.
3.2.1. Draft Day – Draft Order
The Draft Day order will be determined by a randomized procedure on the day of the draw in accordance to which a name and a draft number will be allocated to each Team. The number will determine the position at which the Team may do their picks during the Draft Day.
The Draft Day will be held in two (2) stages and a total of 8 rounds using a “snake-draft” method, as follows:
Each regular round consists of having each of the eight (8) Teams picked in the order as determined during the Draft Order Drawing Ceremony starting with the Team with the lowest number, continuing to Team with the highest number.
Each regular round will be followed by a reverse order round, starting with the Team with the highest number during the Draft Order Drawing Ceremony and continuing to the Team with the lowest number.
The sequence of regular and reverse order rounds will persist, regardless of Stages of Draft, resulting in six (6) regular order rounds and six (6) reverse order rounds.
If a Team fails to pick an in-game player within the allotted time, the Draft program will automatically switch over to the next Team. Teams will have to draft all missed picks in the last round of Stage 1 and Stage 2 respectively.
Stage 1
Each Team will select 11 in-game players within the salary cap of 300.
Each Team must pick at least one (1) in-game goalkeeper.
There will be eight (8) rounds of draft.
Rounds 1, 2, 3
Each FCO esports Team will draft 1 in-game player per round
The time limit for each draft pick will be 30 seconds per FCO esports Team
Rounds 4, 5, 6, 7
Each FCO esports Team will draft 2 in-game players per round
The time limit for all draft picks will be 60 seconds per FCO esports Team in these rounds
Round 8
Each FCO esports Team will make all missing picks, if any, up to 11 total in-game players (including 1 in-game goalkeeper)
There will be no time limit for this round
Stage 2
Each FCO esports Team will select 10 in-game players, with no salary cap.
Each FCO esports Team must pick at least one (1) goalkeeper.
There will be four (4) rounds of draft.
Rounds 1 and 2
Each Team will draft three (3) in-game players per round
The time limit for all draft picks will be 60 seconds per Team
Round 3
Each Team will draft four (4) in-game players per round
The time limit for all draft picks will be 90 seconds per Team
Round 4
Each Team will make all missing picks, if any, up to seven (7) total in-game players (including one (1) goalkeeper)
There will be no time limit for the draft picks
After completing phase 1 and phase 2 of the draft, Teams will be able to select in-game coach. After selecting the coach on Draft Day, Teams and Competitors cannot change the coach during the Event.
After completing Stage 1 and Stage 2 of draft, Teams will be able to select in-game team kits and the in-game coach. After selecting the coach on Draft Day, Teams and Competitors cannot change the coach during the Event.
If a Team is representing an existing football club, the Team will be able to select the respective in-game kits without waiting for their turn in the draft order.
In case of any Games between these Teams representing an existing football club and other Teams not representing a football club, the first can always select and use the existing and official in-game kits and the other team will have to use different in-game kits.
Picking order of in-game team kits will follow the reverse draft round.
The list of selectable in-game team kits will be provided during Draft Day.
Each In-game Team assets can only be chosen once (i.e., there should not be any two (2) Teams using the same In-game Team kits).
Any in-game national team kits cannot be chosen by the participating Teams.
3.2.2. Draft Day – Requirements
All Teams and Competitors, including the Coaches (if registered), are required to attend the Draft Day
Each Team will draft an in-game team of 21 in-game players
Positions are divided into FW / MF / DF / GK
The player pool will consist of in-game players from following classes, grades, and levels:
Class | Grade |
ICONTM | 5 |
ICON | 8 |
NHD | 11 |
TB | 11 |
TT | 11 |
GR | 11 |
TC | 11 |
HOT | 11 |
COC | 11 |
OTW | 11 |
VTR | 11 |
MOG | 11 |
MC | 10 |
UP | 10 |
EBS | 10 |
CAP | 10 |
E21 | 10 |
BTB | 10 |
FA | 10 |
LOL | 10 |
LN | 9 |
SPL | 9 |
BWC | 8 |
HG | 9 |
RTN | 9 |
CC | 8 |
23HW | 8 |
LIVE | 11 |
DC | 8 |
23NG | 8 |
JNM | 8 |
UT | 8 |
EU24 | 8 |
MDL | 8 |
CU | 8 |
24EP | 8 |
BDO | 8 |
BLD | 8 |
GRU | 8 |
WB | 8 |
LE | 8 |
25TOTS | 7 |
CH | 8 |
DCB | 8 |
WS | 8 |
25DP | 8 |
FAC | 8 |
26TY | 7 |
26TY-N | 8 |
25UCL | 8 |
26HR | 8 |
In-game players’ level will be set to five (5).
Only in-game players with the same salary/specification globally will be allowed.
In-game manager level will be set to 100.
Salary cap is 300.
Each Team can have a maximum one (1) copy of an in-game player, even if from different classes (e.g., TOTY C. Ronaldo + TT C. Ronaldo is not allowed on the same In-game Team).
Other Teams cannot draft the same in-game players within the same class, if the in-game player has already been drafted (e.g., there will be only one TOTY C. Ronaldo available in the draft)
Other Teams can choose in-game players with the same name from different classes, if the in-game player is still available (e.g. both TOTY and TT C. Ronaldo can be drafted into different in-game teams).
The “Team Color” in-game system will not be applied.
The Live Performance in-game system will not be applied.
Account registration will take place after the Team Draft is completed.
All Competitors in the Team will be provided with the same In-game Team (each participating Competitor can have an individual account on the esports server).
Training Coach System Regulation
ATraining Coach is allowed to be used during the Event, as per the limits set out by the game.
The Training Coach will be selected by participating Competitors on Draft Day after the Team Draft is completed.
Each participating Competitor will be provided with a list with various traits within Offence, Defence and GK to select a total of 23 Training Coaches.
The account will be updated with the selected Training Coaches.
Ban Regulation
The ban phase will apply only to the Playoffs stage and will be conducted one (1) day prior to each Match.
The results of the ban phase shall apply to the entire Best of series.
The order of player turns will be determined by a coin toss administered by the referee.
ROUND | Player 1 turn | Player 2 turn | Time |
1 | Ban 1 |
| 30s |
2 |
| Ban 1 | 30s |
3 | Ban 1 |
| 30s |
4 |
| Ban 1 | 30s |
5 | Ban 1 |
| 30s |
6 |
| Ban 1 | 30s |
Participating Competitors shall ban a total of three (3) players prior to the commencement of each Playoffs match.
Competitors may not ban more than one (1) player from the same position group. The position groups are defined as Forward (FW), Midfielder (MF), Defender (DF) and Goal Keeper (GK).
In the event that a Competitor fails to complete the opponent’s player ban within the specified time limit, no additional ban opportunities will be granted, and the Competitor’s ban turn will be deemed forfeited.
Safeguard Players (Playoffs only)
To ensure roster validity after bans:
Each team is automatically assigned:
1 Striker (ST)
1 Central Midfielder (CM)
1 Center Back (CB)
Safeguard player rules:
Fixed salary: 5 FP
Do not count toward drafted roster size
Cannot be banned
Always available for selection
3.3. General
All Games during the Event will be played in the “Day Time” mode whenever possible.
In the first round of the Playoffs, the Team with the higher standing in the Group Stage shall be designated as the “Home Side.”
For all subsequent matches, the designation of Home and Away sides shall be determined by the referee via a coin toss.
The winning Teams of the Final Matchup will be crowned as the FC Pro Masters winner.
The top four (4) Teams at Event will qualify directly to the FC Pro Champions Cup.
3.4. Schedule
May 28-29 – Group Stage
Two groups will take place simultaneously.
May 30 – Playoffs Day 1 (Matchups M1,2)
May 31 – Grand Final Day
3.5. FC Pro Masters Game Rules
Teams shall ensure that their Competitors comply, for the whole duration of the FC Pro Masters, with the game rules set out in this section .
In-game Team Building Requirements & Pre-Match Setup
The In-game Team of any Competitor must adhere to the following restrictions or as otherwise communicated by EA.
Formations:
Only allow these formations
4-1-3-2 4-1-4-1 4-2-3-1 4-2-2-1-1 4-2-4 4-3-1-2 4-3-3 4-1-2-3 4-2-1-3 4-2-2-2 4-1-2-1-2 4-4-2 4-4-1-1 4-5-1 4-3-2-1 | 3-1-4-2 3-4-1-2 3-4-3 3-1-2-1-3 3-2-2-1-2 3-2-3-2 3-4-2-1 |
Ban deployment with 3 Defensive Midfielder: ‘Defensive Midfielders’ are in game items with the following positions: LDM, CDM, RDM
Ban deployment with four or more Central and Defensive Midfielders: “Central and Defensive Midfielders” are in-game positions including CM, LCM, RCM, LDM, CDM, and RDM
Ban formations without striker (ST, LS, RS, CF, LF, RF), LW, RW are not considered as ‘Striker’
Statistics for strategy can be changed freely.
Competitors found with squads that violate the formation restrictions may receive an immediate loss for that game.
Repeated occurrences will result in removal from the Event.
In game Player Instruction & Tactic:
Player Instruction – Ban “Always Defensive Support” (DP1, DS1)
Defense Style Setup – Ban “Drop Back”
Defense Tactic (D-pad) – Ban “Striker Drop Back” and “Lean towards the Ball“
Competitors are responsible for ensuring that their opponent's In-game Team meets the requirements. If the opposing In-game Team does not meet the requirements, Competitors are required to contact a referee before the start of the Game.
If a chance of attack fails due to a systematic error during the penalty shoot-out, Competitors are obligated to recreate the situation after changing the forward or defender and restarting the Game.
In-game uniform colour selection:
The default uniform colour selection is based on home/away selection.
If the uniform colour is similar, Event Officials will decide during the in-game settings before the start of the match and assign the uniform colour.
For example, in the case of Team A uniform blue vs. Team B uniform sky-blue, there should be a change in the colour of Team A or Team B's uniform.
3.6. Equipment use
All computers, screens, peripherals, and headsets are supplied by Event Officials.
At the sole discretion of Event Officials, computers, screens, peripherals, headsets and network service can be rented throughout the Event for the participating Competitors who play from home.
No memory cards or saved games are permitted.
In the event that Event Officials provide additional gaming equipment for use during the Event, the participating Competitor is required to solely use such provided equipment. The participating Competitor is not allowed to use any personal devices (such as phones, headphones, tablets, etc.) during their Games, including for the purpose of listening to music, unless express written permission has been granted by Event Officials.
Competitors are permitted to use personal peripherals (specifically controllers, mice, keyboards) connected to stage PCs to play in the Event. Event Officials take no responsibility for correct operation of personal peripherals.
In the case of a peripheral malfunction, Event Officials may provide Competitors with a standard mouse and keyboard, or controller as a replacement. Event Officials take no responsibility for the correct operation of replacement peripherals.
If a Competitor finds an issue with the provided equipment, they should notify an Event Official immediately. If the Event Officials can confirm that an issue has occurred, they will determine whether the Game should be restarted, the win should be awarded to an Competitor or the conditions under which the Game should be resumed.
3.7. In-Game Substitution
Competitors may make a maximum of five (5) in-game player substitutions throughout the regular 90 minutes of the Game.
Competitors may be allowed to make one additional in-game player substitution if the Game has to continue during overtime.
3.8. Use of Gameplay
If a Competitor misuses the ball to delay the Game (e.g., the participating Competitors starts to circulate the ball within their own half and is purposely passing the ball between the defenders and heading the ball back to the goalkeeper multiple times) the Competitor will activate the in-game anti-fair system and may be deducted four (4) points per activation. If a Competitor accumulates 12 point deductions (three (3) activations of the anti-fair system), the Competitor will automatically forfeit the Game.
Scoring on their own team’s goal intentionally is prohibited.
The Event’s servers (as identified by Event Officials) shall only be used during the Event’s Matchups.
All practice games played, shall take place on practice servers, as instructed by EA.
3.9. Pauses
Tactical Pause
During the regular 90 minutes of in-game time, each Competitor is entitled to three (3) time-outs with a maximum of 30 seconds to administer formation changes, make in-game player substitutions, or carry out any other in-game related adjustments. It is the Competitor’s own responsibility to be ready after the 30-second break and to continue playing.
If the Game enters the extra 30 minutes in-game overtime, each Competitor earns an additional one (1) time-out.
A Competitor might also facilitate his substitutions without losing a tactical pause via the “Quick Substitution System”.
If a tactical pause is made, a tactical change to the in-game team must happen. Unnecessary pauses or delays are prohibited.
Successive tactical pauses (more than one (1) pause within 10 in-game minutes) for the purpose of time-wasting are prohibited, even when a tactical change to the In-game Team occurred. The Event Officials will decide if a Competitor is wasting time intentionally.
Technical Pause
If an issue occurs during a Game, the affected Competitor must raise their hand and alert the Event Officials. Event Officials will commence the technical pause to inspect the issue at their own discretion.
Teams may ask Event Officials to pause the Game officially in the circumstances listed below.
Game Lag issue
Once a lag issue is reported and the game is paused, Event Officials will take actions including but not limited to, confirming the Competitor’s lag, opponent’s game lag status, monitor check and server investigation.
At the sole discretion, Event Officials have the rights to determine the game lag recognition.
If the game lag is recognized, both Competitors are obligated to follow the referee's instructions for resuming, restarting, or any other steps.
Critical Lag and Disconnection
If the Competitor is playing from the venue network provided by EA, at the sole discretion of EA, if the game lag that the participating Competitor experiences is determined to be critical and unfixable within the given time EA decided, EA may reschedule the individual game or match.
If the Competitor is playing from their own network, at the sole discretion of EA, if the game lag that the participating Competitor experiences is determined to be critical, the participating Competitor will be allowed a maximum of ten (10) minutes to make changes on the network. After this time, if the participating Competitor failed to restore or improve the connection, EA may reschedule or forfeit the individual Game.
Opponents have displayed inappropriate language.
Disturbance by the audience or the environment
Tactical adjustments are not allowed in the event of a technical pause situation.
5. PRIZING
All amounts are in USD.
Prizing is awarded based on finishing placement in the Event. Total prize money is USD $150,000.
FC Pro Masters | ||
Finishing placement | No. of Winners | Prizes (USD) |
1st | 1 | $52,000 |
2nd | 1 | $38,000 |
3rd – 4th | 2 | $14,000 |
Joint 5th | 4 | $8,000 |