PRIMEIT
Interface language: English
CLOSED TEST · 3v3 Draft playtest. No real-money purchases, prizes or withdrawals.

MATCH RULES

Current 3v3 closed-test guide. Historical Matches retain their stored Rules version.

MATCH GUIDE

Know the flow before you queue.

The essential rules at a glance. Open a section below whenever you need the full detail.

  1. 01Solo queueSix eligible EU players form a lobby.
  2. 02Ready checkAccept within 60 seconds.
  3. 033v3 DraftCaptains pick A / B / B / A.
  4. 04Play & reportSubmit your side’s result in the Match room.
THE DETAILS

Clear rules. Better matches.

Each Match follows the stored Rules version, even after the rules are updated.

Realistic match rules

Play Realistics on the map assigned in the room. Other maps do not count toward this format; report a wrong-map issue to support with evidence. This does not automatically cancel a Match or award a win.

  • First to 5. Win by 2. At 4:4, keep playing until one team leads by two rounds.
  • Pistol and pump shotgun. The default loadout is a pistol and a pump shotgun. Different loot is allowed only if both teams agree in match chat.
  • Simultaneous elimination is a replay. If both teams are eliminated at the same time, the round does not count. If at least one player survives, the round counts.
  • Simple Edit off. Epic names up to date. Disable Simple Edit in Fortnite settings. Every player's current Epic name must match the name shown in the room; refresh it on PRIMEIT before playing if needed.
  • Public Fortnite Tracker · 400+ matches. Every player must have a public Fortnite Tracker profile with at least 400 matches.

Solo queue · 3v3

The current closed test uses EU solo queue for Build / Realistic 3v3. Six distinct eligible players are required to form a lobby.

  • Link your own Epic account before joining the queue. Browsing is available without linking.
  • You can leave the search before a Ready check forms. Active Match locks and queue restrictions still apply.
  • Search considers available players, ELO and accumulated waiting time. A Match within one minute is not guaranteed.
  • LFT is separate player discovery. It does not create a premade queue.
  • There are no player stakes or Match Pot in this format. The current closed test has no prizes.

60-second Ready check

All six players must accept within the shared 60-second window. Draft starts immediately when all six confirmations arrive in time.

  • There is no Decline button. An unconfirmed player leaves the queue when the check expires.
  • Timely confirmed players return to search with accumulated wait, subject to current eligibility.
  • An unconfirmed player must start a new search after any applicable restriction ends.
  • A Ready miss is recorded once per check. A cancelled check or confirmed platform outage is not a player miss.

Captains and Draft

Two captains form teams of three. The remaining players are allocated A / B / B / A; the final player is assigned automatically.

  • Captain selection considers ELO proximity and recent captain assignments. It does not guarantee a different captain every Match.
  • Each manual pick allows up to 60 seconds. A successful pick advances the Draft immediately.
  • On an expired turn, the server selects an available player using the supported team-balance policy.
  • An automatic pick or browser inactivity alone does not prove absence from Fortnite.

Gathering and Cancel

Allow five minutes after Draft for gathering. This is not an automatic cancellation deadline or a limit on playing time.

  • Before an accepted result, four of six Cancel votes can cancel a Match through the supported voting flow.
  • Cancel votes have no separate countdown. A first accepted result or staff resolution ends the voting path.
  • If a stalled Match cannot reach quorum, ask support for review. Staff can release a supported stalled Match for review without automatically assigning guilt.
  • A report, crash or disconnected browser alone does not award a win or prove who caused a disruption.

Joining the Fortnite lobby

Use the map assignment and How to join guide in your Match room. A missing or invalid map is not a usable assignment; a labelled demo code is not a confirmed competition map.

  • Coordinate in Match Chat using the Epic names revealed to participants. PRIMEIT does not create or observe your Fortnite party.
  • I can host prepares an editable chat draft using your revealed Epic name. Review and send it yourself; it does not assign an official host or confirm anyone's attendance.

Lobby Check In

After five minutes of gathering and before the first submitted result, four of six players can vote to launch Check In. All six must reply on PRIMEIT; this does not verify Fortnite attendance.

  • Only one check can launch per Match. Everyone has 60 seconds to reply after the fourth vote. Voting does not count as a reply; you can withdraw your vote only before launch.
  • Each player who does not reply before the server deadline receives a Ready miss (−5 Discipline for 24 hours under the shared cap and safeguards). The Match is cancelled without an ELO penalty and its calibration reservations are released.
  • Other original participants start fresh ordinary searches if still eligible. The next lobby still requires the ordinary Ready check and Draft. A reply on PRIMEIT is not proof of presence in Fortnite.
  • An earlier result, cancellation, staff decision or server-restart closure does not create a miss. A reply accepted within the server deadline is not a miss.
  • The site cannot tell whether Fortnite play has started. For an unfair check or cancellation, request Discord support review; a ticket alone does not undo the decision or pause a deadline.

Disconnections and technical pauses

Each team has six minutes of technical pauses in total for the entire Match, shared by all three players and all disconnections. Pause only between rounds; a round already in progress must be completed and counts even if a player disconnects.

  • Record the start and end of each pause in Match Chat so both teams and staff can check the remaining allowance.
  • Once a team's six-minute allowance is used, play must continue with the available recorded participants. If play cannot continue or a team refuses, keep evidence and ask support to review; the limit alone does not award a win or cancel the Match.
  • Do not manually respawn or deliberately leave a round to reset your state or gain an advantage. Normal automatic respawns between rounds are allowed.
  • A Fortnite pause or support request does not stop PRIMEIT's Ready, Check In or result-response deadlines. The site does not track your in-game pauses.

Bugs and round replays

A confirmed bug that materially affected a round may justify replaying that round while keeping the score from earlier rounds. An unsupported bug claim does not void a round or the Match.

  • Keep video or screenshots showing the bug and its effect. Agree on a replay in Match Chat; if the teams disagree, request staff review with the evidence.
  • If restarting the island is needed to fix a confirmed bug, keep the agreed or staff-confirmed score. A restart does not erase earlier valid rounds.
  • Deliberately exploiting a bug is prohibited. Game crashes and connection failures follow the disconnection rules rather than automatically granting a replay.

Fair play and spectators

Do not deliberately kick opponents from the party, replace recorded participants, mislead players about the rules or delay the Match. Staff review evidence through the existing support and disruption process; an accusation alone is not a penalty.

  • Outside spectators require agreement from both teams in Match Chat. An authorized moderator may observe a reported issue for review. A spectator must not replace a participant or assist either team.
  • An unwanted spectator should leave before the next round. Their presence alone does not automatically award a round or a Match; keep evidence and request review if needed.
  • Keep evidence of suspected violations and report them to support. An accusation does not give either team the right to stop the Match indefinitely. Existing result deadlines and independent review remain in effect.

Results and disputes

Any participant can submit a result for their own side. Review your choice before confirming it.

  • LOSE awards the opposing side the win immediately.
  • Opposing WIN claims open a dispute. An unanswered WIN claim uses the ten-minute response window.
  • A support ticket alone does not pause that timer, cancel a Match or change ELO.
  • Keep the Match ID and relevant evidence. Use supported HTTPS links from YouTube, Twitch, Streamable, Medal or Imgur.
  • Independent authorized staff can review a supported correction. Original results and audited changes remain in history.

ELO and seasons

The future public launch plans 15-day seasons, starting at 1000 ELO with four calibration slots. The current closed test has a 14-day season. Existing test seasons and historical Matches keep their recorded dates. ELO has a floor of 100; level 10 starts at 2001 with no upper ELO cap.

  • Team strength is the mean ELO of its three players after Draft. Only the result and expected team win probability affect the rating calculation.
  • Ordinary K is 50; a reserved calibration Match uses K=100. At equal team strength this gives +25/−25 or +50/−50, subject to rounding and the floor.
  • The season, rating snapshots and each player’s K are fixed for the created Match. Pending calibration slots remain reserved; cancellation releases a slot for a later Match.
  • A late result affects its original season. It does not change the new season’s ELO or replay later Matches.
  • Kills, damage, round score and Premium do not add rating bonuses.

Standings and prizes

Public standings begin after your first completed Match of the season. Positions remain provisional while supported reviews and corrections are outstanding.

  • Order is ELO, then season wins, then earlier attainment of the current ELO. Complete ties share a rank.
  • A stable account ID does not give a better rank or monetary priority in a complete tie.
  • For a future separately announced prize season, the prepared settlement policy allows Wallet credits no earlier than 24 hours after the recorded season end and only after every Match in that season is resolved. It is not enabled for this closed test.
  • If a full tie affects prize positions in that future season, an independent Owner records an off-site 1v1 result with evidence. This creates no Draft, rated Match or ELO change. Corrections after credits require separate manual prize review.
  • The current closed test has no prizes. A future prize season needs separately announced funding, allocation, eligibility, finalization and payment terms.

Discipline and support

Discipline starts at 100. Server-confirmed events and staff-confirmed findings reduce the score; a report alone does not punish anyone.

  • A confirmed Ready miss contributes −5 within its 24-hour window; the Ready contribution is capped at 20. The short Ready safeguard is warning, 2 minutes, 5 minutes, then 15 minutes.
  • A staff-confirmed post-Draft disruption contributes −20 for 30 days. One player/Match incident counts once, regardless of report volume.
  • Combined active findings can assign 30 minutes at 60 Discipline, 2 hours at 40, 24 hours at 20, or 7 days at zero. The longer applicable restriction applies.
  • The display stops at zero, but additional active findings retain their own expiry. Expiry improves the score; it does not automatically shorten a valid restriction assigned earlier.
  • Request review through official Discord support. A ticket, more completed Matches, Premium or money does not remove a restriction.
  • For LFT, only staff-confirmed spam or advertising counts: the first finding in 30 days is a warning; subsequent distinct posts reduce Discipline by 5 for 30 days. One post counts once, not once per report.