BLAST Premier has introduced a new Frequent Flyer Programme for its 2025 Counter-Strike 2 (CS2) season, creating a $2 million yearly prize pot designed to reward teams for consistent participation and performance across its expanded tournament circuit. The initiative represents a strategic shift from solely rewarding tournament victories to incentivising long-term involvement, with Team Vitality leading the standings for this year.
The programme allocates tokens to teams based on two core criteria: participation in multiple events and competitive success. Teams earn tokens for playing in four, five, or six tournaments, with additional tokens awarded for reaching the second week of a Bounty or Open event, or for winning a Bounty, Open, or Rivals tournament. At the end of the season, the $2 million fund is divided proportionally based on each team’s total token count, providing a direct financial reward for circuit loyalty.
As of the latest update on 20th November 2025, Team Vitality sits atop the leaderboard with 12 tokens, having participated in all six events, reached four second weeks, and won two tournaments. This puts their current token value at approximately $461,538. Close behind is Team Spirit with 11 tokens, followed by G2 Esports with six. Several teams, including The MongolZ and Astralis, have recorded zero tokens due to declining invitations to specific events within the circuit. See the full ranking in this link.

The structure of BLAST’s programme invites comparison with other ecosystem incentives, notably the recently concluded ESL FACEIT Group (EFG) Annual Club Incentive for 2025. While both initiatives feature multi-million dollar prize pools aimed at rewarding organisations, their mechanisms differ significantly. EFG’s model allocated its $2.95 million pool based primarily on teams’ average concurrent viewership during events, with a multiplier for tournament attendance. Its top earner was Team Falcons, which claimed $407,422.
In contrast, BLAST’s Frequent Flyer Programme is exclusively performance and participation-based, with no direct link to viewership metrics. This creates two distinct economic models for teams to navigate: one rewarding broadcast audience draw and circuit commitment (EFG), and the other rewarding consistent competitive results within a single organiser’s ecosystem (BLAST). Both programmes provide context to recent industry discussions regarding tournament preferences.
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