Rules

The default set of rules for each race follow the Formula D advanced game rules and is informed by the Formula De Competition Rules whenever doubt arises.  Any rules stated here take precedence over those rules.

Race Length

The standard race length will be 2 laps.  Exceptions may be made on a case-by-case basis.

Teams & Drivers

  1. Each team must declare a team name and will consist of two cars with two drivers.
  2. Drivers may not switch teams during the season.
  3. Each driver must have a designated home country.  The race closest to their home country will be their home race.  If there is more than one race in that country, the driver must select a home race.

Car Customization

  1. Each car is allocated 20 wear points for each race.  In the case of a drirver’s home race, that driver will be allocated 21 wear points.
  2. Prior to the start of the race, each driver will declare the number of wear points they wish to allocate to each category: tyres, brakes, gearbox, body, engine, and suspension.
  3. A minimum of 1 wear point must be allocated to each category.

Qualifying

Cars will line up on the grid in reverse order of the current driver standings.  Ties will be broken in reverse order of finish at the previous race.

For the first race of the season, cars will line up in order of the lowest roll on the black, 20-sided die.

Pit Stops

  1. Prior to the start of the race, each team will select their pit stall in order of the team standings.  This means that whichever team is leading the team standings gets first choice.  Tie breaker will be in reverse order of average starting position in the current race, then total points scored in the previous race.
  2. Cars on the track move before cars in pit lane, provided they have passed the pit lane entrance.
  3. Cars that enter pit lane must perform a pit stop.
  4. Cars may not pass each other in pit lane, however no wear point penalties are assessed in pit lane.
  5. To successfully perform a quick pit stop (changing only tyres), a roll of 1-10 is needed.  On a successful roll, the car will immediately move that roll divided by 2.
  6. Each team will be allocated 2 pit recovery points for each race.  During a technical pit stop, these pit recovery points can be used to restore wear points in any category (other than tyres which are automatically restored) for their two cars.  They may be allocated to a single car, or split between the two.  No category may exceed the number of wear points that were allocated at the start of the current race.

Collisions

  1. Any car that finishes its move in a space adjacent to another vehicle causes both cars to roll for collision.
  2. Space adjacency is defined as having any portion of a side of the space in common.  This means that finishing behind, next to, or in front of another car results in a collision check for both vehicles.
  3. If the car that moved causes the other car to be eliminated from the race, the following occurs:
    1. The car that caused the collision loses a body wear point.
    2. The car that caused the collision is assessed a 1 spot grid penalty for the next race. (Exception: the final race of the season).

Crashes and Yellow Flags

In the event that a car is eliminated from the race due to tire failure, collision, or a broken suspension, the race will be yellow flagged, all cars must start their next turn in a gear no higher than 3rd gear.  No wear point penalties will be assessed for cars that need to shift down multiple gears.  Standard rules apply for shifting up gears.

Engine Over-Revving

If you are in 4th, 5th, or 6th gear and have rolled in the lower half of your die, you may use an engine wear point to add to your die roll.  The amount added to your die roll is equal to the gear you are rolling.  So, for example, if you rolled an 11-15 on the 5th gear die, you will add exactly 5 to your die roll.  If you rolled a 16-20, you may not over rev your engine.

Slip Streaming

  1. Any car that finishes its move in the space directly behind another vehicle may slip stream the car in front by immediately adding 3 spaces to their move if they meet the following conditions:
    1. They are in 4th gear or higher.
    2. They are in the same gear or higher than the car in front.
    3. They are not in the process of overshooting the corner.
      1. A car may use slip streaming to overshoot a corner if the arrows allow for a legal move and they can fully realize the 3 space movment without violating overshooting rules.
  2. Cars utilizing slip streaming must take the full 3 space movement unless they use one or more brake points to stop earlier.
  3. If slip streaming results in a car entering a corner they would not have without slip streaming, they must use a brake point to slow momentum.  This is in addition to any brake points used to move less than the full 3 space slip streaming movement.

Weather & Tyre Choice

The SBMRL is not currently running with weather or tyre choice rules active.

Absentia

Any team who is unable to send a representative to attend a race in person will have their cars run for them by another player.  In this event, the wear point allocation will be distributed according to the Formula D defaults of 6 tyres, 3 brakes, 3 gearbox, 3 engine, 3 body, and 2 suspension.

Forced Expulsion

The driver who finishes last in the season’s driver standings may not race again in the following season.  The team will have to select a new driver if they continue in the league.  In the event of a tie for last place in the driver standings, all drivers tied will be removed from the league.