Clinton F1 Racing League Season 2 Rules

    Games Rules in Effect
  1. Will use the Formula D advanced rules
    1. No Slipstream
    2. Tire selection
    3. Team Pit stop
    4. Weather
      1. House rule: In case of rain and sliding, brake points are applied to the die roll and not the final move (this can prevent the move into the corner which prevents the slide)
  2. Teams
    1. Drivers
      1. Each team will have multiple drivers
        1. A required 2 Primary drivers
        2. An unlimited number of Alternate drivers
      2. Only 2 drivers for a team may be in a race
      3. All driver points will combine for the teams Constructor points
      4. Each individual driver will have a pool of skilled driver points (SDP)
    2. Cars
      1. Each car has 20 points to distrube after the weather has been determined for the race (6/3/3/3/3/2 is a stock car and is 20 points).
      2. All 6 categories must receive at least 1 point
      3. Both cars must be built to match
      4. Tires can then be selected (these may be different per car)
      5. When the pin is pulled then that element is gone from the car
        1. Tire is at 0 points then the car spins out, if it overshoots by 1 space it will spinout again; if it overshoots by 2 then the car crashes.
        2. Brake and/or Gearbox is at 0 points then no more to be used
        3. Engine, Body, and/or Suspension is at 0 points then the car crashes
  3. Skilled Driver Points (SDP)
    1. A SDP is a 1 time use during the season to re-roll a black die result (no re-rolling the re-roll)
    2. Only 1 SDP may be used during a race.
    3. Primary drivers begin the season with 3 (quarter the number of races of previous season (round down)) SDP
    4. Alternate drivers begin the season with 1 SDP
    5. SDP can be earned for a driver at the end of the race in the following case:
      1. Winning the race
    6. Specialized Re-rolls
      1. For Engine, Collisions and Suspensions the best performance for each category will receive a re-roll for that category.
      2. The re-roll gained will only be usuable in the next race (non-bankable).
      3. Award will be by best percentage
      4. If a tie, then whomever had most attempts
      5. If still a tie, then no award given
  4. Crashes
    1. When a car crashes out there is a chance the driver is injured.
    2. To determine if there is an injury, roll the black die
      1. If the engine is the component that is gone add 3 to the die roll.
      2. If the die roll is less than the gear the car is in then an injury has occurred.
      3. If the die roll is equal to or greater than the gear the car is in then the car is out for the race
    3. If there is an injury the driver will be out for 1 race
  5. Pit Stops
    1. Pits are not determined by team color.
    2. Pits will be chosen in reverse Constructor Standings (this will offset benefit of having pole).
    3. If entering pit lane the car must actually enter the pit (not an issue during season 1).
    4. Turn order for pits is: (season 1 ruling written down)
      1. Cars that have passed the pits.
      2. Cars on track up to being equal with the entrance of pit lane.
      3. Cars in pit lane but not in a pit
      4. Cars in the pits
      5. Cars after the entrance of pit lane
    5. Top speed in pit lane is 4th gear; 5th gear must take a 1 Brake point damage; 6th gear must take 1 brake and 1 gearbox damage.
    6. Each team will have 2 minor and 2 major wrench points for the race.
    7. A minor wrench point fixes 1 point of damage
    8. A major wrench point fixes 2 points of damage
    9. Using a wrench point disallows attempt for quick pit.
  6. League season will consist of 14 races with 10 cars on track per race.
    1. All races will be on official Formula De/D tracks. (order will be predetermined)
    2. No race will be on the street courses (Vice City and Chicago are out).
    3. Points will be awarded as follows per driver
      1. Finishing place
        1. 10 points
        2. 8 points
        3. 6 points
        4. 5 points
        5. 4 points
        6. 3 points
        7. 2 points
        8. 1 points
        9. 0 points
        10. 0 points
    4. All races will be 2 laps
    5. The last race of the season will be the Zandvoort #2 & #3 track
      1. If the season number is even then the #2 track pit and start grid will be used
      2. If the season number is odd then the #3 track pit and start grid will be used
  7. Pole Position
    1. First race of season will be decided via black die role, lowest gets pole
    2. All other races will have pole decided in reverse season standings; Reverse finish of previous race breaks ties.
      1. If 2 or more drivers are tied but one or more did not race in the previous race:
        1. If just 1 driver did not race previously, they will get the better pole
        2. If more than 1 driver did not race previously, they will start before those that did, but will be decided via first race of the season procedure