All games Box Box

Rulebook

How everything works.

Basics

What it’s about

You are a racing driver with your own car. You enter race weekends, wait through preparation, test days, qualifying and the race, then collect prize money, experience and parts. With them you make driver and car better – from karts to the Grand Prix class.

  • Race board: races against computer fields, cost track time.
  • Championship: eight fixed rounds per series with your nemesis.
  • Duels and teams: against and with other players.

Prize money and laurels

You earn prize money (€) in races, duels, from sponsors and with daily tasks. You spend it on parts, gear, training, repairs, new cars and your team.

Laurels are rare and only earned in the game – with every new level, championship titles, achievements, all three daily tasks, sponsor goals and season places. You spend them on:

  • extra rounds of track time (+20 min),
  • new shop offers (1 laurel),
  • a new look (2 laurels).

There is no real money.

Experience and levels

Experience (XP) is for the podium only: a win brings the race’s full experience, 2nd place sixty, 3rd place forty per cent. Every new level brings a laurel, fresh shop offers and opens higher parts. Levels go up to 100 for now.

Race weekend

The race board

The race board has three offers: track, duration, difficulty (one to three helmets), prize money and experience for the win, sometimes a part for the winner. Each card shows your estimated podium chance with your current values. After every collected race, three new offers come. Now and then there is an Eifel weekend with a better reward.

Track time

Every day you have 100 minutes of track time. A weekend costs as much as it lasts. At midnight (German time) you get new time; what’s left expires. Up to five extra rounds of 20 minutes cost 1, 1, 2, 2 and 3 laurels. Championship races cost no track time.

The four phases

A weekend runs in real time: preparation (15 %), test days (35 %), qualifying (15 %), race (35 %). The pit wall radios what happens. Everything is decided when you book – you just see it bit by bit. You can withdraw at any time; the track time is gone then.

Setup and driving style

Before booking you choose:

  • Setup focus: corners, balanced or top speed. If it suits the track (the card says whether it is fast, twisty or mixed), the setup from the test days gets better.
  • Driving style: gentle (fewer mistakes, retirements and wear, a little slower, shy to overtake), normal, or attack (faster and bolder, but more mistakes, wear and risk).

Rewards

Prize money: win 100 %, 2nd 70 %, 3rd 55 %, 4th–8th 30 %, behind that 10 %, retirement nothing. Experience for the podium only. Finds: 35 % for 1st, 30 % for 2nd, 25 % for 3rd (luck raises it). If the bag is full, the find is sold.

How races work

Tracks

Every track is made of straights, fast, medium and slow corners and chicanes. On straights power, acceleration and lightweight count; in fast corners downforce, grip and courage; in slow ones brakes and precision; in chicanes brakes, handling and precision. Some tracks are modelled on real ones – the Green Hell is the old loop in the Eifel.

In the race

  • Qualifying: one quick lap per driver makes the grid.
  • Start: reaction wins or loses places.
  • Overtaking: only a faster car tries; courage against the reaction and precision of the one ahead, harder on narrow tracks.
  • Mistakes and spins: rarer with precision, more frequent in the rain and attacking.
  • Retirements: weak reliability and worn parts make them likelier.
  • Tyres wear (technique helps), stamina helps towards the end.
  • Pit stops: from the GT Championship on every car comes in for new tyres – GT, formula and Grand Prix once, endurance twice (once on the Green Hell). The tyres are fresh afterwards. Attacking drivers come in a lap earlier, gentle ones a lap later. A stop costs 20–30 seconds; a car in the pits holds nobody up.
  • Everyone has a form of the day – favourites lose sometimes too.

Weather

Dry, changeable or wet – the Eifel is often damp. In the wet everything gets slower, mistakes get more frequent, and precision and courage count more.

Watching races

In the race phase you can watch live. Afterwards there is the race and, at the result, the replay: speed 1×, 2× or 4×, jump to the end, again (keys space, 1, 2, 4, e). The sound can be switched off.

Driver and car

Driver values

  • Reaction: start, defending.
  • Precision: consistency, few mistakes, qualifying.
  • Courage: overtaking, fast corners, rain.
  • Stamina: strength to the flag, long tracks.
  • Technique: setup, tyres, less wear.

Base values rise in training; gear comes on top.

Parts and gear

Seven slots for gear (helmet, neck brace, race suit, gloves, boots, watch, lucky charm) and eight for car parts (engine, gearbox, suspension, brakes, tyres, aero, electronics, lightweight). Every item has a level, a rarity (common, good, rare, epic, legendary) and one to three bonuses. You can wear items up to your level; car parts only fit cars of their class and can only be swapped. The bag has 16 places.

Shops

Driver outfitter and parts dealer have six offers each, up to your level. New stock comes every six hours, after every new level, or for a laurel. Selling brings a quarter of the price.

Training

In the training centre base values rise for prize money. Every point costs more than the one before – the higher the value, the more so.

Wear and workshop

Every race wears the car’s parts: long races and attacking more, technique less. A worn part gives less – fully worn half – and weak reliability means more retirements. In the workshop you repair single parts or everything; a fully worn part costs a third of its price.

Look and paint

Race suit, neck brace and lucky charm show on your figure, and the driver in the car wears your suit and helmet. You change the paint (base colour, accent, pattern) in the garage for free; a new face costs 2 laurels.

Series and championship

The seven series

  • Kart League (from level 1)
  • Junior Formula (10)
  • Touring Car Cup (20)
  • GT Championship (35)
  • Formula Rising (50)
  • Endurance Series (65)
  • Grand Prix Class (80)

A series opens with the licence of the series before and the level. You buy its car at the dealer in the garage; old cars stay, and the race board follows the car you drive.

Championship

Eight rounds against a fixed field; a podium opens the next. Round 8 is the licence race and must be won. Championship races cost no track time; after a race without a podium the series is locked for an hour. The first pass of a round brings a part, the licence an epic part, three laurels and the title.

Your nemesis

Your nemesis races in every championship – stronger than the rest of the field, always attacking. They climb the series with you and have something to say about everything.

Sponsors, tasks, achievements

Sponsors

On the driver page you pick one of three sponsors for a week. They pay for every race without retiring and a bonus with laurels for the weekly goal. Their name is on your car. When the week is over or the goal reached, new offers come.

Daily tasks

Every day there are three tasks (for example race three times, get a podium, train). Each pays money, all three together a laurel. New tasks come at midnight.

Achievements

22 achievements from the first race to the Green Hell and level 100. Each brings laurels once; you see them on the driver page.

Duels and ranking

Duels

A three-lap sprint, you against another driver – with their stored values and car, they needn’t be online. Raced at kart pace on a kart track; your values and parts count in full. One duel every ten minutes. The winner takes at most 2 % of the other side’s money. Guests are computer drivers while few people play; they bring half the fame.

Fame and seasons

Fame works like chess ratings (start 1,000): against stronger drivers a win gives a lot, a loss little. A season lasts a calendar month; the top three get 5, 3 and 2 laurels, then every fame moves halfway back towards 1,000.

Mail

The mail holds duel reports, team races and season results – with replays. Whoever challenged you can be challenged back with one click.

Racing teams

Team

Founding costs € 1,000; up to 20 members in the roles team lead, engineering or race seat. Open teams take anyone, closed ones nobody. If the team lead leaves, the longest member takes over.

Fund and buildings

Everyone gives to the team fund; the team lead and engineering build. Every level (up to 20) helps all members:

  • Wind tunnel: +1 % car values in races
  • Simulator: +2 % experience
  • Team workshop: −3 % wear
  • Fan shop: +2 % prize money

Team races

The team lead or engineering challenge another team. After 24 hours the up to ten strongest of each team race over five laps; points go 25-18-15-12-10-8-6-4-2-1. The winning side gets money and a rare part per member, the other a small consolation; the team wins or loses fame.

Controls

Keys

  • ? shows all keys.
  • g and a letter jump: f driver, g garage, b race board, m championship, u duels, r team, h shops, t training, w workshop, p mail, l ranking, a rulebook.
  • On pages with items: a puts on the selected item, Esc lets go.
  • Race board: 1–3 picks an offer.

Keyboard shortcuts

Everywhere

?
This overview
g f
To your driver
g + …
g g garage, b race board, m championship, u duels, r team, h shops, t training, w workshop, p mail, l ranking, a rulebook
Tab
Move between buttons and fields