Game Rules

## **Summary**

Each “race weekend” consists of a single qualifying session and the race. For each qualifying lap you will input a set of instructions about how to take each corner (what gear, how late to brake, what risk to use), on the F1R website (https://race.f1revisited.co.uk/login), meaning you can do your qualifying laps whenever you like!

You will then get feedback in the *Feedback Tab* for each lap – please note; going too fast will cause you to damage your car, so you may want to start slower and then build up your pace! You can of course change your approach lap by lap to improve your time, but you must run 1 lap at a time. Qualifying is run as one continuous session, so you will simply have a car with enough fuel to do the entire session – as a result you won’t ever alter your fuel amount in qualifying, though you may pit to repair damage to the car.

Once qualifying is wrapped up the grid will be determined, and you can input your instructions for the race itself (please note that you do not need to wait until qualifying itself - or even your own qualifying laps - are finished to input these). Again, these will be in the form of braking distance, gear selection, risk levels etc done on the Race Setup tab.

Then sit back and watch the race unfold...!

## **The Instructions**

For each corner you need to submit a gear from the pre-allocated range your car has, and a braking point that should be from 0m up to around 250m or so.  The more you push in a lap the better the chance of a good lap time, but equally the more chance of you making a mistake and costing you valuable time to fix your car.

***Qualifying***

To enter Qualifying, you need to log-in to the F1R Website and Navigate to 'Qualifying Sessions', there you should select the most recent session (shown at the bottom of the page) and once you click that session, you have a button that says 'Enter Qualifying'. Click that and - once the session begins - you can start driving your laps.

Here is an example of how your qualifying screen will look when you first enter qualifying:

There is also a **Feedback Tab** that shows you how well you are performing vs the optimal gears & braking choices (which may be different for each driver), as can be seen here:

Please note that your team-mates and I will be able to help you with anything that isn’t immediately apparent.

***Race Setup***

There is a Race Setup tab on the website that you simply need to fill in to confirm your race setup & strategy.

This allows you to input your Starting Fuel, Starting Risk and whether you should 'Let team mates by'. You then have a section below where you can fill in your Dry and Wet setup (i.e. how the driver should approach the track based on the weather). Please note that if you don't submit either a Dry or Wet setup and the race turns out to be either Dry or Wet then you will retire from the race. Finally, there is a section next to 'Setups' that is called 'Pit Stops' where you can add in as many stops as you like, determining in each stint what lap to stop on, plus what fuel and risk level to use.

Click 'Submit Race Setup' and after the deadline elapses for submissions, the race is simulated by JB as soon as possible afterwards. The link to view the race on will be posted in the GPRO thread, and is also available through the 'Race Results' section of the website.

*Please be aware that only the Top 30 drivers qualify for each race.*

If at least 30 drivers qualify AND you miss the qualifying session or fail to qualify within the Top 30, you will be able to take part in F2 Revisited – which will work as follows this season:

* Classic 'FINISH' system based on posting ASAP after the F2 grid (just for flavour) is posted.
* For every lap run in the qualifying session you get -1 minute (minus totals are possible) to the time of your post

The top 3 drivers in each F2R race will get £50/£30/£10 as a bonus.

***Weather Changes***

Team Principals will know both the predicted Qualifying and Race weather at the start of the session.  It is advisable to input a wet setup on your Race Setup tab in order to avoid crashing out if the weather does become wet.  If it does become wet then this is made as realistic as possible (i.e. doesn't become 100% wet or 100% dry within the space of a lap), while your driver will always choose whatever option costs the least time in terms of waiting for a scheduled stop to pit or coming in for a brand new stop.  It is not possible to change your standard strategy in the middle of a race.

***Collisions***

There is the possibility of collisions within the race – this will be worked out by looking at any blocking/overtaking situation.  If the two cars in a blocking situation have a combined risk level of 6 or above then there is a chance a collision may occur – this will be worked out by adding the combined risk level to a dice roll (generated by the equivalent of the 'RANDBETWEEN' function in Excel) and if the total is 12 or higher this will cause a collision between the two cars.

e.g. If 1 driver has Risk L5 and another has Risk L1, the combined total is 6.  That means only a roll of 6 can cause a collision.  If, however, both drivers have Risk L5 then any roll other than a 1 will cause a collision.

***Damage from Collisions***

In a collision the amount of damage caused to your car will be determined by your risk level (divided by 2) and setup position (divided by 5) combined to make an amount of seconds per lap you will be slower by – e.g. if you used risk level 5 and had the 12th best setup, the sum would be 5 divided by 2 (=2.5) plus 12 divided by 5 (=2.4) to give a total of 4.9 seconds damage per lap. This damage will continue until your next scheduled pit-stop, where you will sit in your pit-box for the same number of seconds extra to repair the damage.  Emerging from the pits your car will be fully repaired again!

Please note - risk levels do have a decent impact on pace to counteract the clear negative effects of using higher risks.

## **Team Principals**

These people are responsible for the running of the 11 F1R teams for 1962.   Those Team Principals from last season who completed their Objectives were offered new Contracts, meanwhile those who failed to complete their objectives were replaced by those at the top of the 1961 Drivers’ standings who wanted to manage a team this season.  This season every one of them has an objective to try to achieve, which will determine if they carry on in that Team Principal role.  In order to be a Team Principal in future, you simply need to finish as high up as possible in the Drivers Standings to be offered the chance to take over a team.

Team Principals for 1962 are as follows:

* Brabham – Gavin Adam
* BRM – Kyle Morris
* Cooper – Ivelin Dobrev
* De Tomaso – Steve Wade
* Emeryson – Rachael Beagles\*
* Ferrari – Tim Wagner
* Gilby – Ania Piekarska
* LDS – Jun Ho
* Lola – Ferenc Lutter
* Lotus – John Ibbotson
* Porsche – Stefan Gommans

\*Rachael does not have her own GPRO account, so you should PM JB if you want to communicate with her.

More information on the ins and outs of their roles/responsibilities can be found in their own separate thread here:

Team Principals

## **Current Line-Ups**

22 seats immediately available in F1 Revisited this season with another 30 on stand-by!  That means initially there are only 2 seats per team available!!!

## **The Driver Allocation**

Drivers who competed last season will be allocated to the same people as before, as long as either a) the driver or b) the person did not retire before the ’62 season.  These drivers are fixed and cannot be changed until the driver actually retires from Formula 1.  The only exception is the winning driver from the previous season, who will always return to defend their title.

Initial driver confirmations are completed by PM.  Then **ALL DRIVERS** in the game will agree their salaries with the Team Principal (these are real GPRO players as per the above list), and both need to send JB a copy of the contract filled in identically. An example contract template is as follows:

* Driver Name –
* Team Name –
* Contract Length – X years
* Signing Bonus – £X
* Salary – £X
* Contribution (the amount the driver is going to give towards the team’s development) – £X

Previous drivers still in use can be seen in the above '1962 Teams Line-Up' image, once they sign a contract.

If you are new to the game you will need to select a new driver from the list of available drivers below:

You will represent the same driver in the following years and cannot ditch him until he retires, so if you have your eye on someone who started racing in 1963 it is advisable to choose a driver who did not compete in that season – though winning the whole thing would of course prevent you from using said 1963 driver.

Drivers are allocated in order of championship position last season, and then on a 1st come 1st served basis to new players once joining starts.  There is no competitive advantage to be gained between drivers, aside from the driver multiplier.

## **The Teams**

As in real F1 the chassis you have under you is crucial and the actual performance of each will vary, though only in as much as the top speed and gears available initially (overall the field will be quite evenly matched - as this effect has been muted even more from last season).   That said, money for manufacturer upgrades will become available based on how accurately your car is setup and how your team performs in the race, so even the worst car on the grid can achieve performance upgrades if the players in that team do well.

You cannot change teams during a season, though you are not tied in to the same team for future seasons (unless you sign a contract for more than one season)…also a winning constructor will be permitted to stay on if it did not compete in the next season.  Team choices will be down to the team principals to agree with the drivers; each team has the same multiplier limit so some of the top teams may take a punt on a brand-new driver (this is to try and ensure even competition).

A total of 52 drivers can compete in this 12th season, although initially only 22 will be offered contracts.

## **Money**

Here is the current financial situation for the drivers:

https://docs.google.com/spreadsheets/d/1P-hUrfe3Ig8FvBYUJ4VzJU6-W0aTUSIO4TTYGDxsbB4/edit#gid=30

Please note – you can only spend money if you are in positive balance.  You can still go into negative money with a single purchase but won’t be able to buy anything else until you’re back in the black.

There are several things that money can be used to purchase, as follows:

***Multiplier Boosts***

Every driver has a multiplier figure, which is based on their experience in F1R.  However you can boost this figure in the short-term by purchasing some of the following improvements:

***Homes***

You can live anywhere in the world that you want to …if you can afford it.  To buy a house in a country other than that of your birth will cost a premium, but will allow you to test on that track between races so when the Grand Prix circus finally shows up to town you will be quicker at that track.  Simply send a PM on GPRO to JB with the words “Quote on a house in COUNTRY NAME(S)” and I will respond with the relevant prices to do so.  You may have more than 1 house, but this will dilute your multiplier by the amount of houses you own.

***Citizenship***

A long and drawn out 5 year process, but you can change the country you represent by living there for 5 years in a row…this will allow drivers who may not have a home GP the chance to get the small speed boost that your favourite track affords you.  After securing a house in a country, simply send a PM with the words “Apply for Citizenship” and your application will begin the long process of being put through.  Dual citizenship is a possibility too.

***1962 Financial Rewards***

Money is given for the following achievements.

*Championship & Setup Rankings (paid at season end):*

* 1st place – £5,000
* 2nd place – £4,500
* 3rd place – £4,000
* 4th place – £3,500
* 5th place – £3,000
* 6th place – £2,500
* 7th place – £2,000
* 8th place – £1,500
* 9th place – £1,000
* 10th place – £750
* 11th place – £500
* 12th place – £400
* 13th place – £350
* 14th place – £300
* 15th place – £250
* And so on until…
* 20th place – £25

*Finishing Position (each race):*

* 1st place – £500
* 2nd place – £400
* 3rd place – £300
* 4th place – £200
* 5th place – £100

*Setup (each race):*

* 1st place – £500
* 2nd place – £450
* 3rd place – £400
* 4th place – £350
* 5th place – £300
* 6th place – £275
* 7th place – £250
* 8th place – £225
* 9th place – £200
* 10th place – £175
* 11th place – £150
* 12th place – £125
* 13th place – £100
* 14th place – £90
* 15th place – £80
* 16th place – £70
* 17th place – £60
* 18th place – £50
* 19th place – £30
* 20th place – £10

*Incidentals (each race):*

* Pole Position – £200
* Fastest Lap – £200

***End of Season***

* Top performer in the team - £2,500 \* NOT given to overall Champion
* Best 3 improvements in a race - £1,000/£500/£100 \* NOT given to overall Champion
* Most race finishes in a season - £1,000 \* NOT given to Top 5 in Championship
* Per objective achieved over the season - £500 \* NOT given to Top 5 in Championship

Please note that you will be taxed 25% for every £1 you finish the season over the £10,000 mark.

***1961 Earnings:***

https://docs.google.com/spreadsheets/d/1liN8QSMu1ALj81gABtczJQuvwFMa-BUEyUmjU730Qko/edit#gid=30

For next season if you lost your driver you will still carry the same financial clout with the new driver, likewise if a new player takes over a previous driver they will take over any finances associated with them.

Also, driver multiplier does NOT go with you to a new driver - so if you are taking on a new driver they will start with a multiplier value of just 1.00.

## **New Season Changes**

Some things to look out for:

1 – Race Analysis should be coming in, which will allow you to see how you did in the race in terms of tyre wear, fuel remaining after each stint etc.

2 – The points system is different this year for the teams (as per the real 1962 F1 season) with points all the way down to 6th place in a 9-6-4-3-2-1 format. This means it is now identical to the Drivers' points system.

3 - The corner formulae have been tweaked to make them slightly more challenging for those teams that worked them out last season to find - for everyone else, it's very similar to previous so don't panic too much!

FINAL NOTE FROM JB – Though all efforts have been made to make this historically accurate there is likely to be some departure, if I have made any errors regarding (for example) the gear a corner is to be taken at I can only apologise.  I do welcome feedback to improve the game moving forwards.