F1 Games Rules
Formula 1 racing simulation, raced solo against the clock or head-to-head in a multiplayer lobby.
A season usually mirrors the real F1 calendar — one race (or a short sprint) per round, same track for every driver.
- •Use real F1 points: 25-18-15-12-10-8-6-4-2-1 for the top 10 finishers, standard across most sim-racing leagues
- •Bonus point for fastest lap is optional house rule, same as real F1's current regulations
- •Tiebreaker: most race wins, then most podiums
- •Agree assist settings (traction control, ABS, racing line) before the season — mismatched assists between drivers is the most common dispute
- •Agree damage and collision settings; most casual leagues run full damage to keep racing clean
- •Qualifying order (or a set grid) should be decided the same way every round for fairness
Race length and assists
Race distance is the central setting: 25 per cent races are the common league standard, long enough to require a pit stop and tyre strategy but short enough to fit several drivers into an evening. Five-lap sprints remove strategy entirely.
Assists need a policy. Traction control and racing line are large advantages on some circuits and a mild handicap on others, and a league that lets each driver choose is measuring settings as much as skill. Most leagues either ban them or allow them freely and say so.
Stewarding and incidents
Contact is inevitable and a league needs a way to handle it. The established approach is a stewarding panel who review submitted replays after the race and issue time penalties, with a clear rule that leaving the track and gaining an advantage is penalised.
Publish the racing standards you expect before the first round: one defensive move, space left at the apex, and a rule on rejoining safely. Almost every league dispute is a driver who genuinely believed the standard was different.
Common questions
What race distance should a league use?
25 per cent is the sweet spot. It forces at least one pit stop and real tyre management while keeping a full race weekend, including qualifying, to about an hour.
Should car performance be equalised?
Many leagues turn on equal performance so the racing is about driving rather than which team you picked. Others run a driver market where the fastest drivers take the slower cars, which produces closer racing and a lot more negotiation.
How do you handle disconnects?
Decide in advance: a common rule is that a disconnect in the first lap triggers a restart, and after that the driver is classified where they retired. Without a rule, every disconnect becomes a debate about whether to rerun the race.
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Games & Others rules
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