The campaign is structured as an undetermined number of regular races. During the campaign, each player gets to spend and earn points. The player with the most points at the end of the campaign is declared victorious.
Each player presents one team with one driver.
Filler teams are provided in the campaign. Cars from the filler teams are played by players. If a player's main car is taken out of the race, the player then moves to one of the filler team's cars.
Although no points are awarded to the player for playing a filler car, the outcome of the race for the filler car may influence how much other players can earn from the race.
There is always 7 cars running the race. If not enough players are present, then cars from filler teams are added.
Optional rules in effect:
Rules are clarified at this page.
Points must be paid to enter a race and influence certain part of the game. Also, points are gained by achieving certain game goals. A running total of points are accumulated from race to race. At the end of the campaign, the player with the most campaign points wins the campaign.
It is possible to lose points during a race and it is possible for a team to have a negative running total. The point schedule was based on expectations that players missing a race in the campaign might not necessarily be overly penalized.
The following table describes the point schedule.
| Event | Campaign Points | Driver Points |
|---|---|---|
| Entering campaign | 20 | 1 |
| Entering a race | -5 | |
| Completing a lap | 2 | |
| Completing a race | 1 | |
| 1st place | 6 | |
| 2nd place | 4 | |
| 3rd place | 3 | |
| 4th place | 2 | |
| 5th place | 1 |
Car construction is custom based on 22 points where 21 are spent before the weather is known (21+1). The winner of the previous race may save two points prior to determining the weather (20+2). The last point is spent after the initial weather is determined. Optional rules in effect that affect car constructions:
The player leading the championship rolls the die for weather.
The last point of car construction is spent. Also, tire selection and wing settings are chosen.
Campaign standings are reviewed and teams are ordered according to points accumulated in the current campaign. For teams that are tied in points, order between tied position are determined randomly. This order is then used for determining pit row position and starting grid.
Before the start of the race, pit row positions are assigned to teams. Using the campaign standing order, the team leading in points pick the desired pit row position, followed by the second team and so on, until all team have selected a pit row position. The selected pit row position represents the only position where a team car can stop for a pit stop.
If multiple teams have the same campaign standing, a die roll decides the order of the tied teams.
The starting grid is arranged in reverse order according to campaign standings, with the lowest point team leading the race. This includes filler teams that take part in the race. If multiple teams have the same campaign standing, a die roll decides the order of the tied teams.
The motivations to have filler teams are to:
Each filler team is initially controlled by a player. As the race progresses, a filler team might have to be relinquished by the player controlling if it becomes necessary to give it to a player that has no car left to run. While a filler team is under the control of a player, that player has full control on the construction and running of that team.
Filler teams are selected according to campaign standings. The filler team with highest standing is chosen first. Filler teams are added, in order, to the race until the number of cars required for the race has been reached.
Filler teams are assigned to player using the following approach: