Official Rules
The RRL rulebook — sportsmanship, race conduct, penalties, and scoring.
Participation Requirements
Registering for the RRL requires regular participation. Missing races repeatedly without notice can cost you your grid spot.
- Let us know in advance if you're unable to attend a race.
- Don't miss more than 3 races in a row.
- Don't miss more than 5 races in total.
General Principles
Taking part in the RRL requires following the principles of good sportsmanship. In motorsport, this is also known as racing etiquette. It means sticking to the rules and avoiding any behavior that makes you look unsportsmanlike. Anyone who doesn't comply disqualifies themselves from taking part in the RRL.
Unsportsmanlike behavior not covered by an existing rule can be penalized individually by the Commission.
Communication Rules
Severely distracting other drivers through unnecessary talking in voice chat results in 2 penalty points.
Severe insults are punished with 25 penalty points. A second offense results in a 1-race ban. A third offense results in exclusion from the RRL.
Conduct in Duels
Duels must be kept as contact-free as possible. Unexpected maneuvers must be avoided.
As chasing driver, you must watch and respect the defending driver's racing line to avoid contact (including their braking and steering). This doesn't apply to unnecessary braking or steering by the defender.
When two drivers are side by side, each must respect the other's line. It doesn't matter who's further ahead — both drivers have the right to continue on their line.
The defender may change line once (a "fighting line") and move back onto the racing line. When doing so, the defender must leave enough room not to ram or push the attacker off. Repeatedly changing line (weaving / zig-zagging) counts as blocking.
Deliberately blocking another driver results in 1 penalty point per incident.
It's forbidden to brake late and dive down the inside of the defender to force them to swerve or to ram them (dive-bombing). Overtaking on the inside is allowed if you're alongside the defender or not obstructing them.
Conduct in Accident Situations
You may maneuver around an accident with foresight, but must not ram anyone out of the way. Anyone involved in an accident must avoid an unsafe reentry. When in doubt, respawn.
Penalty Points for Accidents
Minor bumps without significant time loss (no standstill, no spin, no position loss) result in no penalty.
Overtaking through grossly negligent ramming (even with little time loss or a half-spin) results in 1 penalty point.
Ramming that causes the opponent to come to a stop, spin, or lose a position results in 2 penalty points.
Knocking someone off the track or causing a rollover results in 3 penalty points.
A mass crash affecting more than 3 drivers results in 10 penalty points.
A driver who collects penalty points 3 times within 5 races starts the next race from last place. The cycle then resets. Standard penalties apply to unintentional accidents. If an accident is caused deliberately or intentionally, an additional individual penalty may be imposed.
Rules for Lapping / Blue Flag Situations
Lapped drivers who are not in a duel must let the faster, lapping car through at the first safe opportunity and, if necessary, lift off the throttle.
Lapped drivers who are themselves in a duel must both allow the lapping car to pass without overtaking each other in the process. This situation must not be used to gain positions over other lapped drivers.
Lapped drivers who try to defend against being lapped, or who don't leave room despite a reasonable opportunity to do so, can be given 1 penalty point per defensive attempt, per the Blocking rule (3.4).
Lapped drivers who engage in a duel with lapping cars and cause a collision as a result receive the standard penalty points.
Lapping drivers who don't make themselves known in time (e.g. via horn or voice chat) and cause a collision while lapping also receive the standard penalty points.
Technical Violations
A clearly recognizable jump start (from 0.11 seconds early) results in 4 penalty points.
Extremely cutting the track results in an individual penalty.
Driving on off-road tires results in a 50% points deduction.
Competing with glitched parts results in individual penalty points.
Clearly using curb boosting results in individual penalty points and can lead to disqualification. (reference video)
Using break boosts results in disqualification from that race.
Deliberately exploiting any other bug, physics error, glitch, or game mechanic for a competitive advantage is prohibited and results in individual penalty points and can lead to disqualification.
Video Evidence
Video evidence may only be submitted as links (e.g. YouTube).
Only your own footage may be used to request penalties.
Please check the criteria under Section 5 yourself first and mark it clearly.
Video evidence can be submitted between race day and the following Wednesday.
If video evidence clearly incriminates a driver, they can only clear themselves with another video.
Anyone who doesn't record footage risks not being able to defend themselves.
The Commission can request videos at any time to prove boosting.
Appeals Against Penalty Decisions
The relevant videos must be reviewed yourself.
The applicable rules must be cited.
A detailed justification must be submitted in writing in the team chat.
Substitute Drivers
Substitute drivers can sign up for a race at any time via Discord.
Substitute drivers cannot be reserved in advance.
Points are always allocated according to the current standings (by performance) — the best-performing substitute drives for the highest-placed absent driver, the lowest-performing substitute drives for the lowest-placed absent driver.
Each driver can be represented by a substitute a maximum of 3 times. After that, an absence always results in 0 points.
If a substitute scores a disproportionately high number of points for an absent driver, those points aren't counted — the points of the next-best substitute driver are used instead.
If a substitute scores more points than the absent driver's own best result of the season, that substitute cannot be used again for the same driver.
Announcement of Tracks and Classes
The RRL only races on tested tracks and specially balanced vehicle classes. The available tracks and vehicle classes can be viewed by all drivers at any time. The track and class for race day are announced shortly before qualifying, to minimize any advantage for drivers who grind ahead of time.
Qualifying
Before each race there's a 3-lap qualifying session. Drivers start the main race in the order of their qualifying lap times. The car used in qualifying may be swapped out for the main race. Anyone who doesn't take part in qualifying starts from the back.
Points System
1 extra point is awarded for the fastest lap.
Points are awarded starting from the last driver to finish, in the order in which drivers were disconnected. (If the last driver to finish gets 5 points, the last driver to disconnect gets 4 points, the second-to-last 3 points, and so on.)
Vehicle Classes & Tracks
The full, currently maintained list of approved vehicles, their RRL classes, and the tested track pool.
Vehicle Classes
All approved vehicles, grouped by RRL class — searchable, with real top speeds from gtacars.net.
Browse ClassesTracks
The pool of tested tracks the RRL races on, including region and layout details.
Browse Tracks