RULEBOOK

The official rules, guidelines, and procedures for SARA.

The Sim Auto Racing Association’s Rulebook is outlined below.
All of our races will follow this rulebook.
Items highlighted in orange are new or worth special noting.
All rules are subject to change without notice.
All standard rules from the iRacing Sporting Code will be used in conjunction with our rules.
These rules shall prevail when there is a conflict among the rules.

This section may be easier to read by turning your mobile device sideways.

SECTION 1

League Info & Points

SECTION 2

Session Formats & Info

SECTION 3

Rules & Procedures

SECTION 4

Penalty Info

SECTION 5

Penalty System

SECTION 6

Super Series Team Championship

SECTION 1 - League Info & Points

1.1 - League Information

1.2 - League Registrations
  • Drivers may sign up to be a league member by filling out the registration form on www.racesara.com/register
  • A minimum iRating of 2000 is required, with other drivers being accepted at admin's discretion.
  • SARA officials will review all registrations, and if accepted, drivers will be sent a confirmation email and a league invite prior to the next race night.
  • By completing the registration process, drivers agree to the terms of our entire rulebook outlined on this page.

1.3 - New Driver Probation
  • ALL new registered drivers will automatically be placed on probation when accepted into the league. Probation will last for a driver’s first three weeks of racing.
  • During this time, admins will monitor performance and clean driving, and reserve the right to remove a driver from the league without notice, move them to a lower division, or anything else that admins deem necessary.

1.4 - Car Numbers
  • 1.4.1 - Car Number Requests
    • When registering, drivers can request three different number choices they would like to run.
    • To ensure a better chance at getting the number being requested, drivers should look at the Driver Roster page on the website to see which numbers are available.
    • Once accepted into the league, admins will do their best to make sure a driver gets one of the car numbers they requested, but in the event that those numbers are taken, admins may assign a driver to a different number that is open.
    • Car numbers will be assigned across all divisions.
    • Drivers may request a number change at the end of a season.
  • 1.4.2 - Custom Car Numbers
    • Drivers that run Custom Numbers (with a Trading Paints Pro account), are required to use custom numbers that match their league-assigned number in all divisions. Drivers who run the incorrect custom number on their paint scheme will be given a warning to change the number, and further penalties may be applied.
    • For admin purposes, drivers running custom numbers may be assigned a three-digit number on iRacing to allow for duplicate numbers within a session. Drivers must ensure their custom number schemes are uploaded to Trading Paints PRO so their assigned custom number shows up correctly.

1.5 - Points Format
  • 1.5.1 - Drivers Championship
    • The following points format will be used in all SARA divisions. First place is awarded 100 points, going down 2 points each down to the 21st position (60 points). After 21st, the points decrease by 1 point down to the 30th position (51 points).

100 points - 1st
98
96
94
92 - 5th
90
88
86
84
82 - 10th
80
78
76
74
72 - 15th
70
68
66
64
62 - 20th
60
59
58
57
56 - 25th
55
54
53
52
51 - 30th
50 - Provisional Points

  • 1.5.2 - Super Series Team Championship
    • See Section 6.

1.6 - Bonus Points
  • Drivers in all divisions will be eligible to receive bonus points for the following:
  • Race bonus points:
    • 3 bonus points - Clean race with 0 incidents (must run 75% of the race)
    • 2 bonus points - Most laps led
    • 2 bonus points - Most positions gained
      • Multiple people can receive this if there is a tie.
      • Driver must have a valid qualifying time in Time Trials, or attempt to compete in each round of a Heat Race session (Heat, B/C Main).
      • If a driver elects to start End Of Line (EOL), or receives an EOL penalty, their original starting position will be used to determine their positions gained.
      • Drivers that are included in any invert or handicap will not be eligible for this bonus.
  • Time Trials bonus points:
    • 3 bonus points - Qualify 1st
    • 2 bonus points - Qualify 2nd
    • 1 bonus point - Qualify 3rd
    • In the Contender Series, these bonus points will be applied based on the overall qualifying results, not for each individual split.
    • Qualifying bonus points may be removed if drivers are penalized for qualifying violations.
  • Heat Race bonus points:
    • 2 bonus points - Heat Race 1st
    • 1 bonus point - Heat Race 2nd
    • Heat Race bonus points may be removed if drivers are penalized for heat race violations.

1.7 - Penalty Points
  • Drivers in all divisions may be subject to penalty points for the following:

  • Race incident penalty points (for getting X amount of incidents in a single race):
    • 0-19 incidents - 0 penalty points
    • 20-24 incidents - 5 penalty points
    • 25-29 incidents - 10 penalty points
    • 30 or more incidents - Automatic DQ and 20 penalty points and may be subject to a larger penalty
  • Season incident penalty points (for getting X amount of total incidents during a season, per series):
    • For the 2025 National Tour: 70 incidents - 5 penalty points
    • For the 25/26 Winter Season: 80 incidents - 5 penalty points
    • 5 additional penalty points for every 10 incidents exceeded
      • For example, if a driver reaches 100 incidents during the 25/26 Winter Season, they will receive a total of 15 penalty points. This includes three 5-point penalties for exceeding 80, 90 and 100 total incidents during the season.
  • Penalty points from incidents will be automatically applied in the results, and will not be reviewed during the race review process.
    • Drivers that receive 20+ incidents in a race may request an appeal of their incident points (via an email with a list of the laps in question), and admins may reduce incidents or penalty points, at their discretion. Incidents received from common contact or being involved in wrecks will not be removed. Incidents received from intentional contact or unpreventable contact may be removed.
      • Some examples of "unpreventable contact" would be stopping for a wreck and someone badly ARCA brakes, major netcode, or other situations at admin's discretion.

  • Drivers may be subject to other points penalties (10 points, 30 points, 50 points, or 100 points) if they are in violation of our other rules (see Sections 3 & 4).
  • Penalty points do NOT get dropped from a driver’s points total, regardless if that race becomes one of their drop races.

1.8 - Provisional Points
  • Any driver that attempts to qualify for a race but does not make the field due to a capped car count, or qualifies for a race but does not take the green flag, will receive 50 Provisional Points for that race.
  • Any driver that joins a session, but does not attempt a qualifying lap or does not participate in a Heat Race, will NOT receive any points.
  • Drivers are not eligible to receive provisional points if they can’t attend a race.

1.9 - Drop Races
  • We understand during a season that drivers may not be able to participate in every single race (for many possible reasons), or drivers may have a bad race due to factors out of their control (such as connection issues) so we allow drop races so that drivers can stay in contention for points if they have to miss a race or have a bad race.
  • Typically there are 2 drop races each season, however drivers should refer to the standings section of each division page for the official number.
  • Drop races will be factored into the standings during the middle of the season, so drivers will have a better understanding of where they are in points heading into the final races.
  • Drop races do not get locked in, and other races can still be dropped throughout the final race of the season.

1.10 - Championship Tiebreaker
  • In the event of a tie at the top of the points standings, the following will be used to determine the tiebreaker:
    • Most wins
    • Most 2nd place finishes
    • Most 3rd place finishes
    • If drivers have the same amount of 1st, 2nd and 3rd place finishes, the highest finishing driver in the final race of the season will earn the tiebreaker.

1.11 - Inactive Drivers
  • At the conclusion of every season, inactive drivers may be removed from the league and all league related communications (such as Discord) without notice.
  • Drivers who are removed for being inactive will need to complete the registration process to be added back into the league.
  • A driver will be considered inactive if they do not make any starts during the course of a season, have 5 or fewer total starts, have no starts within the last half of the season, or if a new driver registers but doesn’t make any starts after being added to the league.
  • Other drivers may be removed during the offseason at admin's discretion without notice.

SECTION 2 - Session Formats & Info

2.1 - Practice/Warmup
  • All divisions will have a 15-minute opening practice session, unless noted otherwise.
  • Practice sessions are to be used for drivers to prepare for the night’s race by working on setups, practice racing around others, checking tire wear, etc.
  • Practice sessions are NOT to be used to mess around, wreck others, or cause any other issues. We expect all of our drivers to act professional, even in practice, and we take each of our sessions seriously. Drivers who repeatedly cause issues may be removed from the session or penalized.
  • In races where two different sessions are used, an additional 10-minute warmup will be provided before the feature to allow drivers time to get into the new session and run laps.
    • Warmup length may be adjusted at admin discretion.

2.2 - Qualifying
  • Our divisions may utilize different types of Qualifying formats throughout the season, including Time Trials or Heat Races.
  • 2.2.1 - Time Trials
    • After practice, there will be a standard 2-Lap Time Trial session (unless noted otherwise).
    • 2-Lap Time Trials will last for 3 or 5 minutes, and at any point during that time, a driver may take their car out on track for up to 2 laps to score their fastest qualifying lap.
    • If a driver makes contact with a wall, spins out, cuts the course, or receives any other iRacing incident points, their lap(s) will be nullified and will not be scored. This is determined by iRacing and we will not overturn any laps if iRacing does not score it. Connection issues may also void qualifying laps.
    • In some special events, Time Trials may be run as an open qualifying session where only one car will be allowed on track at a time. Officials will notify drivers of this format prior to any sessions.
    • Some tracks may require two qualifying sessions if the car count exceeds the number of pit stalls available. In the event that two qualifying sessions are used, drivers may only join ONE of the two sessions to record a qualifying time. If a driver joins both sessions, there is a possibility that their lap times may not be scored, so joining only one session is the only way to guarantee the lap time is recorded properly.
  • 2.2.2 - Heat Races
    • After practice, Heat Races will be run, plus Consis or a "Last Chance Qualifier" if needed.
    • Some events/series may run Time Trials to set Heat Race lineups, while other events/series may use random lineups determined by iRacing. This will be noted on the event/series page.
    • Heat Races will be up to 15 laps, and will have a maximum of 12 cars per heat (unless noted otherwise).
    • The total number of Heat Races will be automatically adjusted by iRacing based on car counts.
    • Heat Races will transfer "X" cars per Heat Race directly to the Feature, while drivers will need to run a Consi or LCQ.
    • Consis/LCQ will only be run if there are enough cars in the session that exceeds the capped car count. If there are less than the capped car limit, all drivers will advance to the Feature and no Consi/LCQ will be run.
    • Consi/LCQ lineups are based on the results of the Heat Races for drivers that did not transfer directly to the Feature.
    • Consis/LCQ will be up to 25 laps in distance depending on the car & track combination.
    • Consis/LCQ will transfer "X" cars to the Feature, which will automatically be determined by iRacing based on the capped car count for the Feature.

2.3 - Capped Car Count
  • In most of our divisions, car counts will be capped at a maximum of 30 cars.
    • If 30 or less cars show up, all cars will make the field.
    • If more than 30 cars show up, only 30 cars will be allowed to start the race, and any other drivers that DNQ will be awarded Provisional Points.
    • In some events/series, car counts may be capped at a lower number, which will be noted on the event/series page.
  • Contender Series
    • For the Contender Series, ALL cars will make a race.
    • If 30 or less cars show up, the field will compete in a single race, but also may be split into two races at admin's discretion.
    • If more than 30 cars show up, the field will be split up evenly into separate races so that all drivers will be allowed to compete.
    • The number of splits, and the number of cars per split, will depend on the total number of cars entered and the track size, and is up to admins discretion.

2.4 - Inverts/Handicap
  • 2.4.1 - Super Series
    • For the first two races of the season, there will be a random invert of between 5 to 8 cars for the feature. This invert will set the lineup for the front of the field for the feature event, and all cars outside of the invert will line up in the order they qualified in.
    • Starting in the third race of the season, the top 8 qualifiers from Time Trials will be lined up based on a points handicap for the Feature. Drivers will be handicapped based on their average points per race throughout the season. The driver with the highest average of points per race will start 8th, while the lowest average of points per race will start 1st. (For example, if Driver A averages 95 points per race, Driver B averages 76, and Driver C averages 84, these drivers will be lined up in the order of B, C, A).
      • For every race that a driver misses throughout the season, they will be credited with 100 points for the sake of the handicap.
      • For the handicap, drivers will be given the points they were awarded from the race, prior to any penalties or penalty points are assigned, so that drivers will not benefit from being penalized. For example if a driver finishes 5th in the race, but received a 5 point incident penalty and an EOL in the results, in the handicap formula they will be given 5th place points.
    • In some races, there may not be an invert. Officials will notify drivers of this prior to any sessions.
  • 2.4.2 - Contender Series
    • Following qualifying, there will be an invert for the feature(s). If there are enough cars to have multiple splits, the top 5 cars will be inverted in each split. If there is only one split the invert will be 8 cars. This invert will set the lineup for the front of the field for the feature event, and all cars outside of the invert will line up in the order they qualified in.
    • In some races, there may not be an invert. Officials will notify drivers of this prior to any sessions.
  • 2.4.3 - Other Series
    • In other series, inverts may be used and will be listed on the series page.

2.5 - Provisionals
  • The Super Series will be the only division that will give out Provisional starting spots to drivers.
  • If more than the capped car count of 30 cars attempt to qualify for a race, the top 28 cars from Time Trials will advance directly to the race.
  • A maximum of 2 provisionals will be given out, to fill out the 30-car starting field.
  • Provisionals will be awarded based on points. For the first two events of a season, the previous season’s points will be used to determine provisionals. Starting in Race 3, the current season’s points will be used to determine provisionals.
  • If less than 2 provisionals are filled based on points, we will revert back to lap times to fill out the field.
  • Since Reserve Drivers for a team do not earn points towards the drivers championship, in the event that multiple Relief Drivers are in position for a provisional, we will revert back to lap times to determine who earns a provisional.
  • In some events, admins may assign provisionals based on different conditions, or may add an additional provisional, and will notify drivers prior to any sessions.

2.6 - Feature Race Session
  • Drivers will take the grid, and the field will pace for 1 or 2 laps depending on the track size.
  • Feature races range from as low as 30 laps in our dirt divisions, and up to 200 laps in our asphalt divisions.
  • All of the rules and procedures for race sessions are outlined in Section 3.

2.7 - Double/Tripleheaders
  • In Doubleheader or Tripleheader race sessions, we will use the iRacing Heat Race format to run multiple races within the same session.
  • Practice and Time Trials will run as normal to set the lineup for the first race of the session.
  • The first race of the session will take place in the “Heat Race” portion of the format.
  • In a tripleheader event, the second race of the session will take place in the “Consolation” portion of the format.
  • The final race of the session will take place in the “A-Main” portion of the format.
  • The lineup for the first race of the sessions will be directly based on Time Trials. The lineup for the second and third races of the session will be based on the results from the previous race with a 5-8 car invert at the front of the field.

2.8 - Track Usage
  • 2.9.1 - Rubber Percentage (asphalt)
    • All opening practice sessions will open at 0% rubber on the track.
    • In divisions where the entire race format is held all within one session, the rubber on the track will carry over throughout the entire session.
    • In divisions where two sessions are used in the format (qualifying in one session, the race in a separate session), the rubber on the track will carry over from practice to Time Trials, and then in the second session the warmup period will open at 30% rubber on the track and will carry over into the race.
    • In the event two qualifying servers are used (such as the Contender Series), the rubber will be set at 25% for qualifying so the conditions will be the same in both servers.
  • 2.9.2 - Track Usage Percentage (dirt)
    • All opening practice sessions will open at 0% track usage, and will carry over throughout the entire session.
    • In some events the track usage may be reset down to 0% prior to the Warmup and A-Main session. This will be up to admin's discretion.
  • 2.9.3 - Marbles
    • In all sessions, marbles will be cleaned off the track, either in-between sessions or during cautions.

2.9 - Scheduled Sessions
  • Race sessions will be scheduled out prior to each week. There is no set day or time when these will be created, this is based on admin availability.
  • For the Contender Series:
    • Race sessions will be scheduled out at the same time as other series.
    • Qualifying sessions will not be scheduled out in advance, but will be scheduled just prior to launching at 9:30 PM ET.

2.10 - Weather
  • In most sessions we will use iRacing's Forecasted Weather settings to create a forecast.
    • This includes when the entire format is held within a single session, and all Feature sessions.
  • In some sessions, such as when qualifying is held in a separate session, Static Weather may be used.
    • For example, Contender Series qualifying sessions will use Static Weather so that the conditions are the same in both sessions, then Forecasted Weather will be used in the race session.
  • Once sessions are scheduled, drivers can view the forecast for the session in the iRacing UI.
    • Visit the Leagues section of the UI, then in the Up Next tab, click on any scheduled session to view it's details.
    • In the Weather section of the details, there is a View Forecast button that will allow drivers to see the forecasted weather in each session.
  • Weather forecasts and conditions are subject to change.

2.11 - Time of Day (TOD) Settings
  • Custom in-sim dates and times will be used in most sessions, which will be available once the sessions are scheduled.
    • In-sim dates during most of the year will match the date of our race events, but during winter months a different date may be used.
    • In-sim times will vary.
  • When one session is used for an entire race format, the TOD will progress throughout the event.
  • When two sessions are used, such as when qualifying is held in a separate session, the TOD will be static in the qualifying session, then in the race session the TOD will progress through the rest of the event.
  • TOD settings are subject to change and may vary for other events (such as special events).

2.12 - Green/White/Checker Finishes
  • In all divisions, there will be a maximum of 2 GWC attempts to finish the race if necessary.

SECTION 3 - Rules & Procedures

3.1 - Radio Chatter
  • During races, general radio chatter should be kept to a minimum to ensure the voice channels are available for race-related communications with admins (for drivers to claim cautions, report race control issues, or for any admin instructions, etc.).
  • We understand that incidents will happen, and drivers may get frustrated. However, drivers are expected to discuss incidents respectfully, or wait until after the race when emotions have cooled and both drivers can review the replay.
  • Any kind of negative voice or text chat will not be tolerated, whether directed toward other drivers, the league, or admins. This behavior is unprofessional and reflects poorly on both the driver and the league.

  • 3.1.1 - Negative Voice or Text Chat
    • Drivers should not use chat to direct negative, insulting, abusive, or snide comments toward other drivers.
      • This also includes private messages. If another driver is sending negative messages privately, a "protest" may be submit to admins via email, with screenshots of the entire chat from both sides, to be reviewed.
    • Drivers are responsible for their spotters or any other teammates that may use chat negatively during a session.
  • 3.1.2 - Other Platforms
    • While negative voice or text chat is not allowed in our sessions, it does not mean that drivers should use other platforms to be negative toward others regarding issues that happened in a league event.
    • If another driver is sending any harassing or abusive messages on other platforms, a "protest" may be submit to admins via email, with screenshots of the entire chat from both sides, to be reviewed.

3.2 - Connection Issues
  • Drivers are responsible for their own internet connection, and any incidents or issues caused by connection problems, may result in penalties at the discretion of the admins.
  • If a driver has connection issues during a race, admins will notify them, and if the problems continue the driver may be asked to drop to the back of the field or park their car.
  • In the event that the entire race server experiences connection related issues, admins may elect to open up a new session, or possibly postpone/redo the race at a later date.

3.3 - Start/Restart Procedures
  • All starts and restarts will be Double File. Admins may switch to Single File at any point during the race.
    • Lapped cars will be lined up at the back of the field.
  • The leader controls the start and may choose to accelerate at any time after the pace car gets all four tires off of the racing surface.
    • At some tracks where the pace car leaves the track early, admins may decide to use a dedicated restart box or "area", and will notify drivers of the restart box during pre-race.
  • If the green flag is displayed before the leader accelerates, this serves as the official start and the field may take off.
  • The second place driver may not accelerate before the leader, or roll into the restart before the leader, to gain an unfair run.
  • Drivers that jump the start must fully give back the position before completing that lap.
  • The leader must maintain a consistent pace to the green flag and may not brake, repeatedly speed up/slow down, or use other tactics to gain an unfair advantage.
  • Drivers may not lay back to get an unfair run on any start or restart.
  • Drivers should avoid making contact, or causing others to make contact, as a result of accelerating early prior to the cars in front or the green flag.
  • 3.3.1 - Double File Restarts
    • On all double file starts and restarts, the leader must start from the inside lane and does not have lane choice.
      • In some events or series, the Choose Rule may be used (section 3.16).
    • Drivers must maintain their position next to the car they are lined up with, and should avoid laying back or leaving gaps.
    • Drivers must maintain their lane, and can not pass, or begin passing the car in front of them, until after crossing the start/finish line. 
      • The leader is the only car that will be allowed to change lanes prior to the start/finish line as long as they do so safely.
      • Drivers are allowed to change lanes after the start/finish line, but should avoid forcing a lane change that causes contact.
  • 3.3.2 - Single File Restarts
    • While approaching the green, the leader should line up in a normal restart lane and the rest of the field should fall in line directly behind them. Staggering lanes is not allowed.
      • Once the leader accelerates or the green flag is given, drivers may run different lines, but can not pass, or begin passing the car in front of them, until after crossing the start/finish line.
  • 3.3.3 - Pacing Procedures
    • Pacing (prior to One Lap To Green)
      • During caution periods, drivers should maintain a reasonable pace with the field.
      • Drivers are allowed to use minor tire warming tactics, within reason.
        • Drivers should avoid using excessive or abnormal tactics such as: slowing well below pace speed, stopping to do burnouts, or weaving across the apron. Other tactics may be added to this list without notice.
    • One Lap To Green
      • Once the field receives the one-to-go signal, drivers are expected to get lined up and prepare for the restart. Drivers should be in their proper positions, maintain pace speed, and discontinue any tire warming tactics.
        • Drivers should avoid any tire warming tactics after the one-to-go, such as weaving, aggressive acceleration or braking, or actions that cause an accordion or gaps in the field.

3.4 - Car Control
  • Drivers are expected to maintain reasonable control of their cars at all times, except when involved in on-track incidents.
  • Drivers must remain on the proper racing surface at all times, and should not intentionally drive on grass, access roads, or any part of the track not normally used for racing.
  • Wall riding or intentionally using the wall to gain an advantage is not allowed.
  • Drivers may not swerve, brake check, or perform any action under green flag conditions intended to slow other cars.
  • Drivers are expected to avoid contact under cautions. Running into other cars during cautions, whether intentional or not, may result in penalties.
  • After being involved in an incident, drivers are expected to hold their brakes to avoid causing additional incidents.
  • If a driver spins or crashes, they are responsible for safely returning to the track in the correct direction without endangering other cars.
    • Drivers should not attempt to turn their car around in front of oncoming traffic in a way that causes contact, or forces others into making contact.
  • Drivers who are involved in contact or an incident should avoid pushing their way through the incident or making additional contact with other cars.
  • Drivers with excessive damage that makes it unsafe to continue racing should return to pit road safely to avoid creating issues for other drivers.
  • Drivers should avoid sitting on track for an extended period and should turn around or move to a safe off-track area to prevent causing unnecessary cautions.
  • Drivers who choose to end their race early should attempt to return to pit road safely or stop off the racing surface to avoid causing cautions or incidents for others.

3.5 - Passing Etiquette
  • 3.5.1 - Passing Etiquette
    • This is a short track racing league, and we understand that bumping and contacts will happen on occasion. However there is a certain etiquette that is expected from all drivers to ensure a clean race.
    • Admins have full discretion to determine whether contact during a race was aggressive, or part of normal racing.
      • When passing another car:
        • It is the responsibility of the car attempting to pass to facilitate a safe and clean overtake.
        • Drivers may not use their front bumpers to initiate a pass, or make door-to-door contact to complete a pass.
      • When getting passed:
        • When a pass is being attempted from behind, drivers are responsible for any contact that results from aggressively blocking, chopping, or altering their line to prevent the pass.
      • Once side-by-side: 
        • Once a pass is initiated and cars are side-by-side, both drivers must leave enough room to race without making aggressive contact or forcing the other car out of its groove. Drivers are responsible for any contact that results from excessive pinching or failing to maintain their lane.
      • Slide Jobs: 
        • Drivers attempting a slide job must ensure the pass is made cleanly, without sliding into the other car coming up in front of them at a significantly reduced speed that causes contact.
        • Drivers being passed by a slide job should also be prepared to lift of the throttle if necessary to avoid contact.
  • 3.5.2 - Lapped Cars Etiquette
    • Lapped cars, or cars in the process of going a lap down, are not required to give up their position for lead lap cars. While it is encouraged for lapped cars to give room when possible, the faster cars are ultimately responsible for facilitating a safe overtake. 
    • Lapped cars should not block or intentionally attempt to slow other drivers or manipulate the race in any way.

3.6 - Cautions/Incidents
    • After every race, admins will review the entire race to review any cautions or incidents that happened throughout the race. Admins will determine whether the incidents are deemed to be common racing incidents, or if a driver is determined to be at fault. If a driver feels that they are responsible for a caution, or another incident that doesn't trigger a caution, they can choose to Claim the incident as part of our Gentleman's rule outlined below. If the incident is determined to be a racing incident, no penalties. This will be up to admin's discretion.
    • All races are fully reviewed to determine whether incidents or cautions are deemed
    • Not all cautions or incidents will result in a penalty if it is determined to be a common racing incident. This will be up to admin discretion.
    • Drivers are not to intentionally spin or stop on track to bring out a caution.
  • 3.6.1 - Gentleman’s Rule
    • Drivers are strongly encouraged to claim fault for causing a caution during the race if they were responsible, including self spins or wrecks.
    • Claiming a caution is NOT required if the driver believes it was a common racing incident or if another driver was at fault.
    • To claim a caution, drivers should notify admins via radio or text chat. Cautions should be claimed prior to the two-to-go notification on restarts.
      • Cautions claimed after one-to-go or post-race may result in penalties.
    • If a driver claims a caution to be safe while unsure if they caused it, however it is later determined that another driver was clearly at fault, that driver may be penalized.
    • Drivers may not claim a caution on behalf of another driver. Doing so against the spirit of the rule may result in penalties for both drivers.
    • Netcode should not be used as an excuse for not claiming a caution unless it is clearly a factor.
    • 3.6.1.1 - Claimed Caution
      • By claiming a caution, the driver will receive an End Of Line (EOL) penalty on the following restart.
        • This allows a driver to continue racing with the possibility of regaining positions, rather than receiving a post-race penalty.
      • In some cases, admins may not give out the EOL penalty if the driver is already at the back of the field or on pit road and cannot resume racing.
    • 3.6.1.2 - Unclaimed Caution
      • If a caution is unclaimed, admins will review the incident after the race to determine fault or if it was a racing incident.
      • Cautions deemed to be common racing incidents will not result in any penalties.
      • Drivers determined to be at fault for an unclaimed caution will receive a post-race penalty.
  • 3.6.2 - Repeat Cause of Caution
    • Drivers who cause multiple cautions and claim them during the race will receive the following in-race penalties:
      • 1st claimed caution - EOL
      • 2nd claimed caution - EOL
      • 3rd claimed caution - Disqualification
    • Drivers who cause multiple cautions in a race, even if claimed, may receive additional penalties at admin discretion.
    • Drivers who cause multiple cautions without claiming them will be subject to a more severe penalty.
  • 3.6.3 - End of Race Caution/Incident
    • If a race ends under caution, or if an incident occurs on the final lap, drivers are still encouraged to claim fault.
    • Admins will review the incident and may adjust the finishing order if they determine that iRacing's scoring is incorrect. This may include moving drivers back if they were involved in the wreck, or moving drivers forward if they slowed or stopped safely to avoid the incident.
  • 3.6.4 - Tire Related Cautions
    • Drivers are responsible for maintaining control of their cars at all times, including when a tire is flat or near failure. If a car clearly becomes difficult to control due to tire issues, drivers are expected to slow down and/or return to pit lane to avoid causing an incident or caution.
    • Drivers who abuse their tires and lose control of the car, resulting in a caution due to a self-spin or by stopping on track, may be subject to penalties, even if the caution is claimed.

3.7 - Retaliation/Intentional Wrecking & Intentional Contact
  • Retaliation or intentional wrecking of any kind will not be tolerated.
    • This includes any kind of retaliatory contact during the race, aka the “they hit me so I hit them back” rule. While contact is common in short track racing and often unintentional, returning contact after the initial incident is considered retaliation.
    • Actions such as swerving, revving the engine, or similar behaviors toward others during cautions or after the race will also be considered retaliation.
  • Penalties for retaliation or intentional wrecking may include points penalties, suspension, or a ban from the league, at the discretion of admins based on the severity of the incident.

3.8 - ARCA Braking
  • Drivers are expected to stay aware of what is happening in front of them, especially during crashes or other on-track incidents.
  • Drivers must make an effort to slow down and avoid on-track incidents, including refraining from braking extremely late, failing to brake, or attempting to navigate through a wreck before the track is clear and safe.
  • Admins will review incidents from the driver’s cockpit perspective to determine whether the situation could have been avoided.

3.9 - Practice Penalties
  • As outlined in Section 2.1, practice sessions are to be used to prepare for the race, and should not be used to wreck other drivers or cause issues. Drivers are expected to maintain control and act professionally during practice.

3.10 - Post-Race Penalties
  • All rules remain in effect for one full lap after the checkered flag.
  • After the checkered flag, drivers should return to pit road or park off-track in a safe area without causing incidents for others.

3.11 - Black Flags
  • Black Flag penalties will not be cleared unless it is determined to be unwarranted.
  • Drivers who believe a black flag was unwarranted should notify an admin as soon as possible, including what the penalty was for. Admins will assess the situation to determine if the penalty was unwarranted.
    • Examples of black flags that may be cleared include: spinning onto pit road (receiving a speeding penalty) or passing under yellow if a wrecked car doesn’t catch the field before pitting. Other cases may also be cleared at admin discretion.
    • Examples of black flags that will not be cleared include: speeding on pit road, entering/exiting closed pit roads, and passing the pace car. Other cases may also be deemed warranted at admin discretion.
    • Meatball black flags will not be cleared.
  • Drivers must follow all on-screen instructions during caution periods. If a black flag is issued for failing to follow these instructions, the penalty will not be cleared.
  • Drivers who ask for a penalty to be cleared for false reasoning, will be penalized.

3.12 - Lucky Dog / Wave Around
  • 3.12.1 - Free Pass (“Lucky Dog”)
    • Lucky Dogs are managed by the iRacing system, which determines the driver who gets a lap back during each caution. If iRacing does not issue a Lucky Dog, no manual Lucky Dogs will be given.
      • Exception: In events where caution laps do not count, admins may issue manual Lucky Dogs.
    • Lucky Dog drivers will pass on the right side, and all other drivers must move to the inside lane to allow a safe pass.
  • 3.12.2 - Wave around
    • During a caution or pit stop cycle, cars trapped behind the pace car but ahead of the leaders may receive a wave around to pass the pace car at the one-to-green notification and rejoin at the tail of the field.
    • Drivers eligible for a wave around, who have an EOL penalty (for example from claiming a caution), should notify admins so the wave around can be applied prior to the EOL, ensuring they do not lose a lap.

3.13 - Pit Road Etiquette
  • Drivers must use pit road properly at all times. Cutting through pit stalls, grass areas, or any other parts of pit road to gain an advantage is not allowed.

3.14 - Tire Limits
  • Extra tires are not allowed in any regular series races, including Heat Races or LCQ sessions, unless specified otherwise.
    • Exception: Special Events and National Tour races may allow extra tires.
  • In the event that the tire limit is set up improperly in the session, the tire limit is still enforced.
    • If a driver accidentally takes tires and reports it to admins, an in-race penalty will be issued:
      • Tracks less that 3/4-mile: 30 second green flag penalty
      • Tracks 3/4-mile or greater: 1 minute green flag penalty
    • Drivers that do not report taking extra tires to admins, will receive a post-race penalty, which may include a last-place finish and points loss.

3.15 - Qualifying Scrutiny
  • Drivers are expected to leave pit road, get up to speed, and complete their qualifying laps without using tire warming tactics or "cheesing."
  • The iRacing Qualifying Scrutiny will be set to the highest setting of Severe, which should prevent most unfair tactics.
    • Drivers flagged by the system will receive a furled black flag and must return to the pits to reset before continuing.
    • Drivers should avoid using any other tactics that may not be automatically detected by the scrutiny system.
  • In events using single-car Time Trials, such as special events, Qualifying Scrutiny may be turned off. Drivers are still expected to avoid any nefarious tactics on pit road or on the track.
  • Admins may save qualifying replays and review laps for unfair tactics. If other drivers/teams notice any other tactics, a "protest" may be submit to admins via email with a replay to be reviewed.

3.16 - Choose Rule
  • In some series, a Choose Rule will be used for all restarts during a race. The opening start of the race will follow normal start procedures, while all subsequent restarts follow the Choose Rule.
  • Admins will announce the choose "zone" prior to the race.
  • Once the field reaches the choose zone, drivers should begin choosing their restart lane.
    • Inside Lane: Move as far left as possible toward the apron/inside wall (or into the designated choose area).
    • Outside Lane: Stay in the right lanes, moving as high as possible toward the outside wall.
    • Drivers should make their lane choice very clear. Moving as far as possible toward either lane choice, will help clearly communicate the lane choice to others, and helps avoids lingering in the middle lanes.
  • Drivers must remain behind the car in front until the car ahead has selected a lane.
  • Drivers should avoid causing any contact during these procedures.
  • After each restart, admins will clear all penalties issued directly from the Choose Rule restart procedure.
    • Penalties issued prior to the restart, such as meatball penalties or stop-and-go/hold penalties, must still be served on pit road even if other penalties are cleared.
    • Drivers who fail to serve these prior penalties and gain an unfair advantage as a result, may be penalized or dropped back in the finishing order.

SECTION 4 - Penalty Info

4.1 - Probation
  • All new drivers are automatically placed on probation when joining the league (see Section 1.3).
  • Any driver who receives a P2 Penalty or higher during the current or previous season will be placed on probation.
  • While on probation, drivers will be held to a stricter standard, meaning additional violations may result in a more severe penalty.

4.2 - Penalty Box
  • All penalties issued during the season will be listed on the Penalty Box page of our website.
  • Penalties will include the driver’s name, the race in which the penalty occurred, the penalty level, and a description of the violation, including the specific rule that was violated.

4.3 - Penalty System
  • See Section 5 for full details.
  • Our Penalty System organizes penalties into three different categories:
    • Standard Penalties: Warnings, P1 Penalties, P2 Penalties, and P3 Penalties.
    • Qualifying/Heat Race Penalties: Q Warnings and Q1 Penalties.
    • Additional Penalties: Notices and Team Penalties.
  • The progressive Penalty System is designed to outline penalties clearly for all drivers, and to escalate penalties for those with repeated violations.

4.4 - Penalties
  • The most common penalties handed out are listed below, with the section of the rulebook that applies the most: 
    • Aggressive Driving – Section 3.5
    • ARCA Braking – Section 3.8
    • Black Flag Violation – Section 3.11
    • Car Control Violation – Section 3.4
    • Contact Under Caution – Section 3.7
    • Retaliation / Intentional Wrecking or Contact – Section 3.7
    • Negative Radio Chatter – Section 3.1
    • Pit Lane Violation – Section 3.13
    • Repeat Cause of Caution – Section 3.6.2
    • Restart Violation – Section 3.3
    • Tire Limit Violation – Section 3.14
    • Unclaimed Caution – Section 3.6
  • Admins may issue penalties for any other offenses at their discretion, including violations not specifically listed in this rulebook.

4.5 - Suspensions
  • Suspensions issued during the season will apply across all divisions for the duration of the suspension.
  • Drivers returning from suspension will automatically be placed on probation for the remainder of the current season and the following season.
  • Suspension lengths may vary from those listed in the Penalty System based on the severity of the violation and may be extended at admin discretion.
  • Suspensions that extend past the end of the current season will carry over into the following season.

4.6 - Super Series Damage Points
  • In our Super Series division only, we have a Damage Point system in place (kept separately from any championship points) in effort to further encourage clean racing in our top division.
  • Damage Points will be assigned for such things as causing cautions, causing wrecks (with no caution), aggressive driving, and self spins.
    • 4 Damage Points - Unclaimed Caution/Wreck and Intentional Wrecking - This includes intentional wrecking, causing a caution and not claiming it, or causing a wreck that doesn’t bring out a caution (drivers should also claim fault for incidents that don’t bring out a caution to lower Damage Points).
    • 3 Damage Points - Aggressive Driving - This includes bumping or door slamming people to complete a pass, and in some cases other aggressive contact such as pinching, chopping, etc. (outlined in Section 3.5)
    • 2 Damage Points - Claimed Caution/Wreck - This includes any claimed cautions or wrecks (even if it doesn’t bring out a caution). By claiming cautions (outlined in Section 3.6.1), Damage Points will reduced by half (2 points instead of 4).
    • 1 Damage Point - Self Spin Cautions - This is for any cautions caused by a driver self spinning or self wrecking.
  • In addition to the points above, there are also point multipliers that will increase the points given in certain scenarios.
    • 1.5x multiplier - If the caution/wreck/contact happens within 5 laps of a start or restart, including any Green/White/Checker finishes.
    • 1.5x multiplier - If the caution/wreck/contact happens within the final 10 laps of a race, including any Green/White/Checker finishes.
    • 2x multiplier - If the caution/wreck/contact happens both within 5 laps of a restart AND within the final 10 laps of a race, including any Green/White/Checker finishes.
  • Once a driver reaches 9 Damage Points for the season, they will receive an automatic 1 race suspension.
  • After the suspension, a driver’s Damage Points will reset down to 4 Points and if a driver reaches 9 Damage Points again during the season, a longer suspension or demotion will be applied.
  • Drivers can reduce their Damage Points by 1 point by having a clean race, which in this system is defined by not receiving any Damage Points in a race.
  • We will still review all incidents and cautions, and will maintain our normal Penalty System in conjunction with these Damage Points, so further penalties may apply beyond just receiving Damage Points.
  • A full breakdown of Damage Points and descriptions of each infraction will be posted in the communications tab of the Super Series league page.

SECTION 5 - Penalty System

5.1 - Penalty System
  • Penalties are issued based on our progressive Penalty System, where penalties will continue to increase with each additional infraction throughout a season. This system is designed to escalate penalties for drivers with repeated violations.
  • Our Penalty System is outlined below:

  • 5.1.1 - Standard Penalties:

WARNING

A Warning will be issued for minor rules violations.

Once a driver receives a Warning, any further penalties will elevate to a higher penalty level based on the severity of the violation.

EXAMPLES:
One Warning + second Warning → P1 Penalty
One Warning + P1 Penalty → P1 or P2 Penalty
One Warning + P2 Penalty → P2 or P3 Penalty

P1 PENALTY

A P1 Penalty will result in any combination of the following penalties based on the severity of the violation:

• EOL ON LEAD LAP
• EOL IN RESULTS
• 5 POSITIONS DOCKED


• 10 POINT PENALTY
• 30 POINT PENALTY


• EOL TO START NEXT RACE

Once a driver receives a P1 Penalty, any further penalties may elevate to a higher penalty level based on the severity of the violation.

EXAMPLES:
P1 Penalty + Warning → P1 or P2 Penalty
P1 Penalty + Warning + Warning → P2 Penalty
P1 Penalty + P1 Penalty → P2 Penalty
P1 Penalty + P2 Penalty → P3 Penalty

Automatic P1 Penalties:
• Unclaimed Cause of Caution/Incident
• Repeat Cause of Cautions/Incidents
• Tire Limit Violation

Other violations may also result in a P1 Penalty without prior warning based on the severity of the violation.

P2 PENALTY

A P2 Penalty will result in any combination of the following penalties based on the severity of the violation:

• EOL IN RESULTS


• 50 POINT PENALTY


• 2 WEEK SUSPENSION
• SERIES DEMOTION


• EOL TO START NEXT RACE

Once a driver receives a P2 Penalty, any further penalties may elevate to a higher penalty level based on the severity of the violation.

EXAMPLES:
P2 Penalty + Warning → P2 or P3 Penalty
P2 Penalty + P1 Penalty → P3 Penalty
P2 Penalty + P2 Penalty → P3 Penalty

Automatic P2 Penalties:
• Intentional Wrecking/Retaliation

Other violations may also result in a P2 Penalty without prior warning based on the severity of the violation.

P3 PENALTY

A P3 Penalty will result in any combination of the following penalties based on the severity of the violation:

• EOL IN RESULTS


• 100 POINT PENALTY


• 2 WEEK SUSPENSION
• SEASON SUSPENSION
• LEAGUE BAN

Once a driver receives a P3 Penalty, any additional P3 Penalties in future seasons could result in a league ban.


  • 5.1.2 - Qualifying/Heat Race Penalties:

Q PENALTY

A Q Penalty will result in any combination of the following penalties based on the severity of the violation.

• WARNING
• EOL TO START NEXT HEAT RACE
• EOL TO START NEXT RACE

Q Penalties may be issued for any violations that occur during qualifying, including Time Trials, or Heat Race sessions.

There will be two levels of Q Penalties:
• Q Warning
• Q1 Penalty

Violations of Section 3.15 (Qualifying Scrutiny) will result in a Q Penalty. Other violations during Heat Races may also result in a Q Penalty, or may be elevated to a higher penalty level based on the severity of the violation.

Once a driver receives a Q Penalty, any further penalties may result in an additional Q Penalty, or elevate to a higher penalty level based on the severity of the violation.


  • 5.1.3 - Additional Penalties:

NOTICE

A Notice will be issued for basic reminders.

Notices may be issued as a reminder for minor rules or other league procedures that drivers should be aware of. For example, reminders about using correctly numbered custom paint schemes.

Notices are intended to be used sparingly and will no longer be issued for on-track violations outlined in Section 3.

Once a driver receives a Notice, any further violations of the same rule may be elevated to a higher penalty level, based on the severity of the infraction.

SUPER SERIES

TEAM PENALTY

A Team Penalty will result in any combination of the following penalties based on the severity of the violation.

• 10 TEAM POINTSS


• TEAM CAR SUSPENSION

Teams and team owners in the Super Series are responsible for their cars and their drivers.

Continued violations and penalties within a team may result in a Team Penalty.

Issues between teams may result in a points penalty to the Team Championship and/or suspension of a team car.

If a driver in the Super Series is suspended, their car number will also be suspended for the same duration. Teams are not allowed to use a relief or part-time driver to fill that car.

Other violations may also result in Team Penalties based on the severity of the violation.

SECTION 6 - Super Series Team Championship

Team Championship Page
6.1 - Team Information
  • Teams in the Super Series will compete for the Team Championship.
  • Each team may reserve up to five roster spots for their drivers.
  • Solo drivers may also reserve a roster spot and compete as their own team in the championship.
  • Roster spots can be filled with invited Super Series–eligible drivers from within the team.
  • Teams may choose to fill all roster spots with full-time drivers, or split a spot among part-time drivers to maximize participation.

6.2 - Relief Drivers (Super Series only, for Team Championship)
  • If a Super Series driver is unable to race, teams may fill that roster spot with a Relief Driver.
  • Relief Drivers may be a part-time Super Series driver, or an approved Contender Series driver, from their respective team.
  • Relief Drivers will only earn team points, not individual driver points.
  • Teams must notify league admins in advance to request approval for a Contender Series to be their Relief Driver.
  • Relief Drivers from the Contender Series are restricted to 3 total starts.
  • Part-time Super Series drivers on a team may also make additional relief starts for another roster spot within their team.

6.3 - Car Numbers
  • Teams will reserve up to 5 car numbers.
  • Part-time drivers splitting a roster spot must all use the same car number.
    • Example: If a team assigns #99 to a part-time spot, every driver sharing that spot must run #99 in their starts.
  • Relief Drivers must use the car number of the driver they are filling in for.
  • Triple-digit numbers are not allowed unless the driver has previously competed with that number in past seasons.

6.4 - Penalties
  • Teams and team owners in the Super Series are responsible for their cars and their drivers.
  • Continued violations and penalties within a team may result in a Team Penalty.
  • A Team Penalty will result in any combination of the following penalties based on the severity of the violation:
    • 10 Team Points, and/or Team Car Suspension
  • Issues between teams may result in a points penalty to the Team Championship and/or suspension of a team car.
  • If a driver in the Super Series is suspended, their car number will also be suspended for the same duration. Teams are not allowed to use a relief or part-time driver to fill that car.
  • Other violations may also result in Team Penalties based on the severity of the violation.

6.5 - Team Points
  • The following points format will be used for the Team Championship. There will be no drop races.
    • Team Points are calculated using the combined driver points of the top two finishers from each team (excluding any bonus or penalty points).
    • If only one driver from a team competes in a race, or for solo drivers, their driver points will be multiplied by 1.75 to determine their total.
    • Team Points will then be awarded based on combined totals as follows:

10 Team Points - Team with the highest combined driver points
9 - Next highest team
8 - And so on...
7
6
5
4
3
2
1 - Minimum for all teams that compete in a race


6.6 - Team/Driver Changes
  • If a driver changes teams during the course of a season, they will no longer be eligible to earn Team Championship points for their new team.
  • Any Team Points already earned with their original team will remain with that team.

Rulebook

The official rules, guidelines, and procedures for SARA.

The Sim Auto Racing Association’s Rulebook is outlined below.
All of our races will follow this rulebook.
Items highlighted in blue are new or worth special noting.

All rules are subject to change without notice.
All standard rules from the iRacing Sporting Code will be used in conjunction with our rules.
These rules shall prevail when there is a conflict among the rules.

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