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Prospects eRacing League · Driver Handbook

Rulebook

Version 2.0 · Updated 20 July 2026

Section 1

League Overview

Who we are, when we race, and what's expected of every driver.

About the League

A tiered F1 25 esports league of drafted two-driver teams.

Prospects eRacing League (PRL) is the F1 25 esports league run by Prospects by Sports Illustrated (PSI). Drivers race in skill-based tiers as drafted two-driver teams — your teammate's points are your points — across a weekly championship broadcast live on Twitch.

This handbook is the single source of truth for how we race: the settings we run, the standards we hold each other to, and how incidents are judged. Every registered driver is expected to read it and race by it.

New here?

Head to Join the Grid to register through Discord and run your evaluation laps.

Race Nights & Divisions

One race a week per division. Every lobby is crossplay.

Every division races once a week, and all lobbies are crossplay — you can race on any platform. Current race nights:

DivisionRace night
Tier 1Wednesday · 22:00 UK
Tier 2Thursday · 22:00 UK

All times are UK time — the clock shown across the site. Race nights for any additional divisions are announced in the Discord and on the Schedule. Sessions start promptly; report any problems to a Tier Admin, the Operations Manager, or the Race Director as soon as possible.

Being present isn't optional — see Check-In & Attendance for how to secure your seat each week.

League Roles & Officials

Directors, Lobby Hosts, and Stewards — who does what.

Directors and managers oversee the running of the League. They communicate with the Tier Admins and the wider membership, and are the point of contact for serious incidents and anything that affects the day-to-day running of the League.

Directors & Managers
Oversee the full running of the League, set direction, and handle serious or league-wide matters.
Lobby Hosts
Run a specific tier — hosting lobbies and delivering the pre-race briefing. They report to their tier supervisor.
Stewards
Review incidents and apply the penalties set out in this handbook. They report to the Race Director.

Steward conflict rule

Stewards are never involved in decisions concerning the tier they race in.

Directors
PRL_Owen · gophersnipez · og_gaming92 · davidbowyer · plr_crewsteamers · kimiraikkonen98
Prospects by Sports Illustrated
Tdesilva94
Website Manager
davidbowyer

Driver Names, Nationality & Attire

Baseline requirements for every registered driver.

Names & gamertags. Driver names and gamertags may not contain obscene or suggestive language, the name of any company, sponsor, product, or service, anything that infringes a third party's rights, or anything that could cause confusion during gameplay. Officials may restrict or change any name or gamertag at their discretion, and names may not change during the competition without an Official's approval. Officials aren't obliged to use your gamertag and may refer to you by your full name.

Nationality. Declare the nationality of a valid passport you hold. If you hold more than one, choose one of them.

Sponsorship & branding. Third-party sponsorship or commercial branding of any kind is prohibited without prior approval from an Official. Don't display, advertise, or imply any commercial league during events.

Attire. Wear appropriate attire at all times; Officials may prohibit anything deemed inappropriate. Where F1 provides attire for an in-person event or a commercial obligation, it must be worn.

Section 2

The Race Weekend

Checking in, the session format, and the settings we run.

Check-In & Attendance

Check in, attend the briefing, and be ready early — or lose the seat.

You must check in for every event and attend the pre-race briefing. The briefing is mandatory — the information you need for the session is delivered there.

  • Be in the lobby and ready no later than 5 minutes before qualifying. Never ready up before the host.
  • If you have not checked in by 1 hour before qualifying, a reserve takes your seat — and you will not be reinstated for that race once a reserve has been given the seat.
  • Checking out after checking in (within 1 hour of the session) is treated the same way unless you communicate it.
  • If you can't attend the briefing or will join late, tell your Tier Admin (and the host) before it starts, with a valid reason. There's no guarantee of entry once the session has begun.
  • If plans change, set your selection to DECLINED or message a Tier Admin. Let them know before the race lobby is created and no penalty applies.

Missing the briefing without prior communication

  1. 1st offence→Reprimand — no further action
  2. 2nd offence→Reprimand — no further action
  3. 3rd reprimand→Qualifying ban

What counts as a no-show

Either not responding to the attendance post and not showing up, or checking in as racing and then not attending.

No-show penalties

  1. 1st offence→Warning of conduct + reprimand
  2. 2nd offence→Race ban
  3. 3rd offence→Loss of full-time seat (moved to reserve status)

Exceptional circumstances are handled case by case with your Tier Admin, the Operations Manager, or the Race Director. This does not guarantee reinstatement to your seat or that no penalty applies.

Session Format

Short qualifying, then a 50% race — streamed live.

Qualifying
Short qualifying. For on-track conduct during quali, see Qualifying Etiquette.
Race
50% race distance. Every race is streamed live on the League Twitch.

On-track rules for qualifying live in Qualifying Etiquette; how the championship is scored is in Championship Points.

Lobby Settings

The official lobby settings for every race.

Car Category
F1 2026
Car Setup
Full
Minimum Licence Level
Off
AI Difficulty
75
Weekend Structure
Standard
Qualifying
Short
Session Length
Long
Weather
Dynamic
Session Start Time
Realistic
Forecast Accuracy
Approximate
Rules & Flags
On
Corner Cutting
Strict
Parc Fermé
On
Pit Stop Experience
Immersive
Safety Car
Full
Safety Car Experience
Immersive
Formation Lap
On
Formation Lap Experience
Immersive
Red Flags
Off
Affects Licence Level
Off
Equal Car Performance
On
Recovery Mode
None
Surface Type
Realistic
Low Fuel Mode
Hard
Race Starts
Manual
Tyre Temperature
Surface & Carcass
Pit Lane Tyre Sim
Off
Unsafe Pit Release
Off
Car Damage
Standard / Standard
Collisions
On
Off For Griefing
Enabled

Assist Settings

The assist configuration that applies to all sessions.

Steering Assist
Off
Braking Assist
Off
Anti-Lock Brakes
On
Traction Control
Full
Dynamic Racing Line
Full
Gearbox
Auto
Pit Assist
Off
Pit Release Assist
Off
ERS Assist
Off
DRS Assist
Off
Force Cockpit Camera
Off
Section 3

Racecraft & On-Track Conduct

How we race wheel-to-wheel: standards, passing, flags, and more.

Driving Standards

Drive the car yourself, use the track, and rejoin safely.

You must drive the car yourself, without any aids beyond those permitted in this handbook. Make every reasonable effort to stay on track, and never leave it deliberately without a justifiable reason.

If you do go off, rejoin safely and give back any advantage you gained. A dangerous re-entry, or a lasting advantage from leaving the track, will be penalised at the officials' discretion.

Driving as AI

Driving as AI is not permitted on green-flag laps. You may switch to AI under the Safety Car once you're in the queue — but at your own risk, because you're responsible for your car whenever it's out of the garage.

Passing & Defending

Racing room, the overlap rule, and who's at fault.

A pass begins when the trailing car's front wing overlaps the lead car's rear wing, and is complete when the trailing car's rear wing is ahead of the lead car's front wing. The decision to attempt a pass rests with the overtaking driver — but the leading driver must be aware of it and race cleanly when defending.

The leading driver may choose any line, provided they don't deny the other car adequate racing room. Once a trailing car has its front wheel alongside the leading driver, it has earned its place — and the leading driver must leave it enough racing room.

One defensive move

You may make one defensive move, but you must leave a car's width. If the proximity arrows are red before the braking zone, the attacking driver is entitled to a car's width into the corner.

Attacker at fault

A dive from too far back — no clear overlap before the braking zone, or a lunge that can't make the corner without hitting the car ahead.

Defender at fault

Turning in on a car that had earned racing room (front wheel already alongside), squeezing it off the track or into contact.

Race incident

Overlap and racing room are marginal and both drivers contribute — no single driver is clearly to blame.

Returning a Position

Gained a place unfairly? Give it back within a lap.

If you gain a position through prohibited on-track behaviour — leaving the track or making avoidable contact — you're expected to give it back within one racing lap where possible, whether or not the game tells you to. Keep an unfairly gained position and you'll be penalised, unless the game has already penalised you for it.

If an SC or VSC is called before you've handed the place back, give it back when racing resumes — never under Safety Car conditions, as that can earn its own penalty.

Formation Lap

Orderly, no overtaking, no AI, and absolutely no donuts.

Complete the formation lap safely and in an orderly way, without affecting anyone else's lap. That means no unnecessary tailgating, no brake-checking, keeping at least 10 car lengths to the car ahead, and no aggressive weaving. The leader sets the pace and must run at least 50% pace at all times.

  • No overtaking on the formation lap. Don't pull away from your grid slot until the car ahead of you has.
  • If a driver clearly has an issue and drops at least 20 car lengths behind, you may pass them.
  • If you spin or have a technical issue, fall to the back of the grid and stay there — don't overtake the field to recover your original place.

Never switch to AI on the formation lap

You must not go into AI on the formation lap.

No donuts

Lining up at the end of the formation lap, don't attempt donuts or anything similar. It's unsporting and carries a 10-second time penalty + 2 penalty points. Every race is broadcast to a growing audience, and we race like a serious, professional league at all times.

Qualifying Etiquette

Yield off your lap, run correct tyres, and always set a time.

You are responsible for your car at all times — be aware of your surroundings. On an in- or out-lap, give way to cars on a flying lap; on your own flying lap you don't need to concede position. If you're not on a push lap, move off the racing line (or onto run-off) so you don't impede anyone.

Impeding in qualifying — forcing a driver on a timed lap to lose time, slow, or abandon the line

  1. 1st offence→5-second penalty + 1 penalty point
  2. 2nd offence→Qualifying ban + 2 penalty points
  3. 3rd offence→Seat removal

Short cuts. No significant shortcuts to save time, return to the pits, or start a fresh flying lap before the chequered flag. → 3 penalty points + a qualifying ban for your next available race.

Correct tyre usage. Don't set qualifying times on intermediate or wet tyres in dry conditions to save your dry sets. → 2 penalty points + a qualifying ban for your next available race.

The tyre rule applies to shakedown and test laps too — being out on track in qualifying with the wrong tyres for the conditions is unacceptable.

Setting a time. Every driver must make a genuine attempt to set a lap in every qualifying session. Deliberately disqualifying or crashing to start from the back is not tolerated → 3 penalty points and −5 WDC points. This does not apply to:

  • a genuine attempt that ends in a DNF/DSQ
  • a game or technical issue causing a DNF/DSQ
  • specific incidents reported through a Discord ticket
  • drivers serving a qualifying ban, or who were instructed not to set a lap

Depending on the incident, a qualifying review can lead to any penalty in the standard menu — see Types of Penalty.

Yellow Flags & Safety Car

Respect flags, no overtaking under SC, and the Verstappen rule.

Respect yellow flags on track — slow enough to avoid an incident and be ready to stop. Ignoring yellows can earn a penalty.

Intentional Safety Cars

Causing, or trying to cause, an intentional VSC or Safety Car is a race ban for the first instance and a league ban if repeated. Footage is required; we may request other drivers' footage or use the race stream.

No overtaking under Safety Car — ever. If the game tells you to overtake or give a position back, follow real-world racing rules and hold position; if the game penalises you, open a ticket to have it reviewed. If you do overtake on the game's instruction, give the place back on the next full green-flag lap — failing to do so in time is a 5-second penalty + 1 penalty point. The only exception: lapped cars may un-lap themselves when the game instructs, and only then.

Running behind the SC. Give the car ahead space — they may brake hard to warm tyres and brakes. Penalties for contact are not removable under SC, so stay vigilant; contact under SC can be reported and can add time to your race or a qualifying penalty for your next race.

A penalty for contact you did not initiate under SC can be reviewed for potential removal.

The Verstappen rule

Moving alongside another car (front wheel to rear wheel) and staying there under SC is a minimum 10-second penalty + 2 penalty points if reported. If the car ahead brakes hard and you have no choice but to move alongside — without completing a pass — to avoid contact, that's fine, provided you drop back to your normal SC position safely and quickly.

  • Under VSC, watch your delta and carry enough of it that you don't need to slam the brakes. Braking hard in an acceleration zone or on the racing line makes you at fault.
  • During any VSC or SC you may not build a delta of more than +5 seconds (factors outside your control — incidents, crashes, cars to avoid — may be taken into account).
  • When the SC is ending, the lead car controls the pace and decides when to go before the start/finish line. A leader who clearly goes and then backs off again breaches restart procedure and may be penalised. No overtaking until you cross the start/finish line.
  • On an SC restart the lead driver must keep a minimum of 62 mph / 100 kph where possible (tight corners excepted, at stewards' discretion). Everyone must be in control once told the Safety Car is returning to the pits.

Blue Flags & Lapped Cars

Being lapped, lapping others, and un-lapping yourself.

Being lapped. When shown blue flags you're about to be lapped by a car on the lead lap. Move off the racing line safely and let them through without hindering. Failing to yield is a DSQ from the in-game penalty system — and even with ghosting on, you can distract a leader in the braking zones, which will be penalised if you hold them up excessively or cause an incident.

Lapping a car. Leave a respectable amount of room. Lapped cars should be well off the line; if one repeatedly ignores blue flags it can be reported (and the game will DSQ it).

Un-lapping yourself. If you're a lap down and faster, you may re-pass a lead-lap car safely, without hindering them — but yield again if you're shown blue flags. Use common sense: if the leaders are fighting for the win, don't force an un-lap. Cause an incident while un-lapping and, if at fault, you'll face a stricter penalty than normal.

Damaged Cars

Carrying heavy damage means staying off the racing line.

A damaged car handles very differently and runs a noticeably different pace, so conduct yourself accordingly when carrying significant damage. The following cases require you to stay off the racing line as much as possible, especially in braking zones:

  • Heavy front-wing damage (red half or red full)
  • Heavy rear-wing damage (dark orange or worse)
  • Multiple areas of damage that drop your pace (e.g. sidepod plus rear wing)

Whether damage counts as significant is judged case by case if you're reported. You have discretion to decide whether you can continue driving a damaged car.

Retiring from a Session

Retire in the pit lane — never on track.

To retire from any session — qualifying or race — do so in the pit lane. If you quit on track, your car remains out as an AI.

Section 4

Championship Points

How qualifying, the race, and the fastest lap score.

Qualifying Points

The top 8 in qualifying score points.

Points are awarded to the top 8 in qualifying.

PositionPoints
1st8
2nd7
3rd6
4th5
5th4
6th3
7th2
8th1

Race Points

The top 12 finishers score points.

Points are awarded to the top 12 classified finishers.

PositionPoints
1st25
2nd18
3rd15
4th12
5th10
6th8
7th6
8th5
9th4
10th3
11th2
12th1

Fastest Lap Point

One bonus point — full-time drivers, top 12 only.

One bonus point is awarded for the fastest lap, only when a full-time driver sets it and classifies between 1st and 12th. Finish outside the top 12, DNF, or get disqualified and the fastest-lap point is not awarded.

What Counts as a DNF

Not classified on the game's results screen.

A DNF is any driver not classified in the result on the game's “race results” screen, as displayed by the game.

Reserves & Points

Reserves score nothing — and their places are redistributed.

Reserve drivers score no championship points — none for results, fastest laps, or pole — and neither does the constructor a reserve drives for that race.

If a reserve finishes in a points-scoring position, they're removed from the classification and every driver behind moves up. A fastest lap set by a reserve passes to the fastest full-time driver; a pole set by a reserve passes to the highest-qualifying full-time driver.

For how reserves are chosen and how they serve penalties, see Reserve Drivers.

Section 5

Penalties & Penalty Points

The penalty menu, the points system, and how penalties are served.

Types of Penalty

The full menu, from a reprimand to removal from the League.

Depending on the severity of an incident, stewards can apply any of the following. The list runs from least to most severe:

  1. No further action / reprimand
  2. 5-second time penalty
  3. 10-second time penalty
  4. 20-second time penalty
  5. WDC points deduction
  6. Qualifying ban
  7. Disqualification
  8. Race ban
  9. Seat removal
  10. Removal from the League

Three reprimands in one season equal a qualifying ban.

Penalty Points System

1–3 points per incident; they accumulate toward bans.

Penalty points (PP) are issued at the stewards' discretion — 1, 2, or 3 for a given incident, depending on severity — and they accumulate across the season:

Accumulation over a 10-race season

  1. 6 penalty points→Qualifying ban
  2. 9 penalty points→Race ban

Repeat offenders can expect harsher penalties than those listed here. The examples in the table below indicate severity — they are not fixed tariffs, and stewards may apply any penalty they deem appropriate.

Penalty Point Offences

Example offences for 1, 2, and 3 penalty points.

PointsExample offences
1 PPMissing race check-in or a no-show · a minor collision under SC · a minor collision (lost time or minor damage) · general driver misconduct · retiring on track during qualifying
2 PPCausing a collision (moderate) · general driver misconduct (moderate) · retiring on track during the race, or quitting the game without retiring in the pits · failing to obey blue flags
3 PPCausing a collision (severe) · general driver misconduct (severe) · failing to serve an imposed penalty

Track Resets

Prohibited — an instant 20-second penalty and 3 points.

Resetting to track is prohibited

It carries an immediate 20-second time penalty + 3 penalty points.

The penalty will not apply if your car is beached, stuck, or about to be disqualified through no fault of your own — but only after investigation and confirmation via a Discord ticket (with footage). It must be backed up by the game's “Stopped on track” notification, or be clearly obvious that the car cannot move normally.

How Penalties Are Served

Time penalties apply to that race; DNF carries them forward.

All time penalties apply to the race in which the incident took place. If you DNF that race, the issued time penalty carries to the next race you complete.

Reserves serve penalties on a special timeline — see Reserves & Penalties.

Section 6

Incidents, Reviews & Appeals

Reporting, footage, review timelines, outcomes, and appeals.

Reporting an Incident

Only drivers directly involved may report — and what to include.

Only drivers directly involved in an incident may report it. If you witnessed a rule breach but weren't involved, show it to a member of staff who isn't racing in that tier and they'll assess it. This stops anyone gaining a championship advantage by reporting incidents they weren't part of.

What a report needs

Your Discord ID · the Discord ID(s) of the other driver(s) involved · a link to footage of the incident · a brief description from your point of view.

A “rule breach” includes, but isn't limited to, track resets, deliberate DNFs, and any form of cheating or unfair advantage. Note that the driver who files the report can also be found at fault — filing a report doesn't exempt you. Stewards determine who (if anyone) was at fault.

Footage Requirements

Everyone involved provides footage — failing to has a cost.

Every driver involved in a review must provide footage. If stewards have enough footage of the incident from elsewhere, they can still penalise a driver who didn't submit their own.

If you were asked only as a bystander — a driver in the vicinity of an incident but not directly involved — you won't be penalised for not having footage. Stewards will tell you if you're a bystander.

Failure to provide footage

  1. 1st offence→10-second penalty + 2 penalty points
  2. 2nd offence→Qualifying ban
  3. 3rd offence→Race ban
  4. 4th offence→Seat removal

If your footage wasn't recorded, you'll need evidence of the technical difficulty. Fail to respond to the ticket at all and you're disqualified from the classification; if you also didn't finish the race, a race ban applies to your next race. The Race Director has the discretion to amend any outcome.

Reserves

A reserve who fails to provide footage faces the same ladder, except a first offence is a qualifying ban for the next race they reserve in. A reserve repeatedly involved in incidents may be reviewed by the Tier Admins/Directors and kept in the Academy until their standards improve, on and off track.

Review Timelines

Reporting, footage, findings, and appeal deadlines by tier.

All racing incidents are reviewed once footage is in. Reviews are conducted by a minimum of three stewards. Deadlines depend on your race night — all times are UK time. Miss the report-and-footage deadline and the incident is deemed NFA (no further action).

Tier 1 — Wednesday race day

StageDeadline
Reporting window opens22:00 Wed (race day)
Report + footage due (or NFA)22:00 Thu
Reported driver's footage due22:00 Fri
Steward findings posted22:00 Sat
Appeals close22:00 Sun
Appeal findings posted22:00 Mon

Tier 2 — Thursday race day

StageDeadline
Reporting window opens22:00 Thu (race day)
Report + footage due (or NFA)22:00 Fri
Reported driver's footage due22:00 Sat
Steward findings posted22:00 Sun
Appeals close22:00 Mon
Appeal findings posted22:00 Tue

Possible Outcomes

Everything a review can end in.

A review can end in any of the following:

  • Racing incident — no further action
  • Reprimand — no further action (three reprimands in one season is a qualifying ban)
  • Driver at fault — 5-second penalty
  • Driver at fault — 10-second penalty
  • Driver at fault — 20-second penalty
  • WDC points deduction
  • Full qualifying ban
  • Disqualification
  • Race ban
  • League ban

Appeals & Challenges

Appeal within 24 hours; you get two challenges a season.

  • Appeals must be lodged within 24 hours of the findings being posted. Requests after this window are not granted.
  • To open an appeal, open a new ticket stating your intent to appeal and your reason for it.
  • If the appeal is granted it goes to the Race Director / Operations Manager, whose decision is final.
  • Appeals will not be considered if no footage was provided on the original ticket.
  • Any inappropriate behaviour — insulting other drivers or league staff, or argumentative conduct — means the appeal is thrown out.

Appeal challenges

Each driver starts the season with two challenges. Win your appeal (the original verdict is overturned in your favour) and you keep the challenge; lose it (the verdict is upheld) and you spend one. Once your challenges are gone, you can't appeal again for the rest of that season. All appeals and findings are handled by the Race/Motorsport Director.

Section 7

Reserve Drivers

How reserves are selected and how they serve penalties.

Reserve Selection

First to respond isn't first in line — newer drivers get priority.

Responding first does not guarantee you a reserve seat. Preference goes to newer drivers who don't yet have a full-time seat, based on pace — it gives them a chance to race rather than a permanent driver who could race in both. It also rotates week to week: if you reserved last week, the chances are a different driver gets the opportunity next time.

How reserves score (they don't) is covered in Reserves & Points.

Reserves & Penalties

Where a reserve serves a penalty depends on their seat.

A reserve who receives a time or qualifying penalty serves it as follows:

  • Reserve with a permanent seat in another tier — serves the penalty at their next race in their permanent tier.
  • Reserve with no permanent seat — serves it at their next race, in whichever tier that is.
Section 8

Technical & Connection

Bugs, disconnects, classification thresholds, and restarts.

Bugs & Glitches

Game bugs get no remedy beyond what's already set out.

If you're affected by something the Officials judge to be a bug, glitch, or limitation of the game, no restart, delay, review, appeal, or other remedy applies beyond what's already set out in this handbook — unless the Officials decide otherwise at their sole discretion. Beyond reporting the issue to the game's developers, no further action is expected.

Connection Issues

Disconnects, classification thresholds, and the 150 ms rule.

If everyone fails to join when a session launches, a restart may be called at the Officials' discretion. If you drop after a session has started (for any reason), there's no restart unless the Officials decide otherwise. Low-bandwidth, “laggy” behaviour can lead to disqualification from that session, forfeiting its points or lap time.

  • Disconnect after starting the race — complete at least 50% of the race laps to be classified (e.g. 15 of 30). Finish in the points and you're awarded full points.
  • Didn't start, AI running in your place — take control within 25% of the distance (e.g. by the end of lap 5 of 20). Finish in the points and you're awarded full points.
  • Lights go out early and you drive off — return safely to your grid slot within 3 laps, or pit within 3 laps. If it's the pole-sitter, just close the gap to within 1 second of P2 and we continue. If you were disconnected and your car went early, return to your position when you rejoin.

Connection standards

Significant connection issues in consecutive rounds — or in 3 rounds across a 12-race season — mean forfeiting your race seat until they're resolved. “Significant” means at least 2 connection reports against you on a single race day (across race and qualifying), repeated disconnections, or being asked to leave the lobby by staff for a connection issue. You'll be asked for an internet speed test at sign-up, and by racing you confirm a maximum ping of 150 ms.

Race Restarts

When a race restarts, and how the custom lobby works.

A race is restarted only if a driver starts in the wrong position, or if connection issues are serious enough — as judged by the most senior admin present. The first restart is a 50% race with a custom grid set to qualifying order; a second restart is a 25% race (we won't run past midnight BST). A race can only be restarted if it hasn't passed 25% distance.

  • The admin can't start until everyone is in the lobby and has selected their car — join and pick quickly. Drivers who take too long (after a few minutes' grace) are removed from the lobby.
  • You'll need to select your setup again.
  • Wait 20 seconds in the cockpit before readying up, so everyone can sort strategy and setup. The stream shows who readied first, and readying early is penalised.
Section 9

Code of Conduct

The standards everyone in the League is held to, on and off track.

Purpose & Scope

A safe, fair, respectful League — and where the Code applies.

This Code exists to keep the League a safe and welcoming place. The League supports equal opportunity, prohibits discriminatory practices, and is committed to an environment in which everyone is treated fairly and with respect.

It applies to how everyone behaves during League business, activities, and events — Discord, platform party chats and messages, competitions, practices, try-outs, training camps, travel, and meetings. It applies equally to conduct outside League activities where that conduct adversely affects relationships within the League, or is detrimental to the League's image and reputation. Breaching it can lead to sanctions under the League's Complaints & Discipline Policy.

League
Prospects eRacing League (PRL / PSI).
Individuals
Players, stewards, and League officials (Directors, Tier Admins), plus everyone else engaged with the League — volunteers, managers, administrators, and officers.

Driver Responsibilities

What every individual owes the League and each other.

Every individual in the League is responsible to:

  • Treat everyone with respect regardless of body type, physical characteristics, e-sport skill level, age, ancestry, colour, race, citizenship, ethnic origin, place of origin, creed, disability, family or marital status, gender identity or expression, sex, and sexual orientation.
  • Frame comments and criticism appropriately, and avoid public criticism — raise issues with your team captain or a League official, not publicly.
  • Act, where appropriate, to correct or prevent unjustly discriminatory practices.
  • Treat all individuals fairly and reasonably.
  • Uphold the rules of the game and the League's rules and policies — both the letter and the spirit.
  • Refrain from all harassment (see Harassment).
  • Never use power or authority to coerce anyone into inappropriate activity.
  • Respect others' property and never wilfully cause damage.
  • Obey all applicable federal, state/provincial, municipal, and host-country laws.
  • Comply with the League's policies, procedures, and rules as adopted and amended from time to time.
  • Never engage in deliberate cheating to manipulate a result, and never offer or receive a bribe.

Harassment

Zero tolerance — what harassment covers.

Harassment of any kind has no place in the League. It includes, but is not limited to:

  • Written or verbal abuse, threats, or outbursts
  • Display of visual material that is, or ought to be known to be, offensive
  • Unwelcome remarks, jokes, comments, innuendo, or taunts
  • Condescending or patronising behaviour intended to undermine self-esteem or performance
  • Practical jokes that cause awkwardness or embarrassment, endanger safety, or affect performance
  • Any form of hazing
  • Unwelcome sexual flirtations, advances, requests, or invitations
  • Retaliation, or threats of retaliation, against anyone who reports harassment
  • Bullying and cyber-bullying
  • Repeated offensive or intimidating messages, phone calls, or emails
  • Inappropriate touching, advances, suggestions, or requests
  • Displaying or circulating offensive pictures, photographs, or material
  • Psychological abuse, discrimination, and intimidating words or conduct
  • Any words or actions that a reasonable person would find offensive, embarrassing, humiliating, or demeaning

Sexual harassment

Unwelcome sexual comments, advances, requests for favours, or conduct of a sexual nature are strictly prohibited — including sexist jokes, display of sexually offensive material, sexually degrading language, questions or comments about a person's sex life, unwelcome sexual propositions, and persistent unwanted contact.

League Staff Conduct

Additional duties for Directors, Admins, and Staff.

In addition to the responsibilities above, League Directors, Administrators, and Staff must:

  • Act with honesty and integrity, and conduct themselves consistently with the nature of the League's business and the confidence of its members.
  • Conduct themselves openly, professionally, lawfully, and in good faith in the best interests of the League.
  • Be independent and impartial, and not be influenced by self-interest, outside pressure, expectation of reward, or fear of criticism.
  • Behave with decorum appropriate to the circumstance and their position.
  • Keep informed about the League's activities, the esport community, and general trends in the sector.
  • Exercise the care, diligence, and skill required in the performance of their duties.
  • Respect the confidentiality of sensitive matters.
  • Respect the decisions of the majority — and resign if unable to.
  • Commit the time to attend meetings and prepare for them.
  • Have a thorough knowledge of all League governance documents, and conform to approved policies.

All management positions (League Admin/Staff) are assigned by the League and are subject to review or suspension if the responsibilities of the position are not adhered to.

Publicity & Media

Broadcast rights, rescheduling, and use of your likeness.

  • Formula 1 may broadcast any qualifying session or race (online or offline). Drivers cannot object, and F1 may use the footage at its discretion.
  • Officials may reschedule any session to accommodate a broadcast time. Refusing to allow a reschedule may result in a penalty.
  • Officials may publish information regarding penalties for any reason, at any time.
  • Participants may be required to take part in publicity and media activity related to the Series.
  • By taking part, each participant consents to the use of their name, voice, image, slogan, likeness, biography, statistics, and performance — still and moving — without additional compensation or prior notice.
Section 10

Prohibited Behaviour & Integrity

Cheating, substances, sportsmanship, and competitive integrity.

Cheating & Gameplay

No hacks, exploits, impersonation, or collusion.

No form of cheating, gamesmanship, or gaining an unfair advantage is tolerated. This includes, but is not limited to:

Hardware modification
Altering hardware to function in a way the manufacturer did not intend, or adding anything not in the Officials' configured setup.
Hacking
Modifying the game or software by any means other than standard patches or updates.
Exploiting glitches
Intentionally using an in-game bug — or any game function not working as intended — to seek an advantage.
Impersonation
Playing under another driver's account, or soliciting, inducing, or directing anyone else to.
Collusion
Any agreement between two or more participants to affect a competition or race, or to work against opposing drivers. (Teammates are excepted.)

Drugs & Alcohol

No participation under the influence.

Nobody may take part in any round, aspect, or event of the Series while under the influence of alcohol or drugs. For this purpose the window runs from 24 hours before arriving at an event to 24 hours after it concludes. Excessive drinking and any illegal or performance-enhancing drugs are strictly forbidden at any event related to the Series.

Unsportsmanlike Behaviour

Compete hard, but keep it respectful.

Any offensive, disrespectful, or unsportsmanlike behaviour — including insults, physical violence, or anything that may bring the Series, F1, a team, a driver, any participant, or the sport into disrepute — may be punished, up to disqualification.

Competitive integrity

Drivers must compete to the best of their ability at all times during the Series and any related event.

Betting, Gambling & Bribery

No betting on the Series, and no bribes.

Betting & gambling. No betting or gambling — including spot-fixing — by any participant or anyone connected to a participant, in relation to the Series, is allowed under any circumstances, and nobody may benefit from it directly or indirectly.

Bribery & gifts. Participants may not offer or accept any gift or reward for services promised or rendered in connection with the Series — including anything designed to defeat a competing participant, or to throw, fix, or unduly influence any part of an event.

Section 11

Glossary of Terms

Definitions used throughout the handbook.

Glossary

Key terms, defined.

Avoidable Contact
Contact between vehicles where there is no real need for it — often driving without due care and attention, or knowingly allowing contact to occur.
Blocking
Two consecutive line changes to defend a position, impeding a vehicle trying to pass with each movement.
Brake Check (Brake Test)
Unexpectedly and deliberately braking very hard in front of a close-following driver, causing a collision or forcing them to swerve or react quickly.
Dangerous Re-entry
Rejoining the track in a way that causes a collision or forces another driver to swerve or react quickly.
Dive Bomb
An overly optimistic pass attempt that may lead to contact — usually in the braking phase of a corner, where the trailing car brakes later or with less force than the car(s) ahead.
Driving the Wrong Way
Travelling in the opposite direction to that intended by the track design — often, but not always, against the flow of traffic.
Excessive Weaving
Multiple line changes to break a slipstream or force another vehicle to take avoiding action.
Impeding a Lapping Vehicle
Obstructing or blocking, without valid reason, a trailing vehicle attempting to lap the leading vehicle.
Impeding a Qualifying Lap
Obstructing or blocking, without valid reason, a vehicle on a qualifying run (a hot-lap).
Jump Start
Moving from the grid slot before the start of the race is signalled.
Leaving the Track Without Reason
No part of the car remaining in contact with the track (as demarcated by the white lines) without justifiable reason. Kerbs are not part of the track — the white lines are.
Pit Lane Speeding
Travelling over the pit-lane speed limit at any time within the pit lane.
Ramming / Punting
Contact where the leading car is significantly knocked from the racing line or track, and/or damaged as a result.
Rough Driving
Overly aggressive or forceful driving resulting in contact and/or one or more vehicles being unfairly impeded.
Sandbagging
Wilfully driving at a pace the Officials consider to be 60% or less of your usual race pace, on or off track.
Stopping On-Track
Bringing a vehicle to a complete or almost complete stop, or leaving a car stationary on track — including practice starts and stationary ghost vehicles.
Unsafe Pit Entry
Entering the pits without making reasonable effort to stay within the white pit-entry lines, and/or unfairly obstructing another vehicle.
Unsafe Pit Exit
Crossing the yellow line at the pit exit with any part of the car and gaining a lasting advantage, obstructing another driver, or defending a position.
Wall Riding
Making intentional contact with any fixed part of the track in order to change the car's direction.

This list is not exhaustive. The Officials reserve the right to penalise any on-track behaviour deemed, at their sole discretion, to be bad sportsmanship, unfair, or against the spirit of the rules and fair play.

Prospects eRacing League · Rulebook · v2.0 · Updated 20 July 2026