Rulebook
Last updated: July 12, 2026
Rubbermania League Rulebook
rubber, oil & glory
Version 1.0 (July 2026)
This rulebook applies to every competition organised by Rubbermania.
Each competition specifies its parameters (race format, division size,
joker quota, points system…) on its public page on the website: in case of
doubt, the competition page prevails.
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Article 1 — Spirit of the league
1.1. Rubbermania is a league of endurance races on Trackmania (2020):
fuel, tire wear and pit stops, all simulated server-side. No plugin or
installation is required: a Trackmania account and the game are enough.
1.2. The league rests on three principles:
- Everyone races: divisions guarantee close racing at every level, and
promotion/relegation is automatic after every race.
- Zero paperwork: registrations, standings, points and division moves are
fully automated. Official results are produced by the game server, not by
screenshots.
- Fair play: you win on the track, not by gaming the rules.
Article 2 — Registration
2.1. Registration happens on the website (rubbermania.net) and requires:
- a Discord account (website login);
- linking your Ubisoft / Trackmania account (essential to match times and
results);
- accepting this rulebook.
2.2. Registration is open continuously, from the creation of the
competition until its end, unless the competition defines a closing date or a
maximum number of participants (shown on its page).
2.3. A player who registers after the season has started enters at the
bottom of the overall standings (last division). The seeding map remains
playable for reference, but there is no re-seeding: mobility is earned in the
races.
2.4. The composition of a race's divisions is locked at H-1 (one hour
before the start). A player registered after this lock takes part from the
following race onwards.
Article 3 — Teams
*Applies only to competitions of the "with teams" type (shown on the
competition page).*
3.1. A team is a group of drivers: name, tag, captain, maximum roster size
defined by the competition.
3.2. A driver belongs to at most one team. Joining happens by invitation
from the captain or by a request approved by them.
3.3. The constructors' standings are the sum of the points of all the
team's drivers.
Article 4 — Seeding and divisions
4.1. Time Attack seeding: before the first race, a qualification map
(without fuel or wear) is published. Every registered player drives whenever
they want during the seeding window; their best time is retrieved
automatically through the official Trackmania API — no manual submission.
4.2. When seeding closes, the ranking of times determines the **initial split
into divisions**: divisions are filled from the top, at the size defined by
the competition. Registered players without a time are placed in the last
division.
4.3. A division is a slice of the overall standings. One division = one
server on race night: you always race against the drivers of your own
division.
4.4. Re-split after every race: once points have been awarded, divisions
are recalculated from the overall standings. Moving up or down a division is
the normal life of the league, not a sanction. Ties are broken by
registration seniority.
Article 5 — Race day
5.1. Server access: every driver receives a join link to their division's
server on the website; race rooms are also reachable in-game through the
Rubbermania club. Access is restricted to the drivers of the division;
organisers and accredited casters join as spectators.
5.2. Free Practice: the server opens before the start (duration defined
by the competition, typically 30 minutes) on the map of the day, with fuel
and tire mechanics active — the moment to scout the pit lane and test your
strategy. Race maps are never published before this reveal.
5.3. Starting grid: at start time, the server switches to race
configuration. A one-minute gridding phase lets everyone load the map
under equal conditions; during this minute, fuel and tires do not count. At
the end of the grid phase, all drivers are placed back on the line with fresh
states: the start is simultaneous and fair for everyone, whatever their
PC or connection.
5.4. Late arrival: a driver joining after the start takes to the track
with a full tank and fresh tires, ranked by their actual progress (hence last
at the moment they enter the track).
5.5. Disconnection: the driver's state (fuel, tires, progress) is kept by
the server. Reconnecting during the race resumes exactly where they left off.
A driver who is disconnected at the moment of the final standings is ranked
by their progress, marked DNF.
Article 6 — Race mechanics
Exact values (tank size, wear rate, refuelling rate…) depend on the
competition's tuning and the map; the following principles are constant.
6.1. Fuel: every car starts with a full tank. Consumption depends on the
distance covered and on throttle usage: lifting off genuinely saves fuel
(lift & coast). Empty tank = engine cut — the car keeps its momentum and
can try to coast back to the pits. Refuelling restarts the engine.
6.2. Tires: wear accumulates with distance and is **strongly amplified by
sliding** — a drift-heavy driving style wears tires much faster. Wear
genuinely degrades grip and steering precision; beyond a critical threshold,
the loss of grip becomes brutal (the "cliff"): overshooting your pit window
costs dearly.
6.3. Pit stops: the pit lane is a dedicated zone of the map.
- Speed limit in the pit lane (typically 80 km/h), enforced automatically
by the server.
- At a complete stop in the zone: continuous refuelling (litre by litre)
and, after a few seconds of standing still, a tire change (wear reset
to zero).
- Leaving before the service is finished is allowed: you keep the fuel
already taken on, but the tires are not changed. The length of each stop is
a strategic choice — a 5-second splash or a full tank.
Article 7 — Race formats
The format is set by the competition (shown on its page). Three formats
exist:
7.1. Photo finish at the gong (signature format, default) — the race
runs for a fixed time (e.g. 90 minutes). At the gong, the standings are
frozen instantly on everyone's progress: laps and checkpoints crossed,
with the last checkpoint's timestamp breaking ties. The order on track at the
gong is the final standings.
7.2. Last lap — fixed duration as well; at the gong, everyone **finishes
their current lap** and the standings are set at the finish line. A maximum
delay applies (default 5 minutes): whoever does not complete their lap within
it is ranked by their checkpoints, as in the photo format.
7.3. Fixed laps — a fixed lap count, defined race by race: when the
leader takes the checkered flag, everyone finishes their current lap. The
sprint format.
7.4. Running dry at the gong: a driver out of fuel at the moment of the
gong keeps their checkpoints, with no extra penalty — failed fuel management
is its own punishment.
7.5. Standings: for all formats, the ranking rule is the same — number
of checkpoints crossed, then timestamp of the last checkpoint. A retirement
keeps its progress and its position.
7.6. End of race: the division's official standings are displayed on
track, followed by a cool-down lap of about 3 minutes, then the server
closes. Full results are immediately available on the website.
Article 8 — Points
The points system is a competition parameter. **The points table published on
the competition page prevails.** The default system ("v1 scale") works as
follows, with N = number of divisions on race day, n = the driver's division,
p = maximum size of a division:
8.1. Division points: every registered driver of a division receives
(N − n) × p points — racing in a higher division structurally pays more;
the last division starts from zero.
8.2. Ranking points: awarded according to rank k among the starters
of the division (a starter is any driver who crossed at least one
checkpoint):
- for the bulk of the field, the scale is linear: p + 1 − k points;
- the top third receives a progressive bonus that strongly rewards the
very first places (detailed formula in Appendix A).
Example for p = 20: the winner scores 46 ranking points, then 34, 28, 23, 18,
15, then 14, 13… down to 1.
8.3. Absence: a registered driver who does not start suffers a **penalty
of 80% of p**, deducted from their division points. A race total never drops
below 0.
8.4. Intended mobility: the scale is calibrated so that shining in a
lower division pays off — with p = 20, the winner of division 2 scores more
points than the 5th of division 1. Winning your division is always the best
strategy.
8.5. Organisational incident: if a division cannot race (server
failure…), all its registered drivers receive a collective joker —
division points kept, no penalty, no personal joker spent. The organisation
may correct a result after a proven incident, but never replay it.
Article 9 — Jokers
9.1. Every driver has a joker quota for the season (default: 2, defined
by the competition).
9.2. Playing a joker is done on the website, up to H-1 before the race.
The joker cancels the absence penalty: the driver keeps their division
points.
9.3. After H-1, no declaration is accepted and no manual exception is made,
whatever the reason — the rule is the same for everyone.
9.4. A joker can be withdrawn (and thus recovered) up to H-1. Jokers played
on a cancelled race are automatically returned.
Article 10 — Standings and end of season
10.1. Three standings are kept up to date after every race:
- the individual overall standings (points total — it also drives the
re-split of divisions);
- the division standings;
- the constructors' standings (competitions with teams).
10.2. The champion is the driver leading the overall standings after the
last race. The constructors' title goes to the team leading the constructors'
standings.
10.3. Finished seasons are archived and remain available on the website.
Article 11 — Broadcasting and casters
11.1. Drivers are free to stream their races. It is recommended to mention
the competition name or "Rubbermania" in the stream title. Official **OBS
overlays** (division standings, cockpit, overall standings) are provided by
the website, at URLs that stay stable for the whole season.
11.2. Casters can request accreditation on the competition page; once
accepted, they join the race servers as spectators. The organisation may
decline a request, and withdraw an accreditation **at any time, without
having to justify it**.
Article 12 — Conduct and integrity
12.1. Cheating: any use of tools or manipulations giving an unfair
advantage (irregular seeding times, bug exploitation, multiple accounts…)
leads to exclusion from the competition, and from the league in case of
repeat offence. Seeding times come from the official API and results from the
race server: they are not negotiable.
12.2. Behaviour: the rules of the league's Discord server apply
everywhere (on track, on the website, on stream).
12.3. Disputes: any claim must be made on the league's Discord within
24 hours of the race. The organisation's decision is final.
12.4. Results: the results chain is automatic. The organisation only
intervenes manually after a proven technical incident (article 8.5).
Article 13 — The rulebook
13.1. The organisation may amend this rulebook between two races; any change
is announced on the website and Discord before taking effect. No rule changes
between the H-1 lock and the end of a race.
13.2. Cases not covered by this rulebook are decided by the organisation in
the spirit of article 1.
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Appendix A — The v1 scale in detail
For a race, with N divisions that day, a driver in division n (1 =
the highest), p the theoretical maximum size of a division, and k
their rank among the registered starters of their division:
| Component | Rule |
|---|---|
| Division points | (N − n) × p, for every registered driver of the division |
| Ranking points, if k/p ≥ 1/3 | p + 1 − k |
| Ranking points, if k/p < 1/3 | a + ⌈(2.3p − a)^(1 / k^(1/(p−a−k)))⌉ with a = ⌊2p/3⌋ |
| Absence penalty | −0.8 × p (cancelled by a joker) |
| Race total | floored at 0 (never negative) |
- Starter: at least one checkpoint crossed. A retirement keeps its rank.
- The bonus zone rounds up: the sequence of points is strictly decreasing
whatever the division size.
- Control table for p = 20 (ranking points):
46, 34, 28, 23, 18, 15, then 14, 13, 12, … , 1.
- Mobility example (N = 3, p = 20): winner of D2 = 20 + 46 = 66 pts;
5th of D1 = 40 + 18 = 58 pts.
*The effective table of each competition (with its p) is published on its
page and prevails.*