KOINS Explained

if you ever have any question, don't hesitate to ask. i enjoy knowing everyone understands. maybe your question is one that will help others.

over the last couple of seasons, i've received questions about the KOINS and car DAMAGES
i know its complicated, but the teacher in me always wants to at least try to make things easier to understand.
so i thought i'd take a moment to attempt to clarify for those interested.
on the DAMAGES link there are "REPORTS" of damage....
those are NOT how many KOINS to repair!

reports of contacts, may be minor, medium or severe, and are used to find a total for each race.
Minor-Med-Sev each have a weighted number 'value'. (1-3-4)

that TOTAL number of "reports" then only defines the level of damage the car received.
we're still not talking about a KOIN total.

the amount of damage reports determines the level of repair needed... Light-Medium-Heavy-Extreme or Destroyed.

now you look at the KOIN STATUS page... and see that depending on the car type, a Lt-Med-Hvy etc level of damage, will cost a different amount of KOINS to repair.  1/6-1/3-1/2-2/3 of the Car type ORIGINAL COST

so a BRM that cost 12 to buy NEW, would cost 1/3 (4 KOINS) if it suffered Medium damage (arrived thru the total based on the reports)  for example: Andrew Hutchinson, had 1 minor (1) and 2 severe (4 ea=8) reports.. for a total of 9
in the same race a driver suffered "only" a blown engine, but blown engines cost 8 to replace.. and that is also a medium level COST to fix.

as the lines above the results each show, Light damages are when your reports total is between 4 and 7
Medium repairs are between 8 and 12 ... so another drivers BRM (9) and the first drivers engine (8) both fall in that spacing.

the BRM medium then costs 1/3 of 12 or 4 KOINS to repair but the Ferrari
 (based on original car cost of 42) will cost 1/3 of 42 or 14 KOINS.

Some KOINS earned in season will carry over to the next.  drivers leaving oAo and returning later or missing a season, will start as new drivers with regard to KOIN totals.

At end of each season team drivers share KOINS the team has remaining. each driver getting shares based on races attended.

Budgets & Bonuses 

Economic System of oAo



chart explaining how damage is assessed and the effect on finances.


IF KOINS fall below zero

drivers may still race, but are limited in car  type and qualifying.



how drivers can increase their KOIN totals

GAINING KOINS (see Table Below)

all new drivers, and drivers returning that didn't race previous season will start with zero KOINS.
What car can they race?
They can buy any car they have enough KOINS for, or use a loaner the choice is theirs.

For TEAM drivers:
This means if a team has enough for 2 cars they must buy them before getting a loaner.
If not enough for a 2d car, they can use the loaner.
A loaner car must be returned in race ready condition, before a team can buy another car.

 Without enough KOINS to buy a chassis:
Drivers can race a loner car.
A LONER Car can be the /Cooper/Honda or BRM chassis.
There is no cost to loan a car. However damages must be repaired!
if not immediately - then before season ends.
when enough KOINS are accumulated to buy a car (12 for BRM/Honda) the loaner must be returned.


Failing to pay back any damages to the loan by the end of the season will deduct 1 Point for each KOIN owed.


KOINS can be lost thru penalty, or when a chassis is Damaged  (level of damage determines cost)

KOINS can be lost for a damaged (-3 in D1, -2 in D2) or  blown engine  (-6 in D1 or  D2)

Teams will be formed by the Team Leaders during the break between season. Each driver has the potential for an amount of KOINS from the prior season.


KOINS determine the amount of buying power or repair damages each Team/Privateer has.


Cars are categorized in 7 groups (as listed) and have a value  (see below)
Replacing a destroyed car need not be of same type lost.

Additional cars may be purchased to hold in reserve, or be sold to anyone for an agreed on price.

Each team will have drivers in each Division and they may drive any combination of cars in their garage, as long as the cars are in race condition. Drivers may switch cars between themselves that the team owns, from race to race.

TL's AND privateers, MUST check your garage before & after each race for availability and STATUS of cars.

New drivers as Privateers will start with zero KOINS and may may race a loaner till he gains enough KOINS to buy chassis of his choice




IF KOINS fall below ZERO

Any Team or Privateer driver that has no KOINS may only attempt to qualify in final 5 minutes

Failing to follow this Rule will result in the offending driver(s) (Team or Private) not being allowed to qualify  AND will have to do a Stop & Go on lap 1 at next race

BUDGETS & BONUSES (measured in KOINS) Approx 1967 value of 1 KOIN=$2000 usd

KOINS are necessary to cover expenses. even if a Team or Privateer has a chassis, it still has other costs like travel, tools, salaries, accommodations etc. 

Teams and Privateers must stay at or above zero in order to have full privileges of car choice and qualifying and possibly race.


Lotus  = 54 KOINS

The attempt here is to find a balance between quality and bonuses, when the grid is made up of only the three best chassis, the values will be modified. Modifications will only affect new purchases, not ones already made.


NOTE: Any race that a driver appears in and in a car he/team does not 'own' will double the cost deducted from their total.

Driving a car that was damaged but failed to inform the commish to 'repair' it.. will have the cost of repairs doubled.


Without KOINS, and No cars - allows only getting a loan of Cooper,  Honda or BRM. When enough KOINS are earned to return the Loaner
Damages incurred will be paid for by the renter.

Eagle  = 42 KOINS
Ferrari  = 36 KOINS
Brabham  = 30 KOINS
Cooper   = 18 KOINS
Honda  = 18 KOINS

Earnings  (measured in KOINS)


in Season

At Season END

All undamaged cars are returned for 33% of purchase value

Poles Laps On Track

Most Consistent

High Climber

Final Team Standings



Finishing 2d 3 KOINS Laps Completed Fast Laps Laps Lead

Additionally Teams will be awarded KOINS based on the  in the following breakdown:


2d= 40
3d= 30
6th= 16

7th= 12

8th= 8

Drivers share TEAM KOINS earned in season. Number of Shares based on races each team driver participated in.

Finishing 3d 2 KOIN

each of these 6 Ribbon categories not final driver standings

these KOINS awarded to the drivers in the

top 6 that qualify:.(see each category for requirements)


9 for 1st

6 for 2d 

4 for 3d

3 for 4th

 2 for 5th

1 for 6th

For each race appearance  1 KOIN

completing 75% of race distance

 AND taking checker (finishing)

g8/g4 1 KOIN
g7/g3 2 KOINS


g5/g1 4 KOINS
Running at Finish & 75% of complete distance race in Brabham 1 KOIN
Running at Finish & 75% of complete distance race in Cooper 2 KOINS
Running at Finish & 75% of complete distance race in Honda 3 KOINS
Running at Finish & 75% of complete distance race in BRM 4 KOINS    

DAMAGES  (measured in KOINS)

The idea behind charges being assessed for damages is not meant to be read as 'punishment'.. or a penalty. but simply

costs incurred to repair damages. Chassis and engines are separate items, Chassis repair is optional, while Engine damages are auto repaired, unless the car sustained 18+ damage reports and dnf's.

Damage Report as detailed from Replay Analyzer

Damages incurred during Practice are not recorded.

totals of 4 to 7 reports is

light damage

requires 1/6 the car cost to repair

a total of 8 -12 reports is

medium damage

and requires 1/3 the car cost to repair

a total of 13-17 reports is

heavy damage

requires 1/2 the car cost to repair

a total of 18 - 22 reports is extreme damage 

repair costs are 2/3 the original car cost, IF the car finishes. If it Dnf's it is considered beyond repair.

IF amount 23+ then car is considered Beyond repair.. no matter if running at finish or not.

each minor damage in R/A     = 1 Report   

Example:  From Replay/Analyzer, each 'report' of damage is accumulated.

driver 'x' had 6 reported 'minor' damages, and 2 reported medium.
being bent and broken he still dragged it across the line, the engine still firing. it totals light damage against the car (6+6=12 total)


a car that suffers multiple damages, running at the finish, will  be considered Extreme if its total is18 to 22 reports and is repairable for 3/4 the original value. if it does finish or 23 or more 'reports' a mechanic's view it is damaged beyond repair and is considered Destroyed (and will be deleted from the "Garage"

each medium damage in R/A

 = 3(D1)

= 2(D2) Reports

each severe  damage in R/A  = 4(D1)
= 3(D2)
engine damages  according to Replay/Analyzer, an engine problem is a reduction in power equals 2reports and indicates an engine that may be down on power, but still working at race end.
 engine failures mean an explosion and unable to continue equals 6 reports and indicates an engine destroyed