COINS 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.


some coins 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 coin totals.

At end of each season team drivers share Coins 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 coins reach or fall below zero

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



how drivers can increase their coin totals

GAINING Coins (see Table Below)

Without coins, and only 1 or no cars in the garage, and not enough to buy or repair cars to fill their allotted grid spots the team has the option of 'renting' a BRM and is allowed to race, 

Renting is not allowed if the team has coins to buy or repair.

When enough coins are earned to buy needed cars, the team may return the BRM,  The cost to rent 2 coin per race used. Damages incurred will be paid for by the renter.

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


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

Coins are lost automatically for a blown engine  (5)  or a damaged listed as problem in R/A

Teams will be formed by the Team Leaders during the break between season. Each driver has the potential for an amount of coins from the prior season. Drivers not on a team, will start with 40 coins minimum, or they're carry over if more greater than 40.


These coins determine the amount of buying power each Team has for cars, or repair damages to existing cars.


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 40 coins and may "purchase"  ANY car he has coins enough to buy.

(Keep  in mind costs for possible damages.)




IF COINS REACH or fall below ZERO


TeamCar1... may qualify with ONE outlap and ONE hotlap only.
TeamCar2... May NOT qualify and must start at the back of the grid.


May qualify with ONE outlap and ONE hotlap only,
May qualify normally AND do a Stop&Go in the race.

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

BUDGETS & BONUSES (measured in Coins) Approx 1967 value of 1 coin=$2000

Coins 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 above zero in order to have full privileges of car choice and qualifying and possibly race.


Lotus  = 48 coins

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 coins, and No cars 'renting' a BRM. When enough coins are earned to return the BRM,
the cost to be paid will be 2 coin per race used. Damages incurred will be paid for by the renter.

Eagle  = 40 coins
Ferrari  = 32 coins
Brabham  = 24 coins
Cooper   = 16 coins
Honda  = 12 coins
BRM  =  8   coins

Earnings  (measured in Coins)


in Season

At Season END

All undamaged cars are returned for 25% of purchase value


Most Consistent

High Climber

Final Team Standings


3 coins

Finishing 2d 2 coins Laps Completed Fast Laps Laps Lead

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


2d= 15
3d= 12
5th= 8
6th= 6

7th= 4

8th= 2

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

Finishing 3d 1 coin

each of these 6 Ribbon categories

will have coins awarded to the drivers that earn them,

in the following breakdown for the top 6 that qualify:.


9 for 1st

6 for 2d 

4 for 3d

3 for 4th

 2 for 5th

1 for 6th

For each race appearance  1 coin
g6/g3 or D1g4inD2 Running@Finish & 75% of complete distance 2 coins
g5/g2 Running at Finish & 75% of complete distance

3 coins

g4/g1 or D2/g3inD1 Running@Finish of complete 75% distance 4 coins
Running at Finish & 75% of complete distance race in Brabham 1 coin
Running at Finish & 75% of complete distance race in Honda 2 coins
Running at Finish & 75% of complete distance race in Cooper 3 coins
Running at Finish & 75% of complete distance race in BRM 4 coins

DAMAGES  (measured in Coins)

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

slight damage

requires 2 coin to repair

a total of 8 -12 reports is

light damage

and requires 1/4 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 3/4 the original car cost, IF the car finishes. If it Dnf's it is considered destroyed.

IF amount 23+ then car is considered destroyed.. 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 Reports
each severe  damage in R/A  = 4 Reports
engine damages  according to Replay/Analyzer, an engine problem is a reduction in power A deduction of 2 coins for an engine that may be down on power, but is still working at race end.
 engine failures mean an explosion and unable to continue A deduction of 5 coins
Shift-Rs  in D2 if a shift-R is used, the damage is still counted. car is not repaired with a shift-R, and further damage will accumulate.
Shift-Rs do not cost or count against the driver using them