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PFRL.net - Rules
3. Eliminator Competition
3.1. Principle of game:
The competition starts with stage 1 of 6, the Eliminator 160. A stage consists of one or more rounds. A round contains one ore more heats with 5 teams. That means 4 opponents in the heat you are in. The goal is to defeat as many opponents as possible and qualify for the next stage.

The Top 3 of Eliminator 5 are awarded with trophies and the winner receives the tag E right beside the team owner name.
3.2. Participation:
Each player is able to nominate 1 regular team for the competition prior to the 1st race. The nominated team still can be a member in a league or race series and takes part in the Eliminator competition additionally.

160 slots are available all in all. The teams are split into 5 groups:

 GROUP A : Favourites
 GROUP B : Contenders
 GROUP C : Challengers
 GROUP D : Underdogs
 GROUP E : Greenhorns

In the heats only teams from different groups compete on each other. Teams from the same group cannot drive against each other.

Qualifying and seeding list for nominated teams:
- The Top 25 ranked teams from the previous year's competition will be top-seeded.
- Then the teams are assigned according to the PFF1 world ranking after race 1.
- The 10 best placed teams in race 1, which are not already qualified, are awarded with a wild card.
- The group E is intended for Rookie players. The teams are ranked according to the race result of race 1.

The  GROUP E  is filled up with veteran teams according of the PFF1 world ranking, if not enough Rookie teams are nominated.
3.3. Duels:
To score bonus points (are added to the race score) in an Eliminator heat, you have the possibility to attack 1 of 2 opponents. An attack can be started until 1 hour before the database closing time (so that the opponent has enough time to react). If you are attacked by an opponent, you can remain passive or try to repel the attack.
You are awarded with bonus points, if an attack or a defence succeeds. It is also possible that you score double bonus points and steal points from your opponent. However if you are not successful (option 1 fails), you will get a penalty of -5 points from the Stewards and you are in danger to loose additional points to your opponent. These points are only valid in the Eliminator heat. The selections can be made on the MY TEAMS page.

Symbols: The GROUP color of the attacking team is used for the symbols of a duel.

Attack an opponent Repel an attack Remain passive
3.3.1. Attack an opponent:  
You are able to select an opponent and start an attack. An attack cannot be cancelled anymore. 2 options are available. These options can be changed as often as wanted until the database closing time.

Option 1:
a) Bet on: Score more points than the opponent (Push the opponent off the track)
b) Bet on: Score less points than the opponent (Block opponent, defend the position by all means)

Option 2: Point difference to the opponent's race score (for additional bonus points)

As long as the database is open, your opponent sees only that he is attacked. The selected options 1 and 2 are not visible. You only can see, if your opponent remains passive or tries to repel your attack.
3.3.2. Repel an attack:  
If you are attacked by an opponent, you can remain passive, or try to repel the attack. 2 options are available. These options can be changed as often as wanted until the database closing time.

Option 1:
a) Remain passive
b) Bet on: Score less points than the opponent (Defend position, don't let the opponent overtake)
c) Bet on: Score more points than the opponent (Regain position, push the opponent off the track)

Option 2: Point difference to the opponent's race score (for additional bonus points)

As long as the database is open, your opponent sees only if you remain passive or try to defend the attack. The selected options 1 and 2 are not visible.
3.3.3. Duel points:
The Eliminator race score (without points from duels) is used to calculate the duel points. In case of a tie, an attack or a defence will fail. If you remain passive, no minus points can be generated.

Points from option 2:
- Correct point difference: 4 additional bonus points; 0,5 points are deducted for each one point deviation. The result is rounded down.
- Safety variant <=15 pt. or >15 pt.: 1 additional bonus point, if the difference is in the selected range.
No minus points are awarded. You only can score points with option 2, if option 1 is successful.

A maximum of 2 duels per Eliminator heat is possible (1 attack + 1 defence or 2 x defence). You can score a maximum of 20 bonus points. The risk is -20 points.

1) Attack and opponent remains passive:   
Successful: 1 bonus point + additional bonus points from option 2
Failed: -5 points

2) Attack and opponent tries to repel the attack:   

Case 1 - Attack successful, defence fails:
Attacking team: (1 bonus point + additional bonus points from option 2) * 2
Defending team: -5 points - (1 bonus point + additional bonus points from option 2 from attacking team)

Case 2 - Attack successful, defence successful:
Attacking team: (1 bonus point + additional bonus points from option 2)
Defending team: (1 bonus point + additional bonus points from option 2)

Case 3 - Attack fails, defence fails:
Attacking team: -5 points
Defending team: -5 points

Case 4 - Attack fails, defence successful:
Attacking team: -5 points - (1 bonus point + additional bonus points from option 2 from defending team)
Defending team: (1 bonus point + additional bonus points from option 2) * 2

3. 4. Inactivity (penalty points):
Inactive teams are penalized in the eliminator competition with -15 points. Note: These penalties are not used in the duels. The Eliminator race scores are the result of the achieved race score (without ERS) + Duel points - Inactivity penalty points.
3.5. Scoring:
3.5.1. Round scores:
Each round you get 1 Eliminator point per beaten opponent in a heat. Race points without ERS (neither minus nor plus points) plus the duel points minus the inactivity penalty points are used for the ranking. In case of an equal score the which has changed earlier is ranked in front.

Pos. Points per heat
1. 4
2. 3
3. 2
4. 1
5. 0

The team with the highest race score of all participants in an Eliminator round is awarded with 5 bonus points.

Because of the ERS points are not used in the Eliminator competition, ERS still can be used strategically in the league. Furthermore all playing abilities compete on each other on the same level.
3.5.2. Overall scores:
All teams are ranked according to their Eliminator points. After the last round in a stage the best ranked teams are promoted to the next stage. The teams are split into 5 groups according to that ranking.

In case of an equal score the following tie-breaker is used:

1.) Number of 1st places
2.) Number of 2nd places
3.) Number of 3rd places
4.) Number of 4th places
5.) Added race points of current stage
6.) Seeding list position
3.6. Playing schedule 2022:
Stage 1: Race 2 to 8
Number of rounds: 7; Heats per round: 32; Number or teams: 160; Number of promotion positions: 100


Stage 2: Race 9 to 13
Number of rounds: 5; Heats per round: 20; Number or teams: 100; Number of promotion positions: 60


Stage 3: Race 14 to 16
Number of rounds: 3; Heats per round: 12; Number or teams: 60; Number of promotion positions: 40


Stage 4: Race 17 to 18
Number of rounds: 2; Heats per round: 8; Number or teams: 40; Number of promotion positions: 25


Stage 5: Race 19
Number of rounds: 1; Heats per round: 5; Number or teams: 25; Number of promotion positions: 5


Stage 6: Race 20
Number of rounds: 1; Heats per round: 1; Number or teams: 5; Final









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