Create or join a club
A club is a group of drivers who race toward shared goals and unlock perks together. You can be in one club at a time.
Create a club
You can create a club once your driver reaches level 10. It costs $100,000. The name must be 3 to 30 characters and not already taken. You become the club's leader.
Join a club
Clubs grow by invitation. A leader or officer invites you by username, and you accept or decline the invitation from the Clubs page.
A new club has four member slots. Fellowship perks can add up to four more.
Leader and officers
The leader promotes members to officer. Leaders and officers can invite players, edit the club bulletin and change club perks. Officers can remove members; the leader can remove officers too.
The leader can't leave the club. To step away, the leader disbands it.
Daily club objectives
Every member's laps count toward three shared lap targets. They reset at midnight UTC.
- 50 laps on any permanent track100 club reputation
- 100 laps on a selected track150 club reputation
- 250 laps on a second selected track250 club reputation
Laps on a selected track also count toward the any-track target. Laps in weekly and daily events don't count. Completing all three earns up to 500 club reputation a day before perk bonuses.
When an objective is completed, each member who raced for it gets contribution credit in proportion to their laps. The club page shows each member's share for the week.
Earn club reputation
Club reputation is separate from your personal reputation. The club spends it on perks, and its lifetime total sets the club's level and place on the club leaderboard.
Daily objectives
Up to 500 club reputation a day from the three shared targets.
Weekly events
Each Scouting lap earns 1 club reputation, and personal Scouting milestones add more. Each class result in Competition earns 500 for first, 300 for second, 200 for third and 100 for any other place.
Daily events
Your club earns the same reputation as your personal daily event reward, added up across every class you raced.
Club perks
Perks are bought with club reputation from a tree with four branches. Each branch has a root perk, two paths and a doctrine at the end.
- FellowshipMore member slots and more club reputation from every source.Doctrine: People First, +8% club reputation from every source
- OperationsMore reputation from daily club objectives.Doctrine: Clockwork Crew, +25% daily objective reputation
- DiscoveryMore reputation from weekly event scouting.Doctrine: Open Science, +25% scouting reputation
- CommerceMore race cash on permanent tracks for every member.Doctrine: Commercial Empire, +10% race cash on permanent tracks
Activating a perk reserves its reputation cost. Turning it off returns the full amount, so you can rebuild the tree without losing anything. Reserved reputation still counts toward the club's level and leaderboard total.
A perk needs every perk before it on its path, and some paths also need a perk from another branch. A club can run only one doctrine at a time. Bonuses from different perks add together.
