1. Overriding Principles

  1. Race within the spirit of the rules. You can see what we’re aiming for here so work with us. Don’t try to game the system if we missed a loophole. We want to find the fastest riders not the smartest sneaks.

  2. Be honest with your stats and recognise that when we are eRacing the appearance of honesty is also crucial! Don’t mess with your height. Don’t lend your account to anyone else to play with. Don’t find a massive weight drop the day before the Alpe du Zwift race.

  3. If you think someone is operating outside of the rules, then have your Team Captain only come to one of the DIRT Race Control team and we’ll work it out. Pitchforks not required.

2. Rider Requirements

  1. All riders must have completed 3 maximum effort RACES (minimum 20+ minutes per race) that count towards their ZwiftPower 3 Race Average in the prior 90-days to starting a DRS race. This is mandatory and easy to do. Failure to comply will result in results being annulled and the Team losing 2 league points.
  2. Riders must have a fully registered ZwiftPower.com account that has enabled the sharing of rider data with ZwiftPower from your Zwift Profile Connections.
  3. Riders must have accurate height and weight entered in-to their Zwift profile, either through Companion app or Zwift.com. Weight reductions of >2kg close to the event will require the rider to verify this with a weigh-in video.
  4. Riders are not permitted to change their height, weight or other biometric information from the point they enter the pen to when they exit the race. Failure to comply will result in a rider DQ and the Team losing 2 league points.
  5. All riders must transmit power information to Zwift.
    1. This can be done by using a Smart turbo trainer, Smart bike or Classic ‘dumb’ trainer with separate power meter.
    2. Not transmitting power information to the game will result in points being annulled.
  6. All riders must wear a heart rate monitor (HRM) that transmits data directly to Zwift.
  7. In the event of HRM failure during a stage, the rider must contact their Team Captain immediately once the race has finished. The Team Captain will in his/her turn contact DIRT Race Control.
    1. 1st time HR registration failure:
      Rider will be reinstated with full points.
    2. 2nd time HR registration failure:
      If in a Points or iTT race then the rider will be placed last in FTS/FIN results of the stage.

3. Teams and Timezones

  1. A team can comprise up to 8 nominated riders (all 8 can race!) of which a maximum of 4 will score points towards the Team Classification in each event. All riders who race in each event will score points towards their Individual Classifications.
    1. New riders can be added at any time up to the maximum of 8 riders per team.
    2. Once a registered rider enters a Stage, he’s locked-in to the team.
    3. A rider can only switch teams if:
      1. The rider upgraded or has been asked by Race Control to upgrade to a higher category, their team spot will become available for a new rider;
      2. The rider downgraded to a lower category, their team spot will become available for a new rider;
      3. The rider’s first entered (and if applicable successive) Stage(s) has been in a higher category than the rider’s 3 Race Avg. Power and the rider want to downgrade to his/her actual category, their team spot will become available for a new rider;
    4. If you have a rider who has to withdraw from the Series due to life challenges:
      1. You can delete the rider from your team, their team spot will become available for a new rider;
      2. If the rider was deleted but had NOT upgraded OR downgraded a category then they CANNOT return during the Series.
      3. There are currently NO limits on deleting riders from your team.
  2. Teams must be made up of riders at or below the team category threshold the team is competing in. Category limits can be found in section 4 below.
    1. It is the riders responsibility to check that they have entered the correct category and the Team Captain’s job to double check this.
    2. A rider can race up in a higher category at any time.
  3. Teams fielding riders who enter the wrong category will:
    1. Have rider’s points annulled in a Points stage or iTT.
    2. Be placed last in a TTT stage.
    3. Have a penalty of 2 league points applied. So please don’t let this happen!
  4. Teams are required to select an in-game Team Kit at the start of the season and maintain use of the same kit throughout.
  5. Teams are asked to identify themselves in-game by adding the [Team Name] to the end of the individual rider’s Zwift profile. E.g.: John Hancock [Team Name]
  6. Timezones are discrete competitions. Riders are welcome to double up and compete in teams in both timezones, we like crazy!

4. Categories

  1. Rider Categories are based on both your ZwiftPower’s “3 Race Average wkg” and “3 Race Average Watts” which can be found at your ZwiftPower profile.
  2. Riders with all 3 of their ZwiftPower 3 Race 95% 20-min w/kg numbers within 0.05 w/kg of the category boundary are required to race UP a category. Light riders with all of their ZwiftPower 3 Race 95% 20-min watts within 3 watts of the boundary are also required to race up.
  3. Rider category boundaries can be found in the table below or use our DRS Category Calculator to automatically calculate your Race Category.
    1. Example 1 : the rider in the example below with 289 Watts and 3.71wkg could race in Rider Category “B+” or higher.
    2. Example 2: a rider who’s 3 Race Average Watts was 190 and 3.45 wkg (because they weighed 55kgs) could race in Rider Category “C+” or higher.
  4. If a rider does 0.2 w/kg over the relevant Category limit (double the normal zwiftpower limit), and is 10w or more than the Watts Range for their category, in a DRS race then they will be disqualified with a WKG tag. This will mean no points will count for them or the Team total and they will be asked to race up a category for the very next race.
  5. Riders who show that they are consistently winning, e.g. 10 Wins in a 90-day period, may be asked to race up a half-category.

    Category Table

5. Leaderboards and Points

  1. Leaderboards
    1. Team Classification
      1. Accumulated League Points of a team in all stages.
      2. In the event of a tie, then Total Rider Points that counted for the team will be used and were teams to still be tied then the team with the fastest Team Time Trial time would be declared the winner.
    2. Rider Classification
      1. Accumulated Total Rider Points of a rider in iTT and Points stages.
      2. Best 4 out of 5 stages (unless there are only 4 or less Points scoring stages, in which case all count) will count for the Rider Classification.
      3. In the event of a tie, the total Rider Finishing Points will be used.
    3. Specialist Sprinter Classification
      1. Accumulated FTS & FAL Sprint points of a rider in iTT and Points stages.
      2. Best 4 out of 5 stages (unless there are only 4 or less Points scoring stages, in which case all count) will count for the Sprint Classification.
      3. In the event of a tie the points scored in the iTT stage will be used.
    4. Specialist Climber Classification
      1. Accumulated FTS & FAL KOM points of a rider in iTT and Points stages.
      2. Best 4 out of 5 stages (unless there are only 4 or less Points scoring stages, in which case all count) will count for the KOM Classification.
      3. In the event of a tie the points scored in the iTT stage will be used.

  2. Points in different Races
    1. Race Stages:
      1. Finishing position points (FIN): are awarded to all riders finishing the stage as per the table in 5.c.i below.
      2. Fastest Through Segment (FTS): points are awarded to the top 10 times through the segment on each lap as listed in 3.2 below – in conjunction with the course schedule. Be aware some segments may be worth double points and some segments may not count so study the stage details carefully!
      3. First Across the Line (FAL): points awarded to the top 10 riders across the segment finish line on each lap as listed in 3.3 below – in conjunction with the course schedule. Be aware some segments may be worth double points and some segments may not count so study the stage details carefully!
      4. FIN, FTS and FAL points are totalled for each rider to give Total Rider Points.
      5. In order to rank the Teams the 4 largest Total Rider Points are summed and the teams ranked in order of largest to smallest, with 20 League Points then allocated to the team with the largest total, 19 to 2nd, and so on down to 1 point for 20th as per table 3.2i below.
        1. In the event of a tie on Total Rider Points then higher place will be given to the team with the higher FIN points for those top 4 riders.

    2. iTT Stages:
      1. Finishing position points (FIN): are awarded to all riders finishing the stage as per the table in 5.c.i below.
      2. Fastest Through Segment (FTS): points are awarded to the top 10 times through either the Sprint segment(s) or the KOM segment(s) on each lap as listed in 3.2 below – in conjunction with the course schedule. Be aware some segments may be worth double points and some segments may not count so study the stage details carefully!
      3. First Across the Line (FAL): NOT awarded in the iTT.
      4. FIN points and FTS points are totalled for each rider to give Total Rider Points.
      5. In order to rank the Teams the 4 largest Total Rider Points are summed and the teams ranked in order of largest to smallest, with 20 League Points then allocated to the team with the largest total, 19 to 2nd, and so on down to 1 point for 20th as per table 3.2i below.
        1. In the event of a tie on Total Rider Points then higher place will be given to the team with the higher FIN points for those top 4 riders.
      6. All riders must finish the iTT within 135 percent of the winner’s finishing time.
        1. Not meeting the time cutoff will result in losing any segment points, finish points will still be awarded.

    3. Team Time Trial Stages:
      1. Team time is taken from the 4th rider to cross the line based on the time shown by Zwift power minus the start delay.
      2. In the event that a team completes the course with less than 4 riders the team can request Race Control instate a time for the team provided that:
        1. The team did not race with only their strongest 1/2/3 riders;
        2. The team can evidence a technical that only negatively impacted their results;
        3. That given this is discretionary a time will only be instated if one or both of the above points are unequivocally evidenced.
      3. Any rider disqualification during a TTT will cause 1-minute per DQ to be added to the Team Time
      4. In order to rank the Teams the times net of the start delay are are ranked in order of fastest to slowest, with 20 League Points then allocated to the team with the fastest time, 19 to 2nd, and so on down to 1 point for 20th.

  3. Points Tables
    1. Finishing Points (FIN)

      Finishing Points Table

    2. Fastest Through Segment (FTS)

      Fastest Through Segment Table

    3. First Across the Line (FAL)

      First Across the Line Table

    4. League Points

      Team Points Table

6. Race Specific Rules

  1. Starting Pens are as listed in the Team Dashboard or Racepasses page!

  2. General rules that apply to all formats:
      Use of techniques or equipment that would not be permitted, or not be effective, in real life cycling events, shall be prohibited. Although we recognise this can often be unintentional, the first offence will still be a single race DQ to the rider because the technique likely gave an unfair advantage.

  3. Race specific rules:
    1. Free bike and wheel choice.
    2. There are NO power-ups in play.

  4. Individual Time Trial (iTT) specific rules:
    1. Draft will be turned off.
    2. Free bike and wheel choice (tip: use a TT bike!).
    3. There are NO power-ups in play.
    4. The use of ERG-mode is prohibited.

  5. Team Time Trial (TTT) specific rules:
    1. Structure
      1. A team must consist of a maximum of 8 riders (no rider minimum).
      2. Team Captains will receive the team start delay through our dedicated Discord Channel.
      3. Start Delays; Start delays are based on League Points order, so League Points leader starts first. Teams must always comply with their start time. Any team leaving early will incur a minimum 30 second penalty on top of any other time correction.
      4. TT bikes are not permitted.
      5. There are no power-ups in play.
    2. Riders are expected to comply with the TTT etiquette below:
      1. If your team is caught you must give way / yield:
        1. Drop your team’s pace to allow the passing team to move through easily.
        2. Do not jump onto the rear of the passing team draft. Allow the main body of the passing team to make a gap – at least 3 seconds clear.
      2. If you are the PASSING TEAM:
        1. If possible, use the Companion App to warn of your approach.
        2. Gather your team together before attempting to pass – do this with at least a 3 seconds gap behind.
        3. Ensure your team has the energy to make this pass before attempting – do this when you are within 3 seconds of the team being caught.
        4. Push through hard.
        5. After passing the team it is your responsibility to keep up the pace that allowed you to catch. If your team do not have the energy to keep this pace after passing the team, do not attempt the pass.
        6. Do NOT attempt to pass on a downhill section of the course.
      3. If you are a dropped rider, finish your race but do not interfere with any team.
      4. Use Common Sense in the final stage of the route. Most teams will not be willing to give ground if they are into their final sprint to the finish line.
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