2025-07-10
Racing Master 2025 Legendary Cup
Rules
(Version 1.0, June 2025)
Table of Contents
1.2. Stage Session Introduction
3.3. Material Submission & Member Locking:
3.4. Top 8 Player Information Confirmation:
3.6. Player Nickname Information:
3.7. Device Restrictions for the Competition:
3.8. Player Pre-Race Preparation:
4.2. Race Sign-In (only for Promotion and Finals):
4.4. Referees (only for Promotion and Finals):
5.2. Unexpected Disconnection:
5.3. Intentional Disconnection:
5.5. Race Appeals (only for Promotion and Finals)
6. Player Conduct (only for Promotion and Finals)
6.4. Confidentiality Obligations
The official rules (hereinafter referred to as the "rules") for the 2025 Legendary Cup of Racing Master (hereinafter referred to as the "Legendary Cup") apply to every player participating in this 2025 Legendary Cup (after the Promotion stage, all participants will be referred to as "contestants").
These rules apply to the Racing Master 2025 Legendary Cup and do not apply to other racing competitions or organized Racing Master events.
Open Qualifiers: July 10 - July 18 |
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Knockout Stage: July 20th - July 24th |
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Promotion: July 26 - August 3 |
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Finals: August 23 |
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Open Qualifiers |
9 Days |
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Knockout Stage |
5 Days |
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Promotion |
8 Days |
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Finals |
1 Days |
Starting July 10, the 2025 Legendary Cup Open Qualifiers will be available in-game for all players on the server. This Open Qualifiers is divided into three stages. Each stage will feature four tracks where players must use officially provided, standardized cars (Max ECU and all Parts at Level 5) to compete. Rankings will be based on the total time across all tracks.
The first stage runs from July 10 to July 18.
The second stage runs from July 13 to July 18.
The third stage runs from July 16 to July 18.
At the end of the Open Qualifiers, the top 2,048 players on the leaderboard will advance to the Knockout Stage. Additionally, the top 2,048 players from the Ranked Race leaderboard as of 23:59:59 on July 18 will also qualify, for a total of 4,096 players.
If a player qualifies through both the Open Qualifiers and the Ranked Race leaderboards, their spot from the Open Qualifiers will be prioritized. The Ranked Race spot will then be passed down to the 2,049th player, and so on.
During this stage, players will continue to compete individually in-game within the specified time.
Based on Open Qualifiers results and Ranked Race tiers, the 4,096 players will be divided into 128 large groups of 32. After three rounds of 8-player free-for-all races and two rounds of 4-player free-for-all races, 128 players will advance to the Promotion stage.
1) Round 1 (4,096 to 2,048): Within each large group of 32, players will be split into smaller groups of 8 for a free-for-all race. Each small group will complete six tracks in one session, earning points based on their rank in each race. The top 4 from each small group will advance to the next round.
2) Round 2 (2,048 to 1,024): The remaining 16 players in each large group will be split into smaller groups of 8 for a free-for-all race. Each small group will complete six tracks in one session, earning points based on their rank in each race. The top 4 from each small group will advance to the next round.
3) Round 3 (1,024 to 512): The remaining 8 players in each large group will compete in a free-for-all race. Each group will complete six tracks in one session, earning points based on their rank in each race. The top 4 from each group will advance to the next round.
4) Round 4 (512 to 256): The remaining 4 players in each large group will compete in a free-for-all race. Each group will complete six tracks in one session, earning points based on their rank in each race. The top 2 from each group will advance to the next round.
5) Round 5 (256 to 128): A total of 4 players from adjacent large groups will form a small group for a free-for-all race. They will complete six tracks in one session, earning points based on their rank in each race. The top 2 from each small group will advance to the Promotion stage.
Race Schedule (subject to in-game announcements):
Date |
Time |
Stage |
Race Content |
Starting Players |
Qualifying Players |
July 20th |
19:30 |
Round 1: Large Groups 1~32 |
Within each large group of 32, players are divided into smaller groups of 8 for a free-for-all race. Each small group races on 6 maps, and the top 4 from each small group advance based on cumulative time. |
4,096 |
2,048 |
20:00 |
Round 1: Large Groups 33~64 |
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20:30 |
Round 1: Large Groups 65~96 |
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21:00 |
Round 1: Large Groups 97~128 |
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July 21st |
19:30 |
Round 1: Large Groups 1~32 |
The remaining 16 players in each large group are divided into smaller groups of 8 for a free-for-all race. Each small group races on 6 maps, and the top 4 from each small group advance based on cumulative time. |
2,048 |
1,024 |
20:00 |
Round 1: Large Groups 33~64 |
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20:30 |
Round 1: Large Groups 65~96 |
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21:00 |
Round 1: Large Groups 97~128 |
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July 22nd |
19:30 |
Round 1: Large Groups 1~32 |
The remaining 8 players in each large group compete in a free-for-all race on 6 maps. The top 4 advance based on cumulative time. |
1,024 |
512 |
20:00 |
Round 1: Large Groups 33~64 |
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20:30 |
Round 1: Large Groups 65~96 |
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21:00 |
Round 1: Large Groups 97~128 |
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July 23rd |
19:30 |
Round 1: Large Groups 1~32 |
The remaining 4 players in each large group compete in a free-for-all race on 6 maps. The top 2 advance based on cumulative time. |
512 |
256 |
20:00 |
Round 1: Large Groups 33~64 |
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20:30 |
Round 1: Large Groups 65~96 |
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21:00 |
Round 1: Large Groups 97~128 |
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July 24th |
19:30 |
Round 1: Large Groups 1~32 |
A total of 4 players from two adjacent large groups compete in a free-for-all race on 6 maps. The top 2 advance based on cumulative time. |
256 |
128 |
20:00 |
Round 1: Large Groups 33~64 |
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20:30 |
Round 1: Large Groups 65~96 |
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21:00 |
Round 1: Large Groups 97~128 |
The 128 qualifying players will receive an in-game mail with a questionnaire to confirm participation and submit required information. Players must also pay attention to notifications on all channels to contact tournament staff in a timely manner.
If a player fails to submit their information or contact tournament staff by 24:00 on July 25, they will be considered to have forfeited their spot. The spot will then be offered to the third- and fourth-place players from the fifth round of the Knockout Stage as replacements.
If a replacement player also fails to submit their information or contact tournament staff by 24:00 on July 25, they will also be considered to have forfeited, and their corresponding match will be treated as a walkover.
This stage will be manually organized by referees. Participants must submit a passport or ID and must be of adult age on or before July 25 to be eligible (the age of majority is determined by the participant's country). Players must log into the official server to compete as instructed by the referee.
After confirming participation, the 128 players will be divided into 8 large groups of 16 based on their total points from the three rounds of the Knockout Stage. Players who forfeit will still be placed in groups according to their Knockout Stage results for bracketing purposes.
Round 1 (Top 128 to Top 64) [July 26 - July 28]: Within each large group of 16, players will be split into smaller groups of 4 for a free-for-all race. Each small group will race on 3 tracks, and the top two from each small group, based on points per race, will advance.
Round 2 (Top 64 to Top 32) [July 30 - July 31]: The remaining 8 players in each large group will be split into smaller groups of 4 for a free-for-all race. Each small group will race on 3 tracks, and the top two from each small group, based on points per race, will advance.
Round 3 (Top 32 to Top 16) [August 1]: Two adjacent large groups will be cross-grouped Large (Group 1A 1st + Large Group 1B 2nd + Large Group 2B 1st + Large Group 2A 2nd). The newly formed groups of 4 will compete in a free-for-all race. Each group will race on 3 tracks, and the top two, based on points per race, will advance.
Round 4 (Top 16 to Top 8) [August 2]: Players will be cross-grouped with a one-large-group interval (Large Group 1 1st + Large Group 3 2nd) / (Large Group 2 1st + Large Group 4 2nd) / (Large Group 3 1st + Large Group 1 2nd, Large Group 4 1st + Large Group 2 2nd).
The remaining two players in each large group will compete in a 1v1 Bo5 match.
Round 5 (Top 8 to Top 4) [August 3]: A 3-game Ranked Race with all 8 players will determine the A/B groupings. Groups A and B will then each play a 6-game series, and the top two from each group based on points will advance.
The match schedule is as follows (the start time of each match on a given day may be adjusted based on the conclusion of the previous match; please refer to the referee's announcements):
Date |
Stage |
Race Content |
Estimated Start Time |
July 26th |
Top 128 to Top 64 (Part 1) |
Large Group 1A Match |
19:00 |
Large Group 1B Match |
19:25 |
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Large Group 1C Match |
19:50 |
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Large Group 1D Match |
20:15 |
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Large Group 2A Match |
20:40 |
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Large Group 2B Match |
21:05 |
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Large Group 2C Match |
21:30 |
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Large Group 2D Match |
21:55 |
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Large Group 3A Match |
22:20 |
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Large Group 3B Match |
22:45 |
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July 27th |
Top 128 to Top 64 (Part 2) |
Large Group 3C Match |
19:00 |
Large Group 3D Match |
19:25 |
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Large Group 4A Match |
19:50 |
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Large Group 4B Match |
20:15 |
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Large Group 4C Match |
20:40 |
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Large Group 4D Match |
21:05 |
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Large Group 5A Match |
21:30 |
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Large Group 5B Match |
21:55 |
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Large Group 5C Match |
22:20 |
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Large Group 5D Match |
22:45 |
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Large Group 6A Match |
23:10 |
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July 28th |
Top 128 to Top 64 (Part 3) |
Large Group 6B Match |
19:00 |
Large Group 6C Match |
19:25 |
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Large Group 6D Match |
19:50 |
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Large Group 7A Match |
20:15 |
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Large Group 7B Match |
20:40 |
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Large Group 7C Match |
21:05 |
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Large Group 7D Match |
21:30 |
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Large Group 8A Match |
21:55 |
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Large Group 8B Match |
22:20 |
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Large Group 8C Match |
22:45 |
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Large Group 8D Match |
23:10 |
Date |
Stage |
Race Content |
Estimated Start Time |
July 30th |
Top 64 to Top 32 (Part 1) |
Large Group 1A Match |
19:00 |
Large Group 1B Match |
19:25 |
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Large Group 2A Match |
19:50 |
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Large Group 2B Match |
20:15 |
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Large Group 3A Match |
20:40 |
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Large Group 3B Match |
21:05 |
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Large Group 4A Match |
21:30 |
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Large Group 4B Match |
21:55 |
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July 31st |
Top 64 to Top 32 (Part 2) |
Large Group 5A Match |
19:00 |
Large Group 5B Match |
19:25 |
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Large Group 6A Match |
19:50 |
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Large Group 6B Match |
20:15 |
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Large Group 7A Match |
20:40 |
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Large Group 7B Match |
21:05 |
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Large Group 8A Match |
21:30 |
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Large Group 8B Match |
21:55 |
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August 1st |
Top 32 to Top 16 |
Large Groups 1 & 2 Crossover Match |
19:00 |
Large Groups 2 & 1 Crossover Match |
19:25 |
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Large Groups 3 & 4 Crossover Match |
19:50 |
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Large Groups 4 & 3 Crossover Match |
20:15 |
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Large Groups 5 & 6 Crossover Match |
20:40 |
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Large Groups 6 & 5 Crossover Match |
21:05 |
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Large Groups 7 & 8 Crossover Match |
21:30 |
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Large Groups 8 & 7 Crossover Match |
21:55 |
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August 2nd |
Top 16 to Top 8 |
Large Groups 1 & 3 1v1 Duel |
19:00 |
Large Groups 2 & 4 1v1 Duel |
19:25 |
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Large Groups 3 & 1 1v1 Duel |
19:50 |
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Large Groups 4 & 2 1v1 Duel |
20:15 |
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Large Groups 5 & 7 1v1 Duel |
20:40 |
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Large Groups 6 & 8 1v1 Duel |
21:05 |
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Large Groups 7 & 5 1v1 Duel |
21:30 |
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Large Groups 8 & 6 1v1 Duel |
21:55 |
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August 3rd |
Top 8 to Top 4 |
3 Ranked Races + Two Bo5 matches after A/B grouping. |
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The top 4 players must confirm within 24 hours of the end of the Promotion stage whether they can attend the offline event. If a player cannot attend, their spot will be passed on to the next eligible player (based on the results of the Top 16 Open Qualifiers).
The final 4 players will compete offline on August 23, participating in group semifinals, the Battle For Third Place, and the championship match to vie for the Legendary Cup title. The regional champion will also compete in an honorary match against champions from other regional servers (Korea, Japan, and Hong Kong/Macau/Taiwan).
For all stages except the Finals, there are no location restrictions. Players should find a suitable environment to compete online. During the Promotion stage, players are not permitted to change their competition location.
During the competition, to ensure fairness and a smooth process, changing devices may trigger a security protection mechanism that could prevent you from launching the game. If a player must change devices due to special circumstances, they must submit a change request to the referee team at least 1 day in advance and receive confirmation before proceeding. If a player fails to apply in advance or makes a last-minute request during the event and is unable to compete as a result, the player will be held solely responsible.
For the Finals, devices will be provided by the organizer. Players may not use any personal devices or peripherals.
All players will use their official server accounts to compete within the specified time. After the top 128 are determined, referees will contact and guide the players.
A "game" refers to a single race within a match, whether it's one game in a Bo3 or Bo5, or a single race in a points-based competition.
A "match" refers to a series composed of multiple games, including Best-of-3 (Bo3), Best-of-5 (Bo5), or other formats where the winner is determined by cumulative points.
Bo5 (Best-of-5): A pair of opponents plays up to 5 games in a series. The first to win three games is the victor.
Bo7 (Best-of-7): A pair of opponents plays up to 7 games in a series. The first to win four games is the victor.
Ultimate Duel (Bo7): When the score is tied at 3:3, a special overtime rule is activated. Players will continue to race until one player achieves a 2-game lead, at which point they win the match.
Points Race: Refers to a match where players compete in multiple games per round and earn points based on their placement in each game. The final outcome (advancement or victory) is determined by the total accumulated points.
Priority Pick: Before the match, a priority race will be held on a designated track [Barcelona Mountain Speed] with a designated car [Pagani Huayra]. The winner gets to choose the track for the first game of the round, and the loser chooses the car pool. In subsequent games, the loser of the previous game chooses the track, and the winner chooses the car pool.
Car Group: Refers to the three major car categories in the event: "Standard," "Sports," and "Extreme." Each player must select a car from the appropriate group and car pool as specified.
Car Pool: Refers to the specific range of Legendary cars available for selection in each stage of the event, including all Legendary cars within "Car Pool 1" to "Car Pool 3" (see the Car Pool list below for details). Players must select their cars from the designated car pool according to the event rules.
Track Laps: Non-point-to-point circuit tracks are set to 2 laps. Point-to-point tracks are set to 1 lap.
Ghosting Setting: Set to [Normal]. Ghosting is only set to [Off] for the 1v1 priority pick race.
Performance Limit: [Max ECU] and [All Parts at Level 5] will be used for all stages.
Driving Assist Limit: Driving assists are prohibited throughout the entire competition.
Chase Limit: Catch-up is enabled.
Slipstream Limit: The effect of car slipstream will be significantly weaker than in regular Ranked Races.
Wall Collision Slowdown: The effect where you rub up against wall to decelerate is set to maximum (even minor collisions will cause a significant speed reduction).
Game: The system will automatically create the race room 30 minutes before the match starts and notify the players in that room. Players must enter the room on time through the competition interface. Each match consists of a six-game points race. Points for each game are determined by the finishing rank. After six games, players are ranked by total points from highest to lowest. In case of a tie in points, the player with the shorter total time across the six games will be ranked higher.
Track: The system will randomly select from the 12 Open Qualifiers tracks before each game. A track will not be repeated within the same match.
Ranking |
Points |
1 |
9 |
2 |
7 |
3 |
5 |
4 |
4 |
5 |
3 |
6 |
2 |
7 |
1 |
8 |
0 |
Tiebreak |
The player with the shortest total lap time across multiple maps in the round wins. |
Cars: The six games will use car groups in the order of Standard -> Sports -> Extreme -> Standard -> Sports -> Extreme. The car pool is automatically assigned by the system (see Car Pool Restrictions below). Each car can only be used once during the six-game points race.
Game: This stage will be manually organized by referees. Players will be divided into small groups of 4 for a free-for-all race. Players must enter the room on time through the competition interface. Each match consists of a three-game points race. Points for each game are determined by finishing rank. After three games, players are ranked by total points from highest to lowest. In case of a tie in points, the player with the shorter total time across the three games will be ranked higher.
Track: The system will randomly select from 3-star to 5-star difficulty tracks before each game. Tracks will not be repeated within a match and will exclude the following designated tracks:
Numbers |
Banned Tracks |
1 |
All Persian Gulf Regions |
2 |
Indianapolis Inner Loop 2 |
3 |
Indianapolis New Mini Reverse |
4 |
Tokyo: Inner Shinkansen (Half) |
5 |
Tokyo: Outer Shinkansen (Half) |
Cars: The three games will use car groups in the order of Standard -> Sports -> Extreme. The car pool will be determined by a player vote held the day before the match. All three games will use the car pool that receives the most votes. (In case of a tie, the referee will make a random selection).
If a group has fewer than 2 players due to forfeits, the match for that group will not be held, and the remaining player(s) will advance directly. If the group has 2 or more players, the match will proceed as scheduled.
Ranking |
Points |
1 |
9 |
2 |
7 |
3 |
5 |
4 |
4 |
Tiebreak |
The player with the shortest total lap time across multiple maps in the round wins. |
Game: The Top 16 players will be grouped and compete in 1v1 Bo5 matches. The winner of each game is determined by in-game results. The match ends once a player wins three games; subsequent games will not be played.
Before the Bo5 begins, the referee will randomly designate one player to choose the track (from the same range as the system's random pool) and the other player to choose the car pool. In subsequent games, the loser of the previous game will choose the track, and the winner will choose the car pool.
Both track and car group selections must be communicated to the referee within 3 minutes of the previous game's conclusion. Failure to do so will result in a forfeited choice, and the referee will randomly assign the car group and track.
Game: Based on Ranked Race placements, players 1-4-5-8 will form Group A, and players 2-3-6-7 will form Group B.
Each group will compete in a six-game, 4-player free-for-all. The car groups will be used in the order of Standard -> Sports -> Extreme -> Standard -> Sports -> Extreme. Points for each game are determined by finishing rank. After six games, in the event of a tie in points, the player with the shorter total time will be ranked higher. After six games, the top two players from each group based on total points will advance.
Ranking |
Points |
1 |
9 |
2 |
7 |
3 |
5 |
4 |
4 |
Tiebreak |
The player with the shortest total lap time across multiple maps in the round wins. |
Track: The system will randomly select from 3-star to 5-star difficulty tracks before each game. Tracks will not be repeated within a match and will exclude the following designated tracks:
Numbers |
Banned Tracks |
1 |
All Persian Gulf Regions |
2 |
Indianapolis Inner Loop 2 |
3 |
Indianapolis New Mini Reverse |
4 |
Tokyo: Inner Shinkansen (Half) |
5 |
Tokyo: Outer Shinkansen (Half) |
Cars: The three games will use car groups in the order of Standard -> Sports -> Extreme. The car pool will be determined by a player vote after the groups are formed. All six games will use the car pool that receives the most votes. (In case of a tie, the referee will make a random selection).
Game: Two 1v1 matches will be held in a cross-group format: Group A 1st vs. Group B 2nd, and Group B 1st vs. Group A 2nd. Each match is a best-of-five, and the winner of each game is determined by their in-game rank. The match ends once one player has won three games; subsequent games will not be played. The two winners will advance to the Championship Match, while the two losers will proceed to the Battle For Third Place.
Track and Car Pool: Before the Bo5 starts, a priority race will be held on the designated track [Barcelona Mountain Speed] with the designated car [Pagani Huayra]. The winner gets to choose the track for the first game of the Bo5 (from the same range as the system's random pool), and the loser chooses the car group. For subsequent games, the loser of the previous game chooses the track, and the winner chooses the car group.
Both track and car pool selections must be communicated to the referee within 3 minutes of the previous game's conclusion. Failure to do so will result in a forfeited choice, and the referee will randomly assign the track and car pool.
Game: The Battle For Third Place (Bo7) will be held first, followed by the Championship Match (Bo7). Both matches are 1v1 best-of-seven. The first player to win 4 games with at least a 2-game lead wins. Otherwise, the match continues.
Car Pool: The car set follows a rotation sequence of Standard - Sports - Extreme - Standard - Sports - Extreme.
If the score reaches 6:6, the player who wins the next game is the victor. All other rules are the same as the Top 4 to Top 2 Bo5. Finally, the Final Honorary Match will be held, featuring the 4 champions from the different regions. The match will use an elimination format, where the last-place player in each race is eliminated, until only one champion remains. Each player will have one elimination protection opportunity during the match (i.e., they will be eliminated the second time they finish in last place).
First Stage: Chicago Circuit Mini Reverse, Red Bull Ring: Fiesta Circuit, San Francisco Center, and Nanhai County Glimmering Island.
Second Stage: Barcelona Mountain Speed, Alpen Gorge, Indianapolis Inner Loop Reverse 1, and Chongqing Layered City.
Third Stage: Baiyun Mountain Forward, Amsterdam Circuit Reverse, Tokyo: Bottom, and Sicily Circuit.
All 12 tracks from the Open Qualifiers. Non-unidirectional tracks are set to 2 laps. Tracks are randomly selected for each match, and a track will not be repeated within the same match.
Except for the designated track in the 1v1 priority pick race, the track pool for all other stages includes all 3-star to 5-star difficulty tracks (excluding the banned tracks listed below). Non-unidirectional tracks are set to 2 laps, and a track will not be repeated within the same match.
Numbers |
Banned Tracks |
1 |
All Persian Gulf Regions |
2 |
Indianapolis Inner Loop 2 |
3 |
Indianapolis New Mini Reverse |
4 |
Tokyo: Inner Shinkansen (Half) |
5 |
Tokyo: Outer Shinkansen (Half) |
Restrictions will follow the in-game requirements on the official server. There are no restrictions on normal and rare cars. The specific Legendary Cars available for each group stage are listed in the chart below. Each player may only use a car once per match.
There are no restrictions on normal and rare cars. The available Legendary Cars are divided into 3 pools.
For the Promotion Stage 4-player free-for-all (Top 128 to Top 16), each player in the group must submit a car pool choice. The car pool with the most votes will be used for that group's match. Choices must be submitted to the referee one day in advance. Failure to submit on time will be considered a forfeit, and only the votes of other group members will be counted. In case of a tie, the referee will make a random selection. The referee must announce the result at least 2 hours before the match. Each player may only use a car once per match.
For the Promotion Stage 1v1 duel (Top 16 to Top 8), the car pool for the first game will be chosen by a player randomly designated by the referee. For subsequent games, the winner will choose the car pool. Each player may only use a car once per match.
For the Promotion Stage Top 8 to Top 4, each of the 8 players must submit a car pool choice. The car pool with the most votes will be used for the match. Choices must be submitted to the referee one day in advance. Failure to submit on time will be considered a forfeit, and only the votes of other players will be counted. In case of a tie, the referee will make a random selection. The referee must announce the result at least 2 hours before the match. Each player may only use a car once per match.
For the Top 8 to Top 4 A/B Group 4-player free-for-all stage, each player in the group must submit a car pool choice. The car pool with the most votes will be selected for that group's match. Voting must be completed 5 minutes before the match. Failure to submit on time will be considered a forfeit, and only the votes of other group members will be counted. In case of a tie, the referee will make a random selection. Each player may only use a car once per match.
After the Top 4 from each server are determined, the Finals will be held offline on August 23.
For the Top 4 to Top 2 Bo5 duel stage, the car pool is chosen by the winner of the priority pick race. For subsequent games, it is chosen by the loser of the previous game. Each player may only use a car once per match.
For the Battle For Third Place and Championship Match, the car pool is chosen by the winner of the priority pick race. For subsequent games, it is chosen by the loser of the previous game. Each player may only use a car once per match.
If, after a race has started, a player is found to have selected a car from outside the designated car pool, the game will be declared void and restarted. The corresponding player will receive one [Incorrect Car Selection] warning. If the same player receives two [Incorrect Car Selection] warnings during the same match, they will forfeit that game, and the next game will begin. If the same player receives three [Incorrect Car Selection] warnings during the same match, they will forfeit the entire match.
All eligible players on the server may participate in the Open Qualifiers and Knockout Stage of this event. The following requirements apply only to the Top 128 players and their corresponding accounts after the Knockout Stage.
During the Open Qualifiers, Knockout Stage, and Promotion Stage of this competition, there are no restrictions on device type. However, the use of a single device for multiple accounts (account sharing/boosting) is strictly prohibited at all times. Any violation will result in disqualification.
For the offline Finals, either an iPad Pro (M4 chip version) or an iPhone 16 Pro Max will be provided as the official competition device. Players must choose and confirm their device no later than the day before the competition begins. The device type cannot be changed on the day of the finals. Personal devices and peripherals are not allowed.
> Confirm the battery, network status, and other conditions of their own competition device.
> Confirm their in-game settings.
> Confirm car customizations (liveries must not contain vulgar, pornographic, obscene, terrifying, violent, gambling-related, or other content that violates laws, regulations, policies, or public order, or content that is contrary to the spirit of "Racing Master." Using such a non-compliant livery will result in a forfeit.)
Under normal circumstances, matches will begin at the scheduled time. If there are adjustments due to a previous match not having concluded, the referee will provide timely notice.
During the Promotion Stage, players must enter the game room 20 minutes before the match start time. If a player has not entered the room by the scheduled start time, they will be considered late. A tardiness of 10 minutes or more will be considered a forfeit.
During the online stages, players are responsible for preparing their own network connection for the competition. If a player falls behind due to their own network issues, the tournament committee reserves the right not to grant a rematch.
The tournament committee has the right to decide whether to reschedule a day's events, adjust match dates, or otherwise modify the competition schedule. If the tournament committee modifies the schedule, it will notify all players as soon as possible.
Participating players must contact the referee for online sign-in before the match begins. The sign-in window is 30 minutes before the scheduled match time. After signing in, players should remain contactable until the match starts.
Officials will determine the method for creating official game rooms.
The room will be automatically created by the system before the match starts. A notification will be sent to the players in that room 30 minutes before the match begins.
After a match officially starts, if the entire match has not concluded, players who log in mid-match can still receive notifications to join the room between games.
Failure to participate in an entire match will be considered a forfeit, resulting in the loss of eligibility for subsequent matches.
> Verifying player identity before the match.
> Inspecting and monitoring player equipment and the competition area.
> Announcing the start of the match.
> Directing pauses and resumptions during the match.
> Issuing penalties for rule violations during the match.
> Confirming the end of the match and its results.
All decisions are finalized by the head referee based on the rules and an assessment of the situation. If a player disagrees with a ruling, they may file an appeal with the officials after the current game. Players must not interfere with the on-site referee or head referee while they are gathering information and making a judgment. If a referee makes an incorrect ruling, the decision can be changed. Officials may, at their discretion, review rulings during or after the match to determine if proper procedures were followed to ensure a fair decision. If proper procedures were not followed, officials reserve the right to overturn the referee's decision. Officials will always retain the final say on all rulings during the competition.
A bug is an error, flaw, failure, or fault that causes an incorrect or unexpected result, or causes game data and hardware to behave in unintended ways.
This refers to a bug that does not significantly affect or alter the competitive environment of the game. Such bugs can only be mitigated or their effects reduced by measures like restarting the client. Typically, when such a bug occurs, the game will proceed as normal. The tournament committee has the right to decide whether a rematch is necessary based on the bug's impact.
Hardware failure includes malfunctions of servers, competition devices, or peripherals. This does not include any hardware failure induced by a player. The tournament committee may rule on whether a hardware failure was caused by a player.
A severe bug is one that, including unexpected hardware failures, significantly impairs the competitive ability of more than half of the players, substantially alters the game data or mechanics for more than half of the players, or makes it difficult for more than half of the players to continue the match due to some external environmental condition. When such a bug occurs, the tournament committee has the right to initiate a rematch procedure.
For any bug that occurs during the course of the event, the tournament committee reserves the right to determine the severity level of the bug that has occurred.
Only when a match is halted will officials consider a rematch, and officials have the right to determine if a halt condition has
been met.
The game will not be paused for player communication. Players are solely responsible for the consequences of any actions taken during communication.
If a player is found to be maliciously exploiting a bug, regardless of whether they gained an advantage, they will be disqualified from that game. If the match is being conducted through the in-game mini-event system, the tournament committee has the right to require both parties to conduct a rematch by creating a room directly in-game.
The following actions will be considered unfair play and will be penalized at the discretion of the tournament committee.
Fixing a match or not competing to a reasonable standard in the game. Pre-arranging the splitting of prize money and/or any other form of compensation. Intentionally losing a game for prize money or any other reason, or encouraging other players to do so.
The referee team has the right to review a player's lap times at any point to verify if the player is engaging in sandbagging. If the referee team determines that a player has been sandbagging, the player's eligibility to compete will be revoked, and they will forfeit all prizes from the competition.
If, during the Promotion and Finals stages, any of a player's lap times are 10% or more slower than their historical lap times from the Open Qualifiers and Knockout Stage, the referee team has the right to rule it as sandbagging.
All players must uphold good sportsmanship at all times during the Legendary Cup, compete to the best of their ability, remain honest, and ensure the principle of fair play is not violated.
Hacking is defined as any modification of the "Racing Master" game client by any player, or by an individual acting on behalf of a player.
Exploiting is defined as intentionally using any in-game bug to gain an advantage. Exploiting includes, but is not limited to, any game function identified by the tournament committee as not working as intended, and any action that violates the game's design intent.
Playing on another player's account or instigating, encouraging, or directing someone else to play on another player's account.
Using any kind of cheating device and/or program, or any similar cheating method.
Intentionally disconnecting from the game without a legitimate and clearly stated reason.
Players must not, directly or indirectly (including organizing, inducing, encouraging, assisting, coercing, authorizing, or otherwise facilitating others), engage in any activity that may violate the laws, regulations, administrative rules, policy orders, or other normative requirements of any country or region. The tournament committee will impose severe penalties on violators according to these rules and reserves the right to hand over violators and related materials to the relevant authorities for handling.
Players must not disclose any confidential information provided by the tournament committee through any means of communication, including all social media channels.
Ranking |
Rewards |
1 |
2025 Legendary Cup Champion Trophy |
$10,000 |
|
Diamonds*12888、2025 Legendary Cup Champion Frame*1、2025 Legendary Cup Champion Driver Card*1、Race Reward Choice Chest(2025 Legendary Cup Rewards, allowing you to choose Any Legendary Car currently available (limited to vehicles obtainable through Any Expo) or 15,000 Diamonds.)*1、2025 Legendary Cup Champion Title |
|
2 |
2025 Legendary Cup Superb Medal |
$5,000 |
|
Diamonds*10888、2025 Legendary Cup Runner-Up Frame*1、2025 Legendary Cup Runner-Up Driver Card*1、Race Reward Choice Chest(2025 Legendary Cup Rewards, allowing you to choose Any Legendary Car currently available (limited to vehicles obtainable through Any Expo) or 15,000 Diamonds.)*1、2025 Legendary Cup Runner-Up Title |
|
3
|
2025 Legendary Cup Superb Medal |
$3,000 |
|
Diamonds*8888、2025 Legendary Cup Third Place Frame*1、2025 Legendary Cup Third Place Driver Card*1、Race Reward Choice Chest(2025 Legendary Cup Rewards, allowing you to choose Any Legendary Car currently available (limited to vehicles obtainable through Any Expo) or 15,000 Diamonds.)*1、2025 Legendary Cup Third Place Title |
|
4 |
2025 Legendary Cup Superb Medal |
$1,000 |
|
Diamonds*8888、2025 Legendary Cup Fourth Place Frame*1、2025 Legendary Cup Fourth Place Driver Card*1、Race Reward Choice Chest(2025 Legendary Cup Rewards, allowing you to choose Any Legendary Car currently available (limited to vehicles obtainable through Any Expo) or 15,000 Diamonds.)*1、2025 Legendary Cup Fourth Place Title |
|
5~8 |
Diamonds*8888、2025 Legendary Cup Top 8 Frame*1、2025 Legendary Cup Top 8 Driver Card*1、2025 Legendary Cup Top 8 Title |
9~16 |
Diamonds*6480、2025 Legendary Cup Top 16 Driver Card*1、2025 Legendary Cup Top 16 Title |
17~32 |
Diamonds*6480、2025 Legendary Cup Top 32 Driver Card*1、2025 Legendary Cup Top 32 Title |
33~64 |
Diamonds*6480、2025 Legendary Cup Top 64 Driver Card*1、2025 Legendary Cup Top 64 Title |
65~128 |
Diamonds*6480、2025 Legendary Cup Top 128 Driver Card*1、2025 Legendary Cup Top 128 Title |
129~256 |
Diamonds*3000、2025 Legendary Cup Top 256 Driver Card*1、2025 Legendary Cup Top 256 Title |
257~512 |
Diamonds*3000、2025 Legendary Cup Top 512 Driver Card*1、2025 Legendary Cup Top 512 Title |
513~1024 |
Diamonds*3000、2025 Legendary Cup Top 1024 Driver Card*1、2025 Legendary Cup Top 1024 Title |
1025~2048 |
Diamonds*1500、2025 Legendary Cup Top 2048 Driver Card*1、2025 Legendary Cup Top 2048 Title |
2049~4096 |
Diamonds*500、2025 Legendary Cup Top 4096 Driver Card*1、2025 Legendary Cup Top 4096 Title |
Cash rewards are pre-tax amounts; actual disbursement will be subject to tax deductions as per relevant regulations. Any additional rewards will be announced at a later date.
The tournament committee may revise, change, or supplement these rules at any time to ensure the fair competition and integrity of the Legendary Cup.