ATTENTION: THIS IS A BETA VERSION AND ANY PROGRESS CAN RESET
Get Set
Get Set
A Racing League Simulation

About

What this is, how a race day runs, and how to read the numbers.

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New to Get Set?

Run through a short, fixed practice race. Uses a demo wallet, a real wager, a full sim, and a payout. The demo has no effect to your real balance. This is also the only place to replay it once you’ve already completed it.

Take the tutorial

What this is

Every race is simulated based on the attributes of the racers and their interactions with each other and the track. Racers, tracks, and weather are generated (or curated) ahead of time, the whole thing gets run through the simulation engine, and the result plays back on a schedule. Wagering uses play-money “Pistons” instead of anything real.

How a race day works

Races run on a fixed schedule, Eastern time: 1pm–8pm Monday–Friday, 12pm–7pm Saturday, on the hour. Closed Sundays for maintenance. Every race gets pulled from a generated track pool and random weather.

Each one moves through the same five stages, in order:

  • Scheduled — on the slate, wagering not open yet.
  • Wagers open — opens 4 hours before the race, odds are live, you can place a slip.
  • Locked — closes 10 minutes before the start, waiting for the green light.
  • Live — the precomputed result is playing back in real time.
  • Completed — final results are in and wagers settle.

Wagering

Odds are fixed the moment you place a wager. Whatever moves in the market after that doesn’t change your payout. Every race has four markets, judged independently off the same result: Win (pick a racer to finish P1), Top 3 (pick a racer to podium), and Last Place(pick a racer to finish behind every other finisher. DNFs don’t count as last, that’s its own market) each have you pick a racer; Total DNFs is race-wide instead. Pick exactly how many racers fail to finish (0, 1, 2, 3, or “4+”), not who. Stake some Pistons on a pick and, if it hits, get paid amount × odds.

You can submit one slip per race, per market (each slip can spread across multiple picks within that market), and each market has its own budget capped at 20% of your current wallet balance. This spreads across more picks trades payout concentration for consistency within that market, it doesn’t let you dodge the cap, and betting all four markets on one race draws from four separate budgets, not a shared one.

Win and Last Place price purely off rank, not raw odds: the field splits into three groups by how likely each racer is to hit that outcome — the top 5 pay 4×, the next 5 pay 8×, and the rest of the field pays 16×. Top 3 works the same way, over the same 5/5/rest groups, at 2.1× / 4× / 7.8×. Everyone within a group pays the exact same multiplier. Total DNFs is still priced off raw probability with the house’s cut built in (roughly a 10% edge), floored at 1.1× and capped at 10×. Nobody’s a lock, and the longer a market’s odds can run, the further a real longshot can pay out.

Wagers settle once a race completes and airs. If you win, the payout lands in your wallet automatically.

Reading a racer

Each Racer profile describes a vehicle and the driver behind the wheel. Both sides carry their own set of attributes, and the roster page tags each racer with whichever ones stand out; a racer with nothing called out is just balanced across the board.

Vehicle

  • Top Speed & Handling set raw pace, split across two axes. Which one matters more on a given lap depends on how much of the track is straights versus corners.
  • Acceleration pays off coming out of a corner, off the start line, and getting back up to speed after a stumble.
  • Braking helps a car survive a hot corner entry and stay out of trouble in a crowded lane.
  • Grip softens a slick track’s pace penalty and takes some of the sting out of a bad-weather corner.
  • Reliability is the car’s odds of finishing at all, separate from how well it’s driven. It matters more the longer a race runs.

Driver

  • Consistency doesn’t add pace. It cuts the odds of a costly mistake and gives a guaranteed push late in the race, and matters most on hazardous tracks and in bad weather.
  • Aggression pays off contesting a lane on a track with real passing room, but raises the risk of contact on a hazardous one.
  • Racecraft is how well a driver reads traffic: picking a smart lane, setting up a draft, and avoiding trouble in a contested pack.
  • Composure is how well a driver holds up under pressure. It steadies a bad day and cuts risk when the weather turns ugly.
  • Stamina fights off the fatigue that creeps in late in a long race.

Every racer is also tagged with the track type they’re favored for, based on how their whole attribute spread lines up with what that kind of track demands.

On top of all that, some racers carry a trait that shapes how they run late in a race or under pressure:

  • Clutch: Finds another gear when it matters most, late in the race.
  • Slipstreamer: A student of the slipstream — dangerous when running close behind someone.
  • Comeback Kid: Never counts themself out, even from deep in the field.
  • Fast Starter: Fast out of the gate, but tends to lose a step in the closing stretch.
  • Resilient: Bounces back quickly from contact or a spin.
  • Racecraft: Reads traffic well and picks smart lines through crowded lanes.

The emoji next to a racer’s name on the roster is their mood for the day: a small random pace swing rolled fresh every morning:

😠 Rough

😐 Neutral

😎 Great.

A racer high in both consistency and composure barely moves off neutral day to day; a volatile one can swing hard either way. It is not considered in the wager payout amount calculation. A great racer who is having a rough day might not perform their best. It has some effect, but not a dael breaker. Once the day’s full slate has aired, everyone shows 😴 until tomorrow’s moods roll.

Reading a track

Every race page shows a track profile with four dimensions, each bucketed Low/Medium/High rather than as a raw number:

  • Pace: speed-favored, cornering-favored, or balanced, based on how much of the lap is corners.
  • Hazard: how mistake-prone the track is. Rain, snow, and storms push this up further.
  • Passing opportunity: how much of the track offers multiple lanes to contest.
  • Race length: short races leave less room for a mistake to matter; long ones leave more.

Tracks are also loosely labeled by archetype. It’s a flavor label, not a lookup table — the actual odds are always priced off the track’s real profile above, not this name. Each one tends to reward a particular attribute or two, though:

  • Speedway — long straights, light on hazard. Favors Top Speed.
  • Technical — tight and twisty, short on passing room. Favors Handling, with Braking and Acceleration paying off on every corner exit.
  • Gauntlet — long, hazardous, the worst weather in the pool. Favors Consistency and Composure, with Grip taking the edge off the weather.
  • Street — dense with lane splits, the contest track. Favors Aggression.
  • Endurance — a long haul that tests a car’s reliability and a driver’s stamina as much as their speed. Favors Stamina and Reliability.
  • Pack — tightly bunched racing where reading traffic matters more than out-running the field. Favors Racecraft.
  • Hairpin — almost nothing but corners, a pure cornering test. Favors Handling even more than Technical does.

Leaderboards & points

The leaderboard scores every completed race on a standard points table. P1 gets 25, down to 1 for P10, nothing for anywhere lower or for a DNF: 25 – 18 – 15 – 12 – 10 – 8 – 6 – 4 – 2 – 1. You can re-sort the table by wins, podiums, or average finishing position instead of total points.