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Tanren Works

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Tanren Works is HCS circuit racing with the assists stripped away and the consequences turned on. > Tanren is the art of forging, folding, and tempering steel. Like raw metal in fire: through intense repetition, pressure, and hardship, an edge will be produced. Every driver starts with the same required vehicle and upgrade package, creating a common mechanical baseline across the field. From there, the setup is yours. Tune the car around your driving style, the circuit, and the race ahead. Each event begins with a 30-minute open practice session. Learn the circuit, work on your setup, watch the competition and decide what you're willing to change before the race. Then it counts: No assists. Simulation damage. Required 6 second pit stop + pit lane speed limit. Stewarded penalties. Winning isn't just about putting down the fastest lap. You have to manage the car, survive traffic, execute your pit strategy and keep it clean enough to be there at the end. A mistake can cost you a position. Damage can cost you a race. And everyone knows you were given the same tools. **This is Tanren Works.**

House rules

Tanren Works is a no-assist, simulation-damage circuit racing league built around clean competition, racecraft, and preparation. Everyone arrives with the same machinery. What you do with it is up to you. ### THE CAR Each championship uses a **spec vehicle and required upgrade package**. The prescribed upgrades may not be changed or substituted. **Tuning is completely open** within the provided build. Your setup is yours. Build it during practice, bring one from home, share it with your team—or guard it like a state secret. ### RACE NIGHT Each round begins with **30 minutes of open practice**. This is your time to learn the circuit, work on your tune, understand tire behavior, and get comfortable running around the rest of the field. Practice is followed by the main race. Once qualifying begins, **race conditions are in effect.** ### DRIVER SETTINGS Tanren Works is deliberately demanding. **Assists are disabled. Simulation damage is enabled.** Driving line, rewind, traction control, stability control and other driving aids are not permitted. Manual transmission is required; manual with clutch is optional. If you damage the car, you race with the consequences. ### PIT STOPS **Every race requires at least one legitimate pit stop.** The pits are part of the race, not a checkbox. Drivers are responsible for entering and exiting safely. Cars already on the racing surface have priority over vehicles rejoining from pit lane. Maintain the pit road speed limit (50MPH). Your car must come to a complete stop in the pit box for 6 full seconds. Where a circuit has unusual pit behavior or specific procedures, those instructions will be given before the race. ### RACING ROOM We expect close racing. We also expect you to leave enough room for the other person to continue participating in it. If another driver has established meaningful overlap entering a corner, **they are entitled to racing room.** Don't squeeze them off the circuit, turn across them, or pretend they weren't there. Likewise, sticking your nose into a disappearing gap does not automatically entitle you to the corner. Race hard. Race aware. ### CONTACT Some contact happens. This is racing. **Avoidable contact is different.** Divebombs, deliberate contact, repeated pushing, brake-checking, retaliation and intentionally using another car to make a corner will be reviewed. If you clearly cause another driver to lose a position, the sporting thing to do is **give the position back.** Doing so may be considered during stewarding. ### REJOINS If you leave the racing surface, **the race does not owe you your position back.** Rejoin when it is safe. Do not pull directly onto the racing line in front of approaching traffic. A bad rejoin that causes an incident will generally be treated more seriously than the original mistake. ### TRACK LIMITS Use the circuit as intended. Normal mistakes and occasional excursions happen. Deliberately exploiting track boundaries, shortcuts, resets, walls, or EventLab geometry for a lasting advantage does not. If you're wondering whether something is technically legal because the game allows it, you've probably already answered the question. ### BLUE FLAGS & LAPPED TRAFFIC Being lapped does not require you to disappear. **Be predictable.** Hold a sensible line and allow the faster car an opportunity to pass safely. Don't suddenly brake or throw yourself off the circuit. The passing driver is still responsible for completing the pass cleanly. ### STEWARDING Incidents may be reviewed after the race. Depending on severity, penalties may include: **Warning → Time Penalty → Position Penalty → Championship Points → Race/Championship Exclusion** Stewards will consider context, responsibility, consequences, and whether a driver attempted to correct the situation themselves. Not every bump needs a tribunal. Repeated behavior matters more than an isolated mistake. ### THE GOLDEN RULE This might actually be the most important rule I'd put in the whole league: > **You are racing the person, not the game.** Forza will occasionally let you get away with something that another driver shouldn't have to tolerate. Tanren Works expects more than whatever the game's collision system happens to permit. Attack the braking zone. Defend the position. Make them work for it. But when two cars enter a corner, **both drivers should be trying to make sure two cars leave it.** **Prepare. Adapt. Race clean.**

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