What are Club Events?
*Club Events is a new feature Top Drives is introducing which incorporates team play.
*To access the Club Events feature, you will need to reach a minimum of RQ250.
* Please note: There may be some balancing changes to this feature which will affect all users. Such changes may be trophy thresholds to access the feature, or disabling certain Clubs temporarily.
*You will be given a choice of 3 Clubs to choose from: Full Throttle, Midnight and Legacy.
* Careful, you can only choose a Club once! So choose carefully.
* From time to time, Clubs may not accept new members, in order to help balance the strength of each side
*The aim is to work together to have the most territory at the end of each week. The more you play, the more your Club Rank increases. Earn Club XP to increase your rank after every Club Event you participate in.
* Club XP has a daily cap, so once you reach your daily limit, your Club XP will not increase for that day.

Club Seasons - How does it work?
* Every week, there will be a Club season which lasts for 7 days for you to participate in.
* The concept behind this feature is all about territory control. You will be shown a Club map which has coloured sectors divided equally between the Clubs.
* The aim of the game is simple, control as many sectors on the map as possible!
* You cannot take control over the Club HQs.
* By the end of the season, the Club with the most sectors wins.
* In a case where Clubs have the same amount of sectors leading to a tie, the Club with the highest accumulated score will be the victor.
* This will be determined through our server calculations.
* At the end of the season, rewards will be given out depending on your Club position.
* You can keep track of the Season duration on the top left of the Club Map screen as it counts down.
* Navigation: you are able to zoom in and out on the Club Map by using pinch gestures.
* Make sure your participate to earn Cash and Gold weekly!

Club Events - How does it work?
* Event Duration: Club events will last for a certain amount of time.
* Event Start: A Club event will start (and the event timer will start ticking down) as soon as a player does a race.
* Capturing Sectors: To take control of an opposing Club sector, you will need to win the sector event in order to make it yours.
* How to CAPTURE a sector: You and your Club will need to reduce the defending Control Score down to zero.
* Win matches to create a big Leaderboard Score between your Club and the opposing Club.
* Once your Club score reaches a certain Leaderboard Score threshold, the opponents' Control Score will begin to reduce gradually.
* If your Club is winning by a bigger Leaderboard Score, the opponents Control Score will reduce rapidly..
* Reduce the enemy Score to zero before the Club event time runs out.
* How to DEFEND your sector: There are two ways to defend your Club sectors:
* A - Reduce the attacking Club Control Score down to zero, by winning matches in the Club events.
* B - If the attacking Club fails to reduce your Control Score down to zero, the defending faction retains the sector by default.
* End of Event Reward Multiplier: Once an event has finished, you will be given an End of Event screen. Within this screen is a Reward Multiplying system which can be purchased with gold.
* The effect of the Reward Multiplier will lasts for a certain amount of time.
* The duration is in realtime, not game time.
* The effects of the Reward Multiplier will begin on the future events your participate in - not the one you just played.
* Matchmaking: You can only matchmake against an opposing Club member
* Bucket size: There will be a cap for the amount of users who can enter a single event, which will be evenly split between the factions.

Club Event - Rewards
The user is given cash and Club XP after an event, the rewards given to the user are calculated based on 4 criteria:
1. If the user's Club won or lost the event (won or lost control of the sector).
2. Participation: How many races they had done during the event.
3. Performance: Where they have placed in the event's leaderboard.
4. Club Rank: What Club Rank they are currently in.
Reward Multiplier: Once an event has finished, you will have the option to multiply your Cash and Club XP which costs Gold.
* Gold will be deducted from your account once the Reward Multiplier option is purchased.
* The Reward Multiplier will take effect for the next events onwards. The cash and Club XP will not change for the event you just completed.
* The Reward Multiplier will last for 7 days in realtime.
* Please be informed that your Daily Club XP cap does not extend once the Reward Multiplier is purchased.

Club Ranks
Club Rank works as tiers, which will then determine how much cash you get at the end of a Club event. The higher your Club Rank, the better your cash reward will be.
Our Club Rank is broken down into these tiers:
1. Recruit
2. Rookie
3. Challenger
4. Veteran
5. Master
6. Elite
7. Legend

Map Icons - What do they mean?
* HQ - The Club HQ serves as a quick reference to how much sectors your Club controls in total.
* The number of sector your Club controls, will update as you win/lose control of them.
* The HQ icon is the colour of the Club it represents.
* VS - The VS icon is shown when a sector has been contested.
* The colour behind the VS icon shows the Defending Club (the owner of the sector) on the left, and the attack on the right.
* End of event Information - The information for the completed event can be found on the leftmost side of the screen as 'i'. On tap, you will be able to gain access to more information such as:
* Participation
* Club Rank
* Performance
* Onboarding - You can re-open the onboarding screen again by simply tapping the 'i' icon on the top left of the side panel.
* Map View reset: You are able to return the map position to its default view by tapping the Map icon at the bottom left of the Club Map screen.
Side Panel
There are 4 different states that the Side Panel can be in:
* Default Panel View (User has not entered an Event), this displays:
* User's Club Symbol and Name
* User's Club Rank
* User's Total Club XP
* User's Daily Cap for XP
* Playable Events - events the user is eligible to play
* Event Preview Panel (When the user selects a contested event through the Club's Map or the Playable Events list), this displays:
* Event Name & Sector Reference
* Event Timer
* Car Groups Criteria
* RQ Restriction
* Balance of Power
* Go to Event Button
* A back button to take the user to the Default Panel View
* Active Event Panel View (User has registered in an event), this displays:
* User's Club Symbol and Name
* User's Club Rank
* User's Total Club XP
* User's Daily Cap for XP
* Balance of Power for the event
* Go to my event button
* Uncontested Event View (User has selected a sector that is not contested), this displays:
* Event Name/ Sector reference
* Car Group Criteria
* RQ Restriction
* Go To Event Button
* Back Button to take the user to the Default Panel View

Map Animations - What they mean.
There are 7 different states that a sector can be animated:
1. Idle: There are no animations playing on the sector as it can not be selectable by the user
2. Clickable: There is a clockwise rotating animation to let the user know they are eligible for the event. Once the user has chosen a sector, a blue line appears on the selected sector
3. Contested: Once the user's has entered an event, it is now contested. A VS icon will appear over the sector, with the colours of the two teams that are competing against each other. There will be a hatching animation that indicates the attacking team. (The clickable state rules still apply on the contested state if the user is eligible for the event)
4. Processing: When an event has ended, it will change to a processing a sector. This will turn the sector grey. It can not be selected on the Club's Map and not enterable through the Side Panel.
5. Defender Won: If the defending team has won the event, the hatching and VS symbol animation disappears, with the end colour of the sector being the defending team
6. Attacker Won: If the attacking team has won the event, the hatching is covered with the Attacking Team colour, with the VS symbol animation disappearing.
7. Headquarters: Once a sector has been overtaken or lost, the counter in the HQ should be updated.