24-0 Glossary: Every Term in the Game and in F1
Every term you’ll meet in 24-0 and the Formula 1 ideas behind it, in plain English.
Game terms
24-0 — A perfect season: winning all 24 races with zero losses. The game’s ultimate goal, and something no real F1 team has ever done.
Chassis — The car you draft, representing a real constructor in a given era. Rated for pace, reliability and development. Usually your most important pick.
Lead driver — Your number-one driver. Rated for racecraft, qualifying pace and consistency.
Second driver — Your number-two driver. Because a race is won if either car finishes first, this is a genuine strategic pick, not a backup.
Team principal — A light strategy modifier who sharpens race strategy and car development. In 24-0, principals are original, fictional archetypes, not real people.
Spin — The start of each draft round, which lands on an era and flavours your candidate pool.
Reroll — A chance to see a fresh set of candidates for a slot before committing. You get three across a full draft.
Chemistry — A transparent score for how well your specific picks fit together, shown as named bonuses and penalties (see below).
Era fit — How well your car and drivers match the era you’re simulating. Keeping everything in one era earns the Era-Perfect Package bonus.
Grade — Your final result, S (a perfect 24-0) down to F.
Seed — A short code (like 240-K3M9QZ) that reproduces the exact draft options of a run, for head-to-head play.
Blind Draft — A mode that hides ratings, so you pick on F1 knowledge alone.
Chemistry bonuses and penalties
Two-Car Threat — Two elite drivers, so either car can win any race. The biggest bonus in the game.
Dream Package — A dominant car plus a top-tier driver.
Fast & Flawless — Front-running pace with bulletproof reliability.
Pit-Wall Edge — A fast car plus a master-strategist principal.
Era-Perfect Package — Car and both drivers built for the same era.
Fragile Machine — A penalty for a car that doesn’t finish enough races.
Weak Second Car — A penalty for leaving a slow driver in the second seat, halving your shots at a win.
Era Mismatch — A penalty for a team spread across incompatible decades.
Formula 1 terms
Constructor — The team that builds the car (Ferrari, McLaren, Mercedes, Red Bull, Williams and so on). A constructor’s championship is the team title.
Grand Prix — A single race of the World Championship, usually named for its host country.
DNF — “Did Not Finish”: a retirement, from a mechanical failure or crash. In 24-0, a car that DNFs can’t win, and a double-DNF is an automatic lost race.
Reliability — How consistently a car finishes races. Low in the 1950s–70s, near-perfect in the modern era.
Pole position / qualifying — Qualifying sets the starting grid; pole is the fastest, at the front. Reflected in a driver’s pace rating.
Podium — A top-three finish. Shown in the race log, but only a win (P1) counts toward 24-0.
Constructors’ and Drivers’ Championships — F1’s two season-long titles, for the best team and the best driver. Real career title counts feed the ratings in 24-0.
For the rules that tie these together, start with how to play 24-0.
Frequently asked questions
What does 24-0 mean?+
A perfect Formula 1 season: winning all 24 races on a modern calendar with zero losses. It has never been achieved in real F1 history.
What is a constructor in F1?+
A constructor is the team that builds the car — Ferrari, McLaren, Mercedes and so on. In 24-0, drafting a 'chassis' means drafting a constructor's car for a given era.