This document provides information and instructions for yacht racing. It covers why people race, the basic setup of a race course including starting sequences and finishing, an overview of organizing bodies for regattas, an introduction to the racing rules and how to handle infractions, and some key terms. The objective is to finish first while abiding by safety, sportsmanship, and tactics as defined by the racing rules. Races typically involve 2-3 laps around a triangle or windward-leeward course in 60-90 minutes.
3. Why Race?
• It’s Fun
– More time on the water
• Teaches Sailing Quickly
– Boat handling in stressful situations
– Makes cruising safer
• Fellowship (Social)
– 4th S of Sea Scouting
• Any other reason that makes sense to you
4. Objective
• First to finish while complying with the rules
• Impossible to win without abiding by and
accepting . . .
– Safety
– Sportsmanship
– Tactics
. . . As defined by The Rules
5. Racing
• Usually 2-3 laps around a course
• Intent is for race to last 60-90 minutes
• If the race committee chooses to shorten race
– Pre-arranged visual signal
8. Parts of Race
• Starting
– 5 minutes before racing begins
• Racing
– 4 minutes before the race begins until finishing
• Finishing
– Crossing the finish line with any part of the boat
– Clearing the area
9. Finish
• A boat finishes when any part of its crew or
equipment legally crosses the finish line and
clears away from the line
– Crew & equipment in normal operating position
– Line must be crossed in the correct direction
10. Starting Sequence
• 5-Minutes (Warning)
– Engines off
• 4-Minutes (Preparatory)
– Racing rules fully in effect
• 1-Minute (62-67 Seconds to go)
– Final line-up for start
• Start (Go)
– Permission to cross the starting line
11. 5-Minutes (Warning)
• Propulsion Rule goes into effect
– Engines must be off
– No propulsion allowed besides
• Wind
• Waves
• Current
12. Rules Go Into Effect Instantly
• Propulsion Example
• As soon as the Warning signal (5-minutes) is
applied, the engine must already be off.
– Killing the motor as the signal is applied is too late
• Immediate disqualification (DSQ)
13. Rules Go Into Effect Instantly
• Preparatory Example
• If any part of your boat (equipment and crew)
touches a starting mark, a foul has been
committed
– Imaginary starting line
– Committee boat
– Marker
19. First Race
• Goal: Finish within the time limit
• Actions
– Stay out of the way
– Watch experienced racers
– Learn & understand the rules
– Experiencing racing environment
– Learn the lingo
– Have fun!
20. Organization
• Regatta Committee
– Club’s committee responsible for racing program
• Race Committee
– Club’s committee responsible for a race
• Boats
– Race Participants
• Observes / Judges
– Referee / witness, on-water safety/rescue staff
22. Acronyms
• OCS: Over Course Side
– Over starting line
• DNF: Did not finish
• DSQ: Disqualified
23. Terms
• Passing / Rounding a Mark
– Going past a mark on the correct side without
hitting it
• ColRegs
– Collision Regulations (Rules of the Road)
• Damage
– Anything a prudent skipper would repair
24. Terms
• Tack: Port / Starboard
– The side opposite where the boom is carried
• Leeward Boat
– The boat on the leeward side of another boat
– Leeward is determined by the side the boom is
actually carried on (not by the wind)
• Windward Boat
– Opposite of Leeward Boat
25. “The Rules”
• Primary Purpose
– Allow close quarters maneuvering wo colliding
• Primary Effect
– Defines tactics
• Things you can legally do to gain advantage
• The racing rules are an extension of the
ColRegs
26. Hierarchy of Rules
• Collision Regulations
– Avoid boats restricted in their ability to maneuver
• Boats on Different Tack: Windward vs Leeward
– Boat on port tack keep clear
• Boats on Same Tack: Windward vs Leeward
– Windward boat keep clear
• When Boats Meet (on collision course)
– Follow rules above
27. Hierarchy of Rules
• Overtaking
– Port tack boat keeps clear of starboard tack boat
– Applies to racers only
– ColRegs apply when non-racers are on the course
• Obstructions: Different Tack
– Port tack boat keeps clear
• Obstruction: Same Tack
– Allow Room
28. Hierarchy of Rules
• When Passing Marks
– Above rules apply
– Allow room for any boat within 2-3 boat lengths
when your boat is within 2-3 boat lengths of the
mark
• Does not apply at the windward mark
29. The Rules: Key Points
• Primary purpose is to avoid collisions
• All collisions are avoidable
• Good sportsmanship, good seamanship, and
safety must prevail
• Assumes boats skippered by competent crews
• Other boats must be allowed adequate time
to respond to your rightful actions
• Other boats not required to anticipate action
30. Rules Enforcement
• Rules enforcement is by the honor system
– No referee
– Self-monitoring
• If you think you’ve committed a foul, take the
appropriate penalty
• If you’ve done something to be disqualified,
disqualify yourself
31. Penalty Turn
• Goal
– Cause an offending boat to lose time and position
• Accomplishment
– Sail in a 360º circle with a least one tack and
one jibe out of the way of other boats
32. Common Disqualifying Actions
• “Guilty” boat involved in a collision
• Failing to assist vessels in distress
• Failure to assist your own MOB crew member
33. Common 1-Turn Penalty Infractions
• Touching a mark
– Doesn’t apply when the actions of another boat
cause the mark to hit your boat
• Violate a “When Boats Meet” rule
34. Common 2-Turn Penalty Infractions
• “Innocent” boat involved in a collision
• Refusing to give-way at the start of race
35. Protests
• Protest
– An assertion by one boat that another boat has
committed an infraction of the rules
• Shout “Protest” at the offending crew
• Raise Protest flag (rectangular red flag)
36. Protest Committee
• Judges decide what would have been done if
two competent skippers encountered the
same situation
• The Race Committee helps with protest
procedures
– Will not argue the protest