MATCH RACING & TEAM RACING

Disciplines available through the SoPYC Sailing Academy.

 

Match Racing

A match race consists of two identical boats racing against each other. This one-on-one duel is a game of strategy, tactics and teamwork.

 

The Course

Boats sail a windward/leeward course with a downwind finish. Races are approximately 20 minutes long.

 

 

The Start

 

The two boats (each flying either a blue or a yellow flag) enter the start area from opposite ends of the starting line four minutes prior to the start. The boats will engage in pre-start manoeuvres, in which each one will try to gain advantage over the other. The aim is to make the other boat cross the line early or to start in front of the other boat. The yacht which crosses the starting line first has the advantage.

 

 

The Race

 

The trailing yacht will tack to gain clear air; this usually results in a tacking duel. If the boats are even coming off the starting line each uses boat speed and tactics to get an advantage over the other. On the downwind leg, if the trailing boat is close enough it has the opportunity to block the wind and slow their opponent. The lead boat must work to keep its air clear while positioning itself between the trailing boat and the next mark.

 

 

Umpiring

 

When a foul is allegedly committed the umpire boat will fly one of the following flags: blue - the blue boat is penalised, yellow - the yellow boat is penalised, or green - there is no penalty. The penalised boat may complete its penalty turn at any time during the race prior to crossing the finishing line. If a boat receives three penalties, it is disqualified and the race is over.

 

 

 

 

Team Racing

 

The recognised format for teams racing involves racing on two handed dinghies. Boats are provided by the organisers to ensure that they are evenly matched. There are two teams of three boats; each team is with the goal to achieve a winning combination of places and the lowest score. The scoring system usually is as follows: 1st - 1 point, 2nd - 2 points, 3rd - 3 points etc...

 

 

The Race

 

If one of the teams lays 1st, 4th and 6th, the leading boat will go back and try to help its team-mates improve their positions. In team racing there are two main ways to achieve this. Firstly, the boat can be positioned between the wind and its opponent, thus blanketing its sails and slowing it down. Secondly, it can use the rules to its advantage by approaching the opponent in such a way that its adversary has to change course or incur a penalty. Both of the above weapons are deployed even before the start when the pre-start manoeuvres begin.

 

 

Umpiring

 

If protested against, a competitor can accept the penalty of a 360 degree turn or he can wait for the umpires to make a decision, which in turn may result in either a green flag (no penalty) or a 720 degree turn if the protest is upheld. Everything happens very quickly and there is no better school to enhance tactical decision making as well as to better understand the rules.