Sailboat Racing Primer
This page explains the sport of racing sailboats.
Its objective is to provide an introduction for those unfamiliar with the sport. It may be useful for spectators,
reporters or any who seek basic information.
Purpose of Racing
Like any racing, the purpose of racing sailboats is to see how fast a
course can be completed.
- In one-design or level-rated racing, the boats place in the order they
finish.
- In handicap racing (for boats of different speeds), the elapsed
time is adjusted by a correction allowance and the boats place in the order
of their corrected times.
Amateurism & Volunteerism
in Sailboat Racing
Without amateur competitors and volunteer officials, the sport of
sailboat racing would not exist. It thrives because of those who love
it.
- Most sailboat racers are amateurs. Monetary prizes and paid crew
positions are rare; perhaps fewer than 1/10 of
one percent receive any money from the sport directly. It's almost guaranteed that
the boats you see racing are sailed by people who have paid (in one
way or another) to be there.
- Almost all racing officials (race officers & judges) are volunteers
and receive no pay. Often, they are competitors on other days, who've
given up their time to make the racing possible. Out-of-town officials
may receive reimbursement for transportation and lodging; often, they
have paid for and taken specialized training & testing to receive
certification.
Sailing is distinguished by its unique terminology. Some of the sailing
vocabulary comes from long tradition; other words arose because their was
a need to things not found in other fields.
Click here to see definitions of the most essential.
There are three basic racing formats:
Fleet racing
Fleet racing is the most common format. Boats
are grouped into fleets of (approximately) similar characteristics and
each boat races against the others in its fleet.
Match racing
Boats race two at a time, each against one other in a "match". For more than two boats,
a round-robin system has each boat race all the others and the boats
are placed by the number of wins in all matches.
Team racing
A team of (usually
3) boats races against another team. A team wins if the sum of its scores
are less than the other team's. For example: 1+3+6=10 and 2+4+5=11. For
more than two teams, a round-robin system is used and the number of
wins determines places.
The rules for sailboat
racing
have some unique features as compared to other sports:
- World-wide consistency:
There is one international set of rules for all levels -- children and adults,
amateurs and professionals. A racing sailor may go anywhere on the
globe and know the rules.
- Self-enforcement: The competitors enforce the rules
among themselves. the protest mechanism exists primarily to settle
interpretation disputes.
- Emphasis on sportsmanship: Sailors are expected to play
fair and exhibit good sportsmanship.
Most racing, throughout the world, is under the ";Racing
Rules of Sailing" (RRS) adopted by the
International Sailing Federation (ISAF).
These rules are reviewed quadrenially, to coincide with the Olympic
calendar.
Each national authority member of ISAF may adopt certain "prescriptions"
to further govern the sport. In the USA, this is
US SAILING and it publishes a
rulebook including its prescriptions and the ISAF rules.
Other rules, specific to each event, are in documents known as "Notice
of Race" (NOR) and "Sailing Instructions"
(SIs).
- The NOR contains information and rules to help potential competitors
decide whether to enter. (For example, eligible boats,
age limits,
entry fees, schedule, & prizes.)
- The SIs contain specific requirements of the competitors
(for example, restricted areas, checking in with race committee,
time limits) and the intentions of the race committee (for example,
descriptions of signals & marks, courses). The SIs may, by reference, apply
additional rules such as state or local laws or regulations. They may also modify
certain of the rules in the RRS.
- Also, boats in a specific class may adopt "Class Rules" for boats in
that class. Class rules typically govern what modifications may be made
to the boats and specifications for equipment such as sails.
- Special rules apply to match racing
(See Appendix C of the RRS.) & team racing
(Appendix D.). Some things are allowed
in these formats that are not allowed in fleet racing.
- Special rules also apply to windsurfers (Appendix
B.) and radio-controlled boats
(Appendix E.)
Unlike other sports, sailing rules are enforced by the competitors themselves.
With some notable exceptions,
usually
there are no referees or umpires
on the water to call fouls. A sailor may hail "Protest" and (for large boats)
hoist a red flag to signal his competitor that he believes a rules violation
has been committed. The competitor has the option to take an immediate penalty
or not; if not, the protestor may file a written protest and ask for a hearing
by a protest committee to decide the matter.
Basic Principles
The first rules statement in the RRS is:
Competitors in the sport of sailing are governed by a body of rules
that they are expected to follow and enforce. A fundamental principle
of sportsmanship is that when competitors break a rule they will promptly
take a penalty, which may be to retire.
Fundamental rules include:
- Helping those in Danger: "A boat or competitor shall give
all possible help to any person or vessel in danger."
- Life-Saving Equipment and Personal Buoyancy are required
- Fair Sailing: "A boat and her owner shall compete in compliance with recognized principles of sportsmanship and fair play..."
- Acceptance of the Rules: By racing, sailors agree to be governed by the rules, to accept any penalties imposed, and not to resort to legal courts for rules disputes.
- Decision to Race: "The responsibility for a boat's decision
to participate in a race or to continue racing is hers alone."
- Banned Substances and Methods: The Anti-Doping Code
A boat has right-of-way when another boat is required to keep clear
of her. Right-of-way rules in the RRS apply only to boats that are
racing. Other rules, such as Inland Waterway Rules or International
Regulations for Preventing Collisions at Sea (ColRegs), also apply to
all boats. Here are the right-of-way rules for racers:
- Keep Clear: A boat keeps clear of another if the other boat can sail
her course without taking avoiding action or a a boat to leeward can
change course in either direction without immediately making
contact.
- Opposite tacks (includes jibes): A boat on port tack
keeps clear of one on starboard. Which tack is defined as opposite
the side the mainsail is on.
- Same tack, overlapped: A boat to windward keeps clear of
one to leeward.
- Same tack, not overlapped: A boat clear astern keeps
clear of one clear ahead.
- While Tacking: A boat changing tacks keeps clear of a
boat not tacking from the time she is head to wind until she is on a
close-hauled course. If both boats are tacking at the same time, the
one on the port side or clear astern keeps clear.
- Avoiding Collisions: A boat must avoid contact with another
if reasonably possible.
- Acquiring Right of Way: When a boat acquires right of way
-- except through the other's actions -- she initially gives the
other boat room to keep clear.
- Changing Course: When a right-of-way boat changes course,
she gives the other room to keep clear.
- Proper Course: A boat coming from clear astern to attain
an overlap to leeward of another, may not sail above her proper
course -- the course she would sail in the absence of the other boat
-- if within two hull lengths. There are exceptions. (This rule
replaced "Mast Abeam" several years ago.)
- Starting errors, Penalty turns, Moving astern: Boats
returning to re-start, making penalty turns, or sailing backward
keep clear of other boats.
- Marks & Obstructions: One complex part of the rules
deals with room at marks and obstructions. The short version is
that, with exceptions, inside boats are entitled to room.
- Penalty: A boat that breaks a right-of-way rule may make
two turns -- consisting of two tacks & two jibes -- on the water as
soon as possible after getting clear of other boats. Exceptions are
if the SIs specify a scoring penalty, if she caused injury or
serious damage, of she gained a significant advantage. In the latter
two, the penalty is to retire or be disqualified.
- Outside Help: Not permitted, with limited exceptions.
- Propulsion: Only the wind and the water are allowed to
move the boat. No
motors, sculling, rocking, or pumping sails. (Windsurfers are
allowed to pump.)
- Clothing & Equipment: Not to increase weight.
- Penalty Limits: A boat that breaks more than one rule in the same incident need take only one penalty.
- Anchoring, etc.: Must be afloat & off moorings at the Prepatory signal. Afterwards, can only haul out or make fast to bail out, make repairs or reef sails. May anchor, but must recover anchor before continuing.
- Person in Charge: A boat must have a
captain.
- Equipment & Crew: Must compete with equipment on board at the Prep signal. No crew to leave unless ill or injured or to help a boat or vessel in danger (or to swim).
Crew leaving accidentally must be recovered before the boat
continues racing.
- Others omitted for brevity.
A fleet can include almost any number of boats, though very large fleets
get unwieldy. Fleet racing can be around the buoys of a lake or harbor,
from one harbor to another, or around the world. Racing can be one-design,
level-rated or handicapped.
One-Design Racing
When boats are the same in design, build & equipment, they may race as though
all were equal in speed. This is the simplest type of racing, depending
more on the skills of the sailors than the speeds of the boats. Boats place
in the order that they finish; there is no correction or adjustment to determine
place. The largest fleets on starting lines are usually seen in World Championships
of one-design classes.
One-design classes adopt "class rules" to maintain the similarities of
the boats and utilize measurers to ensure the rules are followed. Examples
of one-design classes are Star, J-24, Lightning, 470, Laser, and Hobie 16,
.
Level-Rated Racing
Level-rated racing works like one-design -- places are determined solely
by order of finish -- though boats need not be of the same class.
When the boats in a fleet have different designs and speeds, adjustments
to their elapsed times for completing the course helps make the racing fairer.
The first boat to finish doesn't necessarily win the race. The goal of
the handicap fleet sailor is to "save her time" against the competition;
knowing where one stands during the race is a difficult task.
There are two basic types of handicaps used:
- Time-on-Distance (ToD): When the total distance of the race's
length can be determined, the "time correction" can be seconds per mile
subtracted from (or added to) the elapsed time to yield a "corrected
time". An example of ToD handicapping is the standard PHRF (Performance
Handicap Racing Fleet) system, in which boats' handicaps are stated
in seconds per mile.
- Time-on-Time (ToT): When the distance isn't known,
the elapsed time is multiplied by
a "time correction factor" (TCF). ToT handicapping is said to
be fairer across a broader range of wind speeds. One example of ToT
handicapping is the US Portsmouth Yardstick. In the SAIL region, a ToT
version of PHRF is used, in which the rating is mathematically converted
to a TCF.
- Combination: Some handicapping systems use a combination
of ToD & ToT, to help make the racing fairer in more conditions. These
systems tend to be more complex.
Handicap Example: Let's consider two boats, a Lightning & a
Buccaneer, in a Portsmouth-handicapped fleet. The TCF formula for Portsmouth
is: 100 divided by the rating.
| Boat |
Rating |
TCF |
| Lightning |
87.0 |
1.148106 |
| Buccaneer |
87.1 |
1.149425 |
Assume the Lightning finishes the race in exactly 60 minutes, the
Buccaneer one (1) second later. Here's how they are scored:
| Boat |
Elapsed
Time |
TCF |
Corrected
Time |
| Buccaneer |
60:01 |
1.148106 |
68:54.33 |
| Lightning |
60:00 |
1.149425 |
68:57.93 |
In this simplified example, the Buccaneer beats the Lightning by a
little over 3 1/2 seconds.
Due to the number of calculations needed and pressure to produce
results promptly, most race committees score handicap fleets with a
computer and specialized software.
There are many handicapping systems in use and more are being developed
daily. To review them is beyond our scope here. Whether any handicapping
system can achieve some objective standard of fairness is a continuing
debate.
The simplicity and "machismo" of one boat versus one opponent -- as in
the America's Cup -- appeals to many. Some special rules apply to match racing; see Appendix C of
the RRS. For match racing to be successful, boats must be sufficiently similar
that handicapping is not needed. A one-design class, the "America's Cup
Class", was been created for a recent version of this series.
Scoring is based on the number of won matches. A match-race event may
have elimination rounds, semifinals and finals.
Team racing is an exciting format -- combining elements of roller derby
and tag-team wrestling with sailing -- in which members of one team try
to help their team mates, sometimes by interfering with the other team.
(See Appendix D of the RRS.) Team racing is best done in one-design classes.
Races start on a timed sequence. A "warning signal" -- consisting of
the hoisting of a class flag & a sound -- is usually five minutes before
the start. One minute later, comes a "prepatory" signal
(usually
a code flag "P") & sound. One minute before
the start, the Prep flag is lowered with a long sound. At the start,
the class flag is lowered with another sound. The flags govern, sounds may
be late or missing.
Postponement: The RC may postpone the start at any time before the starting
signal by raising flag "AP" and making two sounds.
A new starting sequence begins from the next warning signal.
A boat starts when any part crosses the starting line from pre-course
side to course side after the
starting
signal. If any part of a boat is on the course side before the signal,
she must return and re-start. If flag "I" has been raised as the preparatory
signal, she must sail around an end of the line to re-start. If flag "Z"
has been raised as the Prep, she takes a 20% scoring penalty. If a black
flag has been raised as the Prep, an early boat is disqualified from racing.
A boat starts when any part of her hull, crew, or equipment crosses the line
after the starting signal. She need not cross the line completely, but this
is usually fastest.
The objectives of the starting boats are to be on the line, at its favored
end, at full speed, and with no obstructions to their wind. Some of these
goals may be in conflict.
Starting Line
A starting line is between two points, often laid out as a buoy and a
"line flag" on the race committee boat. It has a "course side", nearest
the first mark, and a "pre-course side".
The racers must sail around a course, usually displayed by the RC signal
boat or described in the SIs. The course consists of one or more marks, the sides on which they
are to be left, and their order. If a side is not specified, it's assumed
the mark is left to port (the left side of the boat).
Popular courses are windward/leeward and triangle. The first mark is
usually directly upwind of the starting line. A triangle includes a
"wing" or "reach" mark outside the line of the wind direction.
Combinations are sometimes used, as are variations on those shown below.

Windward/Leeward |

W/L + Triangle |

Trapezoid |
A mark may be any object, but is often a buoy surrounded by navigable
water. A boat may not touch a mark and, if it does, must take a penalty
consisting of a complete turn. Two types of combination marks are often
seen:
- Offset mark -- often placed near the windward mark, this
safety measure keeps boats rounding the windward mark from immediately turning downwind
into approaching traffic
- Gate mark -- at the leeward end of the course, boats sail
between two marks to give them an option and reduce congestion. They
may round close to the mark on the left side, leaving it to port, or
on the right side to starboard. The choice depends on which they think
will be fastest and put them on the best tack for the next leg.
The "string rule" applies to sailing the course: If an imaginary string
representing the boat's course were pulled tight, would it touch all the
required marks on the correct sides? If a boat sails on the wrong side of
a mark, she must "unwind her string" & pass it on the correct side.
Distance Race Courses
Many famous races are long-distances, with few or no marks other than
start & finish lines. They're often known as "point-to-point" races.
Examples include the TransPac from Los Angeles to Hawaii, &
Sidney-Hobart in Australia.
Finish lines are laid perpendicular to the course from
the last mark. A boat finishes if any part of her hull, crew, or equipment in normal
position crosses the finish line in the direction from the last mark. If
crew or equipment is not in normal position, the boat finishes when some
part in normal position crosses the line. If a boat crosses the line in
the opposite direction, she has not finished and must unwind her string
before finishing.
Strategy consists of sailing the fastest route around the course.
Sailors try to predict changes and differences in wind direction, wind
speed, and currents and use them to either shorten the distance to be
sailed or increase boat speed.
- Wind Speed -- In general, a boat sails faster in stronger wind
than lighter. Wind speed may not be the same across the race course,
so sailors try for the places with stronger winds.
- Wind direction -- The science and art of predicting the
inevitable changes in wind direction are beyond our scope here. It's
enough to say that getting it right can dramatically reduce the
distance a boat has to sail; getting it wrong results in sailing the
"great circle route".
- Current -- On lakes, the current is seldom a factor; it comes
more into play in rivers and bays, where it can significantly affect
a boat's progress toward the next mark. The general rules are:
- Avoid the strongest foul current (taking you away from where you want to go).
- Seek the strongest fair current (taking you where you want to go).
- Allow for side currents; your course made good will be
different than the boat's heading.
Tactics are used for short-term advantage against one boat, or sometimes more.
Tactics fall into three categories:
- Staying between the opponents and the next mark, known as a
"loose cover". "They can't beat you if they have to sail through you."
- Slowing the opponents by wind off your sails ("dirty air"
or blanketing) or
turbulent wake off your hull. This is known as a "tight cover".
However, a boat conducting a tight cover also slows itself, opening
opportunities for other opponents.
- Placing your boat in a right-of-way position, forcing the
opponent into a less-advantageous position. For example, a boat on
starboard tack has a tactical advantage over one on port; the
port tack boat. must avoid the starboard one, without forcing starboard to
change course.
The problem with tactics is that they are useful only against one, two or three boats.
While focusing on those, other boats may pass.
Tactics are most useful for gaining freedom to execute your strategy and at starts and finishes.
Starting tactics
The objective is to start in front or get there quickly. The boats behind at a congested start receive
dirty air
and turbulent wakes and will fall further and further behind.
Finishing tactics
At the finish line, the race is over. Tactical moves carry less long-term
consequences. Now is the time to beat that one boat.
Boat handling and boat speed
The most reliable way to win races is to "sail fast". Variations in
boats' potential speeds are less than the sailors' ability to reach that
potential. Boat handling is mentioned first because a race requires many
turns, which usually slow a boat; good boat handling reduces the amount of
slowing. Next is straight-line boat speed, which requires skilled driving
and a knowledge of -- and constant attention to -- sail and boat trim.
To determine the overall places for a regatta of multiple races,
each race is scored and the scores accumulated. Usually, the "low
point" scoring system is used: 1st place gets one point, 2nd gets two and
so on. Boats which did not start, did not finish, etc. get points based
on the SIs or the number of entries plus one. Unless the SIs say differently,
each boat excludes her worst score. Excluded scores are also called "discards"
or "throw-outs".
Ties are broken by
(1) arranging the scores (not using
throw-outs) from best to worst; at the first point where there is a difference,
the boat with the better score wins the tie, and (2) if a tie remains, by
their scores in the final race.
Races are usually organized by clubs or groups that are members of their
national authority (US SAILING). The "organizing authority" has final say
over the racing, publishes the NOR and appoints the
race committee (RC) &, possibly the protest committee (PC).
The race committee (RC) oversees and manages the racing, writes &
publishes the SIs, sets the starting
& finishing lines, designates the courses to be sailed, signals the
starting sequences, records the finishes, and scores the races. It may change
or shorten the course, abandon (stop) a race, or protest competitors. The
RC is also bound by the rules. Its job is to provide fun, fair, and safe
racing.
The Protest Committee (PC) can be part of the race committee or
separate.
Its job is to hear & decide protests and requests for redress,
according to the rules. Anyone who has an interest in the outcome
of a protest hearing may not serve on the PC. Most protest hearings are informal and
emphasize brevity. (Results can not be final while protests are
pending.)
- A protest represents an allegation by a competitor, the RC, or the
PC that a boat has infringed a rule. The parties to the protest are
the representatives of (1) the boat protesting and (2) the one being
protested. The most usual penalty for an upheld protest is to disqualify the rule-breaker
from the race. (It may determine that both parties broke rules and disqualify
them both.)
- A request for redress is a request to improve a boat's score, based
on an allegation that her score was substantially worsened -- through no
fault of her own -- by either a competitor or the race committee.
The boat requesting redress is the party.
- A party who doesn't like the PC's decision may appeal to US
SAILING. The appeal will be heard on the basis of the facts found by
the PC, but whether the facts found are sufficient or lead to the
conclusions and the interpretations of the rules will be decided by
the appeals committee, which may uphold the original decision,
direct the PC to re-hear the protest or redress request, or give a
new decision.
The Protest Committee acts, in some respects, like a court.
A protest hearing involves several parts, the first of which is to
determine the validity of the protest or request for redress.
Each party has rights, including time to read the protest and prepare a
case, the right to be present for all evidence, the right to present
witnesses and ask questions of witnesses, the right not to have an
interested party on the protest committee, and the right to receive the
decision in writing.
Umpires & On-the-Water Judges
In a few events, rules violations may be immediately called by
umpires or on-the-water judges during the racing. In match racing, a
boat may ask the umpire to referee a suspected right-of-way foul. Or,
on-the-water judges may signal illegal propulsion infringements.
Umpiring is
a recent development in sailing, intended to decide questions immediately. Its disadvantage
is the additional resource requirement -- more officials and RC boats. It
is also controversial because it goes against the principle of
self-enforcement.