The basic game of match race sailing
consist of a race between only two boats, each with
the objective of crossing the finishing line before
her opponent while complying with the racing rules.
The second place is last place. You don't get extra
points by having a large margin of victory, so a
leading boat must focus their strategy in a rather
defensive fashion.
Interestingly, the America's Cup started out in
the more prevalent fleet racing format, with many
boats on the race course. But in the late 1800's
the Cup switched over to a two-boat match race -
and it has remained that way ever since.
COURSE
The race course was 18,5
nautical miles (34 kilometres) and consisted
of three laps of a windward-leeward type course
with startboard roundings.
The boats begin from the star-ting line between
two marks laid at right angles to the wind's
direction and sail upwind to the first mark
to be rounded to the starboard (right side).
The spinnakers are set, and the duel continues
downwind to a leeward gate, innovation for
the 32nd Cup (two buoys between which each
boat must pass be-fore rounding one or the
other and starting the next leg).
The start and finish line are the same at
the bottom of the course.
BASICS
There are three basic right-of-way rules :
-
When the wind comes across
the sides of the boats in opposite direction,
the boat with the wind on the left (port)
side gives way to the boat with the wind on
the right (starboard) side
;
-
When the wind comes across
the same side of the boats and there is no
overlapping, the boat behind (astern) must
keep clear ;
-
When the wind comes across
the same side of the boats and there is overlapping,
the boat on the leeward (downwind) side of
the other has the right-of-way.
The introduction of the on-water umpires in 1992
who can assess immediate penalties has meant that
the race really is settled on the water.
When assessed -- by a system of flags -- most penalties
require the infringing team to perform a 360-degree
penalty turn before the finish prior to the finish
line.