ABOUT REGATTA


   Manoeuvres



Course and General Rules - Match race is a duel between two boats

  Match race
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 (or the equivalent of 34 kilometres) and consisted of three laps of a windward-leeward type course with startboard roundings. In 2007, regattas will be shortened in order to last from 1h30 to 2h maximum.

The boats begin from the starting 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 the second mark that is laid in close proximity to the starting line 100-meters further up the course.

The boats round the marks 2-3 times (?) before the winner crosses the Finish line.

During the last Cup, there was an upper and a lower windspeed for the start of 19 and 7 kts respectively and an upper wind-speed during the race of 23 kts.

In 2007, regattas will be run whatever the weather conditions.

  General Rules
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.

If either competitor feels that an infringement has occurred they will conspicuously display a yellow and red striped flag (the "y" flag).
The umpires then make a decision on the incident as they saw it. There are four possible outcomes (Each sailing boat is identified by either a yellow or a blue flag) :
If one of the boats has fouled, the umpires, relative to the colour of the boat that has fouled, will fly either a yellow or a blue flag ;
If there is deemed to have been no foul committed, a green flag is flown ;

If a rule is deliberately or seriously violated, a red or a black flack (only used together with either the blue or yellow flag) is flown.
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The red flag indicates that the crew flying the blue or the yellow flag has violated a rule and must be penalised immediately,
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The black flag indicates that the crew flying the blue or the yellow flag is disqualified.

This creates a new game within a game. If the lead boat owes a penalty turn, they try to speed away and build enough of a margin to pay off their penalty turn and still retain the lead…this often occurs at the finish line. For the boat behind (or for one with a very slim lead) they work hard to close the race, and then to draw a foul on their opponent which offsets their penalty so that neither boat owes a turn.

Strategy

  The Start
The start Match racing actually begins ten minutes before the starting gun with a warning shot fired by the Race Committee Boat (flying a blue RC flag) ten minutes prior to the official start of the race. Another shot is fired at five minutes prior.

The two boats (each flying either a blue or yellow flag) enter the start area from opposite ends of the starting line four minutes prior to the actual start. During the next four minutes, the boats will engage in a furious pre-start battle, in which each will try to gain an advantage over the other.

The goal is to make the other boat cross the starting line early, which is a penalty, or to start legally ahead of the other boat. As a competitor, the goal in the pre-start is, first and foremost, to have an advantage on your opponent at the starting gun.

Therefore, the first "coming together" of the boats is usually followed by one boat chasing the tail of the other, in a circular movement until one boat is dominant and is able to chase or force the other away from the start line, trying to block his return and make him start late.

The time and distance judgement of the helmsman comes into play as the start gun is fired. Arrive too early and one risks being over the start line before the gun goes and having to lose valuable distance by having to come back and start correctly. Arrive too late or badly influenced by the other boat and a similar disadvantage prevails.

Because teams have practiced enough to know how to avoid the big match racing mistakes, most starts are not won or lost so clearly - with both boats crossing the line at virtually the same time.

In these starts, the winner and loser are not so patently obvious. The "winner of the start" is then not determined until several minutes up the race course when one side of the course receives the benefit of better wind conditions.

  Windward leg
On the course the boats commence an upwind battle. Skippers and tacticians will have a race strategy for after the start. Work of collecting data about meteorology and local conditions will help them decide which side of the upwind leg is favoured relative to the phasing of the wind shifts and which side will give maximum speed and tactical advantage.

If the right side of the course is the preferred side before the pre start, the helmsman will try to "win the right" by positioning himself on the other boats right hand side. This will allow him to tack off freely to the right while the boat to the left will not be able to tack onto port in front of the starboard boat without infringing.

Later on during the race itself, decisions about which side of the course to protect change but the yacht which crosses the starting line in favoured position has a decided advantage because it can hinder the other boat by "covering" it.

The leading boat tries to interrupt the airflow over his competitor's sails by staying between the competitor and the wind. The trailing yacht will counter by tacking (altering course from one tack to the other) to break free of the turbulent airflow and to gain clear wind. This usually results in a "tacking duel" between the contestants.

Once a boat gains control and the lead, it can be extremely difficult to get past them. Lead changes were very rare in the 2000 Louis Vuitton Cup - occurring in less than 10% of the races.

The approach to the mark is a key time for all on board if it is a close race and at the bottom mark the same overlap rules apply and the action intensifies as crews drop the spinnaker and prepare the boat for the next leg while the skipper jostles for position.

  Downing Run
On the downwind run, the trailing boat has the advantage because it is in a position to "cover" the leader and slow it down by blocking the wind from the leader's sails.

To escape, the lead boat may gibe away, creating high drama onboard and spectacular sailing as each crew swings spinnakers from side to side.