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Team Racing, Courses, Race Management, Rotations ect.

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Presentation on theme: "Team Racing, Courses, Race Management, Rotations ect."— Presentation transcript:

1 Team Racing, Courses, Race Management, Rotations ect.

2 Typical racing format 2 vs 2- Last place losses unless you have the 1. 3 vs 3- Most used format, Keelboat, High School, College, Dinghy 4 vs 4- Optimist format, British team racing.

3 Colors Help Identify teams1

4 Courses Opti/High School “N”

5 Keelboat Courses

6 Changes in the RRS Appendix D- Team racing rules 3 Boat length zone is reduced to 2 boat lengths A boat that has finished shall not interfere with a boat that has not finished! However a finished boat can communicate with their own teammates and it is not considered outside assistance, this changes rule 41. 360 or One Turn Penalty… UNLESS it is a Umpired match.

7 Format of a series Round robin- where every team gets to sail the other team at least once. Sometimes go into second round robin. Knock out-seeded series, where if you lose you are out. Rise from the dead- separate into Gold and Silver and if you win Silver you get to race in the Gold Knockout. Semis and Finals- Knockout series where you advanced based on winning. What happens if we don’t finish? If 80% of the scheduled races are complete you can score the regatta. (D4.2b)

8 It gets tight at the start!

9 Starting Sequence Teams are issued Colors, normally corresponding to their sail color. Rule 26 is changed to use Appendix S, with one subtle modification that the colors of teams racing shall be displayed at the 3 minute sound and taken down at 0. This helps teams identify their starting order. For dinghy and High School starts, it is normally rolling.

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11 Bring on the Umpires Rule D2 if you have no umpires available for that match you must fly the U flag no later than the warning signal. Fully Umpired- really not, but…umpires do make calls if competitors ask, they signal with flags and boats that are penalized must exonerate themselves before finishing. Limited umpire-You may go to the protest room if the umpires cannot make the call.

12 Scoring a Race Each boat shall be scored points equal to her finishing place. 3 Vs 3 winning point total is 10 or under. If a team gets 1,2,6= 9 the other team has a 3,4,5= 12 1,4,6 = 11 then other team has a 1,3,5= 10 2 Vs 2 combos are simple but there is a trick. 1, 4=5 the other team has 2, 3= 5 tiebreaker goes to the team without the 1 st. (D3.3) 4 vs v combos lets just not get into them but 16 is the rule and D3.3 comes into play!


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