Team Racing Playbook
1-5-6
1 keeps 1st, but does a condense trap at marks 1 and 3. At Mark 3 some expert team racers will condense extremely hard on 2 boats while letting 1 opponent by - therby going into play 2. 5-6 do a Hi-Lo, create imbalance and try to break up the 2-3-4
1-4-6
1 keeps 1st. 4 plays back hard, gapping the opposing 5 into deep 6th
1-3-5
1 plays back, converts 1-3 passback. 3 sails fast, avoids getting pinned, or otherwise helps 1-3 passback. 5 covers/gaps 6.
1-3-6
1 plays back, converts 1-3 passback. 3 sails fast, avoids getting pinned, or otherwise helps 1-3 passback. 6 fleet races to get out of 6th!
1-3-4
1 plays back, takes out 2. 3,4 loose cover the 5,6, try to sail into top 2. When its clear we have 1-2, the 3rd boat can start gapping.
1-2-3
1-2 sail fast, zone cover and balance 2nd course right zone. 3 gaps at Marks 1 and 3. 3rd boat get teammates launched, but keeps 4 for protest evidence
1-2-4
1-2 sail fast, zone cover and balance 2nd course right zone. 4 gaps at Marks 1 and 3. Keeps 4th for protest
1-2-5
1-2 sail fast, zone cover and balance 2nd course right zone. 5 stays between 6 and the next mark/ finish to 'keep the ace' (keep play 4 option if 1-2 gets blown up). Use wind shadow productively downwind - help teammates extend & don't cover them!
1-2-6
1-2 sail fast, zone cover and balance with 2 in course right zone. 6 tries to pass an opposing boat to 'get the ace.' Use wind shadow productively downwind - help teammates extend & don't cover them! Upwind, don't bang a corner - it gives the opponent covering you leverage on the 1-2 and takes you away from help if your team needs to go play 4.
Play 1
1-2-anything
Play 4
1-4-5
2-5-6
2 does Condense Trap on the opposing 3-4 on marks 1 and 3; avoids getting pinned by the 1. 5-6 try to pass 4 by separating and doing a Hi-Lo.
2-4-5
2 takes out 3 immediately. 4-5 sail into 2nd,3rd ; play 2 zone.
split the banana
2 teammates take pairs and play back on them evenly/with balance. Used in a 2,3,6.
Play 2
2-3-4
2-4-6
2-4 complete passback immediately; then same as 2-3-6.
2-3-5
3-5 convert passback immediately. Go into play 2 zone and sail fast.
2-3-6
3-5 convert passback immediately. Go into play 2 zone and sail fast.
release
3rd boat in Passback says to first place boat when they are past opponent - tells first boat to start going fast while loose covering pair.
i lost my pair
same as spinning
1-4-5
Chasing. Do a Hi-Lo, create imbalance, and break up the 1-2.
3-4-6 / 3-5-6 / 4-5-6
Chasing. Do a Hi-Lo, create imbalance, and break up the 1-2.
Hi-Lo
Downwind way to unbalance. 1st chasing boat covers weakest opponents air, TRIES TO GET TAKEN UP. This will move your 2nd teammate (sailing fastest course to the next mark) to move past, and into a position to do a downwind passback.
mark traps
Get to the Zone around a mark clear ahead. Stop your boat, then Trap an opponent who tries to go inside (you have rights to the mark) or pin them away from the mark if they go outside.
ride
I have an opponent pinned, you can tack out!
keeping the ace
Keep an opponent in last at all times by covering them!
downwind passback
Keep course right of opponent. When they are overlapped, take up as leeward or starboard boat.
balance!
Let your teammate know to cover their pair tighter/ slow their pair.
gapping
Playing Back, covering, pinning or taking up an opponent, or mark trapping them. When you want to gap multiple opponents, Marks 1 and 3 on the Digital N are the best places.
2-3-4
Team sails fast. 4 covers right zone, 3 covers middle and 2 covers left on all legs. Re- balance as necessary. At mark traps (by the opposing 1) 2 pushes outside, 4 waits inside for teammates to round.
zone cover
Teammates should spread out to cover the course. You can minimize tacks by helping each other cover opponents as they sail between your zones. Any time an opponent moves even or past teammate, hard cover them to "re-balance."
passbacks
Upwind: Cover an opponent to move a teammate past them. If teammate is being covered as well, pin opponent so teammate can tack out.
unbalance
Upwind: Use windshifts or 1 teammate initiating a tacking duel (known as "Sucker Drill") to make 1 pair further up the course than anther. Then bring the unbalanced pairs together and switch so you are now winning a pair!
spinning
When you take a penalty, the play call will usually change and your teammates need to know about it!
switching pairs
When your pairs come together, Instead of ducking a teammate, you should both tack. Call "Switch!" to communicate this.
balance
You and your teammate(s) are on about the same ladder rung, your teammate across the course is ahead of the opponent (your pair) that you are covering.
Duck me/Lee-bow me
always communicate so you can plan and execute maneuvers; and avoid teammate collisions!
switch
both tack, take each others pairs. On the Start, Switch means we each start in the others zone (boat and middle starters may switch for example).
pushing
in a 2,3,4 the lead boats need to force Mark Trapping Opponents around the course. Do this by having your first boat sail OUTSIDE to draw them away from and around the mark. Push low on the downwind (separate course left and break overlap), and low anytime you are coming into the finish! In a 1,4,5 the 4 pushes. When you are the 3rd boat in a passbook, your job may be to push as well.
You round
to teammates at marks. ("You go outside/inside)". Generally, the first teammate rounds first outside, the 2nd rounds inside close to the mark - protecting it until first teammate is around.
Call Play 4 when...
you are in 1st, but not 2nd or 3rd
Call Play 2 when...
you are not in 1st
Call Play 1 when...
you have 1st, and 2nd, or 3rd
layline
your teammate should tack, you have a better view!