SailMB Open App

Drill the Moments
That Decide the Race.

You already know how to sail. This is where you sharpen the starts, the laylines, and the mark-room calls that cost you places. A full fleet that sails the right-of-way rules, honest wind and polars, no scripted answer waiting for you.

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A fleet that sails the rules

Port-starboard, windward-leeward, mark-room, penalty turns. The whole fleet sails by RRS 10 through 18, so your right-of-way calls get tested by boats that actually know them. Foul one and you take the turn. Want the encounter on its own? Open the Rules Lab and watch it or sail it.

Honest wind and polars

Hull drag, leeway, wind shadow, puffs, and a real polar curve drive the speed model. Pinch, sail low, or sit in dirty air and your speed shows it right away. Clean lanes are worth what they are worth.

Reps on tap

Start sequences, laylines, mark roundings, the port-tack cross. Run the same situation until the instinct is automatic, any night of the week, no crew to round up and no launch to wait for.

Three calls the fleet makes

Every boat sails by the Racing Rules of Sailing, so these go the way they would on the water. Each one opens in the Rules Lab, where you can watch it or sail it.

The start

Ten seconds to the gun, and you're overlapped to leeward of the boat next to you. She has to keep clear of you. RRS 11, On the Same Tack, Overlapped. Sail the start

The windward mark

You're overlapped on the inside when the first of you reaches the zone. The outside boat has to give you room to round the mark. RRS 18.2(b), Giving Mark-Room. Sail the rounding

The cross

A boat on port tack meets one on starboard. The port boat has to keep clear, by ducking behind her or tacking. RRS 10, On Opposite Tacks. Sail the cross

The line is set. Go win it.

Every place you lose on the water starts with a call you can drill here first.

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