The rules
What Vela2D enforces
Touching a mark (RRS 31). Hit a mark and you owe a One-Turn Penalty — a full 360°
containing one genuine tack and one genuine gybe, in the same direction. Weaving back and
forth doesn't count. This is the real penalty from the real rulebook (RRS 44.1 and 44.2).
Finishing with a penalty still owed = DSQ. Do your turn when you get it.
OCS. Over the line at the gun, and you must return below it before starting.
Correct side, correct order. Miss a mark or round it the wrong way and the leg doesn't
count.
Right-of-way — who keeps clear
You can foul the AI fleet, and they can foul you. Hulls have real extent now, so boats
touch instead of passing through each other. The fleet sails to the same rules you do — nobody
gets a private version — and a foul costs the boat that had to keep clear a
Two-Turns Penalty (RRS 44.1, made the way 44.2 describes): two full 360s, each with a
genuine tack and a genuine gybe, in the same direction — same machinery as the mark-touch
penalty above. Still owed at the finish and you're DSQ.
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Rule 10 — opposite tacks. A port-tack boat keeps clear of a starboard-tack boat. The big
one, and the reason "Starboard!" is the most-shouted word on a racecourse.
- Rule 11 — same tack, overlapped. The windward boat keeps clear of the leeward boat.
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Rule 12 — same tack, not overlapped. The boat clear astern keeps clear of the boat clear
ahead.
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Rule 18 — mark-room. Inside the three-hull-length zone an overlapped inside boat
is entitled to room to sail to the mark, round it on the required side, and leave it astern —
and that often reverses the answer rules 10, 11 and 12 would give, which is why the
zone was left unjudged until it could be judged correctly. Entitlement is decided by
who reaches the zone first (the 2025 change — not by who is clear ahead), and the boat
that owes room keeps owing it even if the overlap later breaks. Take your room and you are
exonerated for the Section A rule you broke taking it.
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Rule 14 — avoid contact. If reasonably possible, a boat shall avoid contact with another
boat, not cause contact between boats, and not cause contact between a boat and an object that
should be avoided. A boat with right of way — or one sailing within the room or mark-room she's
entitled to — doesn't have to act until it's clear the other boat isn't keeping clear or giving
room. The let-off lives in rule 43.1(c), not in rule 14: a right-of-way boat is
exonerated for breaking rule 14 only if the contact causes no damage or injury.
So "I had right of way" is not a licence to hit someone.
The AI won't sit there and let you sail into it: a give-way boat bears away early and smoothly to
let you cross, the way a decent sailor does. Barge in on a boat that has rights and you'll get the
turns.
Cite: World Sailing, Racing Rules of Sailing 2025–2028.
Which rules Vela2D still doesn't model
Plainly, so you know what you're not being taught yet:
- Rule 13 — while tacking. A boat tacking keeps clear until she's on a close-hauled course. Not modelled.
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Rules 15, 16 and 17 — acquiring right of way, changing course, and proper course. Not
modelled.
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Rules 18.3 and 18.4 — tacking and gybing in the zone. Separate rules from the mark-room
entitlement above, and not modelled. A boat that tacks inside the zone is simply released from
the mark-room latch and handed back to the rules above, rather than judged under 18.3.
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Two mark-room exceptions we leave out, and the direction they err in. 18.1(a)(2) and
18.2(d) both turn on something a simulation can't see — a boat's intended course after the
mark, and whether the outside boat was able to give room. Leaving them out can only
apply rule 18 where the rules wouldn't, which yields more room, never less: it can
produce a wrong call against an outside boat, but it can never strip an inside boat of the
protection the rule exists to give her.
- No protests. The penalty is applied on the water or not at all.
Cite: World Sailing, Racing Rules of Sailing 2025–2028.
What isn't finished yet
An honest list. It gets shorter over time.
The marks are now really rounded. A boat used to get credit for a mark by crossing the
right side of it. It doesn't any more: the game runs the Sail the Course definition's own
test — the string representing your track, drawn taut, has to lie on the required side of the
mark — so sailing past a mark and carrying on no longer advances your leg, for you or for the
AI fleet.
The whole fleet completes the course. Across the 48-race test matrix all 48 races finish
and all 192 boats finish, with no disqualifications and no retirements. Earlier builds left the
odd boat parked head-to-wind in light air, marked "—" in the standings; that is fixed.
The start is the only pre-race phase. No general recalls, no black flag, no shortened
course.
Weather is realistic, not live. Each venue's wind comes from that location's observed
climatology, and the tidal current is a modelled scenario you pick — not today's forecast. Live
weather is on the roadmap.
Found something that looks wrong for the water you actually sail? That's the most useful thing
you can send me.
Tell me what's wrong →