Rules

  1. The players are separated into two groups.  Each boat has a crew of two.
  2. Two or more buoys are used at some distance from the home port arranged as in a race course.
  3. A boat from each team is stationed at each buoy and normally stays within their three boat length circles.  At home port there are multipe boats for each team.  Home port can be on shore or out at sea.
  4. At the start of the game a boat from each team starts from the home port with a frisbee, aerofie, baton or object which acts as a baton. The boat from one team starts around the course clockwise, and the other goes counterclockwise.  The aerobie is then passed to the boat's teammate boat inside the three boat length circle.  The boat passing the frisbee stays at the buoy.  The boat receiving the frisbee proceeds to the next buoy and passes the frisbee once more until the frisbee passes by all the buoys and reaches home port. Then the next boat goes around the course.  If the course is short and there is enough time, the process continues for as many circuits as desired.  
  5. The first team to return its frisbee to home port after the specified number of circuits wins.
  6. Racing rules apply.

 


Sailing Frisbee

Racing Skills Supported: racing around the course, rounding buoys, team racing, racing rules, tacking up wind

 Rules

  1. There are two or more teams with two or more boats per team.
  2. Each team gets a frisbee (aerobie).
  3. All the teams start from home port or go through a starting line.
  4. The object is to get the frisbee around the race course ahead of the other teams’.
  5. A boat cannot tack while in possession of her team's frisbee (aerobie).  She must pass it to a teammate, hand it off to a teammate or throw it in the water for a teammate to pickup.  She cannot pick it up herself unless she picks it up after it has been in possession of an opposing team.
  6. A boat does not have to go around the race course, but the frisbee (aerobie) does.
  7. A frisbee (aerobie) can be pick up by an opposing team’s boat, but she cannot retain possession of it.  She must throw it as soon as possible and cannot pass it to a teammate.
  8. Racing rules apply.

 

 

 

In the illustration the teams go through the starting line. Blue boat 1 passes between the first and second buoys of the course and waits for blue boat 2 to pass by the first mark to receive a pass.  Blue boat 3 goes directly to a position beyond the second mark.  The courses of the red boats are not shown.  The illustration shows how the frisbee (aerobie) goes around the course but not all the boats don't have to.  The first frisbee (aerobie) to cross the finish line wins.  In order to call plays it is desirable to provide head-mounted walkie-talkies for the players.  Kittihawk20's version of sailing frisbee is only one of many versions of the game.


More

Sailing Golf; Ultimate - Rules;  Frisbee Baseball; Frisbee Tag - Video, Rules;