Racing Skills Supported:  racing rules, maximizing acceleration, reaching, roll tacking

Boats: sailboat, SUP, kayak

 

In the illustration above sailball is being played by teams of three boats.  The game is played continuously with two frisbees, aerobies or balls.  When played with an aerobie, the game is called Sailbie.  The blue and the red captains are both inside their three boat length defensive zones so have the right of way. Red boats are on starboard tack. The letter "B" on the red boat near blue's goal shows one of the two aerobies.  Red is currently in a somewhat hopeless position because only one red boat is near blue's goal, and she is down wind. Thus to score she has to beat to the goal.  The blue captain in the three boatlength circle can run down on her, and to avoid a collision which would cost red a point, red would have to retreat.  The blue captain, seeing that his team is in a good position, would use his walkie-talkie to call for the leeward team mate to pass the ball to the windward teammate who could now run down to the goal and escape before the red captain can tack up to the goal to defend it.  Kitihawk20 uses the Cerney set of rules.

Rules of Sailball, Sailbie (this version courtesy of Cerney Outdoor Education Center, UK)

Scoring

  • The first team to score 6 points wins.  A goal is one point.
  • A aerobie must land inside the goal to score.
  • A boat within her defensive zone has the right of way.  If two boats from opposite teams touch, when one is in her defensive zone, the defensive boat's team is awarded a point, and play resumes.
  • Scores can be made from within or outside a defensive zone.
  • A team co-captain always stays in the vicinity of his/her goal, and is responsible to keep count of the goals scored by the opposition and points scored by his team by means of defensive encounters within the three boat length zone.
  • A team may capture the opponent's ball by intercepting or picking it up out of the water.  It can then score with it.

 Starting

  • A the beginning of the game a co-captain starts with a ball in her defensive zone, i.e., there are two aerobies in play at once.
  • After a defensive team takes the aerobiel out of its goal, play continues. 

 Fouls

  • A boat outside her defensive zone is governed by the racing rules.  A 360 penalty applies to boats on opposite teams.
  • If a crew member falls in the water and is separated from his/her boat, the game ends, and the win is awarded to the oopposite team.
  • Rocking, pumping and frequent roll tacks are allowed.
  • Paddles are fobidden.
  • ISAF Rule 2 (fair play) applies.
  • ISAF Rule 1.1 (helping those in danger) and Rule 1.2 (life-saving equpment and personal buoyancy) apply.
  • If there is disagreement on a foul, a protest committee of peers wil be formed and will decide, and the decision will be final.
  • A boat is in her defensive zone if any part of her is in the defensive zone.
  • No team member or boat can be attached to the goals.

Teams

  • Each team will have an offensive co-captain and a defensive co-captain.
  • The teams should be matched in terms of boats.

Sailball is a team-based field sport for sailors. It uses any body of water as its "field" and two floating goals. It can be played on any body of water and requires six or more boats.  Because the field is normally set at right angles to the wind, some Kitthawk14 sails are cut for best performance on a reach. The Kittihawk20 technology turns an otherwise slow game into a fast and exciting one. Sailball is a high-scoring game which uses continuous play like soccer and rules designed to accommodate all wind and sea conditions.  

The game is played with two teams. Each team has a defensive zone three boat lengths in radius which surrounds a goal.   A boat within her defensive zone allways has the right of way.  If boats from opposing teams touch inside a defensive zone, the defensive team gets a point.  Boats outside their defensive zones are governed by the racing rules.  

The Field, Goals, Aerobie/Frisbee/Ball and Sticks:  The field is any body of water.  A goal is any small floating area.  A square made of PVC pipe, five feet on a side, and held by a mooring line is adequate, or a hoola-hoop can be used. The game is played with two frisbees/aerobies/ balls simultaneously.   If tennis balls are used, short lacrosse sticks can be employed to propel or pick up the ball, but are not required. Usually the game is played double-handed, but expert players can play single-handed. Generally each team has two co-captains to call plays.  On large fields, it is convenient for each team to have walkie-talkies to facilitate play calling.

Goals can be any convenient distance apart, and the center line between goals is usually at right angles to the wind. There are no out-of-bounds.

On light days stand up paddle boards or kayaks can be used.

  A sailball field is normally set up with the line between the goals at right angles to the wind.  There are no edges to field, except the shore.  Any lake, river, bay or area near a shore can be used.

A sailball field is normally set up with the line between the goals at right angles to the wind.  There are no edges to field, except the shore.  Any lake, river, bay or area near a shore can be used.