Atlantic Challenge Manual (Bantry2012)

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Atlantic Challenge Events Manual Contest Edition 2010 EVENTS MANUAL CONTEST EDITION 2012

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Rules & Event Description of Atlantic Challenge Events

Transcript of Atlantic Challenge Manual (Bantry2012)

Page 1: Atlantic Challenge Manual (Bantry2012)

Atlantic Challenge Events Manual Contest Edition 2010

EVENTS

MANUAL

CONTEST EDITION 2012

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ATLANTIC CHALLENGE

The Atlantic Challenge seeks encourage and stimulate:

personal development through challenge

perseverance and self-reliance

initiative and creativity

community building and social responsibility

the spirit of adventure

fitness of mind and body

vocational, cultural and social life skills

international understanding and awareness

interest in local and global maritime heritage

The biennial Atlantic Challenge Contest of seamanship brings youth from

many nations together to sail and row in traditional gigs.

Awards Atlantic Challenge Trophy

John Kerr Trophy

Spirit of the Atlantic Challenge Trophy

L’Esprit

Lance Lee Trophy

Jakobstad

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ATLANTIC CHALLENGE EVENTS

Sailing

Oars & Sails

Rowing

Man Overboard

Rowing Slalom

Navigation

Ropework

Jackstay Transfer

Passage Race

L’ESPRIT

Captains Gig

Towing

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Trophies The Lance Lee Trophy The Lance Lee Trophy recognises the unceasing work and commitment that has been offered to Atlantic Challenge by Lance Lee. This Trophy is awarded to the best performing gig in the L’Esprit and Captain’s Gig events. The L’Esprit in particular requires that people of many nations must come together and work together to achieve a common goal. This aim is one that lies at the heart of the Atlantic Challenge. The Spirit of Atlantic Challenge This award is voted on by the participating crews in each International Contest of Seamanship. It is not a popularity contest, but an opportunity for individual crew members to express their opinion as to which team, in their view, most embodies the Spirit of Atlantic Challenge. The John Kerr Award for Seamanship This commemorates the life and work of John Kerr, the founder and inspiration behind the Atlantic Challenge movement within the United Kingdom. The award is given to the team that consistently displays the highest standard of seamanship, a quality that John particularly valued, over the duration of the contest. The award is decided upon by the members of the events committee and their decision is based on their observation of the teams during the contest, both while engaged in competition and when simply training and practicing. Good seamanship is at the core of the Atlantic Challenge movement and this award should be considered the ultimate recognition of this quality. The Atlantic Challenge Trophy The Atlantic Challenge Trophy is the ultimate accolade that can be sought within the biennial International Contest of Seamanship. The trophy is awarded to the team that finishes in first place after collective competition in Rowing, Sailing, Oars and Sail, Jackstay Transfer, Ropework, Navigation, Man-Overboard and Slalom has been completed. To earn the Atlantic Challenge Trophy a team must display commitment, skill, accuracy, endurance and dedication at the highest of levels. Jabobstad Trophy Jakobstad organizers also established their own trophy called Jakobstad Challenge. This would be given to the people who made an extraordinary effort for the AC Contest to happen. Fair Play Award For a team or an individual who shows outstanding sportsmanship. This award was instigated by Joe Kelly during his time on the events committee.

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The Esprit is a fun event where mixed crews from different countries work together,

share knowledge and build the spirit of Atlantic Challenge. The Esprit is a stand-alone award.

STARTING PROCEDURE

Rowing Start 1 minute Warning Signal AC flag hoisted + sound signal 10 seconds Preparatory signal Preparatory flag hoisted + sound signal 0 seconds Start Signal Both flags lowered + sound signal

CREW COMPOSITION Each gig shall retain its coxswain and two mast captains. The remainder of the gig’s crew shall be shared equally amongst the other gigs. Each gig shall carry a total crew of 13.

EVENT EQUIPMENT

10 oars (minimum) Complete masts, rigging and sails 2 boathooks 1 rudder with tiller/steering yoke or steering oar 3 bailers (two buckets and one bilge pump) 1 flagstaff National ensign displayed Courtesy flag displayed 1 anchor 1 towline/anchor line 50m long, 10mm Ø or greater 2 heaving lines 1 jackstay line, at least 50 m. Two 6m dock lines and two 12m dock lines. 1 ring buoy (or equivalent) with floating line attached 1 life jacket for each crew member 4 fenders Sufficient small diameter line to lash all oars and equipment 1 compass

ORGANISATION

Single fleet, all gigs compete together. First gig to complete course wins. (See Appendix VII)

Esprit Course: Course will displayed on the event website or at the coxes meeting.

COMFORT ZONE: No gig may approach within two boat lengths of another gig during the Esprit event or it shall be penalized (safety precaution) AC & ISAF Rules apply.

LIFE JACKETS: Life jackets must be worn by all crew throughout the event.

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Square Course An event to test a crew’s ability to sail a gig at maximum speed around a set course.

STARTING SEQUENCE Sailing Start

5 minutes Warning Signal AC flag hoisted + sound signal 4 minutes Preparatory Signal Preparatory flag hoisted + sound signal 1 minute One Minute Signal Preparatory flag lowered + long sound signal 0 seconds Start Signal AC flag lowered + sound signal

EVENT EQUIPMENT

10 oars (minimum) Complete masts, rigging and sails 2 boathooks 1 rudder with tiller/steering yoke or steering oar 3 bailers (two buckets and one bilge pump) 1 flagstaff National ensign displayed Courtesy flag displayed 1 anchor 1 towline/anchor line 50m long, 10mm Ø or greater 2 heaving lines 1 jackstay line, at least 50 m. Two 6m dock lines and two 1 m dock lines. 1 ring buoy (or equivalent) with floating line attached 1 life jacket for each crew member 4 fenders Sufficient small diameter line to lash all oars and equipment 1 compass

SPECIAL RULES

At the 4 minute Preparatory Signal and subsequently only sails may be used to manoeuvre a gig except when a tacking oar is permitted during tacking. Sailing Rules and Atlantic Challenge rules will apply (see Appendix VI). The “Drop Sails” and “Early Starter” penalties will apply.

SAILING COURSE

Course: Start - 1 - 2 - 3 - 4 - 1 - 2 - 3 - Finish Event Format Option 1: Single Fleet Option II: Two separate fleets. The at fault boat in a collision will be disqualified unless the events committee consider that there are exceptional mitigating circumstances. A “Drop Sails” penalty may be imposed by the on-water judge on the ‘stand on’ boat involved in a collision if appropriate avoiding action was not taken by that boat at the earliest opportunity.

Start/ Finish

1.

2.

Wind

3.

4.

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Triangle Course An event to test a crew’s ability to sail a gig at maximum speed around a set course.

STARTING SEQUENCE Sailing Start

5 minutes Warning Signal AC flag hoisted + sound signal 4 minutes Preparatory Signal Preparatory flag hoisted + sound signal 1 minute One Minute Signal Preparatory flag lowered + long sound signal 0 seconds Start Signal AC flag lowered + sound signal

EVENT EQUIPMENT

10 oars (minimum) Complete masts, rigging and sails 2 boathooks 1 rudder with tiller/steering yoke or steering oar 3 bailers (two buckets and one bilge pump) 1 flagstaff National ensign displayed Courtesy flag displayed 1 anchor 1 towline/anchor line 50m long, 10mm Ø or greater 2 heaving lines 1 jackstay line, at least 50 m. Two 6m dock lines and two 1 m dock lines. 1 ring buoy (or equivalent) with floating line attached 1 life jacket for each crew member 4 fenders Sufficient small diameter line to lash all oars and equipment 1 compass

SPECIAL RULES

At the 4 minute Preparatory Signal and subsequently only sails may be used to manoeuvre a gig except when a tacking oar is permitted during tacking. Sailing Rules and Atlantic Challenge rules will apply (see Appendix VI). The “Drop Sails” and “Early Starter” penalties will apply.

SAILING COURSE

Course: Start – 1 – 2 – 3 – 1 - 2 - Finish Event Format Option 1: Single Fleet Option II: Two separate fleets. The at fault boat in a collision will be disqualified unless the events committee consider that there are exceptional mitigating circumstances. A “Drop Sails” penalty may be imposed by the on-water judge on the ‘stand on’ boat involved in a collision if appropriate avoiding action was not taken by that boat at the earliest opportunity.

Start/ Finish

1.

2.

Wind

3.

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A supreme test of a crews ability to row and sail their gig at speed around a triangular course.

STARTING PROCEDURE

Rowing Start 1 minute Warning Signal AC flag hoisted + sound signal 10 seconds Preparatory Signal Preparatory flag hoisted + sound signal 0 seconds Start Signal Both flags lowered + sound signal

EVENT EQUIPMENT

10 oars (minimum) Complete masts, rigging and sails 2 boathooks 1 rudder with tiller/steering yoke or steering oar 3 bailers (two buckets and one bilge pump) 1 flagstaff National ensign displayed Courtesy flag displayed 1 anchor 1 towline/anchor line 50m long, 10mm Ø or greater 2 heaving lines 1 jackstay line, at least 50 m. Two 6m dock lines and two 12m dock lines. 1 ring buoy (or equivalent) with floating line attached 1 life jacket for each crew member 4 fenders Sufficient small diameter line to lash all oars and equipment 1 compass

SPECIAL OARS & SAILS RULES The mizzen sail may be set at any time after the start signal. Masts may remain stepped on any leg. Sailing Rules, Rowing Rules and Atlantic Challenge Rules will apply.

Oars and Sails Course Rowing Start

Event Format: Option 1: Single Fleet Option 2: Two separate Fleets Gigs Start in Allotted lanes

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A supreme test of a crews ability to row and sail their gig at speed around a triangular course.

STARTING PROCEDURE Sailing Start

5 minutes Warning Signal AC flag hoisted + sound signal 4 minutes Preparatory Signal Preparatory flag hoisted + sound signal 1 minute One Minute Signal Preparatory flag lowered + long sound signal 0 seconds Start Signal AC flag lowered + sound signal

EVENT EQUIPMENT

10 oars (minimum) Complete masts, rigging and sails 2 boathooks 1 rudder with tiller/steering yoke or steering oar 3 bailers (two buckets and one bilge pump) 1 flagstaff National ensign displayed Courtesy flag displayed 1 anchor 1 towline/anchor line 50m long, 10mm Ø or greater 2 heaving lines 1 jackstay line, at least 50 m. Two 6m dock lines and two 12m dock lines. 1 ring buoy (or equivalent) with floating line attached 1 life jacket for each crew member 4 fenders Sufficient small diameter line to lash all oars and equipment 1 compass

SPECIAL OARS & SAILS RULES Masts may remain stepped on any leg. Sailing Rules, Rowing Rules and Atlantic Challenge Rules will apply.

Oars and Sails Course Wind Sailing Start Course: Start 1 - 2 - 3 - 1 - 2 - Finish Transition zones, rowing area and sailing area remain the same as for rowing start. Event Format: Option I: Single fleet Option II: Two separate Fleets

1.

2.

3.

Start/ Finish

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A supreme test of technique, strength and stamina in a straight 2 mile rowing event.

STARTING PROCEDURE

Rowing Start 1 minute Warning Signal AC flag hoisted + sound signal 10 seconds Preparatory signal Preparatory flag hoisted + sound signal 0 seconds Start Signal Both flags lowered + sound signal

EVENT EQUIPMENT

10 oars (minimum) Complete masts, rigging and sails 2 boathooks 1 rudder with tiller/steering yoke or steering oar 3 bailers (two buckets and one bilge pump) 1 flagstaff National ensign displayed Courtesy flag displayed 1 anchor 1 towline/anchor line 50m long, 10mm Ø or greater 2 heaving lines 1 jackstay line, at least 50 m. Two 6m dock lines and two 12m dock lines. 1 ring buoy (or equivalent) with floating line attached 1 life jacket for each crew member 4 fenders Sufficient small diameter line to lash all oars and equipment 1 compass

SPECIAL RULES Lifejackets must be worn by all non-rowing participants. Rowers must stow their lifejackets beneath their thwart for the duration of the event if not worn. Gigs must row in designated lane for the race. Rowing Rules and Atlantic Challenge Rules apply.

ROWING COURSE

Event Format: Separate fleets.

Gigs start in allotted lanes.

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This event will take place under sail, testing the crew’s ability to safely and speedily recover a Man Overboard.

STARTING SEQUENCE Sailing Start 5 minutes Warning Signal AC flag hoisted + sound signal 4 minutes Preparatory Signal Preparatory flag hoisted + sound signal 1 minute One Minute Signal Preparatory flag lowered + long sound signal 0 seconds Start Signal AC flag lowered + sound signal

EVENT EQUIPMENT

10 oars (minimum) Complete masts, rigging and sails 2 boathooks 1 rudder with tiller/steering yoke or steering oar 3 bailers (two buckets and one bilge pump) 1 flagstaff National ensign displayed Courtesy flag displayed 1 anchor 1 towline/anchor line 50m long, 10mm Ø or greater 2 heaving lines 1 jackstay line, at least 50 m. Two 6 m dock lines and two 12 m dock lines. 1 ring buoy (or equivalent) with floating line attached 1 life jacket for each crew member 4 fenders Sufficient small diameter line to lash all oars and equipment 1 compass

SPECIAL MAN OVERBOARD RULES Gigs must sail in lane as indicated by the run-over buoys. Any combination of oars and sails may be used to manoeuvre the gig in recovering the MOB. The MOB may only be recovered by hand. All oars must be shipped within 10 seconds of the MOB being recovered. Only the gigs mandatory equipment may be used during the event. The MOB must wear light protective clothing. SAILING and ATLANTIC CHALLENGE RULES APPLY

Event Format: Separate fleets. Gigs sail in allotted lanes. On-water judging in operation.

Additional Information: The MOB will be a passenger from another team.

The MOB will jump overboard at his/her discretion when they deem it is appropriate and safe to do so during the MOB section of the course (yellow area, between the two lines of run-over buoys).

Judges will award penalties for leaving your lane or not shipping oars 10 seconds after the MOB has been recovered.

Note: In the absence of wind the MOB event may be run under oar with a 1 minute rowing start.

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A boat handling contest around buoys without the use of a rudder.

STARTING PROCEDURE

Rowing Start 1 minute Warning Signal AC flag hoisted + sound signal 10 seconds Preparatory signal Preparatory flag hoisted + sound signal 0 seconds Start Signal Both flags lowered + sound signal

EVENT EQUIPMENT

10 oars (minimum) Complete masts, rigging and sails 2 boathooks 1 rudder with tiller/steering yoke or steering oar 3 bailers (two buckets and one bilge pump) 1 flagstaff National ensign displayed Courtesy flag displayed 1 anchor 1 towline/anchor line 50m long, 10mm Ø or greater 2 heaving lines 1 jackstay line, at least 50 m. Two 6m dock lines and two 12m dock lines. 1 ring buoy (or equivalent) with floating line attached 1 life jacket for each crew member 4 fenders Sufficient small diameter line to lash all oars and equipment 1 compass

SPECIAL RULES

Lifejackets must be worn by all non-rowing participants. Rowers may stow their lifejackets beneath their thwart for the duration of the event if not worn. The rudder or steering oar must be detached and stowed aboard for the duration of the event. No part of a gig or its equipment may touch any of the tall-buoys on the course.

Atlantic Challenge Rules apply.

Slalom Course

Event Format: Gigs will compete in pairs. Gigs row in allotted lanes. Timed event.

Scoring: On-Water Judging. Ranking will be determined by “faults” initially and then timings. Faults: Each mark touched by any part of the gig or it’s equipment.

Failure to round a mark correctly. Shortening oars.

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This event involves transferring an important visitor from the dock to a vessel,

re-enacting one of the historic functions of the gigs. STARTING PROCEDURE Non-timed event. Gigs commence the event by passing through the start gate at the command of the Committee Boat.

EVENT EQUIPMENT

10 oars (minimum) Complete masts, rigging and sails 2 boathooks 1 rudder with tiller/steering yoke or steering oar 3 bailers (two buckets and one bilge pump) 1 flagstaff National ensign displayed Courtesy flag displayed 1 anchor 1 towline/anchor line 50m long, 10mm Ø or greater 2 heaving lines 1 jackstay line, at least 50 m. Two 6m dock lines and two 12m dock lines. 1 ring buoy (or equivalent) with floating line attached 1 life jacket for each crew member 4 fenders Sufficient small diameter line to lash all oars and equipment 1 compass

SPECIAL RULES Lifejackets must carried for all personnel. If not worn lifejackets must be stowed beneath the thwart/seat of the person for the duration of the event.

Captains Gig course will be given at the coxes meeting.

Event Format: Gigs will transfer a person from shore to ship or from ship to shore.

Two or more gigs may be on the course at any time. Gigs start in order, determined by lot.

Scoring: Each gig will be judged on style and efficiency as per Appendix II and ranked accordingly.

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A practical test of navigational skills in a rowed gig.

STARTING PROCEDURE NON-TIMED EVENT Gigs commence the exercise from the starting buoy when ready. SPECIAL RULES Lifejackets must be worn by all crew. No electronic equipment allowed. Gigs may commence the navigation exercise only once and may not return to the start buoy for a second time. Starting buoy will be in place for 90 minutes only.

EVENT EQUIPMENT 10 oars (minimum) Complete masts, rigging and sails 2 boathooks 1 rudder with tiller/steering yoke or steering oar 3 bailers (two buckets and one bilge pump) 1 flagstaff National ensign displayed Courtesy flag displayed 1 anchor 1 towline/anchor line 50m long, 10mm Ø or greater 2 heaving lines 1 jackstay line, at least 50 m. Two 6m dock lines and two 12m dock lines. 1 ring buoy (or equivalent) with floating line attached 1 life jacket for each crew member 4 fenders Sufficient small diameter line to lash all oars and equipment 1 compass

ADDITIONAL EQUIPMENT Stopwatch & calculator (non-programmable) Soft pencil, notepad & eraser Dividers Parallel ruler or plotter Hand bearing compass Buoy, line & anchor. A Dutchman or Common log (See Appendix III).

SAMPLE INSTRUCTIONS 1 From the starting buoy row 1 mile bearing 270º True, then alter course to

315º T and row a further ½ mile. Both legs must be rowed. Drop a buoy at this spot. 2 At the position of the buoy, take a three bearing fix in order to determine its location. 3 Plot the position of your anchor buoy on the chart provided at the end of the exercise. 4 Identify the buoys latitude and longitude (see Appendix IV).

Event Format: From a complete crew list 14 will be selected by lot. From these 14 you may decide

who will navigate. An on water judge may accompany the teams during the event. Teams will not have a chart while rowing. When your buoy is dropped raise your national flag. A chart will be brought to you and your position will be fixed. Obtain the position of your buoy while afloat and give its coordinates.

Scoring: A team’s final score will be comprised of two factors, (I) the distance between where the buoy should be and where it was dropped (II) the distance between where the buoy was dropped and its position given by latitude and longitude. Distances (I) and (II) will be added together. Teams will be ranked according to scores, and points awarded accordingly.

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Crewmembers will demonstrate their ropework abilities by knowing the function and method of tying a selection of knots, whippings and splices.

PROCEDURE From a complete crew list of twenty, 5 members will be selected at random to execute a knot and 5 to perform a splice, whipping or seizing. Any crewmember will only be asked to execute one piece of ropework.

REQUIRED ROPEWORK

Knots Reef knot Figure of eight Running Bowline Clove Hitch Half Hitch Sheet Bend Rolling Hitch Sack Knot Reef Knot slippery hitched Bowline Round Turn and Two Half Hitches Halyard Slip Hitch Anchor Hitch with Seizing Double Sheet Bend Spar Hitch

Splices Short splice Eye splice

Whippings Common Whipping Sailmaker’s whipping Sailmaker’s whipping made with

palm and needle. Seizing

Racking Seizing

SCORING See appendix V

For ropework details please see Appendix V.

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This event consists of transferring a laden sack from gig to shore.

STARTING PROCEDURE

Rowing Start 1 minute Warning Signal AC flag hoisted + sound signal 10 seconds Preparatory signal Preparatory flag hoisted + sound signal 0 seconds Start Signal Both flags lowered + sound signal

EVENT EQUIPMENT

10 oars (minimum) Complete masts, rigging and sails 2 boathooks 1 rudder with tiller/steering yoke or steering oar 3 bailers (two buckets and one bilge pump) 1 flagstaff National ensign displayed Courtesy flag displayed 1 anchor 1 towline/anchor line 50m long, 10mm Ø or greater 2 heaving lines 1 jackstay line, at least 50m. Two 6m dock lines and two 12m dock lines. 1 ring buoy (or equivalent) with floating line attached 1 life jacket for each crew member 4 fenders Sufficient small diameter line to lash all oars and equipment 1 compass Mainmast plus halyard/foreguy

SPECIAL JACKSTAY TRANSFER RULES Each team will have a crew of 15 (13 gig & 2 shore crew) for this event. Appropriate procedures, knots etc. must be used throughout the event as outlined in Appendix 1. Each team will construct it’s own heaving line knot from rope and lead provided by the host nation.

Jackstay Transfer Course

Event Format: Gigs row in allotted lanes. Timed Event.

Scoring On-Water Judging. Ranking will be determined by “faults” initially and then timings.

Faults See appendix 1

(A gig may only be faulted once in each category)

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Passage Race

Sailing and rowing legs over a longer course STARTING PROCEDURE

Rowing Start 1 minute Warning Signal AC flag hoisted + sound signal 10 seconds Preparatory signal Preparatory flag hoisted + sound signal 0 seconds Start Signal Both flags lowered + sound signal Sailing Start 5 minutes Warning Signal AC flag hoisted + sound signal 4 minutes Preparatory Signal Preparatory flag hoisted + sound signal 1 minute One Minute Signal Preparatory flag lowered + long sound signal 0 seconds Start Signal AC flag lowered + sound signal SPECIAL RULES Gigs may not row and sail at the same time.

EVENT EQUIPMENT 10 oars (minimum) Complete masts, rigging and sails 2 boathooks 1 rudder with tiller/steering yoke or steering oar 3 bailers (two buckets and one bilge pump) 1flagstaff National ensign displayed Courtesy flag displayed 1 anchor 1 towline/anchor line 50m long, 10mm Ø or greater 2 heaving lines 1 jackstay line, at least 50 m. Two 6m dock lines and two 12m dock lines. 1 ring buoy (or equivalent) with floating line attached 1 life jacket for each crew member 4 fenders Sufficient small diameter line to lash all oars and equipment 1 compass

Event format: Single fleet start

ADDITIONAL EQUIPMENT Chart VHF radio (emergency only) / mobile phone

Course Course and start will be given on event website or at coxes briefing.

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Towing Race This event features pairs of boats competing together and emphasizes

cooperation between two gigs. STARTING PROCEDURE

Rowing Start 1 minute Warning Signal AC flag hoisted + sound signal 10 seconds Preparatory signal Preparatory flag hoisted + sound signal 0 seconds Start Signal Both flags lowered + sound signal

EVENT EQUIPMENT

10 oars (minimum) Complete masts, rigging and sails 2 boathooks 1 rudder with tiller/steering yoke or steering oar 3 bailers (two buckets and one bilge pump) 1 flagstaff National ensign displayed Courtesy flag displayed 1 anchor 1 towline/anchor line 50m long, 10mm Ø or greater 2 heaving lines 1 jackstay line, at least 50 m. Two 6m dock lines and two 1 m dock lines. 1 ring buoy (or equivalent) with floating line attached 1 life jacket for each crew member 4 fenders Sufficient small diameter line to lash all oars and equipment

1 compass

Boats are paired A and B Leg 1 Rowing up wind: A Tows B Leg 2 Sailing down wind B Tows A Leg 3 Rowing upwind B Tows A Leg 4 Sailing down wind A tows B Tow line not attached before start signal. Oars are permitted in transition zones for both boats including before start. Boats must be towed bow first.

Event Format: Gigs row in allotted lanes. Allocated pairs by seeding. Timed event.

Scoring On-Water Judging. Ranking will be determined by “faults” initially and then timings.

Faults Leaving your lane. Towed boat using oars or sails outside transition zones

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EVENT PARTICIPATION CRITERIA

The Gig

The sailing rig shall consist of a foremast, a mainmast, and a mizzen mast. The foremast and mainmast each shall have only one halyard, one yard, one sail and one sheet. The mizzen may have tacking lines at the peak. Gigs may not be fitted with foot braces for rowing. Gigs shall carry floorboards as standard. A gig may only use one set of equipment (oars, sails, masts etc.) during the contest. Equipment may only be replaced due to breakage.

The Crew Team size shall be a maximum of twenty crew members. Minimum number of crew on a gig for each event, including coxswain, shall be thirteen (ten rowers, one coxswain, and two others). The ten oarspersons shall include at least four of each gender. The minimum age for all crew members shall be 15 years. At least six of the crew on the gig for each event shall be between 15 and 21 years of age (inclusive) at the time of the event. All crew are expected to be familiar with oarsmanship, sailing, navigation, knots, whipping, and splices. Changing of crew members and coxswains from event to event is encouraged, provided the composition of the crews mentioned above is observed at all times.

Safety

Each national organization and their coxswain(s) shall be totally responsible for the safety of their crew and the decision to enter into and participate in any of the scheduled events. Each nation shall be responsible for ensuring that the coxswain (skipper) is suitably qualified, knowledgeable, competent and experienced to be in charge of the gig and its crew. The Events Committee will monitor the weather and sea state and reserve the right to cancel or modify events accordingly, but the decision to participate is the responsibility of the nation and their coxswain.

Coaching Gigs may not be coached from the time they leave the harbour for an event until returning to the pontoons at the end of the scheduled events for that programmed period of the day.

Insurance Gigs are required to carry civil liability (3rd party) insurance of €3,000,000.

All participants are required to carry personal accident insurance.

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CONDUCT OF THE EVENTS

Atlantic Challenge Trophy Sailing Oars and sails Rowing Man over board Rowing slalom Navigation Rope work Jackstay transfer Passage race Events may be duplicated

Lance Lee Trophy Captains Gig Towing Fair play award

John Kerr Trophy

Jakobstad Trophy

Coxswain’s Briefing A briefing will take place prior to each day’s events. This is a closed briefing and only coxswains of the day may attend. The briefing will clarify schedule, logistical, weather and other issues. The briefing will not include an explanation of the events themselves. The onus is on the coxswains to familiarise themselves with the events as detailed in this manual. Should coxswains require clarification of any event they should approach the Events Committee well in advance for assistance.

The Course

Starting Line The starting line shall be a line between either;

(1) two buoys where the committee boat will not form part of the line or (2) one buoy and the committee boat.

Starts Sailing Start: This is a true sailing start and it is expected that gigs will be

manoeuvring under sail at the commencement of the starting sequence. Rowing Start: This is a true rowing start, gigs may use all oars and may

‘run’ at the line. Lanes When lanes are used at the start of an event they shall be numbered starting

from the committee boat end of the line. Event Formats Single Fleet: All gigs compete together, single start. Low scoring system

applies. Two Fleets: Gigs compete in two separate fleets, selected by lot, with a separate start sequence for each fleet low scoring system applies.

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Scoring Faults & Timings: For events being scored using Faults & Timings, initially faults will be used to rank the gigs. Where two or more gigs share the same number of faults then the gigs time will be further used to separate the tied gigs, the quicker time being placed above the slower time etc.

On-water Judging

It is expected that coxswains and their crews will immediately perform any penalty as required by the rules of an event. This is the norm in sailing events under ISAF rules. On-water judges will be in place throughout the contest to observe and enforce regulations. A gig that does not fulfil its penalty obligations may subsequently be disqualified from that event.

Scoring System (Low Point System) The Low Point System uses a gigs finishing place as her event score

Finishing Place Low point scoring First 1 Second 2 Third 3 Fourth 4 Fifth 5 Sixth 6 Seventh 7 Eight 8 Each place thereafter Add 1 A gig that “did not start” (DNS), “did not finish” (DNF) or was “disqualified” (DSQ) from an event shall be awarded points in accordance with the Low Point System for the finishing place one more than the number of gigs entered in the series. A gig’s series score shall be the total of her race scores. The gig with the lowest series score wins and other gigs shall be ranked accordingly. If there is a “tie” between two or more gigs for the series, the gig with the greater number of 1st place finishes, failing which 2nd place finishes shall be declared the winner. Otherwise the gigs shall be declared tied.

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ATLANTIC CHALLENGE RULES

Sailing & rowing are self-regulating sports. While on-water judges will be in place the onus is on the crew to acknowledge the gig’s error and exonerate itself by performing the appropriate penalty at the earliest opportunity. Failure to do so could result in subsequent disqualification from that event. Events are conducted under the ISFA Racing Rules of Sailing and the International Rowing Union Rules as appropriate. Atlantic Challenge Rules take precedence over ISFA Racing Rules of Sailing and the International Rowing Union Rules where applicable. When two gigs meet and at least one of them has the mainsail and/or foresail hoisted, the rules of the International Sailing Federation shall apply (see Appendix V) Atlantic Challenge Rules Under Sail

AC 1 Tacking Procedure The mainsail and foresail, if transferred to the opposite side of the mast during a tack, must be lowered (the yard handheld) and raised.

AC 2 Use of an Oar while Tacking The use of one “tacking oar” is permitted when tacking. If a steering oar is used in place of the rudder, this shall also be deemed to be the “tacking oar”. AC 3 Tacking A boat is tacking from the time it begins to harden up until its sail(s) fill on the opposite tack. AC 4 While Tacking Gigs that are rowing or sailing but not tacking shall keep clear of gigs that are tacking. AC 5 Collision The at fault boat in a collision will be disqualified unless the events committee consider that there are exceptional mitigating circumstances. A “Drop Sails” penalty may be imposed by the on-water judge on the ‘stand on’ boat involved in a collision if appropriate avoiding action was not taken by that boat at the earliest opportunity. AC 6 Early Starters (All timed events, both sailing & rowing) When at a gigs starting signal any part of her hull, crew or equipment is on the course side of the starting line, the race committee shall promptly display flag X with one sound. The gig must exonerate her error by completing the “Early Starter Penalty” or otherwise will be deemed a DSQ.

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Under Oars

AC 7 Equipment breakage As Atlantic Challenge is a contest of seamanship, crews are expected to keep their equipment in sound condition. Rowing races will not be re-started if crews experience equipment breakage during the race. AC 8 Broken oars Broken oars need not be recovered from the water during the course of a race. AC 9 The Course (a) Each gig should keep to its own lane throughout the race. The on-water

judge shall be adjudicator of the appropriate course for each crew. (b) Any crew that leaves its own water does so at its own peril and may be

penalised by the on-water judge if it interferes with the course of another crew.

(c) A foul occurs when two boats or their oars come in contact during a race. If a foul is so slight that it does not affect the result, the race should be allowed to continue. Otherwise the on-water judge’s concern must be to restore the chance to win of the innocent crew. The on-water judge may stop the race and order a re-row.

(d) If during the race a gig shall be interfered with by an outside boat, the on-water judge may order a re-row.

AC 10 Boating oars In all cases boating oars means that the oars are brought inside the boat and below the gunnel.

Atlantic Challenge Penalties AC penalties replace the standard ISAF and IRU penalties. Sailing Penalty “Drop Sails Penalty”

(Applies to all timed events under sail; Sailing, Oars & Sails, MOB.) Main & fore sails must be lowered inside and below the level of the gunnels and remain there for 60 seconds. Sails may then be re-hoisted and the gig continue on its course. Hitting a sailing mark “Drop Sails Penalty”

(Applies to all timed events under sail; Sailing, Oars & Sails, MOB.) Main & fore sails must be lowered inside and below the level of the gunnels and remain there for 30 seconds. Sails may then be re-hoisted and the gig continue on its course. Rowing Penalty “Boat Oars Penalty”

(Applies to all timed events under oars; Rowing, Oars & Sails, MOB, Slalom, Jackstay Transfer.) All oars must be withdrawn inside and below the level of the gunnels and remain there for 10 seconds. Oars may then be shipped and the gig continue on its course. On Course Side Penalty “Early Starter Penalty”

(Applies to all timed events, Sailing, Rowing, Oars & Sails, MOB, Slalom, Jackstay Transfer.) A gig that crosses the start line before the start signal must if under oar, boat all oars inside and below the level of the gunnels or if under sail, lower the fore and mainsail inside and below the level of the gunnels. The gig must remain in this position until the main body of the fleet has started and the stern of the last of these gigs has passed the bow of the offending gig. The gig has then completed its penalty and may ship oars or hoist sail and continue on its course.

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Definition: The “main body of the fleet” for the purposes of the Early Starter Rule consists of all the gigs that were in the starting area and ready to start at the start signal. Note: A gig while performing a penalty has no rights and may not obstruct any other gig. APPENDIX 1

Jackstay Transfer Procedure

Event Outline: Gigs row to the wharf, anchor stern-to, complete the sack transfer and row to the finish line.

Standard rowing start Row with all oars towards shore Drop anchor and turn outside 10m line Send the first heaving line ashore at anytime Boat aft 6 oars (inside gunnel) and lie to anchor with stern towards shore First heaving line has previously been made up, as shown in diagram, to the

jackstay including a block attached to a second heaving line, the inboard end of which is keep in the boat.

1st Heaving Line

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Foreguy rigged to mast (separate stay or main halyard) Main mast raised, Gate closed, foreguy made secure (round turn and two half hitches) to a thwart at least two forward of main mast.

Jackstay hauled ashore, made secure (round turn and two half hitches) and hoisted up on main mast traveller

First heaving line detached from jackstay and attached to block (bowline, clove hitch, round turn and two half hitches)

Sack attached to second heaving line (sack knot) Sack hauled aboard Object (provided) placed in sack and hauled ashore All gear recovered aboard, lower mast, ship aft 6 oars, weigh anchor and row

to finish

Penalties For: Any part of the boat or its equipment crossing the 10m line Sack touching the water Not using correct rope work Leaving your allotted lane Penalties for not: Boating aft 6 oars Rigging and securing forguy Retrieving all gear inside boat Completing the event as outlined Sending the first heaving line ashore in three attempts* *Once a team has failed to send the heaving line ashore after three genuine attempts they must cross inside the ten metre line, accepting a penalty, and give only the monkeys fist ashore. They must then return outside the ten metre line and complete the sack transfer in the normal way.

On-Water Judging

During the event on-water judges will observe the procedure throughout.

A team that does not comply with the event as outlined will be deemed not to have completed the event and receive a DSQ.

2nd Heaving Line Jackstay

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Appendix II Captain’s Gig Scoring

Crews will be evaluated under the following headings. Two teams of on-water judges will independently score the teams performance during the course giving a maximum score of 36 points (2×18pts) to each team.

Crew Attire (1 point)

Similar Attire 1 point

No attempt at similar attire 0 points

Passenger Treatment (1 point)

Courtesy shown 1 point

No attempt to be courteous 0 points

Coxswains Instructions (4 points)

Delivered in a clear and distinct voice 1 point

Authority evident in issuing instructions 1 point

Clear and explicit orders 2 points.

Docking Technique (6 points)

Clean, controlled approach 2 points

Appropriate use of boathook/line/fender 2 points

Clean, controlled departure 2 points

Rowing Technique (6 points)

Smooth rowing in unison 2 points

Speed; efficient delivery, no dawdling 2 points

Style; no exaggerated or stylised rowing techniques 2 points

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Captain’s Gig Criteria 1. It is emphasized that good seamanship requires adequate speed be maintained

while rowing. 2. The captain should be invited to embark or disembark over the stern quarter not

over the transom. 3. Gifts for the guest are not appropriate. 4. Guest should be treated with naval courtesy – they can be greeted with a

handshake, salute, or piped aboard. 5. Oars should not be shortened (brought across the boat on the gunnels). 6. Oars should not be tossed (safety concern). 7. The gig should be held alongside by boathooks fore and aft, or if the situation

demands, by painters taken ashore, to the jetty or to the ship. 8. It is suggested that crewmembers wear similar appropriate clothing.

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Appendix III Methods to Determine a Gig’s Speed

Dutchman’s Log

The exercise of measuring the time taken for a floating object to travel from the bow of the gig to the stern may be used to determine the gig’s speed. This table applies to any vessel of 38 feet in length.

Speed Table for Navigation Event

Time in Seconds Speed in Knots

2 11.4 3 7.8 4 5.7 5 4.6 6 3.8 7 3.3 8 2.8 9 2.5 10 2.3 11 2.0 12 1.9 15 1.5 20 1.1

Intermediate speeds may be determined by interpolation.

Speed Graph

A graph of Speed/Time will be provided so that speed may be

read directly off the graph.

Common Log A wooden board or other object that will remain stationary in the water attached to a line with knots at predetermined intervals can be used to determine speed. For each 0.1 knot of boat speed the line will run out at a rate of 0.5m per 10seconds.

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Appendix IV SAMPLE NAVIGATOR’S LOG

Gig Name _______________ Date __/__/____ Navigating Team Captain _______________ Tactician _______________ Helmsman _______________ Bowman _______________ Compass Variation _____

TIME Elapsed Time

Bearing (True)

Bearing (Magnetic) Speed Distance

Travelled Position Fix

Position # Mark Description Bearing (Mag)

Bearing (True)

Chartwork

Buoy Location Latitude __________ Longitude __________

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Appendix V ROPEWORK

Atlantic Challenge Ropework

Only the equipment listed below shall be used to complete the splices, whippings and Seizing:

Knife/ Multitool Fid/ Marlin spike Palm Needles (All rope and whipping twine will be provided) Each knot, whipping, splice or seizing shall be scored to a maximum of 10 points

each.

5 knots or hitches, 3 whippings or seizings and 2 splices will be tied by each team.

Each team will be invited to execute the same number and type of knots, etc. and any

one team member will only have to tie one knot, whipping or splice.

6 point maximum awarded for the execution of the correct knot, whipping or splice in

a neat and seamanlike manner

2 points for identification of the function of the knot, whipping or splice.

2 points for completion within the allotted time;

- 20 seconds per knot.

- 10 minutes per whipping.

- 25 minutes per splice/seizing.

Required Knots

Reef Knot

Slipped Reef Knot

Figure of Eight

Bowline

Running Bowline

Half Hitch

Clove Hitch

Anchor Hitch with Seizing

Sheet Bend

Double Sheet Bend

Spar Hitch

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Rolling Hitch

Sack Knot

Round Turn and Two Half Hitches

Halyard Slip Hitch

Splices

Short Splice

Eye Splice

Whippings and seizing

Common (Simple) Whipping

Sail Maker’s Whipping

Sail maker’s Whipping made with Palm and Needle.

Racking Seizing

Knots - Noeuds

Reef Knot

Noeud plat

Råbåndsknob

Use: Tying two similar diameter ropes together, particularly used when reefing a sail.

Can jam if over-tightened or if ropes are of unequal thickness.

Method: Remember ‘left over right’ then ‘right over left’ to avoid tying a granny

knot! A granny knot is not secure and will shake undone.

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Reef Knot tied as a slip knot (half bow)

Use: When reefing a sail, this provides a secure knot which can be released quickly to

shake out the reef.

Method: Made like tying a shoelace, but with only one half of the bow.

Figure of Eight Knot

Noeud d’arrêt ou de 8

Ottetalsknob

Use: As a stopper knot on a line to secure it from running freely through a block.

Method: Pass the rope’s end around as shown.

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Simple Bowline

Noeud de chaise

Pælstik

This is the most useful of all knots. Once

learned, it is easy to make and does not slip or

jam.

Use: To secure a line around any object or to

make a soft eye in a rope’s end. This knot is

often used to attach a sailing vessel’s sheets to

its sails. Two ropes may be joined by placing a

bowline on each one.

Running Bowline

Noeud de Laqui

Lekke med pælstik

Use: Where a running noose is required that will be easy

to untie after strain has been put on the knot.

Method: Tie a bowline in the usual way but first pass the

rope around the standing part.

Round turn and two Half Hitches

Tours morts et demi-clefs

Use: To attach a shore line to a ring bolt, either in the boat or on the shore. It may also

be used to attach a rope to a spar. The complete round turn takes the strain on the

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rope, the first half hitch stops it slipping and the second half hitch secures it. With

slippery synthetic ropes it is as well to apply a third half hitch.

Clove Hitch

Use: To attach a rope to a spar so that it will not

readily slip, or to make fast the inboard end of a heaving

line

Method: Make two half hitches tied in opposite

directions.

Halyard Slip Hitch

Noeud de drisse

Slipstik

Use: To lock the fall of the halyard on the belaying

pin with a quick release facility.

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Half Hitch

Use: As part of other knots to secure the rope’s end.

Also used for lashing (bending) the sails to the yards.

Method: Easy! See diagram.

Anchor Hitch with Seizing

Noeud de grappin

Ankerstik med bændsel

Use: For attaching a warp to an anchor. It will not slip and the more

strain that is put on it, the tighter it becomes. For this reason it can be

very difficult to untie.

Method: As in diagram.

Sheet Bend

Noeud d’écoute simple

Flagknob

Use: To tie two ropes of unequal thickness together

so that they will not come apart when under tension,

but will come apart easily when no longer under

tension.

Method: Make a loop in the end of the thicker rope.

Pass the end of the thinner rope up through the loop,

back around the two parts of the loop and down

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underneath so that a half hitch is formed on the loop, as in the diagram.

Double Sheet Bend

Use: To tie two ropes together when they are of

very unequal diameter and a single sheet bend

cannot cope.

Method: Double the sheet bend by passing the

working end around behind the eye again and

follow the first pass, tucking the end under the

first pass of the working end.

Rolling Hitch

Use: For attaching a rope to a spar, line or stay

when you

need to know that the knot won't slip along the spar.

Method: Take the tail of the rope and wrap it around the

stanchion a couple of times, on the side of the standing

part from which the strain will come (under the standing

part, in this example). Push the turns together and bring

the tail of the rope up across the turns, keeping everything

together and aligned. You're preparing to hitch the tail

above the knot, on the side away from the expected strain.

Put a half hitch around the upper side of the stanchion, in

the same direction as the round turns and snug everything up tight. You should end up

with a clove hitch with an extra turn on one side.

How not to tie it? Taking the last turn in the same direction as the standing part will

result in a wrongly tied hitch, although it probably will hold for a short while.

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Spar Hitch

Use: To attach a rope to a spar, e.g. the mizzen halyard

to the mizzen yard. This knot is self locking under strain

but can always be untied, it is quicker to tie than a rolling

hitch and will take strain in all directions.

Method: Pass the rope around the spar as for a clove

hitch, but instead of passing the rope’s end under the last

turn, go over the last turn and under the first turn.

Sack Knot

Noeud de sac

Sækkeknob

Use: For securely attaching a sack to a

line, e.g. In the Jackstay Transfer.

Method: Make a large loop in the rope,

as shown, where you wish to attach the

sack. Now reach your hand through the

loop from front to back going over the centre cross. Pull the top of the sack back

through the loop and secure by pulling on each end. As you do this, dress the outside

loops down along each side as shown below.

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Splices - Epissures

Eye Splice

Oeil classique

Øjespplejsning

Use: To put a permanent eye in the end of a rope.

Method:

1) Unlay the strands of the rope, a whipping may be added to the ends of the strands

to stop them fraying and a stop may be whipped onto the main rope to prevent the

strands unravelling further than required.

2) Make the eye the required size and offer up the unlaid strands to the main rope

until the stop is hard against the rope (see diagram).

3) Tuck the middle strand through the top strand in the main rope (1).

4) Lay the strand to the left over the first tuck and tuck it under the next strand (see

diagram (2)). Take care to ensure that the left strand remains to the left of the middle

strand.

5) Turn the splice over and tuck the right strand through the only remaining strand

which does not have a rope tucked under it (3 & 4).

6) If completed properly, all the strands should exit the main rope at the same level

when the rope is allowed to hang vertically.

7) Complete two more tucks of all three strands.

8) To finish, remove the strand whippings and taper the splice by reducing the strands

and continuing to tuck them each time. A whipping may be applied over the cut or

tapered strands to prevent them from coming free.

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Starting the eyesplice

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Short Splice

Epissure carré

Use: To join two lines together. The resultant splice is thicker so do not use if the line

will be passed through a block.

Method: The strands of each rope are tucked between the strands of the other rope

against the lay, each strand being taken over the strand on its left, then under the next

strand and emerging between this and the subsequent strand. In the diagram the ends

of the ropes are lettered A and B, and their unlayed strands C, D and E, and F, G and

H respectively. (certain whippings and stops have been omitted to show the tucking of

the strands more clearly)..

1. Whip each rope at a distance from its end equal to five times the size of the rope

(this whipping has been omitted from rope A in the diagram).

2. Unlay the strands to the whipping and whip their ends (these whippings have also

been omitted).

3. Marry the two ropes so that one strand of each lies between two strands of the other

(i)

4. Having ensured a close marry, whip the strands strongly round the join to prevent

them slipping and stop ends C, D and E to rope B with a strong stop ( whipping and

stops have been omitted)

5. Cut the whipping on A.

6. Take F over C , under E, and bring it out between E and D (ii).

7. Take G over E, under D, and bring it out between D and C (ii and iii).

8. Take H over D, under C, and bring it out between C and E (iii).

9. Stop G, F, and H to A, Cut the stop and whipping on B, and tuck C, D and E in a

similar manner.

10. Heave all six strands equally taut with a heaving mallet.

11. Again tuck each strand over the strand on its left and under the next one, and then

repeat this operation a third time.

12. To finish, remove the strand whippings and taper the splice by reducing the

strands and continuing to tuck them each time. A whipping may be applied over the

cut or tapered strands to prevent them from coming free.

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Whippings - Surliures

Use: To stop a rope’s end from fraying.

A whipping must be tight with no overlapping turns. The length of the whipping must

be 1 to 1.5 times the rope’s diameter. There should be 3 to 5mm of rope left between

the whipping and the rope’s end, in proportion to the rope’s diameter, so that the

whipping does not pull off..

Simple or Common Whipping

Method A - A la voilière

Make a bight in the whipping twine and lay the loop of the bight at the end of the

rope. Turn the long end at right angles to the rope.

Make two turns against the lay of the rope.

Pull as tight as possible and continue laying on turns and pulling as tight as possible

until

approximately 5 mm of rope remains.

Pass the long end through the remaining loop of the bight.

Pull the short end through under the turns of the whipping until central.

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Method B – A tours morts

Lay the short end of the whipping twine along the rope, in the direction away from the

rope's end. Then make at least half a dozen turns round the rope with the long end.

Now loop the remainder of the long end as shown. Hold down the free end and whip

over it with the other part of the loop, continuing the whipping nearly to the end of the

rope. Now pull on the long, free end until all of the loop is pulled through. Trim off

the end of the whipping twine and cut the rope’s end to approximately

5 mm beyond the whipping.

Sailmaker's Whipping

This is an excellent whipping since it cannot easily pull off. Unlay the rope a short

way and slip a loop of whipping twine over the left hand strand (1). Make sure you

keep a long loop hanging out (see A). Now twist up the rope again and wind the

longer end of the whipping twine neatly and tightly towards the end of the rope,

turning against the lay of the rope. When you get almost to the top, pass loop (A) over

the strand (1) pulling it tight by the short end, which will project from the bottom of

the whipping. Bring the short end of the line up to strand (3) and knot it firmly with a

reef knot to the longer part between the strands. Trim off short.

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1.

2.

3. 4.

Sailmaker's Whipping made with Palm and Needle

Use: For finishing off a rope’s end so that it will pass through an opening of the same

diameter as the rope. For whipping the end of a braided rope.

A way of placing a marker on a rope.

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This whipping was originally made by sail makers using a palm and needle, hence the

name. The palm and needle gives a better finish to the rope as it may be applied

before the rope is cut. The normal method of unlaying the rope’s end to place a loop

of whipping twine around a strand disturbs the lay of the rope and is not as secure as

the palm and needle method.

Method: The whipping twine should be sewn through the rope and then laid up

against the lay of the rope and working towards the bitter end of the rope. Each turn

must be pulled tight and should lie close to the previous turn so that the rope is not

visible through the turns of the whipping. The length of the turns should be one to one

and a quarter times the diameter of the rope. The needle is then used to sew the twine

under a strand and over the whipping so that it lies between the two adjacent strands,

passing under the left hand strand and being pulled down tight into the rope, so

tightening the whipping. This process is repeated until each groove between strands

has two strands of twine in it, lying neatly beside each other and of the same length.

The twine should be pre-waxed, using bee’s wax and the end should be sewn into the

rope.

There should be 3 to 5 mm of rope showing at the end of the whipping when it is

finished. The length of rope showing should be in proportion to the diameter of the

rope.

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Racking Seizing

Use: To seize two ropes together so that they cannot move in relation to one

another.

To make a semi-permanent eye in the end of a braided or laid rope.

The greater the strain on the seizing the tighter the seizing grips the ropes.

Method: Make the seizing line secure to one of the ropes with a clove hitch. Holding

the two ropes together in the desired position, pass the seizing line (cord rather than

twine) around the two ropes in a figure-of-eight pattern pulling each turn tight. The

length of the seizing should be at least twice the diameter of the rope as a minimum.

When the figure-of-eight turns are deemed long enough the twine is then passed

around the seizing laying the turns between the figure-of-eight turns. When the end of

the seizing is reached, each turn having been pulled as tight as possible, the twine is

passed between the two ropes, along the seizing and then between the two ropes at the

opposite end. Three to six turns are put on this way and the seizing finished by tying

the free end of the twine to the working end with a reef knot between the two ropes,

hauling taught and repeating at the other end of the seizing. The reef knots should be

hardly visible and if waxed twine is used they will hold.

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Appendix VI

In the interests of safety it is required that all coxswains and crew be familiar with,

and have a thorough working knowledge of the standard sailing, rowing and Atlantic Challenge rules.

International Sailing Federation Rules

A summary of the essential sailing rules are outlined below. Please consult the ISAF Racing Rules of Sailing for more detailed rule information and clarifications.

BASIC PRINCIPLE

Sportsmanship and the Rules. Competitors in the sport of sailing are governed by a body of rules that they are expected to follow and enforce. A fundamental principle of sportsmanship is that when competitors break a rule they will promptly take a penalty. 1. Safety Helping Those In Danger A gig or sailor shall give all possible help to any person or vessel in danger. 2. Fair Sailing Crews shall compete in compliance with recognized principles of sportsmanship and fair play. 10. On Opposite Tacks When boats are on opposite tacks, a port-tack boat shall keep clear of a starboard-tack boat. 11. On the Same Tack, Overlapped When boats are on the same tack and overlapped, a windward boat shall keep clear of a leeward boat.

12. On the Same Tack, not Overlapped With boats on the same tack and not overlapped, a boat clear astern shall keep clear of a boat clear ahead. 14. Avoiding Contact A boat shall avoid contact with another boat if reasonably possible.

At Marks and Obstructions: 18.2 Giving Room; Keeping Clear See the ISAF Racing Rules of Sailing 31.2 Hitting A Mark

While racing, a gig shall not touch a starting mark before starting, a mark that begins, bounds or ends the leg of the course on which she is sailing, or a finishing mark after finishing. (A gig is exonerated for hitting a mark if she completes a penalty)

Race Start

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29.2 General Recall When at the starting signal several unidentified gigs are on the course side of the starting line or there has been an error in the starting procedure, the race committee may signal a general recall (flag First Substitute).

Definitions;

Port Tack and Starboard Tack.

A boat is on starboard tack when her starboard side is her windward side. Conversely, a boat is on port tack when her port side is her windward side. However when sailing directly downwind she is on the tack corresponding to the opposite of her mainsail.

Clear Astern and Clear Ahead; Overlap.

One boat is clear astern of another when her hull and equipment in normal position are behind a line abeam from the aftermost point of the other boats hull and equipment in normal position. The other boat is clear ahead. Boats overlap when neither is clear astern, or when a boat between them overlaps both.

International Rules for the Prevention of Collision at Sea

A rowing vessel shall keep clear of a sailing vessel.

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International Code Flags and Pennants.

Flag / Shape Name Sounds Meaning

P 1 when raised 1 when lowered

Preparatory Flag

X 1 when raised Individual Recall

First Substitute

2 when raised 1 when lowered

General Recall

Answering Pennant

2 when raised 1 when lowered Postponement

N over H 3 when raised Abandonment Return to Shore

S 2 when raised Shorten Course