Given a scaled down racing course, the learner will be able to navigate his/her way around the course and answer correctly the questions and scenarios on the racing rules of sailing.
By the end of the game the learner will be able to:
State the basic racing rules of sailing
The game will be used in conjunction with a junior sailing program. It's intended user will be ages 10 and above. It's purpose is to reinforce the rules as taught in class.
The Race Ready game is designed for the intermediate and advanced sailor. It can be played by kids as well as adults who in an intermediate to advanced sailing program. The learners must have a clear understanding of wind direction and points of sail.
This game would be used in a typical junior or adult sailing program. It would be used in conjunction with regular lessons on racing rules. The game can be played numerous times to reinforce the rules of sailing. The game can be modified according to ability through the different color coded cards. Debriefing sessions may follow. For less knowledgeable students the game should be accompanied by an instructor for further explanation.
The goal of the game is to be the first competitor around the race course. If multiple races are held, points are given reflective of a regular race. i.e. 1 = first, 2=second and so on. Low score wins. The students are striving to round the course in first just like a regular race.
The game would take 5-10 minutes to set up and assign players etc... The length of time to play will depend on the number of players/teams. Typically each player will have to answer 10-20 questions within the course of the game. There is no time limit to answering the question. The speed of the game will vary greatly depending on the knowledge of the players. The game may carry over several periods or like a race, the competitor's scores can be accumulated over a race series (i.e. 10 race series) with the lowest scored boat as the winner.
After the start... on your turn a rules card is selected. An opponent asks the player a question and prompts on the appropriate response. The player may diagram the scenario in order to clarify the question. If playing in teams, team members may collaborate to answer the question. Upon the appropriate response the player(s) may roll the die and proceed to the next question. In the event of a wrong answer, the player may choose a chance card. In the event of a chance, the player has a 50/50 chance of moving forward or backward. After a chance the next player in sequence proceeds.
Example - Chance Question
Example - Rules Question
In developing this game I first thought of it's usefulness and what the probability of a game being used in an instructional setting. Next, I thought, what would be a fun topic to focus on? I decided on sailing, specifically racing. What product are available and what products are not? What skills can be taught with a board game?
The Racing Rules of sailing have always been a difficult topic to teach. Most test the rules out on the water but not on land. A game that would present scenarios and reemphasize common rules and racing nomenclature would be ideal. In gathering information, I first looked online for materials. Next, I asked a number of fellow snipe sailors and former instructors their ideas. I discovered a couple of similar games out in the sailing realm respectively Spinnaker and Regatta. Spinnaker highlights the concept of sailing and Regatta highlights the strategy of racing. Neither focus on the rules. So, all involved thought this was a good idea.
Fortunately, I had access to some great graphics. I incorporated these graphics into my design to create the prototype. This saved a lot of time.
I tested the product on several racing sailors. Great feedback was provided on the overall design and suggestions for improving content. The concept was well received and the questions were well debated. Time permitting, I would enhance the current features of the game.
Books & Journals
Last updated October 25, 1999