The Teacup Reach
Take the helm
1. Choose a lane. 2. Click a sail action.
3. All four boats move together, then the wind changes.
Choose your water (one lane sideways at most)
Choose your water. Mind your sail. Outwit three remarkably opinionated skippers. The winner gets the cup; the committee is still searching for the biscuits.
Finish first: 4 points · second: 3 · third: 2 · fourth: 1 · unfinished: 0. Equal finish times share a place and its points.
1. Choose a lane. 2. Click a sail action.
3. All four boats move together, then the wind changes.
Choose your water (one lane sideways at most)
| Place / boat | Distance | Strain | Finish time |
|---|
Equal finish times are a tie. Crossing partway through a turn counts; any boat still short at the deadline is unfinished.
Progress = sail distance + lane's wind bonus − 2 if changing lanes − 5 if pressing above 4 strain. Minimum progress: 1.
Keep the same wind code, course, and rival setting for an exact rematch. Change the code to get fresh wind. The three-race cup visits all three courses with a fresh rig at each start.
Watch the fleet gives your boat to a computer skipper. Pause to take back the helm; the result stays marked as assisted. The club skippers have distinct habits. Sharp skippers all balance immediate speed against rig strain. Both use only the current wind; neither has hidden speed bonuses.
This is a small invented tactical game, rather than a sailing simulator. Mrs. Vale, Major Flint, and Commodore Quack are fictional characters.
Completed races are saved here.