Shortbread Yacht Club · Est. approximately teatime

The Biscuit Cup

Choose your water. Mind your sail. Outwit three remarkably opinionated skippers. The winner gets the cup; the committee is still searching for the biscuits.

Three-race championship

Race 1 of 3

Finish first: 4 points · second: 3 · third: 2 · fourth: 1 · unfinished: 0. Equal finish times share a place and its points.

The Teacup Reach

Turn 1 / 14
Port waterMid-channelStarboard water
Your next maneuver

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)

YOUR RIG STRAIN 0 / 6
The starting gun is ready. Your boat is the gold one.

The order of things

Fleet standings

Place / boatDistanceStrainFinish time

Equal finish times are a tie. Crossing partway through a turn counts; any boat still short at the deadline is unfinished.

The clubhouse commentary

From the water

  1. The fleet is waiting. Mrs. Vale appears to have brought her own tea.
How to play · The rules in plain language
  1. Your boat is gold. It starts in mid-channel. The goal is the finish line at the top of the map.
  2. Pick your current lane or an adjacent one. Changing lanes costs 2 lengths of progress that turn.
  3. Trim travels 8 lengths before wind and lane cost, and reduces rig strain by 1. Press travels 11 but adds 2 strain. Reef travels 5 and removes 3 strain. Strain stays between 0 and 6.
  4. If pressing would put your strain above 4, the sail flutters and you lose 5 lengths that turn. In a Biscuit Sound squall, pressing adds one extra strain. The buttons show the exact resulting distance and strain.
  5. The wind bonus beside each lane applies to everyone. A negative bonus slows that lane. All decisions resolve together; rivals cannot see your chosen action or future wind.
  6. The first boat across wins. Everyone may finish the race; the order is determined by the crossing time. At the turn limit, unfinished boats get no championship points.

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.

Your recent races · Kept in this browser

Completed races are saved here.