Winning Combinations
In 3v3 team racing your places must add to 10 or less — 2-3-4 wins without the bullet, and it's the hardest combo to break.
Team racing is scored low-points across the team: with places 1–6, a team wins when its three finishes total 10 or fewer. So 1-2 with anything wins, but the gold-standard is 2-3-4: it concedes the bullet and still wins — and it's stable, because Yellow's leader is sailing away from the fight and can't help, while every attack on a blue boat can be defended by a teammate nearby. Every play in the library — traps, pass-backs, luffs — exists to convert a losing combination into a winning one, or to lock a winning one down. Teach crews to call the live combination on every leg: 'we're 1-4-5, that's 10, winning but fragile.'
Opens the animation on the boat-length grid — run it well, then brief it from the same picture. Free, no account needed.
What to drill
- Know the math cold: total ≤ 10 wins. Call the running combination out loud at every mark.
- Winning combo? Sail fast and stay between — don't start fights you don't need.
- Losing? Identify which single pass flips the combo, and commit both free boats to making it happen.
- 1st place is the least useful boat to attack — beat up 4th and 5th, where one place flips the race.