66 One-Design Class Sailboat Handbook 



ways of winning, and likewise, 35 ways of losing. Of the 35 ways to win, 

 28 of the 35 include first place. Thus the first boat to finish is theoretically 

 on the winning side 4 times out of 5. In practice, however, these odds 

 do not quite hold, because after the leading boat finishes, the other team 

 then has 4 boats with which to "gang up" on the remaining 3. Under 

 certain conditions this numerical advantage toward the end of a race 

 may prove decisive, thus considerably minimizing the theoretical impor- 

 tance of first place. If the first 2 boats to finish are of the same team, it 

 is impossible for that team to lose, barring disablement or disqualifica- 

 tion. This 1-2 finish is known as the "big double." If first place goes to 

 your opponents, there are only 7 ways out of 35 for your team to win, 

 and 6 of these 7 require both second and third places. This 2-3 finish is 

 known as the "little double." If a boat withdraws after fouling, or is dis- 

 abled, this makes your team lose the race (theoretically) 4 times out of 5. 

 In practice, the penalty for your team is even more severe, because your 

 opponents then have a numerical advantage of 4 boats against your 3. 

 Last place is almost as bad a handicap because the last-place boat causes 

 your team to lose the race 5 times out of 7. 



In view of these mathematical peculiarities of the scoring system, it is 

 most important for your team to keep from fouling, keep out of last place, 

 and secure first place— in about that order. Don't forget that if your team 

 at any time needs 2 more points, you can win if only one of your boats 

 passes an opponent, because when you gain a point your opponents like- 

 wise lose a point— a net gain of 2 for you. 



