When on broad reach or run, you can attempt to raise a Spinnaker. It costs 1 move to attempt to set the spinnaker.
Roll a D8:
1) GREAT SET... get your allocated move back and spinnaker set.
2-7) Sail set, can use spinnaker starting next turn
8) Disaster... sail not set, can try again next turn
When the spinnaker is set, you can take 1 free move before the normal move/maneuver as per regular game. The free move must happen first before any maneuvers.
Also, Spinnakers give you a two space Wind Shadow instead of just 1.
You cannot be in any facing other then RUN or BROAD REACH when spinnaker is flying. If a wind shift causes you to be in another facing, lose your next turn, and then on the following turn you can either maneuver or unset Spinnaker.
Taking down Spinnaker:
Announce you are taking down the Spinnaker, you lose immediately lose the benefit of the sail, and spend your move again roll a D8:
1) Great take down... get your allocated move back
2-7) Sail unset, back to normal moves starting next turn
8) Spinnaker TANGLED attempt fails lose turn and MUST roll on this chart again next turn.
This simulates some of the pressures of setting and removing a spinnaker. It reflects the reward of a good set and the punishment of a bad one (which can be disastrous with multiple rolls of 8)! Often races are won or lost on good or bad sets.