COLREG lights trainer
Pick a vessel type and walk around her. Drag across the scene or move the bearing slider and watch the lights appear and disappear exactly where Rule 21 says they should. Dim the day into night, roll in some fog, and play her fog signal. This is how the patterns stop being a table you memorise and start being something you have seen.
Power-driven vessel underway Rule 23
White masthead light(s), green and red sidelights, white sternlight. Full card: lights table, day shapes, what to watch for →
Drag across the scene to walk around the ship. Tap a light to see its name.
Sailing vessel underway Rule 25
Sidelights and sternlight only, no masthead light. Full card: lights table, day shapes, what to watch for →
Drag across the scene to walk around the ship. Tap a light to see its name.
Sailing vessel with optional red-over-green lights Rule 25c
Sidelights, sternlight, plus red over green at the masthead. Full card: lights table, day shapes, what to watch for →
Drag across the scene to walk around the ship. Tap a light to see its name.
Vessel engaged in trawling Rule 26b
Green over white, both all-round. Full card: lights table, day shapes, what to watch for →
Drag across the scene to walk around the ship. Tap a light to see its name.
Vessel fishing (other than trawling) Rule 26c
Red over white, both all-round. Full card: lights table, day shapes, what to watch for →
Drag across the scene to walk around the ship. Tap a light to see its name.
Vessel not under command (NUC) Rule 27a
Two red all-round lights in a vertical line. Full card: lights table, day shapes, what to watch for →
Drag across the scene to walk around the ship. Tap a light to see its name.
Vessel restricted in ability to manoeuvre (RAM) Rule 27b
Red, white, red all-round lights in a vertical line. Full card: lights table, day shapes, what to watch for →
Drag across the scene to walk around the ship. Tap a light to see its name.
Dredger with an obstruction (RAM at work) Rule 27d
RAM lights plus red pair over the obstruction and green pair on the clear side. Full card: lights table, day shapes, what to watch for →
Drag across the scene to walk around the ship. Tap a light to see its name.
Vessel constrained by her draught Rule 28
Power-driven lights plus three red all-round lights in a vertical line. Full card: lights table, day shapes, what to watch for →
Drag across the scene to walk around the ship. Tap a light to see its name.
Pilot vessel on duty Rule 29
White over red, both all-round, at the masthead. Full card: lights table, day shapes, what to watch for →
Drag across the scene to walk around the ship. Tap a light to see its name.
Vessel at anchor Rule 30
White all-round light forward (and a lower one aft). Full card: lights table, day shapes, what to watch for →
Drag across the scene to walk around the ship. Tap a light to see its name.
Vessel aground Rule 30d
Anchor lights plus two red all-round lights in a vertical line. Full card: lights table, day shapes, what to watch for →
Drag across the scene to walk around the ship. Tap a light to see its name.
Vessel towing astern Rule 24
Two masthead lights in a vertical line plus yellow towing light above the sternlight. Full card: lights table, day shapes, what to watch for →
Drag across the scene to walk around the ship. Tap a light to see its name.
All scenes are generated from light positions in metres per COLREG Annex I, with real sector cut-offs and hull occlusion. Verified by a Master Mariner. Free, and it stays free: safety knowledge never goes behind a paywall here.