canoe games addendum paddle canada

CANOE GAMES
ADDENDUM
The following manual is presented in Draft Format only and should
not be distributed in any way shape or form.
This draft version is intended only as an interim guide to facilitate
instructors in conducting their Paddle Canada courses until such time
as a final, edited manual can be produced.
The Canoe PDC will be continuing to solicit feedback from Paddle
Canada members and will continue to update and revise the program
as required. Please continue to monitor the Canoe Program Section
for revisions and updates.
PADDLE CANADA
MAY 26, 2009 DRAFT VERSION
CANOE PROGRAM DEVELOPMENT COMMITTEE
CANOE GAMES
ADD-ON
Especially good for solo paddling skills. Start game with one move. Each person must perform the move
correctly. Each person takes a turn at adding a move to the previous move until a sequence or short routine
has developed. As each new move is added, all participants must successfully complete the routine in proper
order. Errors of any kind result in elimination from the game. The game continues until one person is left
who can do the entire sequence.
BAILER RACE
Have four people per canoe, three to paddle, one to bail. Bailer person rides in an opponent’s canoe and
tries to fill and swamp the canoe before the paddlers can cross the finish line. Suggested course length is
between 50 to 100 metres.
GRIP/SHAFT RACE
The same as any paddling race except that paddlers are turned upside down. Suggested course length is
between 25 to 50 metres.
HAND RACE
Start with 2 persons per canoe. Then increase by one each time. Record times to see how they do.
Suggested course length is 25 metres.
BARREL BONK
Half-fill two or three olive barrels (or similar) with water and place them in the play area. Paddlers get one
point for touching a barrel with the bow stem of their canoe and two points for touching a barrel with the
stern stem of their canoe. They lose three points for touching another boat (both boats involved lose the
points). Boats cannot gain points by touching the same barrel twice in a row. Start the play with a whistle
blast and end it with another whistle blast about five minutes later.
BLIND CANOE RACE
Three paddlers per canoe. Bow and stern paddlers are blindfolded. Middle paddler must direct bow and stern
paddlers along the course. Canoes line up on the starting line. Fifty metres ahead place two buoys close
together with enough room for only one canoe width. Obstacles such as buoys can be positioned along the
course for the paddlers to manoeuvre around. On ‘go’ canoes race to the buoys and the first team to get
through wins.
BUS STOP
A team of four people per canoe, or more if desired, can be used. One paddler starts in the canoe. The rest
of the team members are positioned at various ‘stops’ along the course (perhaps in the water if the weather
is warm). At start, each team goes through the course picking up another team member at each stop. First
team back wins. On a hot day, it may be fun to have teams of eight or ten to make a crowded canoe for the
finish.
CAN OE-OVER-CANOE RESCUE RACE
2 teams (tandem or solo) try to perform canoe over canoe rescue with or without swimmers (depending on
location, weather, and cold water. The tipped canoes will be placed equally apart and over turned,
approximately 30 metres from shore (dependant on depth of water). Again there may or may not be
swimmers (depending on conditions). A whistle tells them to start racing toward the capsized canoes. First
canoe to complete the rescue and return to the finish line wins. Variations may include towing, or assisting
the swimmers back into the canoe, or having the rescued swimmers paddle back to the finish line.
CAN OE WATER POLO
Canoes arrange into two teams. Set up boundary with one buoy at either end. Each team passes the ball
among themselves to try to score by hitting their buoy (net) with the ball. Games of canoe soccer, hockey,
or baseball are alternatives.
FOAM FLOAT
Canoes line up at the start. Each canoe receives some numbered cardboard chips. The number on each chip
corresponds with the number on a small piece of foam floating in the water (within a boundary). On the
whistle, canoes paddle out to find their foam floats. Floats that do not match must be thrown away for
another canoe to find. The first canoe to find all their floats is the winner.
RAFT & ROTATE
Tandem: Two canoes per team. Each team has a designated buoy. At ‘go,’ canoes paddle to their buoy. At
the buoy, each team rafts together tying their painters together. Once rafted, paddlers move in a clockwise
direction to the next paddling position then they turn the raft around and race back to the finish line.
ROCK THE BOAT
Tandem: While one person rocks the canoe and tries to tip, the opponent tries to keep the canoe upright
using weight and/or bracing techniques.
SHAPES
In groups of three canoes or more, canoes form a triangle, square, etc. All bows and sterns should be
touching. Try to expand the shape outwards, moving evenly and then inwards to return to the original
position. This activity can help to practice draws and pries or sculling.
Ping Pong
Equipment: Ping-pong or Ballroom Balls, canoes, paddles, PFD's
Game: Throw/scatter a number of ping pong balls over the water. Each canoe tries to collect as many balls as
possible. To make the game more challenging, put different point values on the balls. Each canoe can try to
collect as many points as possible.
Crows and Cranes
Game: Canoes line up side by side. Half the canoes are "crows" and the other half are "cranes". When the
leader calls either "crows" or "cranes", that group displaces their canoes sideways (using draws and pry’s) to
try and catch the other group that are trying to get away from them, also using sideward displacement. The
leader can call the other group's name at any time to reverse direction.
Enter/Exit Challenge
Game: An empty plastic bowl/container is filled with water and placed on the center thwart of the canoe.
The canoeists are challenged to enter or exit without tipping the tub or spilling any water.
Paddle Parts Game
Game cards are laid upside down near each paddle. The players are split into two teams. As a relay, the first
person from each team runs up to the paddle, picks up a card and lays it on the proper paddle part. As a
beginner game, you might let other teammates help tell where the proper parts are if the runner doesn't
know. Play continues until all the parts of the paddles are labeled correctly.
Parts of a Cano e
One person picks a canoe part card. After they see what the part is, they are blindfolded. They can be guided
to the canoe by their teammates. They try and place (or stick) the card on the appropriate part of the canoe
by feeling the canoe with their hands. Players take turns being blindfolded and labeling parts. The game is
over when the entire canoe has been properly labeled.
Pass the Ball
Place 3 or 4 canoeists in each canoe. One by one they stand up with their legs spread apart, until everyone is
standing. They then try to pass the ball over the head of one person, under the legs of the next, etc. etc., up
and down the length of the canoe.
Caution: When having the participants stand up and sit down in the canoe, ensure they do so in the following
order: stern person, bow person, middle person. This will help to keep the canoe balanced.
Simon Says
Adapt "Simon Says" to canoeing. Example: Simon says 'stand up'; Simon says 'paddle 3 strokes forward', etc.
Try to eliminate canoes out of the competition until you have a winner.
Tug of War
Strong rope per every 2 canoes; canoes, paddles, PFD's
Game: Two canoes face each other (3 or 4 people per canoe). One person holds the rope while the others try
to paddle backwards. One side needs to get past a marked point in order to be declared the winner.