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.
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