Water Sports Guide



Treading-Water Games

Fisherman’s choice-One player is selected to be the Fisherman. He treads water in the center of the pool or playing area. All the other players are the Fish and line up at one side. At a signal from the Fisherman, the Fish must begin swimming across the pool. Those tagged by the Fisherman must stay in the center of the pool and help him catch the other Fish.

When the Fisherman has caught three Fish, the Fish who have been caught join hands, forming a “net” for the Fisherman in the center of the pool. Those on the ends of the net may tag. The ones in the center only try to prevent the Fish from breaking through. The Fish may swim under water, swim between those who form the net, or try to get around them. The last Fish to survive becomes the Fisherman for the next game.

Ten and stop-This is another game for 5 to 20 players. The leader stands facing the wall at one side of the pool. All the other players are lined up in the water at the opposite side of the pool. The leader counts slowly from 1 to 10, then says “stop,” and turns around quickly. As he begins to count, the swimmers start toward him. When he says “stop,” they stand if they are in shallow water, or tread water if they are in the deeper part of the pool Any player whom the leader sees still swimming when he turns around is sent back to the starting place. The process is repeated until all players have reached the side on which the leader stands.

Tread and splash-Two teams are lined up in the pool facing each other, about 6 feet apart. At the signal they begin to tread water and at the same time splash water with the palms of their hands toward the other line. The team that can stick it out the longest wins.

The old whistle game-This is one of the oldest water games, but it is still very popular. The group of swimmers is lined up in the pool, treading water. An ordinary whistle with a lanyard attached is thrown into the water. At the signal the players submerge and dive for the whistle. As soon as a player retrieves it, he comes up to the surface and tries to blow it three times. If he succeeds, he is the winner. Meanwhile, however, the other players are allowed to try to push him under the water so that he will not be able to blow the whistle or even cause him to drop it. A swimmer who comes to the surface without the whistle holds his hand over his head when he breaks water as a signal that he does not have the whistle and may not be ducked. Trying to pull the whistle out of a player’s mouth is cause for disqualification.

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