2. Once the players reach the other side of the course the quickly walk back to tag the next person in line.
3. The team that completes
the course first wins.
Swim Medley
1. Divide students into
teams of four participants, relay style.
2. Use four types of swimming strokes.
3. Each student performs one type of swimming stroke.
4. The first team to complete four different strokes wins.
Area: Shallow or Deep end of pool
Object: To tag a free player.
Directions: Pairs of players station themselves throughout the pool standing together. One pursuer and one pursue are chosen to play. These two players must be in continual motion at all times. In order to be tagged, the pursue can link with one of the pairs. The remaining partner becomes the new pursuer.
Variation: Make more than one set of pursuers and pursuees.
Area: Deep end of pool
Object: To elude tag and be remaining free player.
Directions: Choose one shark
who continually treads water in the middle of the deep end of the pool.
All other players line up on one side of the pool. The shark, with
their back to the players, calls out "jaws." All players have ten
seconds to jump in and swim to the other side in any manner possible without
being tagged. If tagged before reaching safety, that player also
becomes a shark. This process continues until there is a soul survivor.
Water Brick Relay:
Equipment: One diving brick
per team
Area: Deep end of pool
Object: To complete brick pass before opponents.
Directions: Have a team line up, one behind the other. On command, the first person passes the brick between the legs to the next player, who passes it over the head to the next and so on. This process continues until the brick reaches the end of the team. Once the brick reaches the end, all players turn around and return the brick in the same manner. Everyone must tread water the whole time. The first team finished by placing the brick on the side of the pool is the winner.
Area: Shallow or deep end of pool
Object: Whales try to remain free; killer scouts try to tag whales; peace scouts set whales free by removing the tags.
Directions: This game is begun when all scouts have kickboards and whales are assigned to groups of two. Scouts of both kinds must trap whales by remaining at all times on the surface. Whales may use main advantage of surface dive to escape killers and peace scouts. Scouts may corner whales for the catch. Killers must place and elastic band on one of the two whales in a group to score. Peace scouts score by collecting the tags. The game begins with the killers having three tags and three whales already tagged. The game is played for a five-minute time limit.
Area: Shallow or deep end of pool
Object: To complete course with legs or arms tied with partners.
Directions: Pair up in twos and then in teams, if desired. Tie one set of arms and one set of legs together. Pairs try to reach the other end of the pool to win, using any method of travel.
Variations: May tie arms
only or legs only.
Players not allowed to touch the bottom.
Area: Shallow end of pool
Object: To move queen ant from one end of the pool to the other without getting her wet.
Directions: Teams of four,
one designated as queen ant. Three players line up single file, the
queen is held in laid out position above players with head pointing in
direction of movement. Players move to opposite end of pool, once
there they switch positions. Everyone must be queen ant once.
The first team to complete the trip wins.