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King of Clubs

Welcome to the King of Clubs. The only competition in the Country that pits the paddling skills of the clubs from Canada’s most populous province against each other in a winner take all battle of such immense proportions, it couldn’t fit on television.

As you are probably all aware, each club is made up of people who want to win this thing so badly that they will stop a nothing. This is why we have tried to think of every possible angle that could be used to cheat.

The rules are straight forward, firm and not to be trifled with, so pay attention.

Please find the person with the liability waivers and tell them how many people in your club are competing. They will give you a Club Attendance Sheet to fill in and Individual Waivers. Please coordinate having them signed by all participants and returned by Saturday morning at the 8:30am meeting. You will be given a wrist band for every signed waiver returned. Only participants who have signed a waiver and are wearing a wrist band can compete in the events.

 

Events Schedule and Start Times

1. Meet Friday night at 8:00 pm to review Events and hand out Waivers and Attendance Sheets to clubs.

2. Meeting Saturday at 8:00 am to review Events and turn in the Waivers and Attendance Sheets.

3. Note: Club’s need to shuttle in time to be on the water by 9:00 am, since the first club needs to be in place in the eddies when the Relay starts at 10:00 am below McCoy’s

 

McCoy’s Relay 10:00 am start at the beach river right of Horseshoe Wave

Cardboard Box Race 12:30 – 1:00 pm at the island in the flat water above the Lorne

Advanced Boater Cross 2:00 – 2:30 pm on the beach river right above Normans

Intermediate Boater Cross 2:30 – 3:00 pm River right of Coliseum above Dogs Leg

Boat Toss 4:30 – 6:30pm             Paddler's Meadow, River Run

BBQ ** 5:30 – 6:30pm             Paddler's Meadow, River Run

Shuttle Vehicle stuffing 6:30 – 7:00pm                 Paddler’s Meadow, River Run

Z Drag 7:00 – 8:30pm             Paddler’s Meadow, River Run

 

** BBQ ** we have burgers, hotdogs and salad for 100 people based on numbers received from clubs. Food is free and available to people on a first come first served basis until it runs out. Hopefully we have enough for everyone but we did not receive estimated attendance numbers from all clubs, so this is our best guess. We will have a donation box out for anyone feeling the love…

 

Scoring for each event

1st place……………………………...4 points

2nd……………………………………3 points

3rd……………………………………2 points

Participating without placing……….1 point

Not participating or disqualification.. 0 points

Water Events

McCoy’s Relay

This is a timed event. Teams go one at a time.

The carabineer is the baton and is passed from boat to boat as each person completes their leg of the relay. If you miss your eddy and drop to a lower eddy you can either get out of your boat and run the baton up the proper person or skip that person and take a 2 minute penalty. The two minute penalty is assessed on each missed position. So if position 3 skips position 4 and 5 and ends up at position 6 they get a 4 minute penalty.

Lose the baton and the race is over for your team so make sure you clip it on securely.

Starting point is on the beach river right of Horseshoe.

1st racer is a runner who takes the carabineer and runs to his team’s boat at the top of McCoy’s (2). As soon as the runner clips the ‘bineer onto his team mate’s boat, he can push their boat into the water.

From then on, the carabineer is passed from boat to boat at the following positions.

The positions are on the map but here is a list with a legend showing the approx. difficulty.

 

 

 

I = intermediate

AI =advanced intermediate

E = expert

Starting positon: beach behind right side of Horseshoe

1 Beach to top of island 2 (Need a fast runner.)

2 I Top of island to squirt boat eddy 3

3 E Squirt boat eddy to Eddy top right of Island 4

4 AI Top right Eddy to hero Eddy above top right of Phil’s 5

5 E Hero Eddy to Eddy behind Sattler’s 6 (note faster boats would be a wise choice)

6 AI Sattler’s Eddy to Eddy above Corner Wave 7

7 I Eddy above Corner Wave to Eddy below Corner Wave 8

8 AI Eddy below Corner Wave to Eddy behind left side horseshoe 9

9 Eddy behind left side of Horseshoe to beach behind right side of Horseshoe. 

Finish line.

Must be at the beach above where Zoom Flume exits the island.

Once on the beach, the timer stops.

 

Some notes: Ideally, this is a race for clubs with 9 boaters but if you don’t have enough boaters, you can double up.

I.e. Boater 3 can head down to position 6 after he has passed off the baton to boater 4 etc.

Safety is the most important so choose your positions wisely. If you have a swimmer, rescue them quickly and get them and the baton to shore where they can run up the island and pass the baton on. The boater who last had possession must pass it to the next person and that person needs to be in his proper eddy.

 

Cardboard Boat Race

At 6:00 Friday night, clubs are allowed to pick up their cardboard and tape to start making the boat for this event. The boat has to be ready and waiting at the Island above the Lorne by race time which is 12:30pm Saturday. You can carry your boat on other kayaks or paddle it to the Island…you decide.

We have spent the last month figuring out how to cheat so we feel qualified to make the rules.

1. Only the material that is provided is allowed. No extra tape or coatings can be used. That includes paint, wax etc. If your boat is found to have extra material you will be disqualified. 0 points.

2. The race starts at the Island. The first person in their boat who enters the drop for Waikiki is the Winner.

3. If all boats disintegrate before then, the winner is the person who made it the furthest.

4. 2nd and 3rd positions are the 2nd and 3rd persons to enter the drop for Waikiki in their boat, or next furthest before their boats disintegrate.

5 You must be in your boat to finish. If you fall out and manage to get back in before the finish line then you are ok.

6 If you fall out and don’t get back in the spot you fell out is your mark for

position.

 

Advanced Boater Cross

 

The race starts at the beach, river left above Norman’s. 5 boaters from each club race to the bottom right eddy after Coliseum. Your team is finished when all 5 boaters make it into that Eddy. So, save the swimmers and get them back in their boats and hurry to the eddy.

Each boat is marked with a marker ahead of the race so that the finish line officials can easily spot the teams.

There were concerns that some people would only put two or 3 of their best boaters in the race, so for every person below the 5 boat minimum the teams starting position is 20 feet back. If you have only 3 boats in the race, for example, your team would start 40 feet back.

 

Intermediate Boater Cross

Same rules as above, except that if you raced in the advance race you can’t race in the intermediate race. In the interest of safety, you are allowed to have rescue boaters accompany you. The rescue boaters can ‘hand-of-god’, T rescue or save the racers in any way they can. The Intermediate boaters must end the race in their boats at the finish line.

The race starts in the right eddy below Coliseum and above Dogs leg. Any route chosen is fine. The race ends below the Island to the left of Farmer Black’s rapid.

All 5 boats must be in the eddy to finish the race – take care of each other!

 

Land Events

 

Boat Toss:

A combination of Javelin and shot put.

Throw, slide, roll or whatever it takes to send the boat down the course the furthest. The area will be laid out with markers and the boat must stay in bounds. Try as many times as you care to wait in line for. Furthest tosses win. If your team scores the top 3 places that only qualifies for 1st place. 2nd and then 3rd position will go to the teams with the next furthest toss.

 

Z drag:

Simple -- if you know how the do a Z-drag.

A large and beautiful truck will be in the middle of the field in neutral.

Clubs will be given a pin kit and the club that moves the truck from the start to

the finish using a Z drag in the shortest time is the winner.

Pushing, or driving the truck does not count.

This is supposed to simulate pulling a large, pinned canoe (think Colin Moneypenny) off a rock.

 

Shuttle vehicle stuffing:

The club that can pile the most boaters and boats on and in one car is the winner.

Rules:

The vehicle must be a car with a trunk or hatchback. No station wagons, vans, pick-up trucks, or SUV’s. There must be an equal number of boats and boaters.

Vehicle must be drivable i.e. the driver must be able to see. Perhaps not on a highway but you have to be able to drive a certain distance with the vehicle.

 

This is a timed event; you have 25 minutes to complete the event. All clubs will be competing at the same time.