Inuit Games
Originally a nomadic people, the paths of different Inuit clans would sometimes cross in one or the other’s hunting, fishing or gathering place. During these encounters, Inuit shared news and knowledge with one another, often celebrating together with a feast. Games were also played, which tested their strength endurance and survival skills.
Many were one on one competitions that could be played in enclosed places, like a tent or igloo. One such game was the mouth pull. Each player would slip a finger into his opponent's mouth, between his teeth and cheek. Both would begin to pull as hard as they could. In this way, they demonstrated their tolerance to pain, a useful skill in such a harsh environment.
Women and children had their games too. Novice hunters practiced nullutaq, an hand-eye coordination exercise. In this game, a ball of skin or a bone was hung in the middle of a group and, with each child holding a pointed stick, it was made to swing and twist. Players would try to pierce the ball with their sticks or insert them into a hole in the bone.
Women, for their part, did katatjaq (throatsinging). Outdoor games involved such activities as running and hopping. In one game that tested agility, stones were set at varying distances. The athlete would try to touch each one of them with a single foot, all the while maintaining speed and balance. This was good practice for hunters who sometimes had to run and jump on broken sea ice.
String games and bone games were quieter and were played while inside. They served to pass on knowledge, legends and social messages. Cleaned seal flipper bones, for example, could be poured out onto a surface where they would represent individuals and animals. A story teller would manipulate the pieces recounting true and imaginary tales
These traditions of gathering together and celebrating continue in Nunavik today. At important times of year in every community, games and dances are held. Charades, races, treasure hunts and skill games are but a few examples of how Inuit amuse themselves at these times.
Evenings are then spent performing line, circle and square dances, accompanied by one of the many talented local accordion players.
Traditional Inuit games, too, continue to be played in Nunavik. Today, meets are organized in different communities throughout the region. At these meets, the skills of young people are highlighted and the region's most promising athletes are selected to represent Nunavik at the Arctic Winter Game, an international showcase of traditional games held every two years, bringing together the peoples of the circumpolar world.
How to Choose Teams
Those born in the summer on one side. Those born in the winter on the other. If born during freeze-up or break-up you can choose either side. Summer teams are the sea pigeons, winter teams are the ptarmigans. They never mix and always chase each other away.
Back Push (Tu Nu Miu)
Equipment:
none
Stance and Start:
Both opponents sit on the floor with backs together. Place right hand on floor between legs and the left hand on the outside of left leg. Knees are bent with feet flat on the floor.
Movement: Opponents may be in circle or have two lines at either end. Using leg, arm, and body strength, try to push opponent out of circle or over the line.
Judging and Scoring:
The losers foot has to go out of circle or over line. Three tries are given with the best out of three. One try with right hand between legs, one with left hand between legs and the third try, if a tie, will be Eastern style with both hands outside legs
Kneel Jump (PEED LE TA TUQ)
practice in case ice breaks
Equipment:
none
Stance and Start:
Kneel on floor with feet tucked under and flat on floor. Measure knees to be right on the line by pressing fingertips to line knees up with marked line on floor.
Movement:
Using upper body momentum, thrust body forward to land on feet, keep balance.
Judging and Scoring:
The best out of three tries. Measurement is taken from the hell closest to the line, or any part of your body that falls backwards.
Stick Jump
Equipment:
Broom handle
Stance and Start:
With feet together, grab broom handle in overhand grip about the distance of shoulders apart.
Judging and Scoring:
Each jump is measured by the distance of grip on broom handle. If the jump is completed, move hands in together two inches on each hand. This makes the jump harder. Hands keep moving together until hands join up and jump must go through the loop in arms. Three tries per jump.
Leg Wrestle
Equipment:
None
Stance and Start:
Partners lie down on the floor and lock arms around each other’s elbows.
Movement:
Count to three and raise inside legs to lock around each other’s at the knee, keeping the outside leg extended at all times.
Judging and Scoring:
The player who pulls the other off his back wins.
Owl Hop
Equipment:
None
Stance and Start:
Participants stand on one leg with the instep of the other foot behind the knee of the hopping leg.
Movement:
Participants must hop continuously, only on one foot.
Judging and Scoring:
The player who can hop the longest with each hop completely clearing the floor wins the competition.
Even more fun when set to music.
Thong Pull (AC SA RAQ)
pulling a seal out of the ice
Equipment:
Broom sick
Stance and Start:
Two participants place the soles of the feet against those of the opponent and sit (keeping the legs straight). They lean forward and grasp the stick with both hands.
Movement:
Both try to pull the stick away from the other on start.
Judging and Scoring:
The Player who pulls their opponents bottom off the ground or causes them to release their grip on the stick wins. This is a best 2 out of 3 event.
This is a demanding activity on the back and legs, so proper stretching is a must!
Holman Island Dog Team Pull
Equipment:
Rope
Stance and Start:
Two participants place themselves in the crawl position with their feet toward each other. One end of the rope is tied around the waist of each participant.
Movement:
Participants attempt to pull the other over a line drawn between them.
Judging and Scoring:
The Player who pulls their opponent across the line first is the winner.
One Foot High Kick
Equipment:
Seal skin ball on a long rope
Stance and Start:
Participants can take off running or walk up to the target.
Movement:
Participants must attempt to kick the target with one foot and land on that same foot they kicked with. Both feet must come off the ground.
Judging and Scoring:
The Player who correctly completes the highest kick is the winner.
Two Foot High Kick
Equipment:
Seal skin ball on a long rope
Stance and Start:
Participants can take off running or walk up to the target.
Movement:
Participants must attempt to kick the target by jumping off both feet and touching the target with both feet at the same time.
Judging and Scoring:
The Player who correctly completes the highest kick is the winner.
Muskox Push
Equipment:
None
Stance and Start:
Players take up position on their hands and knees facing each other. The players each place their heads under their opponents under arm.
Movement:
Participants try to push their opponent out of a circle. Players must keep their hands on the ground.
Judging and Scoring:
The Player who touches outside the circle loses the match.
.
Tillikum(Chinook for friend)
Equipment:
None
Stance and Start:
Played like Rock, Paper, Scissors. Partners start facing each other. Signs are:
Earth - holding hand out flat, palm down
Water – let the fingers and thumb hang down
Fire – raise the fingers and thumb, lwith the fingers and thumb pointing upward
Earth drinks water
Water puts out fire
Fire scorches earth
Movement:
On go partners bring their clenched fists from waist level up to shoulder level, then down to waist level again, three times. Each player says aloud TILL-LI-KUM. On the thir syllable KUM, each person makes either the fire, water or earth symbol.
Toboggan Relay
Equipment:
One toboggan from each team.
Stance and Start:
Team divides in half with each half at opposite ends of the playing area. First person in line sits on the toboggan and lines up behind the starting line.
Movement:
On go, the participant propels themselves with hands only to the other end of the playing area. No other body part may touch the ground. Once at the other end the next player does the same thing back to the start. Continue until all players have had a turn.
Judging and Scoring:
The team who completes the task first is the winner.
Snow Towers
Equipment:
None
Stance and Start:
Teams find a good area for cutting out good snow blocks. They may not start cutting until the game starts
Movement:
On go, the teams build a “tower” of snow blocks. The tower must be free standing and may only contain snow.
Judging and Scoring:
The team who has the tallest tower is the winner.
Butt Hop
Equipment:
None
Stance and Start:
Playerssit on the ground holding their feet with the soles of their feet facing each other.
Movement:
Participants balance on their butt and hop without letting go of their feet.
Judging and Scoring:
The Player who can go the farthest distance without letting go of their feet is the winner.
Pole Push
Equipment:
Long spruce or pine pole.
Stance and Start:
Two equal teams grasp onto the ends of the pole. Pole must remain no higher then the shoulders and no lower than the waist.
Movement:
Participants try to push the other team out of the marked circle. Teams must push forward at all times.
Judging and Scoring:
The competition ends when one team succeeds in pushing the center of the pole across the boundary marker.
Muskox Manoeuvers
Muskoxen often are found in herds of 20 to 30. Both sexes will vigorously defend the young, usually forming a line or circle around them, facing the threatening predator. Such a circle renders the animals relatively safe against natural predators, particularly wolves. In this activity, the roles of bulls and cows are differentiated in ways not typical of actual muskoxen.
Materials:
Two different colours of rag flags, 12 of on colour, 3 of another
Set Up:
Divide the group. Flags should be in a pocket and hanging down to their knees so they can be removed easily.
# of students / # of students / # of studentsWolf / 1 / 2 / 3 (flags)
Bull / 2 / 4 / 6
Cow / 4 / 8 / 12
Calf / 4 / 8 / 12 (flags)
Total Students / 11 / 22 / 33
Procedure:
- Muskoxen should graze peacefully in the area – spread out. Wolves should hide out of sight.
- A lead cow should watch for predators and with a pre-chosen signal should alert the herd when they see a wolf.
- Cows then make a tight circle around the calves with their backs to the calves. Cows now can’t move their feet, just their upper body. Cows can’t touch the wolves.
- Bulls circle around the cows, but only in a clockwise direction. Bulls can “kill” wolves by pulling out their flags.
- Wolves need to get as close as they can to the pack without being seen. They work as a unit, so can come up with a strategy to surprise the herd and get as many calves as possible. Wolves cannot push or shove the muskoxen. If a wolf is “killed” by a bull the wolf sits out and watched the rest of the game.
- When a calf is killed by a wolf, stop the game and move the carcass to the side to watch the remained of the game.
- Wolves should be howling with pre-determined signals, and the muskoxen moo.
Game ends when either:
- All wolves are killed.
- All calves are killed.
- Wolves give up without killing a calf.
- Wolves kill a calf or two and go off to eat it.