Equipment and pitchRule 3.1, 16.2
Only kayaks approved by the scrutineer may be used. The competition rules and Chapter 16 set safety, design and padding requirements; illegal copies of registered designs fail ICF scrutineering.
See an example and key point
In a game
A player presents their kayak for the required equipment check.
Remember
Approval for play depends on scrutineering, not appearance alone.
Read full guide →Equipment and pitchRule 3.2, 16.7
Players may use double-bladed paddles approved by the scrutineer. Chapter 16 sets the paddle safety specifications and gauges used at equipment checks.
See an example and key point
In a game
A player has a paddle checked before using it in a match.
Remember
Approval does not permit illegal paddle use during play.
Read full guide →Equipment and pitchRule 3.3, 16.9
Each player must wear an approved helmet with a faceguard that meets the protection and fit requirements. The rules specify head and face coverage and a minimum clearance from the nose.
See an example and key point
In a game
A scrutineer checks that the faceguard is secure and properly spaced.
Remember
Remove jewellery or other items that could endanger anyone.
Read full guide →Equipment and pitchRule 3.3
Players must wear body protection approved by the scrutineer. Team shirts must have sleeves covering at least to mid upper arm, and dangerous jewellery or extra equipment is not allowed.
See an example and key point
In a game
A player changes an unapproved buoyancy aid before the game.
Remember
Protective equipment must fit the competition's scrutineering requirements.
Read full guide →Equipment and pitchRule 3.5
Players' equipment may be scrutinised before, during or after a game. A referee removes a player with rule-breaking equipment at a break, or immediately if it has become dangerous.
See an example and key point
In a game
A damaged faceguard is noticed mid-game and the referee acts for safety.
Remember
Approved replacement equipment is collected from the substitute area.
Read full guide →Equipment and pitchRule 8.3
The official playing area is a rectangle 35 metres long and 23 metres wide. It should have clear surrounding water, still water at least 90 centimetres deep and sufficient overhead clearance.
See an example and key point
In a game
An organiser checks the measured pitch before the event.
Remember
The dimensions belong to the official competition layout; local training areas may differ.
Read full guide →Equipment and pitchRule 8.4
Visible sideline markers identify the goal lines, centre line and points four and six metres from each goal line. Goal lines and sidelines are marked by floating lane ropes, with a gap around the goal for the goalkeeper.
See an example and key point
In a game
A coach points out the six-metre markers before a drill.
Remember
The six-metre area affects several contact and penalty decisions.
Read full guide →Equipment and pitchRule 8.5
The open goal frame measures one metre high and 1.5 metres wide internally. Its lower inside edge is two metres above the water, centred over the goal line.
See an example and key point
In a game
A venue checks the goal height before a match.
Remember
The front plane of this frame determines whether the whole ball has crossed for a goal.
Read full guide →Equipment and pitchRule 8.6
The ball must be round, waterproof and weigh 400 to 450 grams. Circumference differs by competition category: 68–71 cm for men's categories and 65–67 cm for women's categories in the 2025 ICF rules.
See an example and key point
In a game
An organiser checks the ball size for the scheduled category.
Remember
Ball pressure follows the manufacturer's recommendation.
Read full guide →Equipment and pitchRule 8.7
The substitute area is behind each team's own goal line, excluding the area four metres either side of the goal centre. Substitutes wait there during the game and enter under the substitution rule.
See an example and key point
In a game
Three substitutes wait behind their own end, outside the central goal area.
Remember
A substitution still requires the outgoing kayak and equipment to leave first.
Read full guide →Getting startedRule 10.1
Each team can list up to eight players for a game, with no more than five in the playing area at once.
See an example and key point
In a game
Your sixth player waits in the substitute area until a teammate has left the playing area.
Remember
Count the players on the water before entering.
Read full guide →Getting startedRule 10.2
The normal format is two ten-minute periods. Competition rules allow shorter periods of at least seven minutes; teams change ends after each period.
See an example and key point
In a game
At half-time, check the event schedule and swap ends before play restarts.
Remember
The referee can call time-out; the clock restarts on the referee’s whistle.
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