Games ideas
If you have an idea for a game using the indoor rower, send it to us and we'll add it to this page if it's a good one. We'd also like to hear any comments you have about the games below.
Match play IRGolf

This game encourages pupils to experiment with stroke pressure as they drive the ball different distances.
Instructions
- The first player to row takes the number of strokes set by the par of the hole, so hole 1, par 4 is four strokes.
- Player 1 rows the four strokes and records the distance in the box on the scorecard.
- Player 2 then tries to match the distance player 1 rowed.
- Players take turns to tee off, which means rowing first.
Scoring
- If player 2 gets within 5m of player 1's distance, player 2 wins the hole and scores 1 point.
- If player 2 gets within 10m of player 1's distance, the hole is halved and both players get half a point.
- If player 2 is more than 10m away from player 1's distance, player 1 wins the hole and scores 1 point.
The player with the highest score at the end wins the game. Print the scorecard, and the class sheet for more information:
Rounders

This game idea was sent in by Peter Brewer, who teaches at Putney High School.
You'll need
- a bat and ball (or a football)
- a bowling marker
- a marker for the batter
- a stump marker
- a rowing machine
To play safely you'll need a large sports hall, or to go outside.
How to play
Split the group into two teams, batters and fielders. The batting team has one person batting and one on the rowing machine.
Before you start, set a single time workout on the monitor (there are instructions at the bottom of this page). This sets the length of the innings, and four minutes is a good starting point.
Once the batter has hit or kicked the ball, the rower starts rowing as hard as possible until the fielding team gets the ball back and stumps the cage of the rowing machine or your other stump marker.
The rower then becomes the batter, and a third team member jumps onto the rowing machine. The third member mustn't start rowing until the second person has hit or kicked the ball, but the timer keeps counting down.
Carry on with further team members until the timer reaches zero. The innings is then over and the teams swap, with the fielding team trying to beat the batting team's score.
You can make it a one, three or five round game, using either the total distance rowed (as shown on the monitor) or points for the winning team. As in rounders proper, anyone who's caught out can't carry on.
Penalty shootout

This game was sent in by London Youth Rowing. You'll need two rowing machines and two equal teams.
Rules
- Team one are the attackers (strikers and forwards).
- Team two are the defenders (goalkeeper and defence).
- The first attacker rows five strokes.
- A defender then rows five strokes, and if they equal or beat the attacker's distance, they've saved the goal.
- If the defender saves the goal they stay on the machine, and the attacker swaps over either way.
- The attackers have five chances to score before the teams swap over.
Winning
The team with the most points wins. If the points are level, use the total metres rowed to separate the teams.
What is this good for?
It promotes teamwork and good technique, particularly slide control.
Variations
- If you can play outside, make the attackers score a goal with a football as well before they gain the point.
- Try building the idea into an actual game of football to make it more interesting.
Penalty shootout scorecard (PDF, 0.4MB)
C2 Calorie Challenge

Challenge yourself to burn a set number of calories in a target time, from a 20-calorie jelly bean in two minutes up to a 350-calorie pizza in 25 minutes, or set your own target time.
You'll need the Calorie Challenge software, a PM3 or PM4 monitor, a USB cable and a computer near your indoor rower.
Download the Calorie Challenge software (ZIP, 18MB)
Setting a single time workout
PM3 and PM4
From the main menu choose Select Workout, then New Workout. Choose Single Time and set the time you want using the side buttons (the split length and pace boat are optional), then confirm your settings by pressing the button next to the tick.
PM2
Press the Time button and use the Set Digit buttons to set the time you want, then press Ready/OK to finish.
Some of the games, ideas and suggestions on this page were sent in by teachers and coaches and are here for information only. We haven't carried out a risk assessment on them and can't accept responsibility for their use in your school. We hope they prove safe, fun and useful, but please be aware that you use them at your own risk.