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Troop 4 |
Grapevine, Texas |
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Troop 4 gratefully acknowledges the contributions of its Adult Leaders who make our activities possible. |
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Lakeview District Spring Camporee - April
15 - 17, 2005
Events
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MAIN SCOUT EVENTS
Event #1 - Archery
Each member of the patrol will shoot 3 arrows. The best 10 single
arrow scores from each patrol will be added - 100 points possible
(10 Bull's-eyes).
Event #2 - Rifle Shooting
The members of each patrol will all shoot. The patrol will pick the
best 2 targets. The total will be used for the patrol score. Scoring
- 100 points possible.
Event #3 - Survival Shelter
This event tests a patrols ability to make a suitable shelter
without talking. Each member of the patrol will be blindfolded
except for the Patrol Leader. ONLY the Patrol Leader may talk (give
directions) during the event. Any patrol member who talks during the
event will cause 1 minute to be added to the overall score. Scoring:
Points will be awarded based upon time required - 100 points
possible.
Event #4 - Giant Knot
The patrol is given a 50-foot rope and asked to tie a clove hitch on
a post in the middle of a 20-foot diameter circle. No member of the
patrol may enter the circle. If any member enters the circle, the
patrol must start over.
Scoring
Time - 70 possible points
Patrol Teamwork - 15 possible points
Patrol Attitude - 15 possible points
Event #5 - Signal Tower Raising
This event will involve the entire patrol. The object is to build a
Signal Tower out of 3 staves by lashing them together with shear
lashings. The pole will have 3 guy ropes attached and the scouts
must erect the tower after constructing it. They will have to pound
in stakes to which they attach the guy ropes. Spars, ropes, stakes,
and a hammer will be provided.
Scoring
10 points each/4 sheer lashings (40 points total)
10 points each/3 guy line ropes tied with a taut-line hitch on one
end and two half hitches on the other
end (30 points total)
15 points - attaching hoisting rope to the top of pole
15 points for pole erected in the allotted time
Event # 6 - Pancake Toss
Scouts will be given a cup of pancake mix that must be cooked, and
then thrown as far as possible. Points will be based on time and
distance. 100 points possible
Event # 7 - Log Hoist
A crossbar (or pole) will be secured between two trees 10 feet off
of the ground. Each scout, in turn, will throw a 30-foot rope over
the crossbar from 10 feet away. They will then run up and tie a
timber hitch to a log (approximately 5 feet in length) using one end
of the thrown rope. They must then return to their staring point,
hoist the log free of the ground and hitch the rope to a peg that
will be staked into the ground. The log must remain off of the
ground for at least 30 seconds to be scored.
Scoring
25 points for rope thrown over from behind the 10-foot line
25 points for correctly tied timber hitch
25 points for correctly tied taut-line hitch
25 points for completion within 30 seconds
Event #8 - Stretcher Game
The patrol will work as a unit to tie together a large
A-frame stretcher constructed of 8' lashing staves. They will then
move the frame using guy ropes from the starting line to a point 30
feet away. They will tie square lashings on the bottom and a
diagonal lashing at the top of the A-frame. They will have guy ropes
near the bottom of each leg, and guy ropes at the top of the
A-Frame. Once the frame is lashed, they move to starting line, one
scout "rides the frame", and the other scouts work together to pull
on the guy ropes as needed to walk the A-frame to the finish line.
Scoring based upon total time required - 100 possible points.
Event #9 - Using Compass to Measurer River
Scouts will work as a team to measure an imaginary river from one
'bank' with a compass. 100 points
Event #10 - Water Boiling
Each group will be given a small tin can. The can will be filled
with water a half inch deep.
Each team must gather their own fuel/firewood which will be examined
by the adults running the event and the rulings by the adults
running the event will be final (e.g., no paper, store-bought
kindling, firestarters, liquid fuel etc.).
Before starting the fire, the firewood stack can be no higher than
12".
Two matches will be provided to each team. However, a match can be
purchased for a ten point deduction.
Scoring will be as follows: water boils in less than 5 minutes from
start - 100 points, 6 minutes - 80 points, 7 minutes - 50 points, 8
minutes - 30 points, 9+ minutes - 0 points. The fastest time of the
day will get an additional 10 points.
Event #11 - Scavenger Hunt (All Day Event)
Each Patrol will be given a copy of the Scavenger Hunt Items. During
and between the events on Saturday, the patrols will need to find
the items. There will be 12 Scout Law Items, items from the Scout
Manual that you will have to locate, and also items that you can
find in nature. The Scout Law Items (Points of the Scout Law) will
be hidden around the Camporee site and the patrol will need to
record where they see the Point of the Scout Law on their Scavenger
hunt sheet. The patrols will turn in their Scavenger items and "Hunt
Sheet" at the Dining Hall immediately following the last event.
SCORECARDS NOT TURNED IN WITHIN 30 MINUTES OF THE LAST EVENT WILL
NOT BE SCORED. Total Scavenger Hunt points possible - 100 (5 points
per item collected or recorded).
Event #12 - Mystery Event
There will be a Mystery event that each Patrol will have the
opportunity to participate in at some point during the day. The
rules of the event and scoring will be a mystery to everyone until
it is disclosed during the Campfire ceremony. However, it is worth a
possible 100 points - so be on the lookout for it! |
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OLDER SCOUT EVENTS - 14 OR OLDER
Scoring for Older Scouts events will be time based.
Lowest time wins each event. 1st, 2nd and 3rd places will be
awarded for each event.
Each Scout's time for all five events will be added together to
determine the Overall Camporee "Winner".
1st, 2nd and 3rd places
will be awarded for the Overall Winners.
Event #1 - Climbing
Scouts will travel to climbing wall where they will be given a
particular course of hold to climb.
The scoring will be based on time to complete the climb. Lowest
time wins the event.
Each participant will be allowed 3 falls while climbing. Time will
be cumulative from the start of the
first climb. After the third
fall, the climber will be disqualified and the will be assessed the
full 5
minutes of time.
There will be a 5-minute time limit to complete the course.
Event #2 - GPS Course
Scouts will be given a set of waypoints, will find each waypoint and
mark his card, using a specific color only for that waypoint. Course
will be 1-2 miles in total length. The course will be timed. A
maximum of 45 minutes will be allowed to complete the course. Not
completing the course results in the full 45 minutes being assessed
in overall time. Any waypoints that are missed will add 5 minutes to
the overall course time. Lowest time wins the event.
Event #3 - Scout Knowledge
Scouts will be asked a series of 20 questions about various required
skills. The cumulative time required to answer the questions will
serve as the base time for the event. For each question that is
missed, 15 seconds will be added to the base time. Lowest time wins
the event.
Event #4 - Shotgun Shooting
The scouts will shoot at 20 clay targets each. For each hit, no time
will be accumulated. For each miss, 1 minute will be added to their
score. Lowest time wins the event (best possible score would be 0
minutes - - - a perfect score of 20 single hits).
Event #5 - Water Boiling
Each Scout will be given two 12-inch 2 x 4's, flint and steel (or
magnifying glass?), a coffee can and a cup of water. NO other
outside materials will be allowed. The scout must then use the
material to build a fire and bring the cup of water to boil in the
coffee can. The judges will observe knife/axe safety. A scout using
the tools improperly will have 2 minutes added to their total time
for each occurrence. After 5 minutes, teams may ask for up to 4
matches with a 1 minute per match penalty added to their time.
Lowest time wins the event.
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