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Troop 4 Grapevine, Texas   Troop 4 gratefully acknowledges the contributions of its Adult Leaders who make our activities possible.
 
Lakeview District Spring Camporee - April 15 - 17, 2005
Events
 
  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!
   
  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.