CAMPOREE COMPETITION EVENTS

Transcription

CAMPOREE COMPETITION EVENTS
CAMPOREE COMPETITION EVENTS
CAMPOREE
COMPETITION EVENTS
Cahuenga District Camporee/Cuboree 2015
“Prepared. For Adventure!”
Veterans Memorial Park - April 24-26, 2015
1 - Emergency First Aid
2 - Knots & Lashings
3 - Five Man Snowshoes
4 - Scout Biathlon
5 - Scout Ladder
6 - Target
7 - Foot Pass Relay
8 - Speed Map and Compass
9 - Barrel Roll
10 - Hot Isotope
11 - Send-A-Message
Troop 1
Troop 18
Troop 36
Troop 36
Troop 94
Troop 94
Troop 104
Troop 104
Troop 139
Troop 139
Crew 104
Page 1 - Updated: 3/16/15
CAMPOREE COMPETITION EVENTS
1 - Emergency First Aid
Troop 1
Each patrol must be able to respond to various First Aid scenarios, ranging from simple
to complex. The First Aid Competition consists of three parts:
A: A written test (25 questions) 25 Points
B: A practical test, involving Situation Diagnosis and Appropriate Action
(This could involve any treatment like splinting, bandaging, etc.) 45 Points
B: Transport victim over distance 30 Points
The total possible score is:
100 points
Page 2 - Updated: 3/16/15
CAMPOREE COMPETITION EVENTS
2 - Knots and Lashings
Troop 18
This will be a timed event, with all scouts in the patrol attempting to tie all six knots in
under one minute’s time simultaneously. One scout from the patrol who is Second
Class or below may be omitted from the event without penalty.
The six knots that must be tied in one minute’s time are:
1. Square Knot
2. Sheet Bend (using two ropes of different diameters)
3. Sheepshank
4. Clove Hitch
5. Two Half Hitches
6. Bowline
Scoring:
Each scout will receive 15 points for each knot tied correctly, and a 10 point bonus will
be earned if the scout correctly ties each knot attempted. For example, a scout who
correctly ties all six knots will receive 100 points, a scout who correctly ties 5 knots and
does not attempt the sixth will receive 85 points, and a scout who attempts all 6 knots,
but only correctly ties 5 will receive 75 points.
The Patrol score will be the total number of points earned divided by the number of
scouts in the patrol. The number of seconds remaining when the last scout has finished
tying will be used as a tiebreaker.
Page 3 - Updated: 3/16/15
CAMPOREE COMPETITION EVENTS
3 - Five Man Snowshoes
Troop 36
Patrols will be given appropriate time to position themselves on the snowshoe and
practice prior to the actual competition.
The snowshoe will be placed on the starting line and the stopwatch will be started only
when all are ready. The snowshoe team must then travel across the first goal line, turn
180 degrees and return to cross the finish line.
Penalties: 5 points are deducted each time a foot steps off of the snowshoe and
touches the ground and 10 points are deduced if a hand touches the ground. The whole
team is disqualified if any member falls completely off of the snowshoe.
Each Patrol finishing the course in under 10 minutes is awarded = 50 points.
At the conclusion of all competition the fastest time will be awarded = 50 points.
All slower times will be pro-rated downwards at 30-second increments.
Page 4 - Updated: 3/16/15
CAMPOREE COMPETITION EVENTS
4 - Boy Scout Biathlon
Troop 36
Part One:
Team of 4 Scouts runs a relay race around a fixed area course. The finish time is
recorded as total seconds.
Part Two:
The four Scouts are each provided a Nerf gun with a Nerf dart cartridge and given until
cartridge empty or 60 seconds whichever occurs first to shoot at a target board with a
bullseye target with a hole cut out of the center.
Scoring:
For each Nerf dart that goes through the hole in the center of the target 1 second will be
deducted from the relay race total time. The resulting net time will be recorded as the
team score.
Example:
Relay Race Time: 4 min; 20 sec. = 240 seconds
Dart Shoot Result: 30 darts through target hole = -30 seconds
Net Score Calculation: 240 - 30 = 210 points
The lowest overall Net Score will be the winner (1st place), with the next lowest
scores in succession placing 2nd, 3rd and so on.
Required equipment: (provided by Troop 36)
Race Course marked out at event facility (several sings posted to indicated relay
transition points)
Relay Race batons: foot-long sections of PVC X four (4)
Nerf Dart Target board (Plywood board standing on a folding table)
Nerf Dart guns: four (4) + two (2) alternate in the in the event of breakage
Nerf Darts: pack of one hundred (100)
Staffing: Three (3)
One (1) leaders to run and time relay race
One (1) leader to run score Nerf dart shooting
One (1) leader to calculate/record overall score
Page 5 - Updated: 3/16/15
CAMPOREE COMPETITION EVENTS
5 - Scout Ladder
Troop 94
The Scouts in the Patrol must run a course, forming a ladder to transport their chosen
Scout from the start, to the finish line. They must pass him over the obstacles and back
onto the ladder without falling off, or touching the ground.
Pairs of Scouts in the Patrol will hold the 4' staves to form a human ladder. One Scout
will climb up onto the ladder, walking on the "rungs", with his hands on the other Scouts
shoulders for support. As the ladder moves forward, the last 2 Scouts then move to the
front to keep the ladder moving forward. If the Scout on the ladder should fall off or
touch the ground, the Patrol must run back to the starting line and start over while the
clock is still running. Time will stop when the climber crosses the finish line and touches
ground.
This is a timed event. The score is the recorded time. Fastest times will win.
Page 6 - Updated: 3/16/15
CAMPOREE COMPETITION EVENTS
6 - Target
Troop 94
With the pivoting A frame at its lowered position, 4 Patrol members must tie a bowline in
one end of the rope, slip it over the top of the A frame. Working together, they must
raise the A frame to an upright position without stepping into the restricted square area.
The Patrol Leader will direct the movements while holding the sandbag/sandbag rope
securely up against the pulley.
The 4 Patrol members must tie off to the corner stakes using a taut line hitch. When all
4 have tied off, and raised their hands, the Patrol Leader will lower the sand bag to the
target.
This is a timed event
No one can step into the square
The knots must hold and be correct
Only one chance to land the sandbag on the target
Time stops when sandbag makes contact
Scoring
6.25 points for each correct Bowline Knot 25 points max.
6.25 points for each correct Taut Line Hitch 25 points max.
0-25 points possible for hitting the target
25 points max.
0-25 points possible Patrol Spirit/Teamwork 25 points max.
Maximum possible score = 100 points
Page 7 - Updated: 3/16/15
CAMPOREE COMPETITION EVENTS
7 - Foot Pass Relay
Troop 104
All the scouts in the patrol sit side by side on the ground with legs extended. A start line
will be placed at one end of the row of scouts and a finish line at the other end of the
row. An object will be placed on the feet of the scout nearest the start line and a clock
started. The object must then be passed from scout to scout and dropped across the
finish line. Objects to be passed may be items like a bucket, beach ball, baseball bat,
plastic ring, etc.
The scouts cannot touch the objects with their hands and the objects must not touch the
ground. If either rule is broken the object goes back into the pile at the start line. The
patrol will have 6 minutes to pass as many objects as possible. The patrol can be
passing more than one object at a time. (Being able to have multiple objects in play at
the same time will give a large patrol an advantage when the time runs out. A small
patrol may have a slight advantage because they don't have so many people that have
to pass objects.)
Scoring:
Every object that successfully crosses the finish line: 10 points
Any objects still in the relay at the end of 6 minutes: 5 points
Patrol spirit: 0 to 20 points (Based on patrol yell, patrol flag, leadership, teamwork,
mentoring, and having fun.)
Highest number of points wins.
Page 8 - Updated: 3/16/15
CAMPOREE COMPETITION EVENTS
8 - Speed Map and Compass
Troop 104
Part 1 - Each patrol must take 2 separate bearings with a hand-held compass from a
single aiming point to two different compass targets recognizable by their different
symbols. Multiple scouts may take readings and the patrol must choose the best
answer for each target. All bearings must be taken in relation to Magnetic North.
Each bearing will be noted in degrees of a standard 360 degree compass dial and must
be correct within plus or minus 5 degrees. Each target will receive 15 points with 1
point deducted for every degree past the five degree grace. Any error in excess of 20
degrees will receive 0 points. The patrol will then run to the map table for Part 2.
Part 2 - Each patrol must indicate the following items on a map of the area. All patrol
members can work on the problems, but only one person can give the answers.
a: The highest point on the map = 10 points.
b: The lowest point on the map = 10 points.
c: The confluence of two streams on the map = 10 points.
d: A ridgeline saddle on the map = 10 points.
e: A generally flat area on the map = 5 points.
f: A steep slope on the map = 5 points.
g: Select a clearly visible landmark and show its location on the map = 10 points.
h: Give the section, range and township for the above feature = 10 points.
Speed and accuracy count. Total time allowed is 5 minutes.
After the clock stops the answers are scored and points awarded.
Maximum score for part 1: 30 points
Maximum score for part 2: 70 points
Maximum possible score = 100 points
Page 9 - Updated: 3/16/15
CAMPOREE COMPETITION EVENTS
9 - Barrel Roll
Troop 139
A plank is set up atop a series of identical barrels, and the Patrol, minus one member,
must stand atop this plank, and move it forward, rolling the barrels from the start line
towards the finish line, using their own weight. At least three scouts must stand on the
plank; 10 extra points are given for each additional scout beyond the basic 3 minimum.
As the rear-most barrel is left exposed, the scout on the ground must grab it and run
with it, or roll it, placing it in front of the foremost barrel so that the plank can continue to
move forwards. Any scout falling off results in a re-start with the time already counted
added to the total score. The patrol races the clock, with the shortest time giving the
highest score.
Page 10 - Updated: 3/16/15
CAMPOREE COMPETITION EVENTS
10 - Hot Isotope
Troop 139
Object: To move the radioactive isotope container with the transporter from the
damaged nuclear reactor to a safe location.
Procedure: The radioactive isotope container is in the center of the rope circle. Atop
the container is a tennis ball (radioactive material). Each patrol will line up around the
circle. Upon signal, the patrol will tie a rope to the container, lift the container by the
ropes and move the isotope container to a safe location without dropping the isotope.
Scoring: The patrol that completes the task in the shortest time wins the most points.
Page 11 - Updated: 3/16/15
CAMPOREE COMPETITION EVENTS
11 - Send-A-Message (Semaphore)
Crew 104
Materials Supplied: Semaphore Flags and List of Semaphore Codes
Event Description: Have the patrol split into two groups. One group will send a
message. The other group will receive the message. The sending group will be given a
paper with a message consisting of 20, 40 or 60 letters, numbers and spaces
(depending on the patrol division). To avoid guessing the message the letters may be
in random order.
Scoring: One point for each correct letter, number or space. In case of a tie the fastest
time wins. Time limit is 10 minutes.
Practice hint: Do a web search for "how to send semaphore signals".
Page 12 - Updated: 3/16/15