CAMPOREE COMPETITION EVENTS Cahuenga District Camporee/Cuboree 2016
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1 CAMPOREE COMPETITION EVENTS Cahuenga District Camporee/Cuboree 2016 Prepared for FUN! Veterans Memorial Park - April 29-May 1, Emergency First Aid Troop Knots & Lashings Troop Five Man Snowshoes Troop Scout Biathlon Troop Scout Ladder Troop Target Troop Foot Pass Relay Troop Speed Map and Compass Troop Barrel Roll Troop Hot Isotope Troop Climbing Wall Troop Minute to Win It Relay Crew 104 Page 1 - Updated: 3/30/16
2 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 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 2 - Updated: 3/30/16
3 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 3 - Updated: 3/30/16
4 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: = 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 4 - Updated: 3/30/16
5 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. 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 points for each correct Taut Line Hitch 25 points max points possible for hitting the target 25 points max points possible Patrol Spirit/Teamwork 25 points max. Page 5 - Updated: 3/30/16
6 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 6 - Updated: 3/30/16
7 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 7 - Updated: 3/30/16
8 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 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 8 - Updated: 3/30/16
9 11 - Climbing Wall Troop 911 The climbing wall consists of 14 panels which must be traversed horizontally to score the maximum number of points. Each panel becomes progressively more difficult. For each panel completed the Scout receives points (up to a maximum of 100 points). The totals for all Scouts in the patrol are then added up and divided by the number of Scouts in the patrol. Scoring: Panel Points/Panel Cumulative Cumulative Panel Points/Panel Points Points Example: 1st Scout completed 7 panels = 68 points 2nd Scout completed 4 panels = 40 points 3rd Scout completed 14 panels = 100 points 4th Scout completed 12 panels = 94 points Total points = 302 Averaged by 4 Scouts = 76 points (rounded up) for the patrol. Maximum possible score = 100 points Page 9 - Updated: 3/30/16
10 12 - Minute to Win It Relay Crew 104 There will be four stations each with a different Minute to Win It game set up. The event is a relay so one person at a time goes to one station, and comes back to tag the next person who goes to the next station. The first station will be a game called "Cookie Monster." The player will get a cookie and put it on their forehead. They must move the cookie from their forehead to their mouths without using their hands. The next station is a game called "Don't Blow the Joker." For this game there will be a deck of cards (with the Joker on the bottom) on top of a glass container. When the minute starts, the player must gently blow the cards off of the bottle until they get to the Joker without blowing off the joker. The next game is called "Ping Pong Peanut Butter." For this game we will spread peanut butter onto a piece of bread and put it onto a table. The player will stand a few feet away and throw ping pong balls so that they stick onto the peanut butter. For the last game, we will build something out of Legos and the player must recreate whatever we made. Once all of the stations have been completed the time will stop and we will score based on their time. Page 10 - Updated: 3/30/16
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