JAILBREAK 2018 RULES

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JAILBREAK 2018 RULES Purpose Jailbreak is a 24 hour team based pursuit wide game. Participating Teams must make their way to a destination without being caught by teams of Catchers. The starting point and the destination are not disclosed until just before the start. Teams must use a variety of skills to reach the goal including navigation, selfsufficiency, team-work and planning. Youth members are eligible for two Hikes Away and one Night Away from this event. Additionally, the event can be used as part of the Expedition Challenge for members of the Scout section. Organisation The event is organised by the Saffron Walden District Scouts. There is a designated Event Leader and an Organising Committee. Decisions of the Event Leader and the Organising Committee are final. A Support Team is in place for the duration of the event. The Event is run in separate Sections: Scouts Section Explorers Section Invitational Section (Teams from outside of Saffron Walden Scout District or not eligible to be in the Scouts or Explorers sections). Adult Section (Network and Leader teams whether from Saffron Walden or elsewhere) Participating Teams should be set in stone and have completed any late paperwork at least 14 days prior to the event, with except of the NAN forms and Event Passports dated after this. Teams must then check in at the designated start point by 10:30am. If they fail to do so, they may end up starting the event late to catch up on the briefing they have missed. Page 1

Winners The winning Team in each section will be the Team that arrives at the check-in table at the end location in the stated time window (the half hour before the end of the 24 hours) and with the highest number of lives intact, taking into account any extra lives achieved throughout the event. If there is a tie on the above, then the winning team will be decided using the following sequence: - The Team with no or least retirements The Team with the latest timed first catch The earliest arrival in the time window Prizes will be awarded to: The winning Team in each section Best Catching Team IF YOUR TEAM IS NOT AT CHECK-IN BY MIDDAY ON SUNDAY, THEN YOU MUST CALL IN TO THE CHECK-IN CO-ORDINATOR GIVEN TO YOU AT THE START OF THE EVENT. If you are more than a few minutes away from the finish point, it will be arranged for you to be picked up straight away. The decision to pick up a team will be made by the Leader of the Support Team. The results will be double checked again after the event finishes. In the realisation of any unfortunate errors, the organisers reserve the right to correct the results. Lives Each Team starts the event with 10 lives. Lives are lost if: A Team is caught by a Catcher. (1 Life lost) A Team is caught with another Team. (2 Lives from EACH Team) A Team is caught again with another Team. (3 Lives from each Team) The number of Participants in the Team falls to two. (3 Lives) Extra lives can be gained There will be 6 locations, at which if you pass through any of them you can gain an extra life. This is done by getting an imprint from the orienteering clip at any of these locations onto your life-card. Please note that catchers will be unaware of these locations at the start of the event, so as not to hang around them. You will not have time to visit all the locations though. Lives are recorded on a life card carried by the Team Leader. Loss or mutilation of the card will result in the disqualification of the team. Page 2

Teams A Team must: Start the event with a minimum of 4 and a maximum of 7 members (excluding any accompanying adult). Exceptions to this rule may be given only with the express consent of the Event Leader. Be structured like a normal Scout Patrol with a designated Patrol/Team Leader, and Assistant Patrol/Team Leader. The Team Leader must have leadership experience and necessary knowledge such as first aid and map reading skills. Be based on existing Scouting Patrols if possible, as this aids teamwork when they know each other already. Contain members no older than 14½ if in the Scout Section and no younger than 13½ if in the Explorer Section. If a Scout Team - Contain an adult, whose role is to supervise and ensure compliance with the rules. The adult s role is not to lead tactics, navigate or to carry kit in addition to their own. The presence of an adult for Explorer teams is at the discretion of their Explorer Scout Leader. All adults walking with a team can be caught as well. All Team members need to be judged as competent to look after themselves and stay out for 24 hours. Therefore a Nights Away Permit Holder of Greenfield or Lightweight Expedition Status will need to sign off an Event Passport for the Team, for them to bring to the event. Inadequate kit could result in a team member / team not being allowed to start the event. Any problems overnight and the team should contact the base for support in the first instance, rather than rely on any adult walking with them. All Team members must wear their group scarf at all times. Each Team should have two mobile phones minimum (of which the numbers will be recorded by the organisers before the event). These phones should be on charge as much as possible before the event and used as little as possible personally during the event, so that they have sufficient charge for the whole event. Catchers The minimum age for a Catcher is 17 (16 with the consent of the Organising Committee). Catching teams should have 2-4 members and only those named as Catchers at the start of the event, may do this role. Catchers may use transportation (i.e. cars, motorcycles and mountain bikes). Only 2 Catchers are allowed per car (Driver + 1) and a maximum of 6 cars are allowed to be catching at any one time. The Catching Teams named at the start of the event are able to be temporarily changed during the event, to allow sufficient rest for catchers. This is provided all other rules are adhered to. Drivers and motorcyclists shall be over 18 and must have had a full driving licence for a minimum of two years and have fully comprehensive insurance. It is the responsibility of the driver to ensure that their insurance cover is valid during this event. Page 3

A Catcher shall always visibly wear a pink reflective scarf. They may also wear a Jailbreak Catcher s T-shirt. They shall have a watch/clock, a pen and a Catchers Card. Any Catcher without these cannot catch. A Catcher is also an Event Marshall. As a Marshall, a Catcher is required to help and encourage Teams, as well as catch. They must follow the same code of conduct and good Scouting Practice as the Patrols themselves. Supporting the Teams takes precedence over catching, should that need prevail. Catchers should also ensure that they adequate rest throughout the event for their and others safety. Catching All catching teams will start at the Scout start point at 3pm. A Team is caught as soon as any member of the Team, INCLUDING the Adult, is touched by a Catcher, however the Team can give up willingly. A Team is also caught if they are seen to be together with another Team and a member of that other Team is caught. Once caught the Team MUST give their life card to the Catcher. A life will be marked off on the Team s Life Card with the Catchers name and the time caught. The same information will be recorded on the Catcher s card. The Team has 20 minutes to escape and cannot lose a further life in that time. If caught during the 20 minute period the new Catcher will award the Team a further one-off 10 minute escape period. (The Team must stop and prove that they have been caught in order to claim this extra time.) Any disputed catch must be recorded on the forms of both the catcher and the team, including the reason for the dispute. Such disputes will be considered by the Event Leader at the end of the event. Communications The Support Base will use a combination of phone calls and text messages. A dedicated phone number and a separate text number will be provided to all participants at the beginning of the event. All teams must have at least one phone switched on and working at all times during the event. The phone must be accessible (so that it can be answered quickly) and have an audible ringtone. ALL support calls including requests for water must be sent to the Support Base. Teams must not contact Catchers or Support Team members directly. Urgent and emergency contact from ALL participants must be by phone call to the Support Base. For all other communications with the Support Base, please use the text message number with your team name, message and six figure grid references. Breaches of the communication rules may result in the team losing a life or potentially being disqualified. Page 4

During The Event Teams must: Only use publicly accessible areas, public footpaths and common ground. Complete the event on foot, with no use of vehicles (public or private) and no use of personal un-motorised transport (i.e. bikes, scooters, skateboards) Carry any kit they will need inside the 24 hours of the event. Other than help and support from the Support Team and Catching Teams (water drops and retirements), no help is allowed from anyone not in the Team. Kit and food cannot be delivered to the Team or dropped off for later collection. Follow the Countryside Code at all times. (Any Team or Catcher found trespassing will be disqualified.) Move off private land immediately if they stray onto it accidentally, and show the utmost courtesy and diplomacy if challenged by a landowner. Avoid areas designated as out of bounds at the beginning of the event. (These will be marked on the maps provided.) Avoid towns and large villages. (Teams may visit a town in order to purchase main meals but these cannot be consumed indoors.) Cross roads carefully. Cross railways, rivers, canals and motorways in recognised places; rivers and canals may not be waded or swum across. On roads without pavements, walk towards oncoming traffic in single file. In poor visibility and at night a torch should be shone on the ground at the front and back of the group. Walk separately from other Teams. If Teams are caught together EACH TEAM will lose two lives and be given a warning. If either Team is caught with another Team again they will lose a further three lives. No tampering with Catcher s equipment and more importantly their modes of transport. This could be extremely dangerous and lead to serious injury. Camping Areas It is the Team s choice over whether they want to camp for part of the night and how they wish to eat (i.e. cook main meals, cold snacks, buy food in a town, etc). Please make sure that any place that you set up camp is not on private ground. It must be as accessible to Catchers as it is to the Team camping there. Retirements During the event, Team Members may retire by contacting the Support Base who will arrange for a Support Team (who will be wearing yellow reflective scarves) to attend. If the Team size falls to two (excluding any accompanying adult) then the Team will lose three lives. If a further person retires then the Team will be disqualified. Teams should note that retirements are a factor if the event is tied, as the Team with the least retirements may decide who wins. Team Members should encourage each other to persist, however they should not force them to continue unreasonably. Any Page 5

retiring adults that are accompanying teams of Young People, do not affect a team s position in the final results of the competition. A retiree has to be picked up before the Team can continue. This will be arranged with the Support Base by the Team Leader (or accompanying adult) who should contact the Support Base with their team name, number of retirements and a grid reference. Teams must stay together whilst waiting and cannot be caught. The Team then has 20 minutes to get away after the pick-up is complete. This will be recorded on the Team s Life Sheet. Catching Teams may be asked to collect retirees and so it should be noted that a retirement may inform the other Catchers of a Team s position. Those retiring will be taken back to the Support Base, where they will stay until the end of the event, regardless of how early or late they retire, how close they are to home or even if the whole team retires. Participants may only go home with the EXPLICIT PERMISSION of the Support Team Leader. No-one should expect to go home and leaders of Teams on the event MUST consult the Support Team Leader who will make any appropriate arrangements. If this rule is broken, a Participant may not be permitted to take part in future events. Code of Conduct and Other Rules All Adults taking part in the event must have a valid DBS clearance in place. Adult participants who are not members of The Scout Association must have at least an Occasional Helper role on the Compass Membership System. Saffron Walden District provides additional insurance cover for its Occasional Helpers. Other Districts are encouraged to do the same. (Adults from other youth organisations with comparable arrangements may participate at the discretion of the Saffron Walden District Commissioner) All Participants in the event are expected to follow good Scouting including the Scout Law. ANY TEAMS NOT FOLLOWING THESE RULES WILL BE DISQUALIFIED. The decision of the Event Leader is final. Page 6