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Scout Meeting Schedule: Week 3 Theme: Pioneering A Date: Time Activity Program Details Leader Responsible 15 mins. Gathering Activity Chain Gang 10 mins. Opening Ceremony Details can be found in the Scout Leader s Handbook 20 mins. Game Knot Trail Game 40 mins. Skills Timber Hitch and, Fisherman Bend Knots; Tripod and Diagonal lashing. Review previous knots. (See detail planning sheet) 20 mins. Game/Challenge Wigan Flagstaff 20 mins. Patrol/Troop Meeting Roman Chariot Race. 10 mins. Closing See Scout Leader s Handbook 15 mins. Leader Discussion Time Review meeting and discuss next week s plans Badge Links: Meeting Notes: JUMPSTART: Scouts: Pioneering - Series A 1

Games Chain Gang Pu r p o s e This game will strengthen knot-tying skills. Eq u i p m e n t For each team you will need one rope at least 5 metres long. Ho w to Play Form teams into relay formation. On a signal, the first player ties a Bowline knot around her left ankle. Each of the other players in turn (except the last) ties a Clove Hitch knot around their own left ankles. The last player ties a Round Turn and Two Half Hitches around her left ankle. When all knots are tied, the team races to the other end of the hall, or around a marker. The first team back with the correct knots, wins. Make the race more challenging, by tying the knots on alternate sides (left, right, left, etc.). Knot Trail (Knot Kim s Game) Purpose This game will increase your Scouts ability to recognize knots. Equipment Play this game outside in an area with trees. If you re unable to go outside, tie the ropes to chairs across the meeting room. It will require various lengths and thicknesses of rope. A B C D E F G H I J PEG TWINE # 1 # 2 # 3 # 4 # 5 # 6 A = Clove Hitch B = Bowline C = 2 Half Hitches D = Square Knot E = Sheep Shank F = Sheet Bend G = Timber Hitch H = Slip Knot I = Fisherman s Knot J = Taut Line Hitch 2 JUMPSTART: Scouts: Pioneering - Series A

Ho w to Play Tie several pieces of rope of varying thicknesses together using several different knots (i.e., Reef, Sheetbend, Bowline, Clove Hitch, Square knot). Tie one end of the rope to a tree with a Clove Hitch, the other end to another tree with a Round Turn and Two Half Hitches. Leaders may do the knot-tying before the meeting or ask each patrol to create a knot line. Each patrol must walk beside the rope from tree to tree and back again, silently observing and remembering the knots. (Take about two minutes.) The patrol then should go into a huddle to make up a list of knots they saw (including those around trees). The list must be in the right order. Here s a trick question for extra points. How many ropes were used? You might want to do this game blindfolded letting the Scouts feel the knots, then again looking at the knots. How many did they get correct? Knot Skill Session Distribute instructions for tying the Timber Hitch, and Fisherman Bend knots, as well as for tripod lashing and diagonal lashing. Provide spars and lengths of rope for them to use. Challenge the Scouts to do the previous weeks knots blindfolded, behind their back, under the table or another inventive method. Timber Hitch This important hitch will hold firmly and can be tied and untied quickly. It s used to draw two spars together when starting a diagonal lashing. It s also a quick and easy method for fastening a rope to a spar for a short time, if you re hauling it. It will hold only if a steady tension is maintained on the rope; if the spar is to be hauled pointing in one direction, it s better to put a half hitch on the spar in the direction you want it to point. (Figure B illustrates this method.) To tie the knot, take a turn around the spar ending with the rope back around itself and twisting the end two or three times. Pull on the standing part to tighten. (Figure A) Figure A Figure B Fisherman s Bend This is an excellent knot for attaching a rope to a light anchor, a ring or a rectangular piece of stone. Use it too for making a swing. Take two turns through the ring or around the stone; bring the end over the standing part and through the loops. (See illustration). Finish with two half hitches and pull taut. JUMPSTART: Scouts: Pioneering - Series A 3

Tripod Lashing Use this lashing to make a tripod. Large tripods can be used over fires or as a gateway. Small ones can hold basins for hand washing. To lash three spars together to form a tripod, lay the spars on the ground pointing in alternate directions. Begin with a Clove Hitch or Timber Hitch knot on one of the end spars. Take seven or eight loose lashing turns around all three spars, and loose frapping turns in the spaces between. Finish with a Clove Hitch knot on the centre spar. Now, hoist the tripod. Diagonal Lashing This lashing is used to spring two spars together that cross at right angles (or close to it). Start the lashing with a Timber Hitch knot around both spars. Tighten the knot, drawing the two spars together. Make three or four turns around one fork, and three or four turns around the other fork. Take two frapping turns around the lashing at the point where the spars cross. Finish off the lashing with a Clove Hitch around the most convenient spar. 4 JUMPSTART: Scouts: Pioneering - Series A

Games Wigan Flagstaff Pu r p o s e The game will make a self-standing flagstaff intended for a place like a troop room where holes cannot be made in the ground or pegs pounded into the soil. Eq u i p m e n t Each patrol will need six Scout staves, seven lashing ropes, 16 metres of twine (for guys), and an additional five metres of twine (for flying a flag). Give your Scouts the instructions and construction outline to follow. Co n s t r u c t i o n Three staves are made into a letter H using square lashings at the ends of the cross piece. At the same time, lash another three staves firmly end-to-end by sheer lashings to give an upright about four metres high. Lash a loop of twine about 2 cm thick to the top of the upright as a substitute eye, and thread the five metres of twine through to carry the flag. Lash the bottom of the upright to the centre of the cross piece so the cross piece will be uppermost when the H base is flat on the floor and the upright raised vertical. Run guys of twine from about 2 1/2 metres up the vertical stave to each corner of the base. Provide tension to hold the flagpole vertical. The flagstaff should be checked for quality after fifteen minutes. Recover the twine after this activity. Award points for the speed and efficiency your patrols dismantle the flagstaff and prepare the materials for storing. JUMPSTART: Scouts: Pioneering - Series A 5

Patrol Challenge Roman Chariot Race Pu r p o s e Scouts will build a neat Chariot. Eq u i p m e n t Each patrol will need six Scout staves and nine pieces of cord for lashings. Ho w to Play Place equipment in piles opposite the patrols. On a signal, patrols should start lashing a Chariot. They do this by making a trestle frame. Four staves form a square; the fifth and sixth staves are lashed diagonally, forming a large X. When the frames are finished, two Scouts may pull the Chariot and rider down the field, around a marker and back to the finish line. The first patrol to finish with its chariot intact, wins. 6 JUMPSTART: Scouts: Pioneering - Series A