Boy Scout Events Packet (V5 updated )

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Boy Scout Events Packet (V5 updated 4.4.20116) Photon Torpedoes Boys will arrive at the Rifle range and receive firearms safety instruction before they are allowed on the range. Once the safety instruction is finished the boys will ask to be allowed on the range. Once on the range the boys must follow all of the Rangemaster s instructions and will be allowed to fire at the targets. There is zero tolerance for disobeying the Rules of the Range. If the Rangemaster sees that a Scout is not following his instructions then that Scout will be removed from the range. If this happens the Scout will be given a score of zero when all the scores are averaged out. Each Scout will be tested on their shooting skills, knowledge, and spirit. Each Scout will shoot one round at a SPACESHIP target (sample next page) at the range of 25 yards (60 feet). All candidates should always be prepared, and think in a scoutly manner to earn bonus points. Time allocation per Patrol: 20-40 minutes Equipment: NONE Procedure: Candidates will be tested on their knowledge of safety of shooting a Rifle (Scout) or BB (Webelos) gun which will be conducted during the shooting contest. The answers can be found in the candidates Rifle merit badge book (Scout) or the BB belt loop and pin requirements (Webelos). A staff member can also personally attend your troop or den meeting for one on one coaching, and lastly a safety brief will be given Saturday morning at opening ceremony. The target is an enemy space ship. Hitting the star X mark counts as 3 points, hitting anywhere else on the space ship counts two points and hitting anywhere outside the spaceship counts as 1 point. The raw shooting score will be average out by the number of candidates in each patrol/den Failure to follow safety instruction will cause the candidates to forfeit points. Spirit points are earned from the time the judges see the candidates arrive until the score sheet is signed There is a 5 minute time limit to shoot all 5 shots, after which all Rifles or BB or forfeited All candidates MUST participate Deduction of points will occur if there are any outside influence or coaching Deduction will also occur when candidates lack spirit, and are not acting in a scoutly manner. Staff Requirement: 1 lead judge (range master) 3 event judges (range instructor) 3 adults (score keepers), 2 assistants (older scouts with Rifle or BB gun knowledge) ScoutsEventsPacket_V5.docx Page 1

ScoutsEventsPacket_V5.docx Page 2

Enterprise in Range Boys will arrive at the archery range and will be given a safety instruction by the Rangemaster on where to fire the bows and how to handle the arrows once they are done shooting. Once the instructions are finished the Rangemasters will allow one to two Patrols depending on how many ranges they have set up. Once on the range scouts are to follow the Rangemaster s orders and they will be allowed to shoot. Failure to follow any of the Rangemaster s instructions may result in expulsion from the archery range and they will be given a score of 0 for their team s average. Time Limit: 5 minutes/scout each scout with 5 arrows Scores: Bulls eye 10 points Yellow 5 points Red 4 points Blue 3 points Black 2 points White 1 point Missed 0 points Scoring Rule: The raw shooting score will be average out by the number of candidates in each group. Failure to follow safety instructions will cause the candidates to forfeit points Spirit points are earned from the time the judges see the candidates arrive until the score sheet is signed There is a 5 minute time limit to shoot all 3 arrows, after which all arrows are forfeited. All candidates MUST participate Deduction will occur if there are any outside influence or coaching Deduction will also occur when the candidate s lack spirit, and are not acting in a scoutly manner Staff Requirements: 1 lead judge (range master) 3 event judges (range instructors) 3 adults (score keepers) 3 assistants (older scouts with archery knowledge) ScoutsEventsPacket_V5.docx Page 3

Klingon Attack Boys will arrive at the tomahawk throwing range and will be instructed upon arrival the safety rules for the range and on how to throw the tomahawk. Once the instructor feels that it is safe to allow you one the range scouts will be lead to their range and will proceed to throw tomahawks on the range masters command. If the range master feels that you are endangering other scouts or not following any rules he has the rights to remove you from his range. If this does happen you will receive a score of 0 for when your team s score is averaged out. Strict safety rules will be enforced Bulls-eye will have 3, 2, and 1-point rings Points will be awarded for sticking the tomahawk into the target Points will be awarded to individuals The individual scores will then be added together and averaged In the event of a tie in individual awards, a run-off axe throw may need to be held at the end of the day. ScoutsEventsPacket_V5.docx Page 4

Save the Red Shirt This is the secret event of this year so we cannot give you too many details on this event. All we can say on this is that the boys will need a strong throwing arm and they will need to know how to tie a bowline to themselves. ScoutsEventsPacket_V5.docx Page 5

Escape the Black Hole For this challenge boys will be led into an 8 tall enclosure and they will have to use their Boy Scout skills and teamwork to get everyone out of the enclosure. The event will test the scouts to see what they can do with limited resources. The boys will be allowed to use anything provided to them in order to escape the enclosure whatever was inside the enclosure. Nothing besides that will be allowed into the enclosure to aid their escape. This event rewards creative thinking on how to escape, meaning you don t have to use everything given to you if you come up with another solution. Scoring: Points will be awarded by best time For purpose of the competition you may not exit from the entrance door. If you wish to disqualify and forfeit this game notify the judge and you may exit the door Free climbing is not permitted Some type of lashing must be used in some form of the escape Only safe activities will qualify as an escape If the judge disqualifies your attempt to escape, you must obey and devise a new plan of escape Rope ladder or lashed ladder, are some examples of acceptable choices of escape There are others but all must be approved by the judge before attempted Not honoring the judges decisions result in immediate disqualification Point Deduction: Anything deemed unsafe will result in points deduction Can t exit via the entrance and no retry via the entrance Injury to anyone in the Patrol will result in points deduction. Points handicap will be time added to final time. ScoutsEventsPacket_V5.docx Page 6

Set course for Star Base Alpha This event will test the Boy Scouts on their knowledge of navigation and their ability to use a map and compass. The event will consist of scouts navigating a course mapped by a master navigator that may prove difficult for even the greatest of navigators. It will take place either in a marked off area or, if the terrain allows it, all throughout the camp. This will be a timed event so make sure you know your map & compass skills, and how to measure distances (no measuring tapes allowed!). Mission Time: 20 minutes Staff: Up to 3 mission timers, 1-2 galaxy marshalls (for enforcing rules and answering questions). Objective: To navigate your ship and crew (Patrol) to StarBase Alpha. Procedure: Patrols will be given a series of Scouting-related questions to answer. Answers will be used to decode clues to determine coordinates, bearings, or distances to waypoints along the route to StarBase Alpha. Three (3) different courses will be defined, allowing up to three teams to run their missions simultaneously. The courses will each consist of at least four (4) legs. At GO, the timer judge starts the stopwatch, and the patrol begins by answering the questions for the first leg of the course. Once they have answered the questions correctly, they will have the information they need to navigate the first leg. When the patrol completes the first leg, they will record their location (nearest marker). This procedure is repeated for subsequent legs until the patrol reaches the finish point. The corresponding judge records the final time for the team. They will not know if they have correctly reached Starbase Alpha until the judge tells them. StarBase Alpha will not be marked on the ground! Note: There may be false waypoint markers. Note: Each Patrol will have their flag set aside by a judge at the beginning of the event, and will be returned at the end. Scoring: The goal is to reach the end accurately and in the shortest possible time. Answers to questions and intermediate locations (waypoints) are not scored; it s only the result that matters. Therefore, the patrol s score will consist of their elapsed time, plus penalty time added for distance from the correct destination (10 seconds per yard). In the event of a tie, the Scouting-related questions will be considered, followed by spirit. ScoutsEventsPacket_V5.docx Page 7

Outpost on Mars In this event the boys will have to create an A frame and will have to walk it across a poison bog Scouts must construct an a-frame using lashings. They will choose a scout to Walk the A-Frame. Once the A frame is created they will need to stand it up and walk it (not carry it) to and around a marker and then back to the finish line. If at any point your A frame falls apart you will need to stop where you are and reassemble it to continue. This event will test your knowledge on knots and lashings and how well you can execute them. Work gloves would be recommended for your boys to have with them. Material Provided: 3 lodge poles 6 ropes There will be three scouts holding rope at three different angles to walk the A-frame. The scout in the A-frame will be wearing a helmet. Scoring: Scouts will be scored on how tight their lashings are and how accurate they are, also how fast they complete the event. ScoutsEventsPacket_V5.docx Page 8

Leonard McCoy Bones In this event the boys will be competing in a three segment relay race. The event will begin with the boys being given a First Aid scenario and they must decide which scout that situation will happen to. For example the situation is Your troop went on a hike but a large loose rock has fallen and hit a scout on the head. You will need to properly treat the scout for the injury, and then transport the scout appropriately to the next part of the relay (in this example with a stretcher since the rock probably knocked him unconscious. The boys will be presented with three separate first aid scenarios each of which may require a separate transportation method. Material provided: blanket, poles, tri-angular bandaged, splint Timed event: 15 min maxed Scoring: The Patrols can compete in groups of 3 to 5, depending on the number of scouts it takes to carry the stretcher. Patrols will be scored on effectiveness of treatment, speed, teamwork, and scout spirit. Also the Effective treatment includes the jostling of the stretcher, which they must try to keep steady and NOT drop the patient. Instructions: The patrols must first treat the victim (a member of their patrol) and then make a stretcher to carry them on. Materials for the stretcher will be provided. They will receive a penalty if the stretcher is dropped. However, if they need to stop for any reason and set the stretcher down gently there is no penalty, but the clock continues to run. The Patrols will compete in teams depending on how people it takes to carry the stretcher. Team must be a minimum of three persons. Competing Patrols may combine to help each other. Final scores will be applied to all Patrols participating in combined team. The final time will be the average of the time it takes each sub-group to complete the course. The Scouts must show Scout Spirit and work as an effective team. There will be points deducted if these rules are not followed. ScoutsEventsPacket_V5.docx Page 9

Ships Galley In this challenge the boys will need to test their culinary skills. Material Provided: stove, table, pancake mix, water, pan, cooking utensils, Procedure: Scouts must cook a pancake over the stove Walk the pancake out to a string place at approximately head height Flip the pancake over the string and catch it in the pan If they catch it, they must walk it back and then all members of the den must take a bite out of the pancake If the boys drop the pancake it is up to them what they would like to do They may eat it once they pick it up or they may go and make another pancake. Dirt don t hurt. Time event: 15 minutes ScoutsEventsPacket_V5.docx Page 10

Pon Farr For this event the boys will be testing their skills with fire-making. This is a timed event. Materials: wood, flint and steel, kindles, Procedure: The patrol will be entering the wood yard to collect wood after they have begun. They are only allowed one trip into the yard. The boys must build a fire structure using one of the 3 types of fire structures. Once cleared to start the boys will construct their fire using flint and steel. If after a minute the fire has not started the boys will be offered a match, each match is an additional 15 second. Once the fire has ignited no one may touch it, or it will result in a time penalty of +1:30. The fire must burn through the rope, and the time will stop Rules: Will be given flint and steel, matches may be used for a +15 seconds on their time Maximum of 3 matches may be used. Scoring: Patrols will be judged on the speed in which it takes for the start to when the fire to burn through the rope, along with the amount of matches (if needed). ScoutsEventsPacket_V5.docx Page 11

Hull Breach Optional Activity (After Competition) This is not an event but will be available for all scouts and Webelos. Scouts can construct their own bottle rocket and then firing it off and seeing how high they can get their rockets to go. ScoutsEventsPacket_V5.docx Page 12