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Camporee
Events:
Fire Building
- Each patrol will be given two
stick matches and directed to a
place where there are two poles
driven into the ground. There
will be two strings tied between
the poles, one at 8 inches, the
other at 12 inches off of the
ground. Each patrol will be
given the material to build
their fire, NO FIRE STARTERS
WILL BE ALLOWED AT ALL. This is
to be a test of proper fire
building, not of how much dryer
lint you can pile in. The fire
lay cannot go above the lower
string at any point or the
patrol is disqualified. Once the
lower string has been burned
through, no additional materials
may be placed on the fire. This
encourages proper fire building,
rather than just putting on tons
of leaves.
Scoring: Timed event.
Each additional match will add
15 seconds to score.
Tripod Building
- Each patrol must build a
tripod by using 3-eight foot
poles as the legs and 3-six foot
poles as the crossbeams. There
will be one 12 foot rope which
will be used as the top tripod
lash, as well as 6-eight foot
ropes which will be use to lash
the crossbeams. Scouts must
follow the Scout Handbook
procedures on the correct way to
build a tripod. Scouts must take
down tripod prior to leaving
site.
Scoring:
Timed Event, with a 30 second
penalty for each incorrect knot
or lashing. Bonus for Tripod
standing straight, being able to
hold the judge, and for having
the center lash tied correctly.
Cooking Kims
Game
- This is a simple test of
memory based on the scout
classic, Kims Game. The
patrols will be allowed to look
at number of cooking items such
as pats, pans, utensils, cutting
boards, spices, rolling pins,
what ever for two minutes and
then cover it up. They will be
given a set amount of time to
write down everything they
remember. Each patrol member
makes his own list, with no
collaboration between members.
Scoring:
Event Coordinators will add up
the total number of correct
answers and then divide by the
number of Scouts in the patrol.
Lashing Reach
The patrol must lash 3 spars
(poles) end-to-end, using shear
lashings. Once this is done, the
team must use the long pole they
have created to retrieve a
bucket without spilling the
contents. The bucket will be
placed approximately 10 feet
beyond a line which no one can
cross. Scouts must disassemble
the pole prior to leaving site.
Scoring:
This is a timed event with a
penalty of 30 seconds for
spilling the contents of the
bucket and 60 seconds for
crossing the line.
Knot Tying
- Each member of a patrol will
be blindfolded, they will they
will be
asked to tie six different
knots: square knot, bowline,
timber-hitch, two half hitches,
clove hitch, and
tautline
hitch.
Scoring:
Event Coordinators will add up
the total number of knots tied
correctly and then divide by the
number of Scouts in the patrol.
First Aid
- In this event each Patrol will
be given a first aid problem
that will require them to render
aid to an injured member of the
Patrol. Scouts will stop
bleeding, splint broken bones,
do rescue breathing, and treat
for shock. First aid supplies
will be obtained from either
Mother Nature or their backpack.
Each Patrol will supply
its
own victim.
Scoring:
The event will be scored based
on how well each Patrol takes
care of the various injuries,
which injuries were treated
first (i.e. did the victim bleed
to death while the Patrol
splinted his broken bones), how
well the Patrol takes orders
from the PL, how seriously the
Patrol treats the event
(tickling the victim loses
points), whether the Patrol
dials 911 (this is simulated to
the judge).
Compass
Bearings
- A course will be set up with a
wood stake in the center, and 19
stakes in a loose ring about 30
feet out from the center. All
Patrols will start from the
center stake and work out from
there. The sheet will give a
compass bearing and distance,
the Scouts will have to go to
the stake at that bearing and
write that number down. They
will then read the next bearing
and proceed to that stake,
record that number, and so on
until completed. Each sheet will
end up at the center stake. So
the Scouts will know at the end
if the sheet said 120 degrees,
30 feet, and that did not end up
anywhere near the center stake
they made a mistake somewhere
along the line. Scouts can then
go back and start again but the
clock continues to run.
Each Patrol
Must Bring Their Own Compass!!
Scoring:
Timed Event. There is a 30
second penalty for each
incorrect stake.
Flapjack
Relay
- Each patrol will cook a
pancake. The pan is run to one
end of the area, and the pancake
put on a plate. The plate (with
the pancake on it) is run to the
other end of the area, and the
pancake is buttered. The plate
is run to the other end of the
area, and syrup put on the
pancake. Then run the plate
back again, and present to the
PL. Bonus (15 seconds) if the
PL eats the pancake. A fire
will be at the station. Plates,
syrup, butter, and ingredients
for the pancake will be
provided, but each patrol needs
to supply a mixing bowl (or pot)
and spoon, and a frying pan and
spatula.
Scoring: This is a timed
event.
All Day
Scavenger Hunt
- At the first station, each
patrol will be given a list of
items to find throughout the
day. The sheet and items will
be turned in at the last station
that the patrol goes through
during the day. That Event
Coordinator will then turn the
sheet into the person running
the event. The lists will be
made up of enough items that
there is only a small chance of
a patrol finding everything.
The list could be made up of
things such as various leaves, a
pine cone, certain weeds (not
poison ivy), etc. Patrols will
be given a bag to carry the
items in. Patrols are
encouraged to look for items
en-route from one event to the
next. Items will be turned in
at the last station.
Scoring: One point per
item. |