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Troop 1666 Event Playbook: Event Playbook Page 1

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Page 1: s3.amazonaws.com · Web viewEvery Boy Scout should know how to build a flagpole and hold a flag ceremony. You have seen the ceremony performed at every Troop Meeting and now your

Troop 1666

Event Playbook:“Are You Tougher than a Boy Scout” Planning

Event Playbook Page 1

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Revision HistoryRevision Date Revision CommentsOriginal June 22, 2016 NA

Event Playbook Page 2

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Welcome! Welcome to Boys Scouting! We’re glad you’re here. This playbook is one in a series of many. The aim of this playbook is to make it easier for adult leaders to plan key activities. This guide provides a “script” to plan the annual “Are You Tougher than a Boy Scout” camping weekend.Please use this guide and recommend any changes to Troop Leadership (Scoutmaster and SPL).

Event Playbook Page 3

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Troop 1666 “Are you Tougher than a Boy Scout” Planning Script

This script is meant to provide guidance from start to finish on arranging the annual “Are you Tougher than a Boy Scout” camping trip for Troop 1666.

Task ID

Task Who Time Notes

1 Review options for location Camp Coordinator (CC)

No later than 3 months prior to camping trip

The CC can canvass typical camps within a 1-3 hour drive, visit the respective canoe websites to narrow down the options

2 Call prospective sites and gather information

CC No later than 3 months prior to camping trip

Typical questions are noted below and should be asked of each campsite

2a - Is tent camping available- Are there fire pits- Is firewood available (free or purchase)- What is the rate for camping- Is there running water- Are there porta-pottys- Is there a discounts for Boy Scouts; if so, how much- What deposit is required and when- When is the final count required

3 Review with SM and SPL CC No later than 2 months prior to camping trip

Prepare a short PPT deck or discussion points for Troop(may skip Tasks 4 and 5 is SPL desires)

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Task ID

Task Who Time Notes

6 Once camp site is selected, contact camp to get any final info (through website, email, phone)

CC Dependent on selected camps process

May need to put deposit on personal credit card and get reimbursed by Troop Treasurer

Arrange activities (see “Summary of Events” below for typical activities)

CC NLT 2 weeks before actual camp dates

Need to ensure we have enough adults to “lead” the stations

Inventory Materials for Activities CC NLT 4 weeks before actual camp dates

Materials required are include with each activity; check with Troop Quartermaster

7 Set up signup scouts at Troop level on Troop 1666 website- participation- payment reqd and when

CC Ensure final sign-up and payment is no later than 2 weeks prior to canoe camping weekend

8 Submit Tour Plan CC with SM 2 months in advance As required9 Collect payment CC and Troop

TreasurerAs determined Collect payments

10 Collect Waivers CC NLT 2 weeks before camp As required11 Arrange drivers to/from CC At least two weeks prior

to departure dateNeed approx. one driver for every 3 scouts

12 Arrange for driver to pull trailer CC At least 2 weeks prior to camping weekend

13 Make payment to Camp CC and Troop Treasurer

As required by the selected camp

Bring Troop checksBring Tax Exempt paperwork

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SUMMARY OF EVENTS

1. Flag Pole Ceremony: All members work together to tie & lash flag pole & hold a flag ceremony (flag up and down) (timed event)

2. All Aboard: All members of the patrol must get on a platform, with everyone off the ground long enough to recite the Scout Law. 3 platforms (-2 minutes for the first platform, -3 minutes for the second platform and -5 minutes for the 3rd platform) 2 attempts per platform.

3. Slingshot: Each patrol member must hit a target with a slingshot/paintball, before (1 member) using compass to determine what bearing is the … TBD (timed event)

4. Fire in the Hole: 3 members properly prep & build a fire large enough to burn through a string.  Then to properly extinguish the fire. Each team given only one match, 5min added for additional matches, 10min removed for not using a match at all! (Timed event) no matches only a flint and steel

5. Calisthenics: patrol will perform a First Aid Relay. One member receives an “injury” from Leader and the rest of the patrol will perform a relay race to administer first aid. (timed event)

6. Jeopardy Game: 3 members only. Correct answers -2min, incorrect answers +2min7. Build a shelter out of natural items. Once everyone is done all patrols will vote.8. Shooting a barring in a direction to find a treasure.9. Atlatl Spear Throwing 10.Skit competition at campfire 11.Capture the flag

Rules:

a. Assign by patrolsb. Each Patrol gets the coordinates in different orderc. Everyone takes turns performing tasks, not everyone needs to be involved at each task (unless team effort), but

same people can’t perform 2 tasks in a row (unless team effort), and everyone must be used at least 2 times.d. Each team must find each site, and perform each task at each site.

i. Each site is administered by an SM/ASM/JASM.e. Each patrol carries the map, and gets initials from the Leaders at each site when complete (also lists who did

what at each site, with time in and time out… along with bonus or penalty minutes)f. Patrols ARE NOT ALLOWED to start, unless WHOLE team is present.

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Leader Assignments:

Event Leader

1.     Flag Pole Ceremony

2.  All Aboard

3.     Slingshot

4.     Fire in the Hole

5.     Calisthenics

6.     Jeopardy Game:

7.     Build a shelter out of natural items

8.     Shooting a barring in a direction to find a treasure

9. Atlatl Spear Throwing

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1. Flag Pole Ceremony

Instructions: (To be read to the Patrol)

Every Boy Scout should know how to build a flagpole and hold a flag ceremony. You have seen the ceremony performed at every Troop Meeting and now your challenge is to tie & lash a flagpole and hold a flag ceremony. The ceremony must include raising and lowering the flag.

This is a timed event. Entire Patrol participates.

When time has ended:

On the Patrol Tracker Sheet, the Leader will enter the total time it takes the Patrol to complete the task. When complete the Patrol can move to the next station.

Materials:

Two flag poles (Use the Troop flag pole to perform the ceremony) Flag Rope for lashings Rope for stakes Rope for raising the flag (3) Stakes Mallet Stopwatch

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2. All Aboard

Instructions: (To be read to the Patrol)

As every scout knows, teamwork is an important part of scouting. In this challenge your teamwork will be put to the test.

Everyone in the patrol must get onto the platform so that no one is left touching the ground. Everyone must stay on long enough to recite the Scout Law.

You cannot lie on top of each other. You cannot form a pile. You cannot be on the shoulders or back of another scout.

You have 2 attempts and will receive a reduction in your time if you’re successful. An attempt is made when the patrol begins to recite the Scout Law. You have 2-minutes to decide your strategy, before you must make an attempt.

The Leader:

Place the largest platform down first. Be sure to place it in an area clear of any obstacles that could injure a falling scout. Be sure the platform is on a level surface. The leader should also be available to spot the group as deemed necessary.

Begin with the largest platform and then replace it with the next smaller platform. There are 3 platforms in totals. Scoring will be as follows:

Platform 1 (largest) subtract 2 minutes if successful Platform 2 (middle) subtract 3 minutes if successful Platform 3 (smallest) subtract 5 minutes if successful

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When time has ended:

On the Patrol Tracker Sheet, the Leader will enter the total time reduction achieved. When complete the Patrol can move to the next station.

Materials:

3 platforms Stopwatch Hammer Spikes for platforms

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3. Slingshot

Instructions: (To be read to the Patrol)

Can you hit the broad side of a barn? How good of a shot are you?

Each patrol member will have 5 attempts to hit the targets in the distance, with a slingshot and a paintball. This is a timed event. For every unsuccessful scout (meaning you do not hit the target in your 5 attempts) a 1-minute penalty will be added to your overall time.

For the Leader:

The target should be set-up about 30 feet from where the scouts shoot. The time will start when the first scout shoots his first paintball. Time will end after the last scout has shot his paintball.

When time has ended:

On the Patrol Tracker Sheet, the Leader will enter the total time (including penalties) to complete the activity. When complete the Patrol can move to the next station.

Materials:

Target Slingshot Paintballs 1 cone or marker Stopwatch

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4. Fire in the Hole

Instructions: (To be read to the Patrol)

Three members of the patrol will be selected to properly prep & build a fire large enough to burn through a string.  Then you will need to properly extinguish the fire.

Each patrol will receive only one match and will need to gather the necessary materials from their surroundings to start the fire.

There is a 5-minute added for each additional match 10-minutes will be subtracted from their total time if no match is used at all!

This is a timed event. 3 members of the patrol participate.

When time has ended:

On the Patrol Tracker Sheet, the Leader will add the total time to complete the challenge. The Patrol can now move to the next station.

Materials:

Matches String Tub to contain the fire Remaining materials for the fire will be procured by the scouts Stopwatch

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5. Calisthenics

Instructions: (To be read to the Patrol)

One element of the Scout Oath is to be Physically Fit. In this challenge your Patrol will get to demonstrate their fitness. In addition, you will be challenged to a First Aid relay race.

Each member of the patrol must do

15 pushups 20 sit-ups 50 jumping jacks

Then one member from the patrol will receive an “injury” from the Leader. The remaining scouts will then line-up at a cone and one by one race to the injured scout and perform a first aid act (see below).

This is a timed event. All members of the Patrol participate.

When time has ended:

On the Patrol Tracker Sheet, the Leader will add the total time to complete the challenge. The Patrol can now move to the next station.

Event Playbook Page 13

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Arm-Sling Relay

Equipment: Scout neckerchief or triangular bandage. One cone for the patrol to line-up behind.

Procedure: The patrol lines up in relay formation, with one Scout acting as a patient and standing across from his patrol. On the Leader’s signal, the first player will run to the patient and apply an arm sling. At the instant the Leader can see that the sling is correct, he/she will shout “Off!” and the Scout removes the sling and runs back to tag the next member of his patrol. This continues until all in the patrol, except the patient, have tied a sling.

Note to judges: Slings must be correctly applied and adequate to serve the purpose. The judge should have multiple slings so that you can untie the knot while the scout races back to the line.

Materials:

3-5 Neckerchiefs or other triangular bandage 1 cone or marker Stopwatch

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6. Jeopardy game:

Instructions: (To be read to the Patrol)

Knowledge is crucial in everything we do. Being able to remember when and how to do something is important, especially in an emergency. You will select 3 members from your Patrol to answer 15 questions.

Much like the game of Jeopardy, the Leader will state the answer and the scout will need to answer in the form of a question. For every correct answer the Patrol will receive a reduction of 2 minutes. For every wrong answer, 2-minutes will be added to your overall time.

There are 15 questions in total. No participant will be able to answer 2 questions in a row and each participant must respond to 5 questions. Only one answer per question can be given.

The Patrol will have 10-seconds to respond to a question. Any responses from non-participants will be considered an incorrect answer.

For the Leader:

Allow the Patrol 1-minute to pick the 3 participants. In the beginning, after a scout has answered a question, remind them they cannot answer the next question just to get everyone in the habit. Give the scouts 10 seconds for someone to respond.

When time has ended:

On the Patrol Tracker Sheet, the Leader will enter the net time (+ or -) to the sheet. The Patrol can now move to the next station.

Materials:

15 questions Stopwatch

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7. Build a shelter out of natural items

Instructions: (To be read to the Patrol)

Each patrol will have 25 minutes to build a shelter. The instructor will decide which patrol took first place, 2nd, and 3rd place, etc. Points will then be assigned to each patrol after all patrols have completed the task. The points will be added to each patrol. For example a 3rd place patrol may have 5 points added, 2nd place 3 points and 1st place none.

One-Man Shelter (example)

A one-man shelter you can easily make using a parachute requires a tree and three poles. One pole should be about 4.5 meters long and the other two about 3 meters long.

To make this shelter (Figure 5-7)--

• Secure the 4.5-meter pole to the tree at about waist height.• Lay the two 3-meter poles on the ground on either side of and in the same direction as the 4.5-meter pole.

• Lay the folded canopy over the 4.5 meter pole so that about the same amount of material hangs on both sides.

• Tuck the excess material under the 3-meter poles, and spread it on the ground inside to serve as a floor.

• Stake down or put a spreader between the two 3-meter poles at the shelter's entrance so they will not slide inward.

• Use any excess material to cover the entrance.

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Debris Hut

For warmth and ease of construction, this shelter is one of the best. When shelter is essential to survival, build this shelter.

To make a debris hut (Figure 5-11)--

• Build it by making a tripod with two short stakes and a long ridgepole or by placing one end of a long ridgepole on top of a sturdy base.

• Secure the ridgepole (pole running the length of the shelter) using the tripod method or by anchoring it to a tree at about waist height.

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• Prop large sticks along both sides of the ridgepole to create a wedge-shaped ribbing effect. Ensure the ribbing is wide enough to accommodate your body and steep enough to shed moisture.

• Place finer sticks and brush crosswise on the ribbing. These form a latticework that will keep the insulating material (grass, pine needles, leaves) from falling through the ribbing into the sleeping area.

• Add light, dry, if possible, soft debris over the ribbing until the insulating material is at least 1 meter thick--the thicker the better.

• Place a 30-centimeter layer of insulating material inside the shelter.• At the entrance, pile insulating material that you can drag to you once inside the shelter to close the entrance or build a door.• As a final step in constructing this shelter, add shingling material or branches on top of the debris layer to prevent the

insulating material from blowing away in a storm.

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8. Shooting a barring in a direction to find certain items

Instructions: (To be read to the Patrol)

Description. Scouts are given compass directions on a slip of paper (see example below) to find treasure

The directions take Scouts through a triangle-shaped course which, if done correctly, ends where it started.

Instructions Scouts start out standing above the "treasure". The treasure should be small

(coin, foil, glow bands, scout items) so it will be hard to see from a distance.

When time has ended:

On the Patrol Tracker Sheet, the Leader will add the total time to complete the challenge. The

Patrol can now move to the next station.

Mission Number 1

Leg 1 Walk 29 Meters heading 68 degrees.

Leg 2 Walk 29 Meters heading 188 degrees.

Leg 3 Walk 29 Meters heading 308 degrees.

www.scoutorama.com

Mission Number 2

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Leg 1 Walk 50 Meters heading 117 degrees.

Leg 2 Walk 50 Meters heading 237 degrees.

Leg 3 Walk 50 Meters heading 357 degrees.

www.scoutorama.com

Mission Number 3

Leg 1 Walk 33 Meters heading 90 degrees.

Leg 2 Walk 33 Meters heading 210 degrees.

Leg 3 Walk 33 Meters heading 330 degrees.

www.scoutorama.com

Mission Number 4

Leg 1 Walk 36 Meters heading 18 degrees.

Leg 2 Walk 36 Meters heading 138 degrees.

Leg 3 Walk 36 Meters heading 258 degrees.

www.scoutorama.com

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Mission Number 5

Leg 1 Walk 44 Meters heading 41 degrees.

Leg 2 Walk 44 Meters heading 161 degrees.

Leg 3 Walk 44 Meters heading 281 degrees.

www.scoutorama.com

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9. Atlatl Spear Throwing

Instructions: (To be read to the Patrol)

Each patrol member will have two opportunities to throw three spears. Every time a target is successfully hit one negative minute will be added. For more challenging targets, a successful target hit can be counted as two negative minutes. These minutes will be totaled and subtracted from the patrols total score.

When time has ended:

On the Patrol Tracker Sheet, the Leader will add the total negative minute(s) to when the patrol challenge is complete. The Patrol can now move to the next station.

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Event Playbook Page 24