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Scouts - BSA Ventura County Council Ronald Reagan District Camporee 2019 Highland Games EVENT DESCRIPTIONS Morning Games Final February 25, 2018

Scouts - BSA Ventura County Council Ronald Reagan District Camporee …€¦ · 2018 VCC Ronald Reagan District Camporee April 26-28, 2019 4 3. Golf Procedure: The patrol members

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Page 1: Scouts - BSA Ventura County Council Ronald Reagan District Camporee …€¦ · 2018 VCC Ronald Reagan District Camporee April 26-28, 2019 4 3. Golf Procedure: The patrol members

.

Scouts - BSA Ventura County Council

Ronald Reagan District Camporee 2019

Highland Games

EVENT DESCRIPTIONS Morning Games

FinalFebruary25,2018

Page 2: Scouts - BSA Ventura County Council Ronald Reagan District Camporee …€¦ · 2018 VCC Ronald Reagan District Camporee April 26-28, 2019 4 3. Golf Procedure: The patrol members

2018 VCC Ronald Reagan District Camporee April 26-28, 2019

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1. Bucksaw

Procedure: Patrols will cut pieces off of a log with a bucksaw. They will go two at a time, each pair of scouts cutting one piece off of the log while the rest of the patrol holds the log stable. They will be timed, and time stops once all scouts have cut one piece. If a patrol has an odd number of scouts, one scout from the first pair will help the last scout Rules:

• Only two scouts cutting at a time. • Other members of the patrol hold wood steady. • Each pair of scouts will cut off one piece of wood.

Scoring:

• The event will be scored based on time using a stopwatch • Final score will be the total time to complete the cuts divided by the number

of pairs of scouts in the patrol. Materials:

• A stopwatch/timer • Sawbucks • Peeler Logs • Two-Man Saw • Safety

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2. Log Pull

Procedure: Patrol will tie a rope to a log, using a timber hitch and a half hitch. They

will then pull the log, as a patrol, around a tree and back to the starting point. They will be timed from when they begin tying the knots to when the log crosses the finish line. Rules:

• They must tie the correct half hitch and timber hitch knots. • The entire patrol must pull the log. • They must go around the tree and back to the starting point. • Time ends once the log crosses the finish line entirely.

Scoring:

• Patrols are scored based on their time from the start of tying the knots to them crossing the finish line.

Materials:

• A stopwatch/timer • A large log • A rope long enough for all scouts to have a spot • A marker for the start/finish

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3. Golf

Procedure: The patrol members will hit wiffle balls with a golf club towards a target 15-20 feet away. There will be three point levels, a large circle worth 5 points, a kiddie pool worth 10 points, and a bucket in the center of the Kiddie pool worth 20 points. Each member will hit three balls towards the target, and scoring will be based on the points the patrol gets.

Rules:

• Each scout gets three balls. • Balls that hit a target get points. • All scouts hit three balls each, then the score is counted. Based on where the

balls lie at the end.

Scoring:

• Scored on the points they get, 5 points for the large circle, 10 for the kiddie pool, and 20 for the bucket.

• All points are added up, and divided by the number of members to get the final score.

Materials:

• Kiddie Pool • 5-gallon bucket • Golf club • Many wiffle balls

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4. Clach Neart

Procedure: Patrol members each shot put a rock, and the distance that it is thrown is measured for their score. Each patrol member throws one rock, and the score is counted based on the total distance they are thrown.

Rules:

• Each patrol member gets one throw. • All patrol member must throw one rock. • The distance is measured from the point where the rock is thrown.

Scoring:

• All of the individual throws’ distances are added up, and this is divided by the number of members in the patrol.

Materials:

• Measuring tape • Rocks (around 10 lbs.)

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5. Battle Hammer Toss

Procedure: Patrol members each throw a battle hammer, and the distance that it is thrown is measured for their score. Each patrol member throws one hammer, and the score is counted based on the total distance they are thrown. All scouts waiting must stand off to the side of the participant. Rules:

• Each patrol member gets one throw. • All patrol member must throw one hammer. • The distance is measured from the point where the hammer is thrown. • Throw must be made from in between the legs.

Scoring:

• All of the individual throws’ distances are added up, and this is divided by the number of members in the patrol.

Materials:

• Hammer • Measuring tape

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6. Tomahawk Throw

Procedure: Each patrol member will get three tomahawks to throw at a target. All patrol members will throw 3 tomahawks each. They will be scored based on the number of tomahawks that stick in the target. Rules:

• All patrol members get 3 tomahawks each. • They need to throw them at their own target, and once all tomahawks are

thrown, scoring can be done.

Scoring:

• Only tomahawks that stick and stay in the target count for scoring. • Final score is the total number of tomahawks that stuck in the targets divided

by the number of patrol members.

Materials:

• Tomahawks • Tomahawk targets

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7. Dóigh Aran Flip

(Pancake Flip) Procedure: First, the patrol will make pancake batter, and cook it until it is solid. Then, each patrol member will have to flip the pancake with a spatula, repeating the attempt until they are successful. They will be timed from when they receive the supplies until after every patrol member has successfully flipped the pancake. Rules:

• They must mix their own pancake batter. • They decide when the pancake is cooked enough to begin flipping. • Every scout must successfully flip the pancake once. • Time goes from when they receive the ingredients until they have all flipped

the pancake once.

Scoring:

• The total time from receiving the ingredients to finishing the challenge will be divided by the number of scouts in the patrol to get the final score.

Materials:

• Timer/stopwatch • Stove, pan, spatula • Pancake batter, water • Cups, spoons

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8. Kim’s Game

Procedure: There will be a list of names of Scottish clans and coats of arms that the patrol will get one minute to memorize. After that, they will receive coats of arms without names and separate names, and will have one minute to match as many names and coats of arms as they can. Rules:

• There will be 20 Clans and coats of arms to match. • They only have two minutes to memorize the clans, and three minutes to

match them. • Once the time is up, they have to immediately stop what they are doing. • The troop hosting the game can decide if they want to allow the members of

the patrol to talk during the matching part, as long as it is consistent. • The patrols can end the time early for extra points if they are confident they

have gotten all of the clans.

Scoring:

• Their score will be the number that they get right in the one minute period. • Every ten seconds the patrol ends early will be an extra point.

Materials:

• Timer/stopwatch • Poster of clan names and coats of arms • Separate names and coats of arms for

matching portion • Blanket to cover guessing portion.

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9. Chariot Race

Procedure: Patrols will lash an A frame from spars and ropes. One patrol member will get onto the chariot, and the other members will carry him. They will run from the start point around a tree and back to the start point with the chariot. Score is based off of time from the beginning of the lashing to the time the chariot crosses the finish line. Rules:

• They must tie the correct lashings for the A frame, two square lashings and one diagonal lashing.

• One patrol member must be in the chariot for the running portion. • If a knot falls apart, they must repair it before they can continue running. • All scouts must cross the finish line when time runs out.

Scoring:

• The final score will be the time it takes for them to finish divided by the number of scouts.

Materials:

• Stopwatch/timer • 3 spars • 3 lashing ropes • Markers for the start/finish line

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10. Tire Pull Procedure: Scouts will have to stand in place and pull a sled with tires or weights towards them, past a finish line. They will have to stay behind a line, and cannot move to pull the sled. They will be timed, from once they start pulling to when the sled crosses the finish line. Rules:

• Scouts need to stay behind the finish line while pulling. • Scouts cannot move while pulling the sled. • They need to pull the sled entirely behind the finish line before time stops. • Fox and Coyote level patrols will use the lighter tire, and the Hawk and Bear

level patrols will use the heavier tire.

Scoring:

• They will be scored based on the time it takes for the to pull the sled from when they start pulling to when the sled entirely crosses the finish line.

• This time will be divided by the number of people in the patrol to get the final points.

Materials:

• Stopwatch/timer • Markers for the start and finish points, as well as

the line that the scouts stand behind • 2 different tire weights • Rope