The purpose of these events is to have fun while displaying your scout skills competing with the other scouts of the Mighty Ottawa District.

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1 INTRODUCTION The purpose of these events is to have fun while displaying your scout skills competing with the other scouts of the Mighty Ottawa District. All will participate with scout spirit (Oath & Law). Each Event will be run by either Venturing Crews or Camporee Staff. They developed the rules and they have the final say in making decisions about their event. Any disagreements with judging WILL be addressed to the Camporee Director only. There will only be one team per troop per event. The size of a team will be listed in the rules for that event. It is intended that the troop would practice these event skills and maybe have their own competition between patrols in campouts and troop meetings leading up to the Camporee. There are other activities and the Midway for the scouts when not actively involved with an event. Each event will have its own trophy/plaque. Some maybe traveling awards and will need to be returned at a future date. Awards will be presented at the closing ceremony only. Each event will score point for over all Camporee Trophy. 1 St place 20 points 2 nd place 10 points 3 rd place 5 points 1 point all others!!!have FUN!!!

2 DUTCH-OVEN COOK-OFF RULES AND REGULATIONS CREW 172 Category: Main Dish Beef (a dinner main dish with beef as its main ingredient) Time: 3 hours 2 Boy Scouts Dish name, team name, and recipe need to be submitted at registration. ONLY TEAM MEMBERS will be allowed in the cooking area (10 X10 area.) One team member should remain in the cooking area at all times for fire safety reasons. The team must provide Dutch oven, prep area, cooking utensils, and ingredients. Ingredients cannot be precooked and must be combined, chopped, sliced or diced during and in the competition site. For safety reasons, no ingredients prepared or processed at home are allowed All cooking must be done in Dutch-Ovens. Charcoal briquette (district provided) is the only fuel allowed. Removing burnt or uncooked sections of food will lead to disqualification. Any food dropped on the ground must be discarded. If food is picked up and used, this will result in immediate dismissal of competition. Dishes must be presented to the judges' table, on time, NO EXCEPTIONS. All foods submitted for judging must be presented in the pot or on the Dutch oven lid. Dish washing will be done at team s designated camp site. Cook site must be cleaned up at the conclusion of the team s cooking. No eating in the cooking area, but all teams can consume liquids to keep hydrated during the cook-off. Practice safe food handling procedures. There should be no finger licking. Tasting utensils must be washed immediately after use. ALL JUDGING DECISIONS ARE FINAL NO PETS allowed in cooking area. A cook book will be provided to all participating Troops.

3 ORIENTEERING CREW Boy Scouts Equipment: Map and compass Map will be supplied Compass supplied by team. 1. The use of navigational aids other than compass is prohibited. (GPS, pedometers) 2. Cannot use outside help even from other teams. 3. Teams need to remain as quiet as possible. 4. Teams are not allowed to alter or damage the course. Use leave no trace principles. 5. If the team has not completed the course in the time limits allowed then they must return to the start area. No team members may leave the course area without checking in with officials. All teams must check in and check out. The use of the buddy system is mandatory. 6. If a team encounters an injured competitor then help please provide help. Judging: Accuracy / Time

4 SHELTERS CREW 272 Objective: 2 Boy Scouts Completely construct a shelter that a scout may have to use while on a day hike and get caught in a storm in the back country while hiking. Return to camp is not possible until the following morning. The shelter needs to be able to keep the team reasonably dry for a single night. The team will may use a standard day packs to carry items that a scout would use on a day hike trip. (no tent, sleeping pads, sleeping bag) The team has use of the natural surroundings. Use LEAVE NO TRACE principles. Judging: The team will be judged on the soundness of the shelter in a heavy rain storm; how dry the occupants would be; the time it takes to construct the shelter.

5 FIRE BUILDING CREW 8 2 Boy Scouts Objective/Procedure To in the least amount of time, burn through a piece of string, one foot ten inches above the ground with gathered materials, not exceeding the height of one foot. Time may be added to some team s totals at the Judges discretion for reasons including: a lack of teamwork, unsafe practices, or violation of rules. Time will be provided to gather materials. Materials must be gathered, but remember leave no trace. The use of accelerants, including but not limited to magnesium, gasoline, or other petroleum products, is prohibited. Teams must use safe fire practices at all times. Team may only adjust weather conditions by using their bodies to block wind or rain. Horseplay and other such behaviors are not acceptable and will not be tolerated. Equipment: String, Dowel Rods, Matches, Flint and Steel, Tinder (the final two are to be brought by the team)

6 MOUNTIAN BIKING CREW 228 Objective: 2 Boy Scouts Demonstrate Trail Bike Safety and skills on a simulated trail Equipment Bike and helmet to be provided by the participants Successfully complete a trail bike course which will include test stations 1 st test station Pass a bicycle safety check list. Traverse to subsequent stations using proper trail riding techniques. Other test may include trail safety, first aid, bike balance, obstacle course, water crossing, See Cycling Merit Badge book.

7 EUCHRE TOUNRAMENT CREW 33 2 Boy Scouts Single Game elimination Four people play in two partnerships. Euchre uses the standard 52-card pack, but with 28 cards removed (everything below the 9). Hoyle Card Games does not use the joker. The rank of cards in each non-trump suit: ace (the highest), king, queen, jack, 10, 9 (the lowest). The rank of cards in trumps: the jack of the trump suit (the Right Bower) followed by the jack of the same color (the Left Bower). For example, if hearts are trumps, they would rank as follows: the jack of hearts, jack of diamonds, and then the rest of the hearts. The trump suit always has seven cards; the next suit (same color as the trump suit) has five; and the cross suits (opposite color as the trump) each have six. Five cards are dealt to each player. The pack is placed face-down, with the top card turned face-up. This card determines the trump suit for the deal. The first player may either pass or accept the turned-up card as trumps (must have suit in hand to call Trump.) If the first player passes, the next player faces the same decision, and so on. As soon as a player accepts the turned-up card as trumps, the dealer discards a card. The discard is placed cross- wise under the undealt cards. The turned-up card belongs to the dealer in place of the discard. If all players pass, the first player then has the right to name the trump suit, or to pass. (If the first player passes, the next player has an opportunity to name a trump suit, and so on.) The suit of the rejected card cannot be used for trumps. If all players pass a second time around, the cards are thrown in for a new deal. The player who declares the trump suit has the right to play alone. The partner of this lone wolf lays his or her cards face-down and does not participate in the hand. In play, players must follow suit of whatever card is lead (if able). A trick is won by the highest trump or by the highest card of the suit led. The winner of a trick leads the next card. The object is to win at least three tricks (of a possible five). If the side that called trumps fails this, it is euchred. The winning of all five tricks is called march. In the traditional scoring, the side that called trumps wins one point for making three or four tricks; for making five tricks or march, they score two points. For the person playing alone: three or four tricks gain one point; march nets four points. If the side that called trumps is euchred, their opponents win two points. Four-hand euchre is usually played for a game of five points. First team to ten wins.

8 TUG-O-WAR STAFF Up to 8 Boy Scouts Pull the other team of 8 scouts so that the center point of the rope (marked by a ribbon) crosses the end zone. Scouts may grasp the rope with gloved or bare hands only. The use of mechanical aids is prohibited. Single Elimination

9 PIONEERING (BRIDGE BUILDING) STAFF 4 Boy Scouts Time: 3 hrs Objective: Build a model bridge using pioneering skills across a river. River: 10 wide. The river may not be entered. Anything dropped or placed in the river in the river will be considered washed down stream and out of play. If a team member steps in the river will have a 5 minute recovery time before resuming work. No materials can be thrown from one side to the other. Rigging may be used to place pieces of the bridge into place. Material: spars/members (up to 1 diameter sticks no more than 3 in length.) lashing material (farming grade binder twine maximum length 3 ) rigging (temporary material to move parts of structure into place) maybe larger ropes and members. Judging: Design: Time: Bridge needs to span 20. Width to be 3 wide or less. Hold 25lbs. at mid-span. Members are to be joined using common lashing techniques. (See pioneering merit badge book.) NO preassembly. 3 hours to complete. Points will be awarded for completing the bridge, holding the required 25lbs., quality of lashings, time required to construct, aesthetics, and uniqueness of design.

10 MODEL CAMPSITE Commissioner STAFF TROOP The camporee committee will provide an unimproved campsite that is large enough for your troop. Running water, portable toilets, and the competition area are nearby. Your troop will transform this spot into a model campsite! There's plenty of time to prepare your campsite - judging will be during Saturday afternoon competition (5:00-6:00PM). Bring your scout skills and lots of imagination! Start planning today - practice on your next troop campout. A model campsite includes: Separate areas for each patrol. Extra points will be awarded for: A campsite gateway. * Pioneering improvements & camp gadgets. Tents set up in a uniform and organized manner. A food preparation and clean up area. Posted duty roster. Fire buckets. NO Campfires at campsite. Points deducted for: Trash & litter in campsite. Dead limbs above tents (deadfalls). Improper disposal of food. *Note: Closed tent flaps will not be opened for inspection.

11 GATEWAY Commisioner STAFF TROOP Gateways must meet these criteria: 1. Operability: the gateway must be operable in some way, for example: turnstile, swinging gate, drawbridge, etc. 2. Lashings: the gateway should include Square Lashes, Diagonal Lashes and Shear Lashes. 3. Flags: both the troop flag and the American flag must be properly displayed as an integral part of the gateway. 4. Safety: gateways must be safe. 5. Ideals of Scouting: a gateway is a pioneering project the use of store bought lumber and fasteners are not very impressive. Lashings are the preferred fasteners. Points Category Notes 10 Scale Model Points based on overall quality. 5 Bill of Materials Points based on accuracy and completeness. 10 # Lashings up to10 lashings 20 Operability Points based on ease of operation and inventiveness. 15 Flag Display Proper display of troop and American flags. 20 Lashing Quality Are lashings made properly and are they durable? 20 Design Quality Points based on imagination and execution. 100 Total Extra 5 Scoutmaster Photograph 8 ½ x 11 mounted on gateway 5 Inventive Decoration Go wild! Judging: at the time of Model campsite inspection. 5:00-6:00pm Saturday.

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