Aquia Camporee Committee APRIL 15-17TH 2016 | 75 FLYING H FARMS RD FREDERICKSBURG, VA
SCOUT GAMES… PATROL CHALLENGE CAMPOREE 2016
SCOUT GAMES… PATROL CHALLENGE CAMPOREE 2016
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Dear Aquia Scouts and Scouters,
The Spring Camporee for 2016 will be a fun and challenging event for all of us. We are
planning to lay out up to 20 or so games that are sure to test your Scout skills, personal
mettle, patrol cohesion, and, hopefully, sense of humor. As you will find in the wide
variety of games, not all of them involve simple knot-tying skills; we hope some of them
help push your patrols to the limits of their tenacity.
About the games, not all of them will be supervised the same or require the same
amount of time, we do expect Scouts to be patient as they wait to start the next game.
The games are organized for patrol-sized groups (5-7 Scouts) so please
divide yourselves accordingly. Upon check-in, inform us of both the total number
of personnel in your party, and the total number of patrols participating in the games.
Please remember, SAFETY IS OUR FIRST PRIORITY.
CAMPOREE PROGRAM OUTLINE
1.0 CAMPOREE OVERVIEW 1.1 Background and history.
The Flying H Farms is a privately-owned 40-acre farm with a small landing strip for a
single engine plan. The owners are graciously allowing us to use their land FREE OF
CHARGE. We must show our Scouting values and LEAVE NO TRACE.
1.2 Who participates
All members and guests of the Aquia District Boy Scout program are invited to attend
and participate in this camporee.
1.3 When and Where
The 2016 Spring Camporee will take place from 5 pm Friday, 15 April through
Sunday morning, 17 April at the Flying H Farm. The Flying H Farm is located
approximately 6.4 miles West on Rt. 17 from Wal-Mart. After you pass the Citgo
Station on the left-hand side, it is your next left from Rt. 17 onto Richards Ferry Road.
Travel down Richards Ferry Road about 1.1 miles to the high-hanging sign for Flying H
Farms. Turn right onto Flying H Farms Road and take that about ½ mile to the road’s
end. The landing strip is on your left. Park on the small patch of grass on the right,
near the single-plane hangar. Look for the Parking Sign and Cones. The
1.4 Registration.
Registration details, including early cutoffs, pricing schedule, etc.
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Regular registration for the Camporee is $15 per person, including Scouts, adults,
siblings, and visitors. All attendees should be listed on the Unit Roster by name and
rank/position (e.g. Bill Smith, ASM; or Mike Jones, Life Scout). Late registration begins
on 9 April, at a cost of $25 each.
Camporee Staff, including taskings, leadership matrix with positions, e-mails and phone
numbers. Meetings information and taskings.
1.5 Additional Adult Leadership needs. See Staffing Matrix.
1.6 Camporee Staff should meet at the April Roundtable (7 pm) to discuss
stations, score sheets, and other details.
1.7 The following individuals are responsible for the Camporee program. If
you have specific questions, please contact the individual responsible for the
area, or for general questions contact the Camporee Director:
Camporee Director Norman [email protected];
315-767-5546
Camp Director/Logistics TBD
Administration TBD
Health & Safety Eric Gilgenast
Awards TBD
Campfire TBD
Aquia Committee Chair Jennifer Bell-
Commissioners Staff John Patrick-
District Director James Larounis- (215)-983-5732
1.8 As you will see from the above chart, we need adult leaders (Scouters and
parents and older Scouts) to assist with some program areas. Every unit is expected to
contribute at least ONE adult on Saturday to help run program. It would really help
if your adult volunteers contacted us in advance, to choose assignments and
get information (basically, get ahead of the curve).
1.9 For further information and assignments, contact Carter:
[email protected]/315-767-5546.
1.10 There will be a final staff meeting on Thursday 14 April 2016 at 6:30
pm before the April Roundtable. Please come! We need and want your
input, comments, and assistance on program, campfire, and all other aspects
of the Camporee.
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2.0 PROGRAM INFORMATION
2.1 Patrol-level Competition. There will be a separate packet e-mailed with
the specific Scout games chosen for this Camporee.
This event is designed to be a patrol-level Scout Competition to test the
team-work, Scout skills, ingenuity, and creativity of the Scouts. The games
will be fun, but challenging.
2.2 SCORING: Each station will have a Scouter who will record each patrol’s final
score. However, there will be opportunities for each patrol to win extra points at
various stations. Study your Scout history. Study your Scout trivia (PROVIDED ON
REGISTRATION PAGE). Solidify your Scout Wisdom and you may increase your points
through the power of KNOWLEDGE.
Additionally, each patrol will be asked the same number of trivia questions, general
Scout questions, and for examples of how they demonstrate the Scout law. The Scout
Law questions will be for an individual in the patrol, with no patrol help. These are
worth 5 points each.
The trivia questions are for the entire patrol to help formulate the answer, with the
Patrol Leader providing the actual answer to be judged. These are worth 5 points
each.
Each station is worth at least 5 points for participation and completion, but
as much as 25 points for the best score (which may be the most iterations,
the lowest time, or simply successfully completing the task).
A sample score sheet is attached with Trivia Study guides on the Registration
page.
2.3 SCOUT GAMES: Approximately 14-20 Scout games will be chosen from
this list:
Each period is 25 minutes long and begins at the top or bottom of the hour
(e.g. 9:00-9:25, 9:30-9:55, 10:00-10:25, 10:30-10:55).
NOTE: Bring a Compass and KNOW YOUR PACE COUNT.
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1. SCOUT'S NOSE. Prepare a number of paper-bags, all alike, and put in each a different smelling article, such as chopped onion in one, coffee in another, rose-leaves, leather, aniseed, violet powder, orange peel and so
on. Put these packets in a row a couple of feet apart, and let each competitor walk down the line and have five seconds' sniff at each. At the end he has one minute in which to write down or to state to the
umpire the names of the different objects smelled, from memory, in their correct order.
2. A MEMORY GAME. In order to play this game successfully, it is necessary that the list of words and sentences given below be memorized by one of the players, who acts as leader. This leader, turning to his next neighbor, remarks: "One old owl." The latter turns to his neighbor, and gives the same formula. So it passes around the circle till it comes to the leader again, who repeats it, and adds the formula: "Two tantalizing, tame toads." again it goes around, and again, and each time the leader adds a new formula, until the whole is
repeated, up to ten. It is safe to say, however, that no society will ever get that far. Those who forget part of the formula are dropped from the circle. Here is the whole:
One old owl.
Two tantalizing, tame toads.
Three tremulous, tremendous, terrible tadpoles.
Four fat, fussy, frivolous, fantastic fellows.
Five flaming, flapping, flamingoes fishing for frogs.
Six silver-tongued, saturnine senators standing strenuously shouting: " So-so."
Seven serene seraphs soaring swiftly sunward, singing: " Say, sisters."
Eight elderly, energetic, effusive, erudite, enterprising editors eagerly eating elderberries.
Nine nice, neat, notable, neighborly, nautical, nodding nabobs nearing northern Normandy.
Ten tall, tattered, tearful, turbulent tramps, talking tumultuously through tin trumpets.
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3. LOG HOIST: One Scout; judged on time. Throw a 30 foot rope over a 8 foot high crossbar 15 feet away. Run up and tie a timber hitch to a log (18 inches long). Hoist the log free of the ground and hitch the rope to a peg at your starting point. The log must remain clear of the ground. 4. LOG PULL RELAY: Six Scout team with a 9 foot rope; judged on time. Teams are arranged three Scouts at each end of the course. The first Scout ties the rope to a log and pulls the log to the other end of the course to be pulled back by the second Scout, and so on. The timber hitch is a fast knot to tie but, if they make it a single, they must keep on the tension at all times. 5. SIX KNOT RELAY: Six Scout team; judged on time taken to tie knots correctly. In turn, each Scout runs 30 feet, ties a knot, and returns to tag off the next Scout. The six knots are the reef, bowline, sheet bend, clove hitch, round turn and two half hitches, and sheep shank. 6. FAST COMPASS: Four Scout team with compasses supplied by troop; judged on the number of correct readings in three minutes. Lay out a circle with about 20 numbered pegs around its perimeter. In turn, each Scout goes to the center of the circle and is given a compass reading. He writes down the number of the peg in the direction he has been given. 7. BLIND KNOT TYING: Each member of a patrol will be blindfolded, and the patrol will they be asked to tie six different knots: square knot, bowline, timber-hitch, two half hitches, clove hitch, and tautline hitch. Each Scout will have 30 seconds to tie each knot. Scoring: Event Coordinators will add up the total number of knots tied correctly and then divide by the number of Scouts in the patrol. 8. 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 can use any kindling found on the ground in the immediate area, 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. Scouts are encouraged to bring something to strike the matches with. 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.
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Scoring: Timed event. Each additional match will add 15 seconds to score.
9. BUCKET BRIGADE OBSTACLE COURSE: Each patrol will have to fill a bucket by carrying water buckets over the obstacle course. There will be five Scouts per patrol, if the patrol wants to have more Scouts, there will be a 30 second penalty for each additional Scout. Scouts can be placed at various points along the obstacle course so they do not have to carry the bucket over the wall and so on. Scoring: Timed Event, 30 second penalty for each Scout over the five person maximum. 10. 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 15 second penalty for each incorrect knot or lashing. Additional points will be awarded for Tripod standing straight, being able to hold the judge, and for having the center lash tied correctly. 11. RAPIDS CROSSING: Two sides of a river will be marked using rope, the sides will be approximately 35 feet apart. There will be piles of sandbags(rocks) spaced approximately 7 feet from each other. Each Patrol will consist of five Scouts. They will be given a eight foot long 2x4 to use as a bridge. The goal is to have every Scout make it across the river and back without falling off of the bridge or the rocks. Scoring: Timed Event, with a 30 second penalty for every time a Scout falls off. There is also a 1 minute Penalty for each Scout under the 5 person minimum in the Patrol. If a Patrol wants to try with more than 5 Scouts, a 1 minute bonus will be given for each Scout over 5.
12. Buried Treasure (Compass Game): There are 4 colored pebbles representing 4 locations with “buried treasure” set out in distances from the Starting Flag at set bearings. In accordance with BSA’s Leave No Trace principles, nothing is being dug into the ground. The "buried" treasure is merely a colored pebble. The Patrol is given a compass. They can find the bearings and distances which they need to use on their Patrol scorecard. The bearings are: 85° for 30ft, 170° for 45ft, 65° for 60ft, 125° for 75ft.
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Patrol members need to estimate their pace length using the two cones set 10 feet apart. Then the Patrol follows the first bearing and distance (using their pace length which they have worked out), marking the location with a flag. The Activity Judge measures the distance between the Patrol’s flag and the buried treasure. The distance is noted (in meters) on the Activity Judge’s scoresheet and the flag is removed.
This is then repeated for the other three “buried treasure” locations. If the Patrol takes 30 minutes, end the attempt.
13. Litter Carry Relay: make a litter, carry scout given distance. Dismantle litter, rebuild, and do again until 5 scouts are carried. Same scout can be carried, but litter builders must be different. Build litter with no words? 14. BOARD WALK: 2 8-foot planks with 4 rope loops attached in each board. 4 scouts at a time put their feet in a loop in each board and the patrol must ‘walk’ together a given distance, turn around, and come back. Timed event. Could include walking backwards. Could include side-stepping. Transport ping-pong balls, 3 at a time for a total of 12 balls. Balls carried on some sort of tray? 15. LOG SAW: Each scout cuts through a small log with a safety saw. Handbook saw safety must be followed. Log is 3 – 6 inches in diameter. Unsafe practices adds time. 16. RESCUE ROPE THROW: each member is given 6-foot length of rope. ‘Victim’ is 25-30 feet away. Throwers need to tie their lengths together making it long enough to reach victim. Rope lengths must be joined using square knot. Victim must tie bowline around themselves. Victim can’t move to reach rope. If throw misses, the rope must be coiled again and thrown again. 17. POLE LASHING/PASSING: split patrol into two groups on opposite sides of a 20-ft space. On each side are 3 x 7-ft lashing spars. The spars must be lashed into a pole. The pole needs to be passed across the space to the other group. Both groups need to pass their pole to the opposite side. If a pole touches the ground then it needs to be pulled back and attempted again.
18. PANCAKE FLIP: Cook a pancake and flip it over a rope 4-6 ft off the ground. The cook must catch the pancake. Multiple scouts (5?) take turns. Scored based on successful catches and speed. Maximum timelimit. Pancake batter is supplied as well as stoves, pans, spatulas.
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19. DRAG RACE: Patrol starts with picture of what is to be lashed together based on provided supplies. Two smaller poles are lashed between longer poles. First pair lashes top cross member with square lashings, 2nd pair uses diagonal lashings for bottom cross member. 3rd pair races out to pick up structure and 3rd Scout is dragged beyond a finish line (50 feet away) while sitting on top cross member with feet on lower cross member.
20. MUG RACE: The Scouts are lined up with a large bucket of water for each Patrol. At the other end of the field is an empty large bucket. Between the two containers is a series of mugs on strings; they are separated from one another by trees or stakes making distinct sections (as per the diagram). The Scouts are spread along the line of mugs for their Patrol. On a signal, the first Scout in each Patrol fills his mug with water, races to transfer the water into the next mug held by another Scout, and so on down the line. After emptying a mug, the Scout returns to the start of his section to receive more water. The first Patrol to fill its water reservoir wins.
21. HEAD CATCH: Each Patrol member puts on a bowl hat made of two bowls stuck together and attached to the head by straps. In a box at the start of the line is 20 beanbags. The Patrol then spreads out in a straight line arms length apart from each other. The first Scout in line throws a beanbag to attempt to get it into the bowl hat of the second Scout. Once they accomplish that, the second Scout may pass any caught beanbags to the third Scout and so on down the line. If a beanbag drops to the ground, that beanbag is left on the ground. A Scout cannot catch beanbags with their hands. The last Scout must be careful not to lose any beanbags from his bowl hat once they are caught.
22. TRAFFIC JAM: 9 squares. 8 have arrows on them, one is blank. To start, have one Scout on each of the squares with arrows, facing the direction that the arrow indicates. If the group has less or more than eight players, distribute the players equally on both sides. Each half of the group is facing the unoccupied, middle square. The object of the game is to legally move the players on the left side, to the right; and the players on the right side, to the left.
23. BELL TRIPOD: Patrol builds a tripod with a bell suspended from it. Patrol needs to carry tripod through a series of obstacles without ringing bell. Waypoints are checkpoints. If bell rings 3 times, return to last checkpoint. At least 3 Scouts are carrying/touching tripod at all times.
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24. TOWERS OF CLEVELAND: The Tower of Cleveland has a tower of five discs, initially stacked in increasing size on one of three pegs set into the ground. The objective is to transfer the entire tower from the leftmost peg to the rightmost one, moving only one disc at a time. At no time may a larger disc rest on top of a smaller disc.
25. FIRST AID STRETCHER CARRY: One scout will be asked to volunteer to be ‘injured’. The activity judge will ask the patrol to help the ‘injured’ scout by tending to his broken bones and carrying him back to shelter. The scout will complain of a broken leg, collar bone and arm. The splints nearby are for the leg; the bandages are for making an arm sling and tying back the arm to secure the collar bone. The nearby poles and blanket can be used for a stretcher.
Campsite Judging: Perhaps hidden. Bonus points? Neat tent arrangement. Neat kitchen. No trash. Looks tidy. No unattended hazards.
3.0 CAMPOREE ADMINISTRATION
3.1 Pre-registration Requested by April 8; the price goes up on 9 April.
All units planning to attending should preregister online at
http://www.ncacbsa.org/group/Aquia . This pre-registration information will be used to
establish program plans and to assign campsite locations (based on unit size). There is
no on-site registration available. All Camporee Registration must be done online
at NCAC-BSA/AQUIA website. Payment must also be made through this
portal. If your unit needs an exception to this, please contact the District Executive:
[email protected], Ph: (215) 983-5732; or Norman Carter at
[email protected], ph: (315) 767-5546.
NOTE: At the time you send your form to NCAC, please also send the UNIT PLANNING
SCHEDULE (attached) via email to Carter, Camporee Director: [email protected].
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Refund Policy: Cold or wet weather is not a valid reason to cancel a
camporee registration. In the highly unlikely event the camporee is entirely
cancelled due to extreme weather conditions or other Act of God, all pre-paid
registrations will be returned minus a charge for actual costs incurred.
3.2 Campsite Assignment
For units that pre-register, we hope to email a Camporee map, and other relevant
Camporee information to you the weekend before the Camporee. If we don’t assign
camping sites in advance, we will be assigning camping sites at the CAMPOREE
HEADQUARTERS. You will need to get your site assignment and a map before you enter
the camping area.
3.3 Camporee Fees and Registration
The preregistration cost is $20.00 per Scout or Adult for the entire weekend ($30 after
8 April 2016). This includes the camp fee, Scout insurance, a Camporee patch and
materials for the various events. This fee should be paid in advance. We will check the
fees during the Friday night registration period and make any adjustments. Final
registration will be between 1800 hrs and 2000 hrs Friday night and between 0700 -
0845 Saturday morning at Camporee Headquarters.
Changes and Cancellations: Registration glitches, changes, and cancellations must
be coordinated through Aquia District Executive James Larounis (info preceding).
3.4 Traffic Control and Parking
VEHICLES MAY NOT BE LEFT AT THE CAMPSITE.
Upon entering the Farm, go directly to the parking area, walk to the HQ tent,
get your Troop Campsite location. Then you may drive along the cone-
marked route to the campsite to drop your trailer, then continue to the end
of the runway, back onto the road-in the direction of travel- and back to the
parking area. PLEASE DO NOT DRIVE ACROSS THE RUNWAY.
ABSOLUTELY NO VEHICLES WILL MOVE THROUGH THE
CAMPSITE AREA WITHOUT A WALKING GROUND GUIDE
IN FRONT WITH A FLASHLIGHT.
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BACKING UP REQUIRES NO LESS THAN 2 GROUND
GUIDES.
UNITS MUST PROVIDE THEIR OWN GROUND GUIDES
WITH FLASHLIGHTS.
Upon entering the farm, you will be traveling along a narrow gravel road. Please do not
stop along this road. You will be directed to the parking area. All troop vehicles will be
parked in the designated parking area.
You may leave your units equipment trailer at your campsite.
Troops are encouraged to car pool as much as possible and arrange to have as few cars
as necessary remain at the Camporee parking site.
3.5 Locating Your Unit’s Campsite
Each site is marked by your unit’s number. Follow the traffic control signs to the
parking sites.
3.6 Checking In and Paying Fees
Everyone in camp must be registered. Upon arrival at the camporee, one adult leader
from each unit (and the Senior Patrol Leader or his designate in the case of boy scout
units) must check in at the registration tent. The adult unit representative must bring
the following:
Roster of scouts attending showing name and emergency contact info
A copy of the unit’s pre-registration form
The names of adult volunteers (at least one per unit) who will be helping in the
program area. More adult volunteers may be needed to ensure the program is fully
staffed.
3.7 Leadership and Youth Protection: All units must ensure every adult attending
the Camporee has a valid and current Youth Protection Certificate on file in the unit.
3.8 Emergency Contact: For emergency contact at this event, please refer to the
Staffing Matrix on page 1.
3.9 FIRST AID AND MEDICAL EMERGENCIES: The First Aid Station will be set up
near the HQ Tent and prominently marked. All injuries or illnesses, even minor
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ones treated in the campsite, must be brought to the First Aid station
personnel for treatment and/or recording.
The closest medical facility is NEXTCARE URGENT CARE, at 15 S. Gateway Dr.
#101 (behind the Wawa Gas Station on Rt. 17 near I95 interchange).
NEXTCARE is open from 8 a.m. to 8 p.m. M-F, Saturday and Sunday, 8 a.m. to
4 p.m. The phone number is 540-368-5603.
DIRECTIONS: Turn right onto Rt. 17, drive SOUTH 6.3 miles in the left lane to
the traffic light before entering I95. TURN LEFT AT THE TRAFFIC LIGHT.
Nextcare is in the shopping center behind Wawa.
MARY WASHINGTON HOSPITAL is 9.3 miles from Flying H Farms.
DIRECTIONS: Turn right onto Rt. 17, drive SOUTH 6.1 miles in the left lane
to the FALMOUTH intersection, Fredericksburg. TURN RIGHT onto Rt. 1,
drive 1.1 miles SOUTH on Rt. 1 to MARY WASHINGTON BLVD (Note: CVS
Drug Store on the right). TURN RIGHT onto Mary Washington Blvd, follow
road .2 miles to the EMERGENCY ROOM at the back of the hospital.
3.10 Fire & Ambulance Service: In the unlikely event that fire or ambulance
services are needed, send a runner to the Camporee Headquarters, so that an
emergency call can be placed and the Camporee Director can be notified immediately.
If the emergency call is placed from a cellular phone within your area, you still must
send a runner to the Camporee Headquarters to notify the Camporee Director of the
emergency and to arrange for the emergency equipment to be directed to the correct
location.
3.11 Camping
Campsites will be assigned based on number of Scouts and Scouters pre-registered.
Late registering units may be camping in overflow areas. See Section 5 for additional
details about camping.
3.12 Camporee Food –
Because we are on a farm, it is important to effectively manage our waste, especially
food waste. Excessive food waste on the ground will invite critters (both LARGE and
small) into our campsite. Please make every effort to filter your food waste water
through a screen to catch the solid particles, which can then be dumped into a bag. A
4x4 wooden frame with a 4x4 section of window screen stretched and nailed
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into place serves very well to filter your food waste water. Please try to build
one and bring it with you (or share with other units as needed).
3.13 Late Arrival and Early Departure
If a unit is not going to arrive Friday night, please indicate this on your pre-registration
form. If your unit is going to leave Saturday night, make sure you indicate this on the
final registration form. NOTE: Your campsite must be inspected by Camporee Staff
prior to your unit’s departure.
3.14 Check-Out Procedures
Each unit will receive a checkout and program evaluation form with the final mailing or
at registration. Additional copies will be available from the Campsite Commissioners.
After you have cleared your campsite of all unit and personal gear, policed the area and
thoroughly extinguished any fires, send someone to notify your Unit Commissioner or
Camporee Staff. When the Commissioner arrives, he/she will inspect your camp and
then sign off on the check-out/evaluation form. After the Closing Ceremony Sunday
morning, bring your signed form to the Camporee Headquarters. All units should be
out of camp by noon.
3.15 Camporee Patches and Ribbons
The Camporee patches and ribbons will NOT be available until AFTER the Camporee.
They will be distributed at the next Aquia District Roundtable.
3.16 Parental Authorization
In case of serious injury or illness requiring emergency medical services or hospital
treatment, a health history record and permission form signed by a parent or guardian
are required. This form must be accessible to the adult leader/leaders at all times. If a
Scout is brought to the First Aid Station for any type of treatment, his parental
authorization form should be available for review by the Camporee staff. Every
participating unit should have a current BSA Class I or II health form for every
participant.
3.16 Religious Services
A Scout’s Own Service is planned for Saturday evening at 7 p.m. We are also trying to
arrange for a priest to say Catholic Mass at the same time. The locations of the
Services will be announced at the Camporee.
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4.0 CAMPING GUIDELINES
4.1 The Campground: The campground we are using is actually a runway for the
single engine plane stored in the hangar. The entire area must be left clean and free of
any debris, especially items that might disrupt the smooth landing of aircraft (such as
tent stakes, rocks, wood debris, etc.). PLEASE BE SURE TO LEAVE NO TRACE.
Additionally, the OFF LIMITS AREAS ARE: ALL BUILDINGS AND STRUCTURES,
THE FENCED AREA, AND THE POND.
4.2 Ground Conditions
The camping will be in relatively flat grassy areas with limited tree cover. There are low
spots, so rains may make many of the sites muddy. Protect your tents by bringing
sturdy ground cloths and protect your body by bringing foam pads or air mattresses for
a good night's rest.
NOTE: ALL BUILDINGS AND THE POND ARE STRICTLY OFF LIMITS
4.3 Natural Habitat
No trees, shrubs, or bushes will be cut within the campground or neighboring areas.
Wood that has fallen from trees may be burned. Do not molest or interfere with the
area's wildlife.
4.4 Tent Ditching
There will be no tent ditching or other changes made to the ground contours to
improve campsites.
4.5 Ground Fires
It is recommended that units bring their own stoves, grills, and fuel for cooking. Char-
coal and propane are recommended. Liquid charcoal lighters are not allowed. LEAVE
NO TRACE! This means that you should NOT be digging fire pits – all fires
should be constructed above ground (e.g., on a mineral sand platform).
4.6 Use of Liquid Fuels
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The safety of our Scouts and Scouters must be a prime consideration in the use of liquid
fuels. The use of liquid fuels in lanterns and stoves is acceptable at this Camporee only
if: 1) A knowledgeable adult provides supervision over the storage, transportation, and
usage of the fuel; and 2) Scouts have been taught the safe and proper handling and
usage of the fuel, stoves, and lanterns.
4.7 Availability of Water
TWO water spigots are available on-site, near the plane hangar. Remember to turn the
spigot off when not in use. This will be the sole source of water, so you might have to
wait your turn to get to it. Some carrying of water will be required. It is highly
recommended that you bring additional water. Each troop may wish to bring an initial
supply of water with them, and then refill their jugs as needed. This will help prevent
an initial traffic jam at the spigot during troop arrivals. Washing of dishes at the central
water location is prohibited.
Canteens should be carried during the program on Saturday, as drinking water will not
necessarily be readily available in the program areas. Proper hydration is key to keeping
our Scouts healthy. To avoid the serious consequences of dehydration, ensure
everyone regularly consumes water, especially as they travel to and from program
areas and while in the areas.
4.8 Latrines
Porta-a-Johns will be available at convenient locations around the Camporee area.
Please respect them and keep them clean.
4.9 Trash
Every unit should bring a supply of plastic trash bags to securely bag their own trash. A
single dumpster belongs to the resident family and is NOT for Scout use. We are
required to carry our trash out. Please keep the campground clean and do not leave
bags of garbage unattended; wild animals and birds love unattended garbage.
4.10 Lost & Found
Any items found should be turned in to the registration tent. Items may be claimed
during the camporee or at the November district roundtable
4.11 Staff Meals
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Camporee Staff and Commissioners will eat with their respective units (they should
make payment directly to the unit). Camporee Staff & Commissioners without a unit
will be hosted by one. We would also like to offer hospitality to hungry Flying Circus
pilots who just might have a few stories to tell the boys. Each unit should be prepared
to host one or two camporee staff and/or pilots at each meal.
5.0 CRACKER BARREL
5.1 That Scouting is a volunteer organization with such tremendous and positive impact
on the lives of our future leaders is a direct testament to the invaluable contributions of
its staff-US.
5.2 We hope to make the fare at Cracker Barrel at least tasty and at best a
memorable complement to your time at Camporee. The Cracker Barrels will be held at
9:00 pm on both Friday and Saturday evenings.
6.0 CAMPOREE RULES
6.1 Law of the Camporee
As in all Scouting activities, the Scout Oath and Law and the Cub Scout Promise and
Law of the Pack will be the Law of the Camporee. Any individual, who does not act, as
he should, may be putting his unit's future Camporee privileges in jeopardy and
jeopardizing future Camporee privileges of the Chain Bridge District. Unit Leaders are
reminded that their Scouts should have adult supervision at all times. At least
one adult must be present for every 10 youth members, but no fewer than two adults
(“two deep leadership”). At least one adult must be a registered Scouter, 21 years of
age or older. At least one adult must have completed Youth Protection Training (now
available online – see www.boyscouts-ncac.org) Units that do not comply with these
rules will be asked to leave immediately.
6.2 Pick-up Trucks
The Boy Scouts of America regulations state that Scouts may not ride in the back of
pickup trucks. This rule will be strictly enforced at the Camporee. It is the unit leaders'
responsibility to assure that all Scouts are transported in safe vehicles with adequate
seat belts.
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6.3 No Flames in Tents
Cooking or lighting with OPEN FLAMES of any kind is not allowed in any tent. Electric
battery lanterns and flashlights are recommended.
6.4 Proper Uniform
BSA Field Uniforms (Scout shirt and Scout pants or Scout shorts with proper socks)
should be worn all day Saturday, for the Saturday night campfire, and for the Religious
Services on Saturday evening.
6.5 Discipline
Leaders will be responsible for the behavior of their Scouts at all times. Adult Leaders
who are not helping in the events, should circulate through the events in which their
Scouts are participating. Also, in past Camporees, pick-up ball games (both supervised
and unsupervised) have become a source of injuries. Leaders are asked to discourage
such games and urge boys to focus on Camporee activities. Sports equipment should
not be brought to the Camporee. Radios, televisions and tape players should also be
left at home.
6.6 Quiet Hours
All units will be subject to quiet hours and lights out from 10:00 PM to 6:30 AM.
Leaders in each troop are responsible for enforcing quiet hours and lights out. Be
attentive – do not make another unit’s leader discipline your Scouts.
6.7 Knives
Sheath knives and knives with blades longer than 4 inches, except cooking knives, are
not allowed at the Camporee. If any are found, a member of the Camporee staff will
hold them for the remainder of the Camporee. Folding knives that are in a case or
worn on a belt are permitted.
6.8 No Alcoholic Beverages
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No alcoholic beverages of any kind are allowed at the Camporee.
6.9 No Firearms
For safety reasons, firearms, pellet guns, BB guns, bow and arrows, or slingshots of any
kind are not allowed at this Camporee.
6.10 No Fireworks
Absolutely no fireworks are permitted,
6.11 No Vandalism
Anyone caught vandalizing property will be turned over to the town police.
6.12 No pets or animals: Please do not bring any pets or animals to the camporee.
6.13. No electronic equipment (e.g., tape or CD players, televisions,
electronic games, etc.)
We come to camp and enjoy the outdoors.
BELOW ARE AERIAL MAPS OF CAMPOREE SITE AND THE CAMP SCHEDULE
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Schedule of Events
Time Event Location Notes
Friday
5:00 pm Check-In Opens Registration Tent Scoutmaster & SPL w/by-name roster
9:00 pm Cracker Barrel Headquarters Tent Scoutmasters & SPL, Station tasking
10:30 pm Taps Quiet Hours
Saturday
6:30 am Reveille
7:00 am Breakfast
8:45 am Flag Ceremony In front of HQ tent Morning Announcements & Program
Adult meeting
9:00 am Program Opens
11:55 am Program Closes
12:00 pm Lunch
1:00 pm Program Opens
4:55 pm Program Closes
5:00 pm Dinner
6:30 Open Stations Free activities
7:45 pm Campfire Program OA Callout, Class “A” Uniform
9:00 pm Cracker Barrel HQ Tent Scoutmaster & SPL
10:30 pm Taps Quiet Hours
Sunday
6:30 am Reveille
6:45 am Breakfast
8:15 am Flag Ceremony In front of HQ tent
8:30 am Scouts Own Troop campsite Performed by Troop
9:00 am Camporee COH In front of HQ Tent
11:00 am Check out by Campsites must be policed and
inspected
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TRAILER DROP OFF ROUTE- WITH GROUND GUIDE THROUGH CAMPSITE AREA.
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