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                  <text>CAMPOREE
GUIDE

PATROL._ __ _ _ _ _ _ __
TROOP NO .- - ' - - - - - - - DISTRICT_ _ _ _ _ _ _ _ __

~ober1s t':::ithg &amp; Air - Conditioning Co.
705 LUCILLE AVENUE
MEMPHIS 6.i JENNESSEE

.ff/t:. ,.-y-7/

BOY SCOUTS OF AMERICA
CHICKASA W COUNCIL
612 M. &amp;

M.

BUI L DING

PHONE 525-2351
MEMPHIS 3, TENNESSEE

�he Boy Scouts of America
established a set of physical
tests for the Personal Fitness
merit badge in 1953. Since then,
because of great interest in com•
paring achievements in this
country and abroad, hundreds
of thousands of boys and girls
have been given physical tests.
From this work done by the
American Association for
Health, Physical Education, and
Recreation-the organization of
our physical educators and
coaches-reliabl.e standards
have been established for youth
between the ages of ten to seventeen. The same ones are recommended by the President's Council on Youth Fitness.

T
We are living in an exciting time . in our history
It is our belief that a hundred years from now
historians will ascribe to this decade the
responsibility and the foundation for what will
follow in the entire century. Only twice before
in our his t ory . .. the period of the American
Revolut ion, and the period of the War between the
States has so much depended upon our right choices,
our right thinking, and our spoken thoughts.
As we start out and continue through our second
fifty years of Scouting in America, it is all the
more important that we train for the future,
men tally, morally and physically. Our pro~ram
should be geared to the third part of the Scout
Oath . We hope that the changes we make from time
to time in our program, and especially in our
beloved Camporee, will be in keeping with this
thought.
We do not have a theme, as such, but if we did, it
mi ght be "Fun through Learning" in keeping with the
great challenges ahead of us.
As you plan and work for this year's Camporee, we
trust that you wi l l keep in mind the wonderful
opportunity you have through Scouting to have fun
and adventure and to become better citizens.

City_ _ _ _ _ _ __ _ _ __ _

Zone _ __State_ _ _ __

Age_ _ _ _Type of unit_ _ __ _ _____ No. _ _ _ __
(Troop, post, squadron, or ship)

EMERGENCY INFORMATION

Telephone number of pareat or guardian
Night_ _ _ _ _ _ _ __
If person other than above is to be notified, fill out below:
Name
Address
City _ _ _ __ _ __ _ State_ _ _ _Phone No._ _ _ __

To assure the greatest degree of enjoyment and the
fullest possible protection, each person participating
in thQ camping program must present evidence that
his physical condition assures a healthy, safe experience. Medical examination must be completed within
six months prior to camp attendance.

�SIT-UPS
Starting P ositio n-Boy lies on back with legs extended,
feet about a foot apart. Clasps hands behind neck with
fingers interlaced. Have partner hold boy's ankles, keeping
heels touching floor as he counts each successful sit-up.
Action-Sit up in an erect position and turn body to the
left. Touch right elbow to left knee ad return to starting
position. Sit u p and turn body to the right, touching left
elbow to right knee. Return to the starting position.
Do as many sit-ups as possible and work toward the
"excellent" standard for age. One complete sit-up is
counted each time boy returns to starting position.

NUMBER OF SIT-UPS
Age

11

12

13

14

15

16

17

Excellent ____

67

78

73

99

99

99

99

Good __

50

51

54

60

60

73

63

Satisfactory ...... 31

37

40

44

45

50

50

23

28

30

33

35

40

38

Poor·- ·····- --···· --

NUMBER OF PULL-UPS

PUI~L-UPS

E quipment-use a bar high enough and easy to grip.
Starting Position-Grasp bar with palms facing forward .
Hang with arms and legs fully extended and feet not
touching the floor. Partner stands to one side and counts.
Action..:...Pull body up with arms until chin is placed over
the bar, then lower body until elbows are fully extended.
Rules-The pull must not be a snap movement, knees
must not be raised, or legs kicked. The body must not
swing. If it starts to swing, partner should stop the motion
by holding an arm across the front of boy' s thighs. One
pull-up is counted each time chin is placed over bar.

11

12

13

14

15

16

17

Excellent ..........

6

7

8

10

10

12

13

Good·- -- ---···-- -· --

4

4

5

6

7

9

10

Satisfactory_

2

2

3

4

5

6

7

2

2

2

3

4

Age

Poor .... _____

DISTANCE JUMPED
STAN DING BROAD JUMP
Equipment-You will need a level surface and tape measure for this test.
Starting Position-Boy stands with feet comfortably apart
and toes behind take-off line. Prepare to jump hy flexing
knees and swinging arms back and forth rhythmically.
Action- Jump, swinging arms forcefully forward and upward. Take oil from the balls of feet.
Rules-Three trials will be allowed. The distance jumped
is measured from the take-off line to the heel or any part
of body that touches the ground nearest the take-oil line.
Record the best of the three trials in feet and inches.
FIFTY-YARD DASH
Starting Position- Boy stands behind the starting line, as
the starter takes a position at the finish line with a stop
watch. He should raise one hand preparatory to giving
the starting signal.
Action- When the starter brings his hand down quickly
and hits his thigh, boy leaves his mark. As he crosses the
fini'h line, time is noted and recorded.
Rules-The score is the lapsed time between the starter' s
signal and the instant hoy crosses the fini sh line. Record
the time in seconds to the nearest tenth. Work toward the
"excellent" standard for age.

11

12

13

14

ft. in.

ff_ in.

ft. in.

ft. in.

ft. in.

ft . in .

ft. in.

Excellent ___ _ 5 10

6 2

6 8

7 2

7

8

8 0

8 4

Good .......... 5 4

5 8

6 0

6 7

7 0

7 3

7 8

Satisfactory 5

0

5 4

5 8

6

6 5

6 11

7 2

Poor ........... 4

7

4 11

5 2

5 7

5 11

6 4

6 8

Age

15

16

17

IN SECONDS TO THE NEAREST TENTH

11

12

13

14

15

16

17

Excellent .........

7 .3

7.0

6.5

6.5

6.2

6.1

6.0

Good ....... ___

7 _9

7.5

7.2

7.0

6.7

6.4

6.3

Satisfactory__

8.3

8.0

7 .6

7.3

7.0

6.8

6.6

Poor ................

8.7

8.3

8.0

7.7

7.3

7.0

7.0

16

17

Age

IN MINUTES AND SECONDS
600-YARD RUN-WALK
Equipment-A stop watch and a running area with designated starting and finish lines arc all that is needed for
this test.
Starting Position-Boy stands behind the star ting line.
Action-On the signal, "Ready!-Go!'' hoys begin ru nning the 600-yard distance. (Walk only when necessa ry.)
Rules-Walking is permitted, but the object is for them
to co\"er the distance in th e shortest possible time. Record
time in minutes and seconds. Boys work toward th e " excellent"" standard for their age.

11

12

13

Excellen t _____ _ 2:2

2:5

2:0

Good.. _______ _ 2:24

2:19 2:13 2:5

Age

14

15

l :50 l :43
l :59

1:40 1:36
l :51

1 :51

2:0

2:0

Satisfactory__

2:37 2:32 2:25 2:18 2:9

Poor .. ·-- ------··

2 :50 2:46 2:36 2:30 2:20 2:10 2:9

�SUGGESTED EQUIPMENT

CAMPOREE SCHEDULE
;:....
&lt;C

0

H

I&gt;:

"""

Patrols may check in to the Camporee at any
time from 5:00 p.m. on Friday to 10:00 a.m.
on Saturday.
6:30 am

Reveille ... colors in all camps •••
breakfast and clean-up

10:00 am Assembly and Orientation Conference
with Scoutmasters and Patrol Leaders ·'
11: 30 am

Prepare and eat lunch and clean-up

;:....

1:00 pm
to
5:00 pm

Field Events - Judging of Camps,
Equipment, etc.

r-&lt;
&lt;C
en

5:00 pm

Retreat assembly in campsites in
uniform ... flag ceremony .•. prepare
dinner

~
;:&gt;

':
:

;

6:00 pm
to
8:00 pm

Dinner served ... clean-up and prepare ·
skits for campfire

8:00 pm

Campfire Program

PERSONAL
Ground cloth and/or air mattress
Blankets or Sleeping Bag
Mess Kit with knife, fork and spoon
Pajamas ... ext ra clothing, socks, etc.
Toilet kit, soap, towels
Toothbrush and toothpaste
Comb and brush
Sewing Kit
Flashlight
Axe or Hatchet 'sheathed)
Pocket Knife (sneath knives prohibited)
Bible or Testament
Handbook for Boys
Field Book

10:00 pm Taps ... and Good Night
6: 30 am

Reveille .•. Good Morning

Scouts of Catholic Faith attend Fielc
7:00 am Mass--return and prepare breakfast-clean-up .•. Scouts of Protestant
to
9:00 am Faiths prepare breakfast--clean-up
and then attend separate Protestant
Services
;:....

;§
~
en

9:00 am
10:00 am

Field Events to 11: 30 am
Demonstrations to 11:30 am

12 noon

Lunch and Clean-up

1:00 pm

Strike camp •.• clean-up ..• pack up for
return home

2:00 pm

Report to Camporee Officials your
Patrol is ready for final inspection

3:00 pm

Color ceremony &amp; Award Presentation

r-----PATROL
American Flag
Patrol Flag
Food storage cooler
Electric Lanterns
Ten ts, poles, pegs and stakes
Food as called for in menu
Shovel-short handled
Rope
Axe and sharpening stone and file
Patrol First Aid Kit
Kitchen Utensils
No . 10 can with dry sand (fire-fighting)
Large utensils for dishwashing (two)

�GENERAL BULES

GENERAL RULES

1. Patrols will hike into Camporee site carrying
their packs from designated spot to Camporee
Headquarters. Those handicapped Scouts or
Leaders may ride into camp, but packs must stand
inspection with Patrol. Inspection of uniforms
and packs will be made upon arrival.

pportunity to enjoy
9 . Scout Leaders may
it can be conducted at
a Showando activity
edit given toward the
the Camporee, with
Scouters' Award
Sc uters' Key .

2. Campsites will be assigned to each Patrol, with
all Patrols camping in a given area, or . Patrols
may be assigned separately ... remember this i ·s a
Camporee with competition BY PATROLS
... not
..
Troops
~ ·-

3 . Original camp furniture and layout of camp and
equipment will be judged as part of Patrol area.
4. Patrols MUST be regular bonafide Patrols regardless of number of its members . . . any "make-up"
Patrols for the purpose of gathering ·11 experts"
into one Super-Duper Patrol will automatically
disqualify that Patrol.
5. Scouts whose Patrols cannot attend, may join
another Patrol of the Troop by direction of the
Scoutmaster. This must be declared upon arrival
at Camporee .
6. All Patrols will operate strictly under Patrol
Leadership once they arrive at the Camporee.
Adult Troop Leaders are to maintain a separate
area for their camping and eating , but Patrols
MAY invite their adult leaders to have meals
with them, provided leaders do NOT enter into
cooking or supervision of activities or make
suggestions during period.
7. Each Patrol is asked to construct a pit-fire
(if fire rules permit) or to bring a fire
container such as a 25-gallon drum cut in half.
All Patrols should bring their own fire wood for
cooking or to gather wood after arrival. Be
sure to have fire bucket (No. 10 can) close to
fire at all times. Clean circle at least 10 feet
in diameter around fire area.
8.

Parents and friends are cordially invited to
attend any part of the Camporee, including the
Campfire Programs . We only ask that they do not
bring their cars into the Camporee a rea, but
park in the area designated .

10. A Fir s t Aid tent will be mainta ined and
supervised by the District Health a nd Safety
Committe e.
11 . There will be a minimum of four meals that each
Patrol must prepare and these must be done on
a Patrol basis. Menus in the Patrol Leaders'
Manual are suggested. Extra credit on judging
will be given to Patrols with a minimum of
canned foods ... however, Campak and other
dehydrated foods are acceptable.
12. Menus for all meals a r e to be posted for
inspection, as well as the Duty Roster of the
Pat rol .
13 . Each Patrol is to post a sign giving Camp No.,
Patrol Name, Troop No. and Town .
14. Scouts and Leaders are expected to be in unifor
upon checking in and out of camporee, attending
special events and on other occasions when
instructed to do so . Dunga rees are permissable
for camp work .
15. Units whose Sponsor does not permit Sunday
camping may return home after the Campfire on
Saturday night and still be eligible for the
Camporee Awards, provided they were at the
Camporee on Friday night . Awards for Patrols
of these Troops will be awarded at the Campfire
Saturday night.
16. A Scout is reverent: Non- denominational
service wi ll be held Sunday morning.
17 . All Judging will be done by members of the
District Coomittee, assisted by Commissioners,
Executive Board members and others who have
no tie to a particular Scout Unit.

�TEST

our

YOUR FILLED
A4CK TOFINO
EASIEST
CA/?RYING

..,..."_.......,,,POSITION

1.

1,

1

RflWR'
KIT

&amp;ANKETS ,4RRANtiED TO 8E A6AINS'T8ACJ(.
PUT ON TOP WHAT MIGHT BC MED£D JN A
HURRY. PL/T LEAST NEEOC(J OfJJECTS AT
BOTTOM ANO ADJUST FOR BALANCE •

GROUND BEDS

8£FORE PITCHING D
HIS r£NT
A GOOD CA!1PER
ltJLL CONSIDER

WINO DIRECTION

DEllD LOGS, LAID FIRST. ARE KEPT
IN PLACE BY END LOGS AND PEGS.
THE FRAME MAY BE FILLED WITH
ANY DRY. SOFT, EASILY OBTAINED
MATERIAL SUCH AS GRAS ~ LEAVES.
PINE BROWSE. OR FERN FRONDS.

RAIN STORM PROTECTION
"BE PREPARED"- LEARN TOl&lt;NOW WEATHER SIGNS.

FOR HEAVY SH~RS YOU
CAN QUICKLY MAKE A SMALL
ROOF OF LIGHT WET STICKS
OVER YOUR FIRE:PLACE.
A SIDE WALL ON THE RAIN
SIDE MAY BE: MADE ALSO.

FOUR POST FRAME AROUND

FIRE Pl.ACE OVER WHICH ~
J.IGHT STICKS AND TARPAULIN

SMALL SOOS ON ROOF WILL HELP
PREVENI DRIP 8£TWtCN STICKS.

COULD BE QUICKLY PLACE:D.

W/IEN PAIN STOPS REMOVE
THE ROOF.

BE FIRMLY GUYED.

CORNER POSTS AND ROOF SHOl.JJ.l&gt;

MAKE YOUR OWN

HANDGRIU

LONG

TH[Sf HN6l0

HANDLC

TOGETHER AT
THE lND,tal
BROILING

W/THA WIRE-CUTTING
ROUND -NOSED PINCHERS,
A PAIR OF PUERS, A FLAT
FILE ANO PIECES OF WIRE,

~~gft.:'s ~E~~IJ5£FIJL'

AN OLD RADIO A£RIAL, COAT
HANGERS, HAY WIRE AND
BINDING WIRE WILL GIVE.
MAKING
YOU A VARIETY OF WIRES .
A BEND
A 3" BLANKET PIN MADE.
OR LOOP
FROM A IO" P1£C£ OF WIR£.

~TURN 00"'-"~~~()~~-S-N_~_R_PE_~,._
LOOP
I ~~RIUHT-ANGLt:,_,.

2 ~D UP

BEND THE CATCH
SO THAT IT SAFaY

-&lt;- GUARDS THC POINT.
~
3~HECND

4

~PIN ; : : ; :•

(())

A TARPAULIN. FIRMLY
STAltEO ANO Glm0. (AN
SERVE AS A WIND OR
A RAIN SHELTER FOR
YOUR FIRE.

HEAT
FORK
MAD£

FROM
6FCCT

OF HEAVY
WIR£.

£NOSAAE
SHAAPINEO

/

U5f TWl?OF

WATER LEVELS

�COOKING

HAVE WATER B UCKETS

PATROL

INDIVIDUAL
DOUGH WRAPPED
.AROUND A THICK
S TICK WHICH
IS POINTED
AT EACH
ENO . TURN
AROUND

ANDQVER.

COCOA CAN#5

STEW CAN.n- 10

MAKE HANDLES OF COAT HANGER WIRE.
liA Vt POTHOOKS OF DIFFERENT LENGTHS.

FOOD BAG MAY HANG
FROM A BRANCH, FROM
A LASHED POLE OR FROM
A TRIPOD.
PUT MOTH FLAKES IN AN
OPEN-TOP CAN AND FIX CAN
ON THE SUSPENSION CORD / •
TO KffP CRAWL/AG INSECTS • • '
AWAY FROM THE FOOD BAG. / ,'

STARTING YOUR FIRE

FOOD MAY BE STORED ON RACK.S

IN TENTS, OR ON COVERED RACKS
IN THE OPEN. COVERS MAY BE
CHEESECLOTH, TARPAULINS, OR

CANVAS.

,

TINDER MAY BE•
DIRECTION OF WIND
~,..,....Qp
~
,,..-,,-DRY GRASS OR L E A V E . S . COOKING GEAR
~
"';._~-·
~
GOES ASTRID§
DRY PINE NEEDLES
TO START ' USE SMALL SPLIT TRENCt;_ ~.'·//
/
~ '
STICKS OR FUZZ STICKS
_
11,.. ,-•- -;.·'
WIND

$ R_:; ,

SHREDDED OILY BARK.
U&gt;&lt;~~j)&gt;

.

FINE ORY SHAVINGS,

~-­
OR
EVEN BITS OF

.

E-3~.
- -

,

K//

I

THEN LARGER SPLIT STICKS

~~?+tr

CHARRED RAGS .

..-~.-F-U_Z_Z--.,-~L~OC=-i ~
l!!!!!!llil!l!f
STIC~~ FINALLY LARGE ROUND
~

RINSE TO REMOVE SUDS .

TIE ON STRING
AND DUNK FOR
ONE MINUTE

OR SPL I T LOGS.

THE STICKS AND LOGS ARE
CUT AS THOUGH
MAKING SHAVINGS. SPLIT SO THAT THE WIXID
FUZZ STICKS SURROUND
WILL BURN MORE. READILY.
l.!B~U!!.R!!N!!!IN!:!_G!&lt;,..!T.!.!IN.,D,,,E!;.!R,:,.~--'------------'

SCRAPE PLATES AND
DISHES CLEAN WITH DRY
LEAVES. GRASS,
OR PAPER.

TR ENCH AND HUNTER F'IRES
SHOULD B E M ADE SO THAT THE
WIND BLOWS INTO AND ALONG
THEM. FLAT STONES OR SODS,
CAN BE BUIL:r HUNTER STVU.

6

WET WEATHER FIRES

KEEP THE DRY SPLIT
WOOD IN YOUR TENT
OR UNDER A TARPAULIN
IF SNOW CANNOT BE
CLEARED AWAY, PLACE
LOGS SIDE BY SIDE, ON
TOP OF IT. BUILD YOUR
..,._ FIRE ON THE LOGS_
YOU MAY NEED
LONG POLES FOR
CRANES . DRIVE
THEM THROUGH SNOW
WELL INTO THE GROUND

UNDER LAYE.RS OF WE.7
LEAVES, LAYE.RS OF DRY
LE.AVES ORSTlcKS MAY
BE FOUND. LOOI&lt; ACSO
UNDER. SHELTERED SIDE
OF ROCKS ANO TREES
ORY PINE NEEDLES MAY
BE FOUND UNDER WET
L AYERS.

f• •
WET LOGS PUT ACROSS
A GOOD GLOWING FIRE .
WILL DRY OUT AND BURN.

I
----

WHEN CLEANED AND DRIED
PUT DISHES AND OTHER
FOOO UTENSILS IN A M£SH
BAG AND SUSPEND THE
J3AG FROM A TRIPOD

STORE IN A FLY· PROOF

CONTAINER. A BAG WILL 00.

�FIELD EVERTS

FIELD EVENTS

fire burns through BOTH strings, Patrol stands
to signal completion. Patrol furnishes hand axt
and knives . KEEP THE FIRE BURNING FOR THE
FLAPJACK CONTEST .

OPTIONAL • •• EACH DISTRICT MAY SELECT EVENTS TO BE
USED FOR THEIR CAMPOREE
1. OBSERVATION
i:;,hree-man team from the Patrol shall participate,
' Team will o6serve 25 items on a table fo r a given
{, length of time, then will write, from memory, as
many items as they can remember. Four (4) points
will be given for each correct item lis-ted .
2 . PACING
Two man team from each Patrol shall participate.
This will be run on a "time basis", wherein the
team will cover a distance of one mile, using
Scout pace (running 50 paces-walking 50 paces),
within 12 minute limit.

I

3. COMPASS
One Scout from the Patrol ... objective is to lay
out, with accuracy, a triangular course with
certain distances for each course, using pacing
as a means to measure. Time will also be a '
factor in point determination. Scout is to
furnish his own compass .

8.

TENT PITCHING
from

~.;_,r-

attention with
front of them .
halves should be 10
tent pegs, 2 poles
six-foot ropes . At
starting signal
atrol dvances and proceeds
to erect their tent. Ten must be smooth, neat,
and tight, using tautline hitch. Errors may
be remedied . This a a "time" event,
Patrol
furnishes hand axe .

4. FIRST AID
Entire Patrol participates, using one of their
own Scouts as the victim. The Patrol will be
given 5 minutes to apply bandages on the head,
hand, knee, ankle and arm sling .

9. FLINT AND STEEL RELAY
~our-man team for each PatroJ.,
No. 1 man runs
2--s-Feet to line carrying flint and steel,
charred cloth and tinder, amkes fire (must burst
into flame) , puts out fire and runs back to the
starting line . No. 2 man runs up, makes fire,
etc. until all four members have made fires.
-Use only untreated tinder such as yucca, charred
cloth frayed rope (no steel wool) . Patrol is
to furnish flint and steel set, charred cloth
tinder.

AXEMANSHIP
Patrols line up in single file, facing chopping
block.
On starting signal, first Scout runs
to block, splits a board in two pieces, usirr'g
contact method, sinks handaxe into block, runs
back and touches next Scout, who runs to block
and repeats process. Patrol having greatest
number of full length pieces at end of time
limit is winner. Patrol furnishes hand axe, 2
boards 12 inches long and 6 inches wide and 1
inch thick and a chopping block.
6. STRING BURNING
Two-man team from each Patrol. Strings (2) will
be stretched tightly between vertical sticks .••
one 12 inches above ground, the other 18 inches.
Team is given a bundle of wood . Upon starting
signal, team prepares fire and lights it, using
minimum of two matches. No materials except
wood furnished may be used. Only lung-power
may be used to "encourage" the fire. After
lighting fire, no more wood may be added. When

OG CHOPPING
ull Patrol participates. Each Scout in rotation steps up to the log and makes ten chops
into the log, until it has been chopped into
two pieces . Log may not be broken in two in
any manner other than by being chopped with an
axe. Log is to be anchored by Patrol . Time
starts after all logs are anchored .
Team
members stay behind starting line until their
turn. Team is disqualified, if any member cuts
himself. Patrol furnishes Axe, four anchor pegs
and one log, approximately 3 feet long, 6 inches
in diameter, this log to be a green willow log.

I

10.KNOT-TYING RELAY
Full Patrol participates, lining up in relay
Astyle. Each Scout mustliave two ~-inch ropes,
four feet in length. First Scout runs to pole,
judge calls for knot, Scout ties knot (must be
correct). If he cannot tie knot, he returns
sta rting and another Scout must tie knot. The
judges will ask for Aquare Knot, Sheepbend,
Fisherman's Knot, Clove Hitch, Timber Hitch,
Bowline, Slip Knot, Tautline Hitch and a
Shee shank .

•

I

�'1

FIELD EVENTS
Patrol furnishes

FJELD EVENTS

rkJ

of the way to the top, raise pole, and stake
down guy lines, so pole stands vertical. One guy
line must be fastened to the stake with a tau~
line hitch, one with a clove hitch and one with
two half-hitches. Upon completion, Patrol comes
to attention at base of pole, remaining until
judge has cleared Patrol. Time limit ... 6 minute s

, frying pan from
Patrol team
signal, cold frying
pan is put on fire, batt r for flapjack is
mixed and a cake at
t four inches in
diameter is put into
do
done, run 25 feet to
catch in pan, retu
and eat flapjack .. both earn members may eat.
If cake is dam ed in flip ing, time continues
until 2nd ca
is baked and flipped in front of
judge.
Team must clean up area before leaving .

NOTES

12. MORSE SIGNALLING
Patrol is to furnish a team of four, 1 pencil,
pa per, and senatng equipment as desired. Before
starting ,'f\Aime of the Patrol and Troop will be
written on the paper. At the starting signal,
the sender's clerk will open the sealed envelope
containg the message to be sent and read it to
the sender, letter by letter or word by word as
as best suits the team. The message will contain
at least 30 letters. Senders are permitted to
send by flags, lights, or buzzers, bearing in
mind that receivers will be fifty yards away
from them. Three minutes will be allowed for
correction or putting message in order before
turning over to judge. Five points will be
deducted for each error.

I

13. SILENT HAND SIGNALS
~ull
Patrol participates . . . no equipment is
necessary. At direction of judge, Patrol Leader
will lead his Patrol out on the field, and in
the time of 3 minutes, demonstrate his ability
to lead his Patrol entirely by hand signals,
using no vocal commands. Demonstrate: Attention,
Assembly, Spreadout, forward, Parallel-file,
"U" Formation, Hurry, Halt, Down, Single-File,
and Dismissal.
14. tJ.AG POLE RAISING
Full Patrol participates, furnishing 4 wooden
staves, of 6 foot length, 1 pole with Patrol
Flag attached, 6 pieces of lashing cord for two
shear lashings at each joint, 3 guy lines about
30 f eet long, 3 wooden stakes, a hand axe for
driving stake s ... no notching allowed on staves.
Patrols line up with equipment in front of them
... upon starting signal, they lash four staves
together with the Patrol Flag on top staff to
form a pole approximately 20 feet long. Then
attach u lines approximately three uarters

•

�INDOOR WHOLE TROOP

OUTDOOR WITH EQUIPMENT

OUTDOOR LIMITED SPACE

OUTDOOR WIDE GAMES

Jump the Shot. Designed to build fitness, alertness, and coordination of the
whole troop. This game is filled with
plenty of action. The boy in the center
is show·n swinging the shot-a long
rope with a soft knot on the end. Membe rs of the troop must iump as he
swings it arou nd below their knees. If
hit, they ore penalized one point. Scout
with least number of penalties wins.

Tug of War. A real arm and leg builder, this game is only one of the many
you con ploy outdoors with equipment.
For this, use o long rope at least one
inch in diameter and teams should be
evenly matched as to strength. Mork o
center line on the g round and tie a
piece of string or cloth to center of
rope above mark. On signal, each team
tries to pull the opposite across the
line. Set a time limit.

Three-Man Tug of War. The boys in
your troop will have fun and build up
their muscles as they ploy the many
games requiring little space and equipment. The Scouts shown above are
struggling and tugging to g rab on obied near their corner of the rope. Try
this one and the others below.

Annihila tion. Your Scouts can't help
but develop physicol skills and satisfy
their desire for competition when they
t ry this rugged wide gome, shown
above, and the others below. Divide the
troop into two equal teams. line up
teams facing each other. about fifty to
seventy-five feet apart. On a signal,
teams rush toward one another. When
they meet, each Scout picks an opponent and tries to pin his shoulders to the
ground. If a boy is pinned down, he is
out of the game. It is a fou l, if two
players pin a man, and he is automatically free. Team wins when all oppo-

British Bulldog. One or two older
Scouts ore chosen the first " bulldogs."
Stand ing in the center of the room, they
face the troop. On signol "go," the entire troop charges from one end of the
room to the other without being caught
by the bulldog. To catch someone, bulldogs must lift player off the floor and
yell, "one-two-three bulldog." Victims become bulldogs for the next
charge. Not mo re than three players
ca n tack le a player . If bulldog does not
lift and hold victim off the floor while
player slowly counts ten, he is free for
another charge. Play until all have been
caught. lost man left wins.

Obstacle Race. lay o ut an obstacle
course including a horizontal pole lo
climb over, a rope suspended from a
tree branch to swing over on eight-foot
mock ditch, a low level bar lo crawl
under, a six-foot-wide area to iump
over. a four.inch board lo walk on, and
a zigzag row of tires to step in and an
empty barrel to crawl through. Add
other obstacles to make this a rugged
muscle builder. Patrols run the course
as a unit, with intervals between Scouts.
Boys must complete each obstacle before they move on. Pa trol with best
time wins.

Elephant Roll. Scouts count off in
twos. Have all players line up, alternating ones and twos. Number one
players face one way and number two
players face the opposite. All get down
on hands and knees to form an "elephant." One Scout is named the
"rider." On signal, the Scouts forming
the elephant move their bodies backward and fo rwa rd. Each moves in opposite direction ta his neighbor. The
rider attempts to c rawl a long their
backs from one end lo the other. Rider
has two tries to go all the way without
stopping or goes to the end of line.

Tire Pull. Use on old bicycle tire to
ploy this more rugged version of Steal
the Bacon. Divide boys into two equal
teams. Teams line up twenty feet apart
facing each other. Place tire on center
line marked on ground. Scouts count
off from one to total team number. On
signal, leader calls o number. Scouts
whose number is ca lled run to center
and grab tire. Each tries to pull tire ta
his side and score for his team. Team
with most points in given time wins.

Free lift. Add this vigorous game to
your troop list of indoor activities.
Check the Scoutmaster's Handbook for
instructions. Try dodge ball, swot 'em,
and the various tag games in the book.

Scout Fie ld Day. For a real all-round
fitness program, try the sack, threelegged, and hopping races. Include
plenty of running, jumping, a nd climbing events. Check your quarterlies for
more ideas on fitness games.

Bucking Bronco. Select a "bronco"
and o " rider," each from a different
patrol. The bronco bends over and
keeps his hands on knees. The rider
climbs on his mount and holds on with
his knees but must keep his feet back.
He may use his hands ta hold on lo the
back of the bronco but may not touch
his neck or head. The bronco tries to
buck the rider off onto the ground. If he
touches the floor. the rider is considered thrown.
Three.legged Football. Set up your
outdoor meeting place for this fun
game by designating field boundaries
on each side and two improvised goals
at opposite ends of the field. Organize
Scouts into two teams. Hove Scouts in
each team pair up and tie their inside
legs together with neckerchiefs. One
, pair of Scouts in each team acts as gaol
tender. Place a ball in the center ol
area. Both teams toke positions in front
of their goals. On signal, each team
runs to center ol field and tries to kick
the boll through. the opponent's goal,
using the untied legs o nly. After score
is mode, place boll in center a nd kick
off the next ploy. Team with nlost goa ls
in five minutes wins.

Rope Jumping. This effective arm and
leg builder con be used whenever you
hove extra time. All that is required is
o rope, six to eight feet long, for each
three or four Scouts. Try iumping with
both feet together and elbows close to
the sides of the body or the olternotefoot iump for speed.

nents ore pinned.

Crossing the Gap. lay out an area
200 by 500 feet. land with medium
thick brush or cover is best for this
game of observation and agility . Mork
starting and finishi ng points . On signal,
a ll patrols move in from one end of
course ond ottempt to pass through to
the other end without being seen by
two observers walking a long the sides
of fhe area. When a Scout is spotted
by one of them, he is called out of the
area . Patrol with most members getting through to other end wins.
Dodge the Sentries. Try this at night in
a large open field. Divide Scouts into
two teams, lined up at opposite ends
of area. Three sentries from each patrol g uard their e nd of the fie ld, as
members of the other patrol try to stalk
to the enemies' end. A player is out of
the game when spatted by a sentry 's
flash light. Team getting most players
past sentries in o given time wins.

Lost Child Hunt. Divide your troop into
two teams for this timely game, involving preporedness, trail signs, and observation. Refer to Scoutmaster's Handbook for this a nd any other fitness
build ing wide games.

�CAMPOBEE SCORING BECOBD
THINGS TO BE
INSPECTED BY JUDGES
Balance of Packs
upon arrival
100
Neatness of Packs
upon arrival
100
Weather protection
upon arrival
100
Hands free of gear
upon arriva l
100
Patrol hiked into
Camporee
100
Menus posted
Balanced menus
100
Menus carried out
as planned
100
Minimum canned
foods
100
Food and food
handlers clean
100
Proper dishwashing
and scalding
100
Dishwater disposal
pit
100
Garbage in can
cans flat
100
Food preparation
area OK
100
Storage of food
OK
100
Fire safely located
and cleared
100
Chopping block
sharp axe
100
Fuel supply neat
and adequate
100
Water supply safe
and protected
100
Washing arrangement
1()0
satisfa~i:orv
·· Ground beds
100
comfnrtable
Tents properly
erected
100
Facilities for
200
eatin11: OK
Storage of Patrol
equipment OK
100

1st

2nd

xxxx
xxxx

xx.xx
xx.xx

xx.xx
xxxx

xx.xx

score
final
average

CAMPOREE SCORING RECOBD
1st

THINGS TO BE
INSPECTED BY JUDGES
Storage of Personal
gear OK
Evidence of good
patrol leadership
Rotation of duties
posted-being done
Patrol Spirit
and Courtesy
Cleanliness-handsfaces, etc.
Cleanliness of
uJl_iform&amp;
Scout-like conduc t
evident

2nd

score
f i nal
average

100
--·-·
100
100
100
100
100
100

Oath and Law
practiced
100
Fires out
COMPLETELY
100
Dishwater pits
100
filled
Garbage can to area
designated
100
Equipment packed
for departure
100
Personal cleanliness
100
upon departure
Patrol cleanup Team100
work evident

xxxx
xx.xx
xxxx
xxxx

xxxx
xxxx

T 0 TA L

AWARDS
PROFICIENCY AWARD - _ - _____ 3000 to 4000 Points
STA.~DARD

AWARD -- - - - - - - - 2000 to 3000 Points

PARTICIPATING AWARD-_ - - - - Under 2000 Points

�NOTES
FIELD EVENTS
SCOBING RECOBD
WINNING
PLACE

E V E N T

OBSERVATION

SCORE

,.

PACING
(:OMPASS

FIRST AID

AXEMANSHIP

STRING BURNING

LOG CHOPPING

= ~'NG___,___
FLINT &amp; STEEL
KNOT TYING

fJ:,AEJ:~PP ~
MORSE SIGNALLING

SILENT HAND SIGNALS
FLAG POLE RAISING

T 0 TA L

lat Place - 100 Points
2nd Place - 50 Points

xxxx
3rd Place - 50 Points
4th &amp; lower 25 Points

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            <text>CAMPOREE&#13;
GUIDE&#13;
PATROL. _________ _&#13;
TROOP NO .--'--------&#13;
DISTRICT _________ _&#13;
~ober1s t':::ithg &amp; Air - Conditioning Co.&#13;
705 LUCILLE AVENUE&#13;
MEMPHIS 6.i JENNESSEE .ff/t:. ,.-y-7 /&#13;
BOY SCOUTS OF AMERICA&#13;
CHICKASAW COUNCIL&#13;
612 M. &amp; M. BUI L DING&#13;
PHONE 525-2351&#13;
MEMPHIS 3, TENNESSEE&#13;
We are living in an exciting time .in our history&#13;
It is our belief that a hundred years from now&#13;
historians will ascribe to this decade the&#13;
responsibility and the foundation for what will&#13;
follow in the entire century. Only twice before&#13;
in our his t ory . .. the period of the American&#13;
Revolut ion, and the period of the War between the&#13;
States has so much depended upon our right choices,&#13;
our right thinking, and our spoken thoughts.&#13;
As we start out and continue through our second&#13;
fifty years of Scouting in America, it is all the&#13;
more important that we train for the future,&#13;
mentally, morally and physically. Our pro~ram&#13;
should be geared to the third part of the Scout&#13;
Oath. We hope that the changes we make from time&#13;
to time in our program, and especially in our&#13;
beloved Camporee, will be in keeping with this&#13;
thought.&#13;
We do not have a theme, as such, but if we did, it&#13;
might be "Fun through Learning" in keeping with the&#13;
great challenges ahead of us.&#13;
As you plan and work for this year's Camporee, we&#13;
trust that you wil l keep in mind the wonderful&#13;
opportunity you have through Scouting to have fun&#13;
and adventure and to become better citizens.&#13;
T he Boy Scouts of America&#13;
established a set of physical&#13;
tests for the Personal Fitness&#13;
merit badge in 1953. Since then,&#13;
because of great interest in com•&#13;
paring achievements in this&#13;
country and abroad, hundreds&#13;
of thousands of boys and girls&#13;
have been given physical tests.&#13;
From this work done by the&#13;
American Association for&#13;
Health, Physical Education, and&#13;
Recreation-the organization of&#13;
our physical educators and&#13;
coaches-reliabl.e standards&#13;
have been established for youth&#13;
between the ages of ten to seventeen.&#13;
The same ones are recommended&#13;
by the President's Council&#13;
on Youth Fitness.&#13;
City _ _ _ _____ _ ___ _ Zone __ State ___ _&#13;
Age _ _ __ Type of unit ____ ______ No. ____ _&#13;
(Troop, post, squadron, or ship)&#13;
EMERGENCY INFORMATION&#13;
Telephone number of pareat or guardian&#13;
Night _______ _&#13;
If person other than above is to be notified, fill out below:&#13;
Name&#13;
Address&#13;
City ________ State ___ Phone No. ___ _&#13;
To assure the greatest degree of enjoyment and the&#13;
fullest possible protection, each person participating&#13;
in thQ camping program must present evidence that&#13;
his physical condition assures a healthy, safe experience.&#13;
Medical examination must be completed within&#13;
six months prior to camp attendance.&#13;
SIT-UPS&#13;
Starting Position-Boy lies on back with legs extended,&#13;
feet about a foot apart. Clasps hands behind neck with&#13;
fingers interlaced. Have partner hold boy's ankles, keeping&#13;
heels touching floor as he counts each successful sit-up.&#13;
Action-Sit up in an erect position and turn body to the&#13;
left. Touch right elbow to left knee ad return to starting&#13;
position. Sit up and turn body to the right, touching left&#13;
elbow to right knee. Return to the starting position.&#13;
Do as many sit-ups as possible and work toward the&#13;
"excellent" standard for age. One complete sit-up is&#13;
counted each time boy returns to starting position.&#13;
PUI~L-UPS&#13;
Equipment-use a bar high enough and easy to grip.&#13;
Starting Position-Grasp bar with palms facing forward.&#13;
Hang with arms and legs fully extended and feet not&#13;
touching the floor. Partner stands to one side and counts.&#13;
Action..:...Pull body up with arms until chin is placed over&#13;
the bar, then lower body until elbows are fully extended.&#13;
Rules-The pull must not be a snap movement, knees&#13;
must not be raised, or legs kicked. The body must not&#13;
swing. If it starts to swing, partner should stop the motion&#13;
by holding an arm across the front of boy's thighs. One&#13;
pull-up is counted each time chin is placed over bar.&#13;
STANDING BROAD JUMP&#13;
Equipment-You will need a level surface and tape measure&#13;
for this test.&#13;
Starting Position-Boy stands with feet comfortably apart&#13;
and toes behind take-off line. Prepare to jump hy flexing&#13;
knees and swinging arms back and forth rhythmically.&#13;
Action- Jump, swinging arms forcefully forward and upward.&#13;
Take oil from the balls of feet.&#13;
Rules-Three trials will be allowed. The distance jumped&#13;
is measured from the take-off line to the heel or any part&#13;
of body that touches the ground nearest the take-oil line.&#13;
Record the best of the three trials in feet and inches.&#13;
FIFTY-YARD DASH&#13;
Starting Position- Boy stands behind the starting line, as&#13;
the starter takes a position at the finish line with a stop&#13;
watch. He should raise one hand preparatory to giving&#13;
the starting signal.&#13;
Action- When the starter brings his hand down quickly&#13;
and hits his thigh, boy leaves his mark. As he crosses the&#13;
fini'h line, time is noted and recorded.&#13;
Rules-The score is the lapsed time between the starter's&#13;
signal and the instant hoy crosses the fini sh line. Record&#13;
the time in seconds to the nearest tenth. Work toward the&#13;
"excellent" standard for age.&#13;
600-YARD RUN-WALK&#13;
Equipment-A stop watch and a running area with designated&#13;
starting and finish lines arc all that is needed for&#13;
this test.&#13;
Starting Position-Boy stands behind the star ting line.&#13;
Action-On the signal, "Ready!-Go!'' hoys begin running&#13;
the 600-yard distance. (Walk only when necessa ry.)&#13;
Rules-Walking is permitted, but the object is for them&#13;
to co\"er the distance in th e shortest possible time. Record&#13;
time in minutes and seconds. Boys work toward the " excellent""&#13;
standard for their age.&#13;
NUMBER OF SIT-UPS&#13;
Age 11 12 13 14 15 16&#13;
Excellent ___ 67 78 73 99 99 99&#13;
Good __ 50 51 54 60 60 73&#13;
Satisfactory ...... 31 37 40 44 45 50&#13;
Poor·- ·····---···· -- 23 28 30 33 35 40&#13;
NUMBER OF PULL-UPS&#13;
Age 11 12 13 14 15 16&#13;
Excellent .......... 6 7 8 10 10 12&#13;
Good·- -- ---···-- -· -- 4 4 5 6 7 9&#13;
Satisfactory_ 2 2 3 4 5 6&#13;
Poor .... _____ 2 2 2 3&#13;
DISTANCE JUMPED&#13;
Age 11 12 13 14 15 16&#13;
ft. in. ff_ in. ft. in. ft. in. ft. in. ft . in.&#13;
Excellent ___ 5 10 6 2 6 8 7 2 7 8 8 0&#13;
Good .......... 5 4 5 8 6 0 6 7 7 0 7 3&#13;
Satisfactory 5 0 5 4 5 8 6 6 5 6 11&#13;
Poor ...... ..... 4 7 4 11 5 2 5 7 5 11 6 4&#13;
IN SECONDS TO THE NEAREST TENTH&#13;
Age 11 12 13 14 15 16&#13;
Excellent ......... 7.3 7.0 6.5 6.5 6.2 6.1&#13;
Good ....... ___ 7 _9 7.5 7.2 7.0 6.7 6.4&#13;
Satisfactory _ 8.3 8.0 7.6 7.3 7.0 6.8&#13;
Poor ................ 8.7 8.3 8.0 7.7 7.3 7.0&#13;
IN MINUTES AND SECONDS&#13;
Age 11 12 13 14 15 16&#13;
Excellent _____ 2:2 2:5 2:0 l :50 l :43 1:40&#13;
Good .. _______ _ 2:24 2:19 2:13 2:5 l :59 l :51&#13;
Satisfactory _ 2:37 2:32 2:25 2:18 2:9 2:0&#13;
Poor .. ·-- ------·· 2:50 2:46 2:36 2:30 2:20 2:10&#13;
17&#13;
99&#13;
63&#13;
50&#13;
38&#13;
17&#13;
13&#13;
10&#13;
7&#13;
4&#13;
17&#13;
ft. in.&#13;
8 4&#13;
7 8&#13;
7 2&#13;
6 8&#13;
17&#13;
6.0&#13;
6.3&#13;
6.6&#13;
7.0&#13;
17&#13;
1:36&#13;
1 :51&#13;
2:0&#13;
2:9&#13;
CAMPOREE SCHEDULE&#13;
;:....&#13;
&lt;C Patrols may check in to the Camporee at any 0&#13;
H time from 5:00 p.m. on Friday to 10:00 a.m. I&gt;:&#13;
""" on Saturday.&#13;
6:30 am Reveille ... colors in all camps •••&#13;
breakfast and clean-up&#13;
10:00 am Assembly and Orientation Conference ' with Scoutmasters and Patrol Leaders ·&#13;
11: 30 am Prepare and eat lunch and clean-up ' :&#13;
1:00 pm Field Events - Judging of Camps,&#13;
;:.... to&#13;
~ 5:00&#13;
Equipment, etc. :&#13;
pm&#13;
;:&gt;&#13;
r-&lt; 5:00 pm Retreat assembly in campsites in &lt;C en uniform ... flag ceremony .•. prepare ;&#13;
dinner&#13;
6:00 pm Dinner served ... clean-up and prepare ·&#13;
to skits for campfire&#13;
8:00 pm&#13;
8:00 pm Campfire Program&#13;
10:00 pm Taps ... and Good Night&#13;
6: 30 am Reveille .•. Good Morning&#13;
Scouts of Catholic Faith attend Fielc&#13;
7:00 am Mass--return and prepare breakfast--&#13;
to clean-up .•. Scouts of Protestant&#13;
9:00 am Faiths prepare breakfast--clean-up&#13;
and then attend separate Protestant&#13;
Services&#13;
;:....&#13;
;§&#13;
9:00 am Field Events to 11: 30 am&#13;
~ 10:00 am Demonstrations to 11:30 am&#13;
en&#13;
12 noon Lunch and Clean-up&#13;
1:00 pm Strike camp •.• clean-up ..• pack up for&#13;
return home&#13;
2:00 pm Report to Camporee Officials your&#13;
Patrol is ready for final inspection&#13;
3:00 pm Color ceremony &amp; Award Presentation&#13;
SUGGESTED EQUIPMENT&#13;
PERSONAL&#13;
Ground cloth and/or air mattress&#13;
Blankets or Sleeping Bag&#13;
Mess Kit with knife, fork and spoon&#13;
Pajamas ... ext ra clothing, socks, etc.&#13;
Toilet kit, soap, towels&#13;
Toothbrush and toothpaste&#13;
Comb and brush&#13;
Sewing Kit&#13;
Flashlight&#13;
Axe or Hatchet 'sheathed)&#13;
Pocket Knife (sneath knives prohibited)&#13;
Bible or Testament&#13;
Handbook for Boys&#13;
Field Book&#13;
r-----PATROL&#13;
American Flag&#13;
Patrol Flag&#13;
Food storage cooler&#13;
Electric Lanterns&#13;
Ten ts, poles, pegs and stakes&#13;
Food as called for in menu&#13;
Shovel-short handled&#13;
Rope&#13;
Axe and sharpening stone and file&#13;
Patrol First Aid Kit&#13;
Kitchen Utensils&#13;
No . 10 can with dry sand (fire-fighting)&#13;
Large utensils for dishwashing (two)&#13;
GENERAL BULES&#13;
1. Patrols will hike into Camporee site carrying&#13;
their packs from designated spot to Camporee&#13;
Headquarters. Those handicapped Scouts or&#13;
Leaders may ride into camp, but packs must stand&#13;
inspection with Patrol. Inspection of uniforms&#13;
and packs will be made upon arrival.&#13;
2. Campsites will be assigned to each Patrol, with&#13;
all Patrols camping in a given area, or . Patrols&#13;
may be assigned separately ... remember this i ·s a&#13;
Camporee with competition BY PATROLS ... not&#13;
~·- ..&#13;
Troops&#13;
3 . Original camp furniture and layout of camp and&#13;
equipment will be judged as part of Patrol area.&#13;
4. Patrols MUST be regular bonafide Patrols regardless&#13;
of number of its members . . . any "make-up"&#13;
Patrols for the purpose of gathering ·11experts"&#13;
into one Super-Duper Patrol will automatically&#13;
disqualify that Patrol.&#13;
5. Scouts whose Patrols cannot attend, may join&#13;
another Patrol of the Troop by direction of the&#13;
Scoutmaster. This must be declared upon arrival&#13;
at Camporee .&#13;
6. All Patrols will operate strictly under Patrol&#13;
Leadership once they arrive at the Camporee.&#13;
Adult Troop Leaders are to maintain a separate&#13;
area for their camping and eating , but Patrols&#13;
MAY invite their adult leaders to have meals&#13;
with them, provided leaders do NOT enter into&#13;
cooking or supervision of activities or make&#13;
suggestions during period.&#13;
7. Each Patrol is asked to construct a pit-fire&#13;
(if fire rules permit) or to bring a fire&#13;
container such as a 25-gallon drum cut in half.&#13;
All Patrols should bring their own fire wood for&#13;
cooking or to gather wood after arrival. Be&#13;
sure to have fire bucket (No. 10 can) close to&#13;
fire at all times. Clean circle at least 10 feet&#13;
in diameter around fire area.&#13;
8. Parents and friends are cordially invited to&#13;
attend any part of the Camporee, including the&#13;
Campfire Programs . We only ask that they do not&#13;
bring their cars into the Camporee area, but&#13;
park in the area designated.&#13;
GENERAL RULES&#13;
9 . Scout Leaders may&#13;
a Showando activity&#13;
the Camporee, with&#13;
Scouters' Award&#13;
pportunity to enjoy&#13;
it can be conducted at&#13;
edit given toward the&#13;
Sc uters' Key .&#13;
10. A First Aid tent will be maintained and&#13;
supervised by the District Health and Safety&#13;
Committee.&#13;
11 . There will be a minimum of four meals that each&#13;
Patrol must prepare and these must be done on&#13;
a Patrol basis. Menus in the Patrol Leaders'&#13;
Manual are suggested. Extra credit on judging&#13;
will be given to Patrols with a minimum of&#13;
canned foods ... however, Campak and other&#13;
dehydrated foods are acceptable.&#13;
12. Menus for all meals a r e to be posted for&#13;
inspection, as well as the Duty Roster of the&#13;
Patrol .&#13;
13 . Each Patrol is to post a sign giving Camp No.,&#13;
Patrol Name, Troop No. and Town .&#13;
14. Scouts and Leaders are expected to be in unifor&#13;
upon checking in and out of camporee, attending&#13;
special events and on other occasions when&#13;
instructed to do so . Dungarees are permissable&#13;
for camp work .&#13;
15. Units whose Sponsor does not permit Sunday&#13;
camping may return home after the Campfire on&#13;
Saturday night and still be eligible for the&#13;
Camporee Awards, provided they were at the&#13;
Camporee on Friday night . Awards for Patrols&#13;
of these Troops will be awarded at the Campfire&#13;
Saturday night.&#13;
16. A Scout is reverent: Non- denominational&#13;
service will be held Sunday morning.&#13;
17 . All Judging will be done by members of the&#13;
District Coomittee, assisted by Commissioners,&#13;
Executive Board members and others who have&#13;
no tie to a particular Scout Unit.&#13;
1. RflWR'&#13;
11, KIT&#13;
&amp;ANKETS ,4RRANtiED TO 8E A6AINS'T 8ACJ(.&#13;
PUT ON TOP WHAT MIGHT BC MED£D JN A&#13;
HURRY. PL/T LEAST NEEOC(J OfJJECTS AT&#13;
BOTTOM ANO ADJUST FOR BALANCE •&#13;
TEST our&#13;
YOUR FILLED&#13;
A4CK TOFINO&#13;
EASIEST&#13;
CA/?RYING&#13;
..,. .. "_.......,,,POSITION&#13;
GROUND BEDS&#13;
DEllD LOGS, LAID FIRST. ARE KEPT&#13;
IN PLACE BY END LOGS AND PEGS.&#13;
THE FRAME MAY BE FILLED WITH&#13;
ANY DRY. SOFT, EASILY OBTAINED&#13;
MATERIAL SUCH AS GRAS~ LEAVES.&#13;
PINE BROWSE. OR FERN FRONDS.&#13;
RAIN STORM PROTECTION&#13;
"BE PREPARED"- LEARN TOl&lt;NOW WEATHER SIGNS.&#13;
FOR HEAVY SH~RS YOU&#13;
CAN QUICKLY MAKE A SMALL&#13;
ROOF OF LIGHT WET STICKS&#13;
OVER YOUR FIRE:PLACE.&#13;
A SIDE WALL ON THE RAIN&#13;
SIDE MAY BE: MADE ALSO.&#13;
FOUR POST FRAME AROUND&#13;
A TARPAULIN. FIRMLY&#13;
STAltEO ANO Glm0. (AN&#13;
SERVE AS A WIND OR&#13;
A RAIN SHELTER FOR&#13;
YOUR FIRE. FIRE Pl.ACE OVER WHICH ~&#13;
J.IGHT STICKS AND TARPAULIN&#13;
COULD BE QUICKLY PLACE:D.&#13;
CORNER POSTS AND ROOF SHOl.JJ.l&gt;&#13;
BE FIRMLY GUYED.&#13;
SMALL SOOS ON ROOF WILL HELP&#13;
PREV ENI DRIP 8£TWtCN STICKS.&#13;
W/IEN PAIN STOPS REMOVE&#13;
THE ROOF.&#13;
W/THA WIRE-CUTTING MAKE YOUR OWN&#13;
ROUND-NOSED PINCHERS,&#13;
A PAIR OF PUERS, A FLAT&#13;
FILE ANO PIECES OF WIRE,&#13;
~~gft.:'s ~E~~IJ5£FIJL'&#13;
AN OLD RADIO A£RIAL, COAT&#13;
HANGERS, HAY WIRE AND&#13;
BINDING WIRE WILL GIVE.&#13;
YOU A VARIETY OF WIRES . MAKING&#13;
A 3" BLANKET PIN MADE. A BEND&#13;
FROM A IO" P1£C£ OF WIR£. OR LOOP&#13;
~TURN 00"'-"~~~()~~-S-N_~_R_PE_~,._&#13;
I ~~RIUHT-- LOOP&#13;
ANGLt:,_,. BEND THE CATCH&#13;
2 ~D UP SO THAT IT SAFaY&#13;
~ -&lt;- GUARDS THC POINT.&#13;
3~HECND&#13;
4 ~PIN ;::;:• (())&#13;
LONG&#13;
HANDLC&#13;
HEAT&#13;
FORK&#13;
MAD£&#13;
FROM&#13;
6FCCT&#13;
OF HEAVY&#13;
WIR£.&#13;
£NOSAAE&#13;
SHAAPINEO&#13;
/&#13;
HANDGRIU&#13;
U5f TWl?OF&#13;
TH[Sf HN6l0&#13;
TOGETHER AT&#13;
THE lND,tal&#13;
BROILING&#13;
8£FORE PITCHING D&#13;
HIS r£NT&#13;
A GOOD CA!1PER&#13;
ltJLL CONSIDER&#13;
WINO DIRECTION&#13;
WATER LEVELS&#13;
HAVE WATER BUCKETS&#13;
STARTING YOUR FIRE ,&#13;
TINDER MAY BE• DIRECTION OF WIND&#13;
~,..,....Qp ~ ,,..-,,--&#13;
DRY GRASS OR LEAVE.S.- COOKING GEAR ~&#13;
"';._~-· ~ - - GOES ASTRID§ $R_:; ,&#13;
DRY PINE NEEDLES TO START' USE SMALL SPLIT TRENCt;_ ~.'·// /&#13;
~ ' STICKS OR FUZZ STICKS _ 11,..,-•- -;.·' WIND&#13;
SHREDDED OILY BARK. E-3~. .. , K//&#13;
U&gt;&lt;~~j)&gt; . - -&#13;
FINE ORY SHAVINGS,&#13;
~-OR&#13;
EVEN BITS OF&#13;
THEN LARGER SPLIT STICKS&#13;
CHARRED RAGS . ~~?+tr ..-~.-F-U_Z_Z--.,-~L~OC=-i ~ l!!!!!!llil!l!f&#13;
STIC~~ FINALLY LARGE ROUND&#13;
~ OR SPL IT LOGS.&#13;
TRENCH AND HUNTER F'IRES&#13;
CUT AS THOUGH THE STICKS AND LOGS ARE SHOULD BE MADE SO THAT THE&#13;
MAKING SHAVINGS. SPLIT SO THAT THE WIXID WIND BLOWS INTO AND ALONG&#13;
FUZZ STICKS SURROUND WILL BURN MORE. READILY. THEM. FLAT STONES OR SODS,&#13;
l.!B~U!!R.!!N!!!IN!:!_G!&lt;,.T.!.!.!IN.,D,,,E!;.!R,:,.~--'------------' CAN BEB UIL:r HUNTER STVU.&#13;
WET WEATHER FIRES&#13;
KEEP THE DRY SPLIT&#13;
WOOD IN YOUR TENT&#13;
OR UNDER A TARPAULIN&#13;
IF SNOW CANNOT BE&#13;
CLEARED AWAY, PLACE&#13;
LOGS SIDE BY SIDE, ON&#13;
TOP OF IT. BUILD YOUR&#13;
..,._ FIRE ON THE LOGS_&#13;
YOU MAY NEED&#13;
LONG POLES FOR&#13;
CRANES. DRIVE&#13;
THEM THROUGH SNOW&#13;
WELL INTO THE GROUND&#13;
UNDER LAYE.RS OF WE.7&#13;
LEAVES, LAYE.RS OF DRY&#13;
LE.AVES ORSTlcKS MAY&#13;
BE FOUND. LOOI&lt; ACSO&#13;
UNDER. SHELTERED SIDE&#13;
OF ROCKS ANO TREES&#13;
ORY PINE NEEDLES MAY&#13;
BE FOUND UNDER WET&#13;
LAYERS.&#13;
f ••&#13;
WET LOGS PUT ACROSS&#13;
A GOOD GLOWING FIRE.&#13;
WILL DRY OUT AND BURN.&#13;
I&#13;
INDIVIDUAL&#13;
DOUGH WRAPPED&#13;
.AROUND A THICK&#13;
STICK WHICH&#13;
IS POINTED&#13;
AT EACH&#13;
ENO. TURN&#13;
AROUND&#13;
ANDQVER.&#13;
FOOD BAG MAY HANG&#13;
FROM A BRANCH, FROM&#13;
A LASHED POLE OR FROM&#13;
A TRIPOD.&#13;
PUT MOTH FLAKES IN AN&#13;
OPEN-TOP CAN AND FIX CAN&#13;
ON THE SUSPENSION CORD / •&#13;
TO KffP CRAWL/AG INSECTS • • '&#13;
AWAY FROM THE FOOD BAG. / ,'&#13;
SCRAPE PLATES AND&#13;
DISHES CLEAN WITH DRY&#13;
I LEAVES. GRASS,&#13;
OR PAPER.&#13;
TIE ON STRING&#13;
AND DUNK FOR&#13;
ONE MINUTE&#13;
---- WHEN CLEANED AND DRIED&#13;
PUT DISHES AND OTHER&#13;
FOOO UTENSILS IN A M£SH&#13;
BAG AND SUSPEND THE&#13;
J3AG FROM A TRIPOD&#13;
COOKING&#13;
PATROL&#13;
COCOA CAN#5 STEW CAN.n-10&#13;
MAKE HANDLES OF COAT HANGER WIRE.&#13;
liA Vt POTHOOKS OF DIFFERENT LENGTHS.&#13;
FOOD MAY BE STORED ON RACK.S&#13;
IN TENTS, OR ON COVERED RACKS&#13;
IN THE OPEN. COVERS MAY BE&#13;
CHEESECLOTH, TARPAULINS, OR&#13;
CANVAS.&#13;
RINSE TO REMOVE SUDS.&#13;
6 STORE IN A FLY· PROOF&#13;
CONTAINER. A BAG WILL 00.&#13;
FIELD EVENTS&#13;
OPTIONAL • •• EACH DISTRICT MAY SELECT EVENTS TO BE&#13;
USED FOR THEIR CAMPOREE&#13;
1. OBSERVATION&#13;
i:;,hree-man team from the Patrol shall participate,&#13;
' Team will o6serve 25 items on a table for a given&#13;
{, length of time, then will write, from memory, as&#13;
many items as they can remember. Four (4) points&#13;
will be given for each correct item lis-ted .&#13;
2 . PACING&#13;
Two man team from each Patrol shall participate.&#13;
This will be run on a "time basis", wherein the&#13;
team will cover a distance of one mile, using&#13;
Scout pace (running 50 paces-walking 50 paces),&#13;
within 12 minute limit.&#13;
3. COMPASS&#13;
One Scout from the Patrol ... objective is to lay&#13;
out, with accuracy, a triangular course with&#13;
certain distances for each course, using pacing&#13;
as a means to measure. Time will also be a '&#13;
factor in point determination. Scout is to&#13;
furnish his own compass .&#13;
4. FIRST AID&#13;
Entire Patrol participates, using one of their&#13;
own Scouts as the victim. The Patrol will be&#13;
given 5 minutes to apply bandages on the head,&#13;
hand, knee, ankle and arm sling .&#13;
AXEMANSHIP&#13;
Patrols line up in single file, facing chopping&#13;
block. On starting signal, first Scout runs&#13;
to block, splits a board in two pieces, usirr'g&#13;
contact method, sinks handaxe into block, runs&#13;
back and touches next Scout, who runs to block&#13;
and repeats process. Patrol having greatest&#13;
number of full length pieces at end of time&#13;
limit is winner. Patrol furnishes hand axe, 2&#13;
boards 12 inches long and 6 inches wide and 1&#13;
inch thick and a chopping block.&#13;
6. STRING BURNING&#13;
Two-man team from each Patrol. Strings (2) will&#13;
be stretched tightly between vertical sticks .••&#13;
one 12 inches above ground, the other 18 inches.&#13;
Team is given a bundle of wood . Upon starting&#13;
signal, team prepares fire and lights it, using&#13;
minimum of two matches. No materials except&#13;
wood furnished may be used. Only lung-power&#13;
may be used to "encourage" the fire. After&#13;
lighting fire, no more wood may be added. When&#13;
I&#13;
I&#13;
8.&#13;
FIELD EVERTS&#13;
fire burns through BOTH strings, Patrol stands&#13;
to signal completion. Patrol furnishes hand axt&#13;
and knives . KEEP THE FIRE BURNING FOR THE&#13;
FLAPJACK CONTEST .&#13;
OG CHOPPING&#13;
ull Patrol participates. Each Scout in rotation&#13;
steps up to the log and makes ten chops&#13;
into the log, until it has been chopped into&#13;
two pieces . Log may not be broken in two in&#13;
any manner other than by being chopped with an&#13;
axe. Log is to be anchored by Patrol. Time&#13;
starts after all logs are anchored . Team&#13;
members stay behind starting line until their&#13;
turn. Team is disqualified, if any member cuts&#13;
himself. Patrol furnishes Axe, four anchor pegs&#13;
and one log, approximately 3 feet long, 6 inches&#13;
in diameter, this log to be a green willow log.&#13;
TENT PITCHING ~.;_,rfrom&#13;
attention with&#13;
front of them.&#13;
halves should be 10&#13;
tent pegs, 2 poles six-foot ropes . At&#13;
starting signal atrol dvances and proceeds&#13;
to erect their tent. Ten must be smooth, neat,&#13;
and tight, using tautline hitch. Errors may&#13;
be remedied . This a a "time" event, Patrol&#13;
furnishes hand axe .&#13;
9. FLINT AND STEEL RELAY&#13;
~our-man team for each PatroJ., No. 1 man runs&#13;
2--s-Feet to line carrying flint and steel,&#13;
charred cloth and tinder, amkes fire (must burst&#13;
into flame) , puts out fire and runs back to the&#13;
starting line . No. 2 man runs up, makes fire,&#13;
etc. until all four members have made fires.&#13;
-Use only untreated tinder such as yucca, charred&#13;
cloth frayed rope (no steel wool) . Patrol is&#13;
to furnish flint and steel set, charred cloth&#13;
tinder.&#13;
10.KNOT-TYING RELAY&#13;
Full Patrol participates, lining up in relay&#13;
Astyle. Each Scout mustliave two ~-inch ropes,&#13;
four feet in length. First Scout runs to pole,&#13;
judge calls for knot, Scout ties knot (must be&#13;
correct). If he cannot tie knot, he returns&#13;
starting and another Scout must tie knot. The&#13;
judges will ask for Aquare Knot, Sheepbend,&#13;
Fisherman's Knot, Clove Hitch, Timber Hitch,&#13;
Bowline, Slip Knot, Tautline Hitch and a&#13;
Shee shank.&#13;
•&#13;
I&#13;
'1&#13;
I&#13;
FIELD EVENTS&#13;
rkJ Patrol furnishes , frying pan from&#13;
Patrol team&#13;
signal, cold frying&#13;
pan is put on fire, batt r for flapjack is&#13;
mixed and a cake at t four inches in&#13;
diameter is put into do&#13;
done, run 25 feet to&#13;
catch in pan, retu&#13;
and eat flapjack .. both earn members may eat.&#13;
If cake is dam ed in flip ing, time continues&#13;
until 2nd ca is baked and flipped in front of&#13;
judge. Team must clean up area before leaving .&#13;
12. MORSE SIGNALLING&#13;
Patrol is to furnish a team of four, 1 pencil,&#13;
pa per, and senatng equipment as desired. Before&#13;
starting ,'f\Aime of the Patrol and Troop will be&#13;
written on the paper. At the starting signal,&#13;
the sender's clerk will open the sealed envelope&#13;
containg the message to be sent and read it to&#13;
the sender, letter by letter or word by word as&#13;
as best suits the team. The message will contain&#13;
at least 30 letters. Senders are permitted to&#13;
send by flags, lights, or buzzers, bearing in&#13;
mind that receivers will be fifty yards away&#13;
from them. Three minutes will be allowed for&#13;
correction or putting message in order before&#13;
turning over to judge. Five points will be&#13;
deducted for each error.&#13;
13. SILENT HAND SIGNALS&#13;
~ull Patrol participates . . . no equipment is&#13;
necessary. At direction of judge, Patrol Leader&#13;
will lead his Patrol out on the field, and in&#13;
the time of 3 minutes, demonstrate his ability&#13;
to lead his Patrol entirely by hand signals,&#13;
using no vocal commands. Demonstrate: Attention,&#13;
Assembly, Spreadout, forward, Parallel-file,&#13;
"U" Formation, Hurry, Halt, Down, Single-File,&#13;
and Dismissal.&#13;
14. tJ.AG POLE RAISING&#13;
Full Patrol participates, furnishing 4 wooden&#13;
staves, of 6 foot length, 1 pole with Patrol&#13;
Flag attached, 6 pieces of lashing cord for two&#13;
shear lashings at each joint, 3 guy lines about&#13;
30 f eet long, 3 wooden stakes, a hand axe for&#13;
driving stake s ... no notching allowed on staves.&#13;
Patrols line up with equipment in front of them&#13;
... upon starting signal, they lash four staves&#13;
together with the Patrol Flag on top staff to&#13;
form a pole approximately 20 feet long. Then&#13;
attach u lines approximately three uarters&#13;
•&#13;
FJELD EVENTS&#13;
of the way to the top, raise pole, and stake&#13;
down guy lines, so pole stands vertical. One guy&#13;
line must be fastened to the stake with a tau~&#13;
line hitch, one with a clove hitch and one with&#13;
two half-hitches. Upon completion, Patrol comes&#13;
to attention at base of pole, remaining until&#13;
judge has cleared Patrol. Time limit ... 6 minute s&#13;
NOTES&#13;
INDOOR WHOLE TROOP&#13;
Jump the Shot. Designed to build fitness,&#13;
alertness, and coordination of the&#13;
whole troop. This game is filled with&#13;
plenty of action . The boy in the center&#13;
is show·n swinging the shot-a long&#13;
rope with a soft knot on the end. Membe&#13;
rs of the t roop must iump as he&#13;
swings it around be low their knees. If&#13;
hit, they ore penalized one point. Scout&#13;
with least number of penalties wins.&#13;
British Bulldog. One or two older&#13;
Scouts ore chosen the first " bulldogs."&#13;
Standing in the center of the room, they&#13;
face the troop. On signol "go," the entire&#13;
troop charges from one end of the&#13;
room to the other without being caught&#13;
by the bulldog. To catch someone, bulldogs&#13;
must lift player off the floor and&#13;
yell, "one-two-three bulldog." Vic tims&#13;
become bulldogs for the next&#13;
charge. Not mo re than three players&#13;
can tack le a p layer. If bulldog does not&#13;
lift and hold victim off the floor while&#13;
player slowly counts ten, he is free for&#13;
another charge. Play until all have been&#13;
caught. lost man left wins.&#13;
Elephant Roll. Scouts count off in&#13;
twos. Have all players line up, alternating&#13;
ones and twos. Number one&#13;
players face one way and number two&#13;
players face the opposite. All get down&#13;
on hands and knees to form an "elephant."&#13;
One Scout is named the&#13;
"rider." On signal, the Scouts forming&#13;
the elephant move their bodies backward&#13;
and forwa rd. Each moves in opposite&#13;
direction ta his neighbor. The&#13;
rider attempts to c rawl a long their&#13;
backs from one end lo the other. Rider&#13;
has two tries to go all the way without&#13;
stopping or goes to the end of line.&#13;
Free lift. Add this vigor ous game to&#13;
your troop list of indoor activities.&#13;
Check the Scoutmaster's Handbook for&#13;
instruct ions. Try dodge ball, swot 'em,&#13;
and t he various tag games in the book.&#13;
OUTDOOR WITH EQUIPMENT&#13;
Tug of War. A real arm and leg builder,&#13;
this game is only one of the many&#13;
you con ploy outdoors with equipment.&#13;
For this, use o long rope at least one&#13;
inch in diameter and team s should be&#13;
evenly matched as to strength. Mork o&#13;
center line on the g round and tie a&#13;
piece of string or cloth to center of&#13;
rope above mark. On signal, each team&#13;
tries to pull the opposite across the&#13;
line. Set a time limit.&#13;
Obstacle Race. lay o u t an obstacle&#13;
course including a horizontal pole lo&#13;
cl imb over, a rope suspended from a&#13;
tree branch to swing over on eight-foot&#13;
mock ditch, a low level bar lo crawl&#13;
under, a six-foot-wide area to iump&#13;
over. a four.inch board lo walk on, and&#13;
a zigzag row of tires to step in and an&#13;
empty barrel to crawl through. Add&#13;
other obstacles to make this a rugged&#13;
mu scle builder. Patrols run the course&#13;
as a unit, with intervals between Scouts.&#13;
Boys must complete each obstacle before&#13;
they move on. Pa trol with best&#13;
time wins.&#13;
Tire Pull. Use on old bicycle tire to&#13;
ploy this more rugged vers ion of Steal&#13;
the Bacon. Divide boys into two equal&#13;
teams. Teams line up twenty feet apart&#13;
facing each other. Place tire on center&#13;
line marked on ground. Scouts count&#13;
off from one to total team number. On&#13;
signal, leader calls o number. Scouts&#13;
whose number is ca lled run to center&#13;
and grab tire. Each tries to pull tire ta&#13;
his side and score for his team. Team&#13;
with most points in given time wins.&#13;
Scout Fie ld Day. For a real all-round&#13;
fitness program, try the sack, three legged,&#13;
and hopping races. Include&#13;
plenty of running, jumping, a nd climbing&#13;
events. Check your quarterlies for&#13;
more ideas on fitness games.&#13;
OUTDOOR LIMITED SPACE&#13;
Three-Man Tug of War. The boys in&#13;
your troop will have fun and build up&#13;
their muscles as they ploy the many&#13;
games requiring little space and equipment.&#13;
The Scouts shown above are&#13;
struggling and tugging to g rab on obied&#13;
near their corner of the r ope. Try&#13;
this one and the others below.&#13;
Bucking Bronco. Selec t a "bronco"&#13;
and o " rider," each from a different&#13;
patrol. The bronco bends over and&#13;
keeps his hands on knees. The rider&#13;
climbs on his mount and holds on with&#13;
his knees but mu s t keep his feet back.&#13;
He may use his hands ta hold on lo the&#13;
back of the bronco but may not touch&#13;
his neck or head. The bronco tries to&#13;
buck the rider off onto the ground. If he&#13;
touches the floor. the rider is considered&#13;
thrown.&#13;
Three.legged Football. Set up your&#13;
outdoor meeting place for this fun&#13;
game by des ignati ng field bound aries&#13;
on each side and two improvised goals&#13;
at opposite ends of the field. Organize&#13;
Scouts into two teams. Hove Scouts in&#13;
each team pair up and tie their inside&#13;
legs together with neckerchiefs. One&#13;
, pair of Scouts in each team acts as gaol&#13;
tender. Place a ball in the center ol&#13;
area. Both teams toke positions in front&#13;
of their goals. On signal, each team&#13;
runs to center ol fie ld and tries to kick&#13;
the boll th rough. the opponent's goal,&#13;
using the untied legs o nly. After score&#13;
is mode, place boll in center a nd kick&#13;
off the next p loy. Team with nlost goa ls&#13;
in five minutes wins.&#13;
Rope Jumping. This effective arm and&#13;
leg builder con be used whenever you&#13;
hove extra time. All that is required is&#13;
o rope, six to eight fee t long, for each&#13;
three or four Scouts. Try iumping with&#13;
both feet together and elbows close to&#13;
the sides of the body or the olternotefoot&#13;
i ump for speed.&#13;
OUTDOOR WIDE GAMES&#13;
Annihila tion. Your Scouts can't help&#13;
but develop physicol skills and satisfy&#13;
their desire for competition when they&#13;
try this rugged wide gome, shown&#13;
above, and the others below. Divide the&#13;
t roop into two equal teams. line up&#13;
teams facing each other. about fifty to&#13;
seventy-five feet apart. On a signal,&#13;
teams rush toward one another. When&#13;
they meet, each Scout picks an opponent&#13;
and tries to pin his shoulders to the&#13;
ground. If a boy is pinned down, he is&#13;
out of the game. It is a foul, if two&#13;
players pin a man, and he is automatically&#13;
free. Team wins when all opponents&#13;
ore pinned.&#13;
Crossing the Gap. lay out an area&#13;
200 by 500 feet. land with medium&#13;
thick brush or cover is best for this&#13;
game of obser vation and agilit y . Mork&#13;
starti ng and finishi ng points. On signal,&#13;
a ll patrols move in from one end of&#13;
course ond ottempt to pass through to&#13;
the other end without being seen by&#13;
two observers walking a long the sides&#13;
of fhe area. When a Scout is spotted&#13;
by one of them, he is called out of the&#13;
area . Patrol with most members getting&#13;
through to other end wins.&#13;
Dodge the Sentries. Try this at night in&#13;
a large open field. Divide Scouts into&#13;
two teams, lined up at opposite ends&#13;
of area. Three sentries from each pat&#13;
rol g uard th ei r e nd of th e fie ld, as&#13;
members of the other patrol try to stalk&#13;
to the enemies' end. A player is out of&#13;
the game when spatted by a se ntry 's&#13;
flash light. Team getting most players&#13;
past sentries in o given time wins.&#13;
Lost Child Hunt. Divide your troop into&#13;
two teams for this timely game, involving&#13;
preporedness, trail signs, and observati&#13;
on. Refer to Scoutmaster's Handbook&#13;
for this a nd any other fitness&#13;
buil d in g wide games.&#13;
CAMPOBEE SCORING BECOBD CAMPOREE SCORING RECOBD&#13;
THINGS TO BE 1st 2nd score&#13;
INSPECTED BY JUDGES final&#13;
score&#13;
THINGS TO BE 1st 2nd f i nal&#13;
average INSPECTED BY JUDGES average&#13;
Balance of Packs xxxx&#13;
upon arrival 100 Storage of Personal&#13;
Neatness of Packs&#13;
upon arrival 100 xxxx&#13;
Weather protection xx.xx upon arrival 100&#13;
Hands free of gear xx.xx upon arriva l 100&#13;
Patrol hiked into&#13;
Camporee 100 xx.xx&#13;
Menus posted xxxx Balanced menus 100&#13;
gear OK 100 --·-·&#13;
Evidence of good&#13;
patrol leadership 100&#13;
Rotation of duties&#13;
posted-being done 100&#13;
Patrol Spirit&#13;
and Courtesy 100&#13;
Cleanliness-handsfaces,&#13;
etc. 100&#13;
Cleanliness of&#13;
Menus carried out uJl_iform&amp; 100&#13;
as planned 100&#13;
Minimum canned&#13;
foods 100 xx.xx&#13;
Scout-like conduc t&#13;
evident 100&#13;
Oath and Law&#13;
Food and food practiced 100&#13;
handlers clean 100 Fires out xxxx&#13;
Proper dishwashing COMPLETELY 100&#13;
and scalding 100&#13;
Dishwater disposal&#13;
pit 100&#13;
Garbage in can&#13;
Dishwater pits xx.xx filled 100&#13;
Garbage can to area&#13;
designated 100 xxxx&#13;
cans flat 100 Equipment packed xxxx&#13;
Food preparation for departure 100&#13;
area OK 100&#13;
Storage of food&#13;
Personal cleanliness xxxx upon departure 100&#13;
OK 100&#13;
Fire safely located&#13;
Patrol cleanup Teamwork&#13;
evident 100 xxxx&#13;
and cleared 100&#13;
Chopping block&#13;
sharp axe 100&#13;
Fuel supply neat T 0 TA L&#13;
and adequate 100&#13;
Water supply safe&#13;
and protected 100 AWARDS&#13;
Washing arrangement PROFICIENCY AWARD - _ - _____ 3000 to 4000 Points&#13;
satisfa~i:orv ·· - 1()0&#13;
Ground beds STA.~DARD AWARD --- - - - - - - 2000 to 3000 Points&#13;
comfnrtable 100&#13;
Tents properly PARTICIPATING AWARD-_ - - - - Under 2000 Points&#13;
erected 100&#13;
Facilities for&#13;
eatin11: OK 200&#13;
Storage of Patrol&#13;
equipment OK 100&#13;
FIELD EVENTS&#13;
SCOBING RECOBD&#13;
E V E N T&#13;
OBSERVATION ,.&#13;
PACING&#13;
(:OMPASS&#13;
FIRST AID&#13;
AXEMANSHIP&#13;
STRING BURNING&#13;
LOG CHOPPING&#13;
~'NG= -___,___&#13;
FLINT &amp; STEEL&#13;
KNOT TYING&#13;
fJ:,AEJ:~PP ~&#13;
MORSE SIGNALLING&#13;
SILENT HAND SIGNALS&#13;
FLAG POLE RAISING&#13;
T 0 TA L&#13;
lat Place - 100 Points&#13;
2nd Place - 50 Points&#13;
WINNING SCORE&#13;
PLACE&#13;
xxxx&#13;
3rd Place - 50 Points&#13;
4th &amp; lower 25 Points&#13;
NOTES&#13;
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              <text>1963 Chickasaw Council Camporee Guide</text>
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              <text>Chickasaw Council, BSA</text>
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              <text>Troop 48</text>
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              <text>Ed Provine</text>
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              <text>Barry Moore</text>
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              <text>1963</text>
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