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                  <text>�he Boy Scouts of America
established a set of physical
tests for the Personal Fitness
n1erit badge in 1953, Since then,
because of great interest in comparing achievements in this
country and abroad, hundreds
of thousands of boys and girls
have been given physical tests.

T

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.

Name ---------~-------------(Plea•e print)

Address
City'----------

Age ____ Type of unit

Zone ___ State, _ _ __

_ _ No. _ _ __

{Troop, po•!, squadron, or •hip)

EMERGENCY INFORMATION
Telephone number of pareat or guardian
Night _ _ _ _ _ _ __
Day· ____
If person other than above is to he notified, fill out below:
Name __ - - - - - - - - - - - - - - - - - - - - - - -

Address - - - - - - - - - - - - - - - - - - - - - ·-------State,____ Phone No., _ _ _ __

City

To assure the greatest degree of enjoyment and the
fullest poSl!ible protection, each person participating
in th" 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
Slarting Position-Boy lies on back with legs extended,
feet about a foot apnrt. Clasps hands behind neck with
fingers Interlaced. I-lave partner hold hoy's ankles, keeping
heels touching floor as he count.~ ci1ch successful sit-up.
Adion-..'Ht up in an erect posilion and turn body to the
left. Touch right elbow to left knee ad return to stnrting
position. Sit up and h1rn body to the right, touching left
elbow to right knee, Return to lhe starting 11osition,
Do us nuiny sit-u11s as possible and work toward the
"excellent" standard for age. One complete sit-up is
counted each thnc boy returns to starting position,

NUMBER OF SIT·UPS

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

Poor ...

23

28

30

33

35

40

38

Age

PULL-UPS
Equipment-use a bar high enough and easy to gri1&gt;.
Starling Position-Grasp bar wilh palms facing forward.
Hung with arms and le_gs fully extended and feet not
touching the floor. Purtncr stunds to one side and counts.
Action-Pull body up with anus until chin is placed over
the bar, then lower hody until elbows arc fully extended.
Rules-The pull must not be a snap 1noven1ent, knees
1nust not be rnised, or legs kicked. The body ntust not
swin_g. If it starts to swin!!, partner should stop the u1otio11
by holding an ann across the front of boy's thi_ghs. One
pull-up is counled each tilne chin is placed over bar.

NlJMllER OF PlJLL-lJPS

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 HJMPED
STANDING BROAD JlJMP
Equipment-You will need a lel·el snrfnce and tape 1ncasure for this test.
Sturting Position-Uoy stnnds with feet comfortably apart
and toes behind take-off line. Prepare to ju1up by flexing
knees and swinging arms back nucl forth l'hythmically.
Adion-.Jump, swinging anus fol'cefully forward and UP•
ward, Take off from the balls of feet.
Rules-Three trials will be allowed. The distance jumped
is 111eas111·ed front the take"off line to the heel or any part
of body that touches the ground nearest the takc·off line.
Record the best of the three trials in feet and inches.
FIFTY-YAUD DASH
Stal'ting Po.~ition-Hoy stands behind the starting line, as
the starter takes a position at lhc finish line with a stop
watch. He should raise one hnnd preparatory to giving
the starting signal.
Action-\\'hcn the stal'tcr brings his lmnd down &lt;1uickly
and hits his thigh, boy leaves his mark. As he crosses the
finish line, thnc is noted and rcco1·ded.
Rules-The score is the lapsed tiine between the sf:lrter's
signal and the instant hoy crosses the finish line. H:ecord
lhc time in seconds to the nearest tenth. \York toward the
''excellent" standard for age.

Age

11

12

14

15

16

17

ft. in.

It. !n.

ft. in.

It. in.

It. in.

It. in.

fl. 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

5 4

5 8

6 1

6

5

611

7 2

4 11

5 2

5 7

5 11

6 4

6 8

Satisfactory 5 0

4

Poor ..

7

IN SECONDS TO THE NEAIU:ST 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

Age

IN
600·YAUD UUN-\\' ALK
Equipment-A stop watch mul a running area with dcsignuted starting and finish lines are nil that is needed for
this test.
Starting Position-Uoy stuncls behind the starting line.
Action-On the signal, "Rcady!-Go!" boys begin run·
ning the 600-yard distance. (\\'alk only when necessary.)
Rulcs-\\'alkiug is permitted, but the object is for thc1n
to cover the dist:mcc in the shortest possible time, ncconl
time in 1ni1111tcs and seconds. Hoy.~ work toward the "excellent'' standnrd for their age.

13

MINlJTK~

AND SECONDS

11

12

13

14

15

16

17

Excellent ..

2:2

2:5

2:0

1 :50

1 :43

1:40

1 :36

Good ..

2:24 2:19 2:13 2:5

1 :59 1'51

1 :51

Satisfactory ..

2:37 2:32

2:9

2:0

Poor._

2:50 2'46 2:36 2:30

Age

2:25 2:18

2:0

2:20 2:10

2:9

�CAMPOBEE SCHEDULE

SUGGESTED EQUIPMENT

,.
il
....

"'"'

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 •••
breakfas t and clean-up

10: 00 am

Assembly and Orientat ion Conferen ce
with Scoutma sters and Patrol Leaders

11: 30 am

Prepare and eat lunch and clean-up

1:00 pm
to

Field Events - Judging of Camps,

5:00 pm

Equipmen t, etc.

5:00 pm

Retreat assembly in campsite s in
uniform ••• flag ceremony ••. prepare
dinner

6:00 p01
to

8:00 p01
8:00 pm
10:00 pm

Dinner served ... clean-up and p:repare ;
skits for campfire
Campfire Program

'

(

'

. - - - - PERSONAL
Ground cloth and/or air mattress
Blankets or Sleeping Bag
Mess Kit with knife, fork and spoon
Pajamas ... extra clothing , socks, etc,
Toilet kit, soap, towels
Toothbru sh and toothpas te
Comb and brush
Sewing Kit
Flashlig ht
Axe or Hatchet 'sheathed )
Pocket Knife (sheath knives prohibite d)
Bible or Testamen t
Handbook for Boys
Field Book

Taps ... and Good Night

6:30 am Reveille ••. Good Morning
Scouts of Catholic Faith attend Fielc
Mass--re turn and prepare breakfas t-to
cleen-up ••. Scouts of Protesta nt
9:00 am Faiths prepare breakfas t--clean- up
and then attend separate Protesta nt
Services
7:00 a01

~
15
"'

9:00 am
10:00 •01

Field Events to 11: 30 am
Demonst rations to 11: 30 801

12 noon

Lunch and Clean-up

1:00 pm

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

2:00 p01

Report to Camporee Official s your
Patrol ia ready for final inspectio n

3:00 p01

Color ceremony &amp; Award Presenta tion

.---- -PA TRO L
American Flag
Patrol Flag
Food storage cooler
Electric Lanterns
Tents, poles, pegs and stakes
Food as called for in menu
Shovel-s hort handled
Rope
Axe and sharpenin g stone and file
Patrol First Aid Kit
Kitchen Utensils
No. 10 can with dry sand (fire-fig hting)
Large utensils for dishwash ing (two)

�GENERAL RULES
1. Patrol s will hike into Campor ee site carryin g
their packs from design ated spot to Campor ee
Headqu arters. Those handica pped Scouts or
Leader s may ride into camp, but packs must stand
inspec tion with Patrol . Inspec tion of uniform s
and packs will be made upon arriva l.
2. Campsi tes will be assigne d to each Patrol , with
all Patrol s camping in a given area, or Patrols
may be assigne d separa tely .•. rememb er this i"S a
Camporee with compet ition BY PATROLS ... not
Troops
3. Origin al camp furnitu re and layout of camp and
equipm ent will be judged as part of Patrol area.

4. Patrols MUST be regula r bonafid e Patrols regard ·
less of number of its member s .• , any "make-u p 11
Patrol s for the purpose of gatheri ng ·11 experts 11

into one Super-D uper Patrol will automa tically
disqua lify that Patrol.

5. Scouts whose Patrols cannot attend , may join
anothe r Patrol of the Troop by directi on of the
Scoutm aster. This must be declare d upon arriva l
at campor ee.

6. All Patrol s will operate strictl y under Patrol
Leader ship once they arrive at the Campor ee.
Adult Troop Leader s are to mainta in a separa te
area for their campin g and eating , but Patrols
MAY invite their adult leaders to have me8ls
with them, provide d leaders do NOT enter into
cooking or superv ision of activi ties or make
sugges tions ,during period .
7. Each Patrol is asked to constru ct a pit-fir e
(if fire rules permit) or to bring a fire
contain er such as a 25-gal lon drum cut in half.
All Patrol s should bring their own £ire wood for
cooking or to gather wood after arriva l. Be
sure to have fire bucket (No. 10 can) close to
fire at all times. Clean circle at least 10 feet
in diamet er around fire area.
8.

Parent s and friends are cordia lly invited to
attend any part of the Campor ee, includi ng the
Campfi re Program s. We only ask that they do not
bring their cars into the Camporee area, but
park in the area design ated.

GENERAL RULES
9. Scout Leader s may have an opport unity to enjoy
a Showando activit y, if it can be conduc ted at
the Campor ee, with credit given toward the
Scoute rs' Award or Scoute rs' Key.
10. A i''i:rst Aid tent will be mainta ined ancl
superv ised by the Distric t Heal th and Safety
Commi ttee.

11. There will be a minimum of four meals that each
Pa_trol must prepare and these must be done on
a Patrol basis. Menus in the Patrol Leader s'
Manual are sugges ted. Extra credit on judging
will be given to Patrols with a minimum of
canned foods .•. howeve r, Campak and other
dehydr ated foods are accept able.
12. Menus for all meals are to be posted for
inspec tion, as well as the Duty Roster of the
Patrol.
13. Each Patrol is to post a sign giving Camp No.,
Patrol Name, Troop No. and Town.
14. Scouts and Leader s are expecte d to be in unifort
upon checkin g in and out of campor ee, attendi ng
special events and on other occasio ns when
instruc ted to do so. Dungar ees are permis sable
for camp work.

15. Units whose Sponso r does not permit Sunday

camping may return home after the Campfi re on
Saturda y night and still be eligib le for the
Camporee Awards , provide d they were at the
Camporee on Friday night. Awards for Patrol s
of these Troops will be awarded at the Campfi re
Saturda y night.

16. A Scout is reveren t:

Non-de nomina tional
service will be held Sunday mornin g.

17. All Judging will be done by members of the
Distric t ColDlli ttee, assiste d by Conuni ssioner s,
Execut ive Board members and others who have
no tie to a particu lar Scout Unit.

�-

TEST OllT

BLANKETS

YOIJR FIU.£0
PACK TO FINO

I

~~~:t;l~

CASJEST
CAfi&gt;RYJNG

POSJrlON

'•·

'''"'
~

CLOTHES

%:'

,,

/i

\\\,

""""
Kff

BLANKETS ARRANtiEO TO BE A6AINST8ACJ&lt;.
pur ON TOP WHAT MIGHT B£ NE£DliD IN A
Ht/PRY. PUT LEAST NE£1M;(!.QBJECTS AT

80TTc»t AND ADJUST FOR BALANCE •

8fFDR£ PITCHING
HIS TOIT
A GOOD CA11P(R

Will CONSIDER

WINO 0/RE:cT/ON
,·.~

'

~ .•. ';•·j:'°.~:~.~;_~
D!AD WOOD~.

Of/o.D LOGS,lAID FIRST. ARE KEPT
IN PLACE BY END LOGS ANO PEGS.
TH£ FRAM£ MAY 8E. FILLED WITH
ANY DRY, .SOF1, EASILY OBTAINED
MATERIAL SUCH AS CRASS. LEAVES.
PINE SROWSE. OR FCRN FRONDS.

RAIN STORM PROTECTI ON

"8€ PREPl1Rt:D"- lt'ARN TOHNOW Wt:ATH£R SIGNS.

FOR HEAVY SHOWERS YOU
CAN QllKKlY MAKE A SMALL
ROOF OF LIGHT WET STICKS
OVER YOUR FIR£.PLACt:.
A SIDE WALL ON TH£ RAIN
$ID£ MAY 6£ MAO£ ALSO.
SMALL SOD.S ON ROOF WILL H£lP

PREV£Nr DRIP lJE.rWEEN sr1c1CS.

WHEN RAIN STOPS REMOVE
THE ROOF.

WITH A WIRE-CUTTING

5ERVE AS A WIND OR
A RAIN SHELTER FOR
!"OUR posr l"RAME MOUND
YOUR FIRE.
FIREPLACE OVEPWHICH ig;zllGHT STICl(S IWO TARPAULIN
COULD 8E QUICKLY Pt.ACCO.
CORNER POSTS ANO ROOI" SHOUlD
8£ FIRMLY GUYED.

MAKE YOUR OWN

ROUND·NOt;EO PINCHER.5,
A PAIR OF PUERS, A FLAT
FILE: AND PIECES OF WIRE,

LONG

AN OlO RADIO 1\€.RIAL, COAT
HANGERS, HAY WIRE AND
BINDING WIRE Will GIVE..
MAKING
YOUAVARJETYOF WIRES.

~TURN

Q

DOWN

' f'R1c;HT"
ANG!.[.

2 (ijL niN/Jljp
.d'il

a:i

PIN

OR LOOP
.$HARPE!!,,.

LOOP
BEND TH£ CATCH
THAT IT SAFt:t.'I
...,.,_ OUAROS TH£ POI/ii'.

3~!~E~~~£

4

A BEND

~LO.$fD

.so

«JJ

HEAT
FORK
MAD&lt;

FROM

6FE£T
(JF'H£AVY
WIRE.
ENDS AR£

SHARPENED

,/

HANDGRJU

USE TWO Of
ff'V"'-.X" THESE HIMJfD

HANDU.

~~gffr~ NJ-~E~A,_,,""[,_ USEFUL~

A 3" BLANKET PIN HADE
!'ROH A 10" P!£C£ i f WIRf..

A TARPllUL/N, FIRMLY
STAKED ANO Gl/YtO, CAN

TOGETHER AT
THE £11/0,fOR

BROILING

WATER /.£VELS

Prrcti)T:;

,, "
:: ::
"··''

·,~z;_..

�INDIVIDUA i..

COOKI NG

PATROL

DOUGH WRAPPED
AROUND A TH/Cl&lt;
STICK WHICH
IS POINTED

AT EACH

ENO. TURN

AROUND
ANDQV£R.

I

'

'

1

HUNTER.O R

TRAPPER, F'IR£

~LOGSARE

\

£ow, REST
±:-:9
THE KABOB STICK
ON FORKS.

STEW CAN# fO

COCOA CAN#5

MAKE HANDLES OF COAT HANGER WIRE.

llAVE POTHOOKS OF DIFFERENT LENGTHS.

F'OOD STORAG E

FOR STAP1.£ OR

NON·P!!R/SH·
ABLE FOOD

r

c-.,~-

~~,~::~··.:-,~::~~,~;;.;._~;'~~·:~

FOOD BAG MAY HANG

FROM A BRANCH, FRON

A LASHED POLE OR FROM
A TRIPOD.

PUT MOTH FLl1J&lt;£5 IN AN
OPEN-TOP(AN IWDFIX (AN
ON THE SUSPENSION CORO / •
Kf[P CRAWL/AG INStcrs '':
AWAY FROM THE FOOD BAG. / 1

FOOD MAY 8£ STORED ON RAO&lt;S
IN TENTS, OR ON COVERED RACKS
IN rHE OPEN. COVERS MAY 8£
CHECSECLOTH, TARPAULINS, OR

CANVAS-

ro

---,,

tR~~G~;ss ~~
DRY PtNE-NcEoLi:.s
.J"'ij'1!?ii"'*1t~~ •

-----

~
~J

STARTIN G YOUR FIRE

7'ND£RMAY6 £•

SHR£. 00£0 OILY lJARK,

....,~.-

FIN£ DRY SHAVINGS,

-:-;c mff~~?Si~
~ ~-~usr: sMALL sPL1r

ro srARr'

ST/~ OR FUZZ $TICK$

,..-;-_ijz;;·

~~-

~
iii:;~

Q&gt;

I

THEN LARGER SPLIT STl(l&lt;S

N

OR EVEN 8tT5 OF

3

RINSE. TO REMOVE SUDS.

,...---;.

;&lt;c"c,'cRCRCECDC-RCA_GcSo..;..~=-1 ,~.

~~f:~

SCRAPE PLATES AN~
DISHf.S CLEAN WITH DRY
llAVES, GRASS.
OR PAPER.

'TIE ON STRING
AND DUNK FDR

FINALLY LARGE ROUND
OR SPLIT LOGS .

.,
THE STICKS AND LOGS AR£
UT AS THOUGH
MAKING SHAVINGS, SPLIT SO THAT TH£ WOOD
WILL BURN MOR£ READILY.
FUZZSTU:KS SURROUND
eB"U"RtiN~•oN,GcT"'N°"D"''---'----------___,

DNE MINUTE..
TRENCH ANO HUNTER /"'IRES
SHOULD 8E MAO£ SO THAT TH£
WIND 8LOWS!NT0ANO ALONG
THCM. FLAT STONES OR SODS,

CAN 8£ BU/II HUNTl!R STYLE

WET WEATHE R FIRES

€J=-iP
KEEP TH£ DRY SPLIT
WOOD I/If YOUR TENT
OR UNDER A TARPAULIN

IF SNOW CANNOT 8E
CLEARED AWAY, PLACE

';gc;f5f~~. 8{uJfiEY~R

.C:-- FIRE ON THE LOGS.

YOU MAYNE.ED

/..ONG POLES FOR

CRANES. DR/Vt;

THEM THROUCH SNOW
WEf..l INTO THE GROIJND

I
I

6

4

STOP£ IN A FLY·PROOF

CON1AJNER. A 81\G Will DO.

TO KEEP EQUIPM ENT CLEAN

Rl-lfNSHOWlP
use 1-1
TARPAULIN

llNDER LAYERS OF WET
LEAVES, LAYERS OF ORY
LEAVES OR STICKS MAY

BE. FOUND.

CDVER WffH

-I,_=,==~~-="""" ~ CHCESEClOTH
8UT{)l)Rlfl/GA

LOOK AC.SO

UNDER SHELTE.RED Slot.
OF ROCKS AND TREES
DRY' PIN[. NEEDLES MAY
8£ FOUND UNOE.R WET
LAYERS.

c&amp;

WET LOGS PUT ACROSS

A GOOD GLOWING FIRE.

Will ORY OUT AND BURN.

VARIOUS KINDS OF RACKS

*..;'p)'

"';1
MAY 8£ MADE TO HOLD
UTENSILS, 71lE SIMPLEST ,_;_
WHEN CLEANED ANO ORIC.D
PUT DISHES ANO OTHER
FOOD UT£NSIL5 IN A MESH
!JAG ANO SUSPEND TH£
BAG FROM A TRIPOD

BEING A SMALL TABLE OF
STRAIGHT STICKS ACROSS
A FRAME. FRAME ABOUT

··":~~:0'1&gt;~!'.§ii;;;;,;.,,,~'/

18" f!f6H.
IN ALL CA5£S 'THE UTENSILS ·

SNOULD BE COV£R£D_
CH[£5ECL0TH WILL DO.

RACKS NAV Be SET
UP IN PIJP TENTS
JN THE CENTU?, AT
ONE END, OR ALONG
7""
ONE SIDE,

�FJELD EVENTS
v/

y'

OPTIONAL ••• EACH DISTRICT MAY SELECT EVENTS TO BE
USED FOR THEIR CAMPOREE

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

1. OBSERVATION
Three-man team from the Patrol shall participate,
Team will observe 25 items on a table for 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 listed.

FLAPJACK CONTEST.

2. PACING

Two man team from each Patrol shall ~articipate.
This will be run on a 11 time basis 11 , wherein the
team will cover a distance of one mile, using
Scout pace (running 50 paces-walking 50 paces) ,
within 12 minute limit.
1'/ 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.

V

FIELD EVERTS

V '7. LOG CHOPPING
Full 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.
:V-'i)

two shelter halves rolled in front of them.
Rolled intO these shelter halves should be 10
tent pegs, 2 poles, and 2 six-foot ropes. At
starting signal, Patrol advances and proceeds
to erect their tent. Tent 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.
y

i ,/

v

TENT PITCHING
"'8. Team
of two from Patrol stand at attention with

5. AXEMANSHIP

Patrols line up i~ single file, facing chopping
block.
On starting signal, first Scout runs
to block, splits a board in two pieces, usin'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

V

hJ.

FLINT AND STEEL RELAY

Four-man team for each Patrol. No. 1 man runs
25 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.

10.KNOT-TYING RELAY

Full Patrol participates, lining up in relay
style. Each Scout must have ·two 1;-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
starting and another Scout must tie knot. The
judges will ask for Aquare Knot, Sheepbend,
Fisherman 1 s Knot, Clove H-itch, Timber Hitch,
Bowline, Slip Knot, Tautline Hitch and a
Sheenshank.

�FIELD EVENTS
/ , / 11. FLAPJACK FLIPPING CONTEST

Patrol furnishes two man team, frying pan from
Cook Kit, wood and hand a~e. Patrol team
builds fire and at starting signal, cold frying
pan is put on fire, batter for flapjack is
mixed and a cake at least four inches in
diameter is put into pan. When one side is do
done, run 25 feet to judge, flip flapjack,
catch in pan, return to fire, finish cooking
and eat flapjack ... both team members may eat.
If cake is damaged in flipping, time continues
until 2nd cake is baked and flipped in front of
Team must clean up area before leaving.
judge.
.,/ 12. MORSE SIGNALLING

Patrol is to furnish a team of four, 1 pencil,
paper, and sending equipment as desired. ~Before
starting, anme 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.

,/ ~ f.

SIL ENT HAND SIGNALS

Full 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, ParallelMfile,
11 11 Formation, Hurry, Halt, Down, Single-File,
0
and Dismi ssa 1.

,_/ 14. FLAG POLE RAISING

Full Patrol participates, furnishing 4 wooden
staves, of 6 foot length, l pole with Patrol
Flag attached, 6 pieces of lashing cord for two
shear lashings at each joint, 3 guy lines about
30 feet long, 3 wooden stakes, a hand axe for
driving stakes •.. 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 ~uv lines aoproximately three auarters

FIELD EVENTS
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 minutes

NOTES

�FOR FJ:TNESS AREA

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 fll!ed with
plenty of action, The boy in the center
is show·n swinging the shot-a long

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 a long roPe at !east one
inch in diameter and teams should be
evenly matched as to strength. Mark a
center line on the ground and tie a
piece of string -or doth 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 hove fun ond build up
their musdE&gt;s as they play the many
games requiring little space and equipment. The Scouts shown above are
struggling and tugging to grab an object near their corner of the rope. Try
this one and the others below.

Annihilation. Your Scouts can't help
but develop physical skills and satisfy
their desire for competition when they
try this rugged wide game, 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 foul, if two
players pin a man, and he is aulomaticolly free. Team wins when alt opponents are pinned.

rope with a soft knot on the end. Members of the troop must jump as he

swings it around below their knees. ff
hit, they ore penalized one point. Scout
with least number of penalties wins,
British Bulldog, One or two older
Scouts are chosen the flrst "bulldogs."
Standing in the center of the room, they
face the troop. On signal "go," the entire troop charges from one end of the
room lo 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 more than three ployers
can tackle a player. If buJldog does not
lift and hold victim off the floor while
player slowly counts ten, he is free for
another charge. Play until oil have been
caught. last man left wins.

Obstacle Race. lay out an obstacle
course including a horizontal pole to
climb over, a rope suspended from a
tree branch to swing over an eight-foot
mock ditch, a low level bar lo crawl
under, a six-foot-wide area to jump
over, o four-inch board to 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. Patrol with best
time wins.

Elephant Roll. Scouts count off in
twos. Have all players line up, alternc1ting 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 forward. Each moves in opposite direction to his neighbor. The
rider attempts to crawl along their
bocks from one end to the other. Rider
has two tries lo go all the way without
stopping or goes to the end of line.

Tire Pull, Use an old bicycle tire fo
play 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 lo total team number. On
signal, leader calls a number, Scouts
whose number is called run to center
and grab tire. Each tde·s to pull tire to
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 boll, swat 'em,
and the various tag games in the book,

Scout Field Day. For a real all-round
fitness program, try the sock, threelegged, ond hopping races. Jndude
plenty of running, jvmping, ond climbing events. Check your qvarterlies 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 movnt and holds on with
his knees but must keep his feet bock.
He moy use his hands to 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. Have Scouts in
each team pair up and tie their inside
legs together with neckerchiefs. One
pair of Scouts in each team acts as goal
tender. Place a ball in the center of
area. Both teams take positions in front
of their goals. On signal, each team
runs to center of field cind tries to kick
the bait through. the opponent's goal,
using the untied legs only. After score
is mode place bat! in center and kick
off the ~ext play. Team with·niost goals
in five minutes wins,
Rope Jumping. This effective arm and
leg builder can be used whenever you
have extra time. All that is required is
o rope, six to e'1ght feet long, for each
three or four Scouts. Try jumping with
both feet together and elbows dose lo
the sides of the body or the alternate·
foot jump for speed.

1

Crossing the Gap. lay out an area
200 by 500 feel. land with medium
thick brush or cover is best for this
game of observation and agility. Mark
starling and finishing points. On signal,
all patrols move in from one end of
course and attempt to pass through lo
the other end without being seen by
two observers walking along the sides
of the area. When a Seoul 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 guard their end of the field, as
members of the other patrol try to stalk
lo the enemies' end, A player is out of
the game when spotted by a sentry's
flashlight. Team getting most players
past sentries in a given time wins.
Lost Child Hunt. Divide your troop into
two teams for this timely game, involving preparedness, trail signs, and observation. Refer to Scoutmaster's Handbook for this and any other fitness
building wide games.

�CAMPOREE SCORING BECOBD
1st

THINGS TO BE
INSPECTED BY JUDGES

score

2nd

final

average

xxxx

Balance of Packs
upon arrival
Neatness of Packs
upon arrival
Weather protection
upon arrival
Hands free of gear
upon arrival
Patrol hiked into
Camooree
Menus posted
Balanced menus
Menus carried out
as planned

xxxx

100

xxxx

100

xxxx

100

xxxx

100

xxxx

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

Minimum canned

THINGS TO BE
INSPECTED BY JUDGES
Storage of Personal
gear OK
Evidence of good
patrol leadershi.p
Rotation of duties
oosted-being done
Patrol Spirit
and Courtesy
Cleanliness-handsfaces, etc.
Cleanliness of
ms._.
Scout-like conduct
evident

100
100

CAMPOREE SCORING RECORD

xxxx
.

1st

2nd

score
final
average

100
100
100
100
100
100
100

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

xxxx
xxxx
xxxx
xxxx
xxxx

xxxx

100

Chopping block
sharp axe

100

Fuel supply neat
and adequate

T 0 T AL

100

Water supply safe

AWARDS

and protected
100
Washing arrangement
satisfactorv
100

PROFICIENCY AWARD- - ...... - - __ 3000 to 4000 Points

Ground beds

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

C"m~n ...

t-able
Tents properly

100

erected
Facilities for
eatina OK
Storage of Patrol
equipment OK

100
200
100

PARTICIPATING AWARD- ...... - - Under 2000 Points

�FIELD EVENTS
SCORING RECOBD
E V E NT

WINNING
PLACE

SCORE

OBSERVATION
PACING
COMPASS
FIRST AID
AXEMANSHIP
STRING BURNING
LOG CHOPPING
TENT PITCHING

FLINT

&amp;

STEEL

KNOT TYING
FLAPJACK FLIPPING
MORSE SIGNALLING
SILENT HAND SIGNALS
FLAG POLE RAISING

T 0 T AL
let Place - 100 Points
2nd Place - 50 Points

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

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            <text>&#13;
T he Boy Scouts of America&#13;
established a set of physical&#13;
tests for the Personal Fitness&#13;
n1erit badge in 1953, Since then,&#13;
because of great interest in comparing&#13;
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;
Name ---------~-------------- (Plea•e print)&#13;
Address&#13;
City'---------- Zone __ State, __ _&#13;
Age ___ Type of unit __ No. ___ _&#13;
{Troop, po•!, squadron, or •hip)&#13;
EMERGENCY INFORMATION&#13;
Telephone number of pareat or guardian&#13;
Day· ___ _ Night ______ _&#13;
If person other than above is to he 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 poSl!ible protection, each person participating&#13;
in th" 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;
Slarting Position-Boy lies on back with legs extended,&#13;
feet about a foot apnrt. Clasps hands behind neck with&#13;
fingers Interlaced. I-lave partner hold hoy's ankles, keeping&#13;
heels touching floor as he count.~ ci1ch successful sit-up.&#13;
Adion-..'Ht up in an erect posilion and turn body to the&#13;
left. Touch right elbow to left knee ad return to stnrting&#13;
position. Sit up and h1rn body to the right, touching left&#13;
elbow to right knee, Return to lhe starting 11osition,&#13;
Do us nuiny sit-u11s as possible and work toward the&#13;
"excellent" standard for age. One complete sit-up is&#13;
counted each thnc boy returns to starting position,&#13;
PULL-UPS&#13;
Equipment-use a bar high enough and easy to gri1&gt;.&#13;
Starling Position-Grasp bar wilh palms facing forward.&#13;
Hung with arms and le_gs fully extended and feet not&#13;
touching the floor. Purtncr stunds to one side and counts.&#13;
Action-Pull body up with anus until chin is placed over&#13;
the bar, then lower hody until elbows arc fully extended.&#13;
Rules-The pull must not be a snap 1noven1ent, knees&#13;
1nust not be rnised, or legs kicked. The body ntust not&#13;
swin_g. If it starts to swin!!, partner should stop the u1otio11&#13;
by holding an ann across the front of boy's thi_ghs. One&#13;
pull-up is counled each tilne chin is placed over bar.&#13;
STANDING BROAD JlJMP&#13;
Equipment-You will need a lel·el snrfnce and tape 1ncasure&#13;
for this test.&#13;
Sturting Position-Uoy stnnds with feet comfortably apart&#13;
and toes behind take-off line. Prepare to ju1up by flexing&#13;
knees and swinging arms back nucl forth l'hythmically.&#13;
Adion-.Jump, swinging anus fol'cefully forward and UP•&#13;
ward, Take off from the balls of feet.&#13;
Rules-Three trials will be allowed. The distance jumped&#13;
is 111eas111·ed front the take"off line to the heel or any part&#13;
of body that touches the ground nearest the takc·off line.&#13;
Record the best of the three trials in feet and inches.&#13;
FIFTY-YAUD DASH&#13;
Stal'ting Po.~ition-Hoy stands behind the starting line, as&#13;
the starter takes a position at lhc finish line with a stop&#13;
watch. He should raise one hnnd preparatory to giving&#13;
the starting signal.&#13;
Action-\\'hcn the stal'tcr brings his lmnd down &lt;1uickly&#13;
and hits his thigh, boy leaves his mark. As he crosses the&#13;
finish line, thnc is noted and rcco1·ded.&#13;
Rules-The score is the lapsed tiine between the sf:lrter's&#13;
signal and the instant hoy crosses the finish line. H:ecord&#13;
lhc time in seconds to the nearest tenth. \York toward the&#13;
''excellent" standard for age.&#13;
600·YAUD UUN-\\' ALK&#13;
Equipment-A stop watch mul a running area with dcsignuted&#13;
starting and finish lines are nil that is needed for&#13;
this test.&#13;
Starting Position-Uoy stuncls behind the starting line.&#13;
Action-On the signal, "Rcady!-Go!" boys begin run·&#13;
ning the 600-yard distance. (\\'alk only when necessary.)&#13;
Rulcs-\\'alkiug is permitted, but the object is for thc1n&#13;
to cover the dist:mcc in the shortest possible time, ncconl&#13;
time in 1ni1111tcs and seconds. Hoy.~ work toward the "excellent''&#13;
standnrd 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;
NlJMllER OF PlJLL-lJPS&#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 HJMPED&#13;
Age 11 12 13 14 15 16&#13;
ft. in. It. !n. ft. in. It. in. It. in. It. 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 1 6 5 611&#13;
Poor .. 4 7 4 11 5 2 5 7 5 11 6 4&#13;
IN SECONDS TO THE NEAIU:ST 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 MINlJTK~ AND SECONDS&#13;
Age 11 12 13 14 15 16&#13;
Excellent .. 2:2 2:5 2:0 1 :50 1 :43 1:40&#13;
Good .. 2:24 2:19 2:13 2:5 1 :59 1'51&#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;
fl. 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;
CAMPOBEE SCHEDULE&#13;
,.&#13;
il Patrols may check in to the Camporee at any .... time from 5:00 p.m. on Friday to 10:00 a.m. ' "' "' on Saturday. (&#13;
6:30 am Reveille ... colors in all camps ••• '&#13;
breakfast and clean-up&#13;
10: 00 am Assembly and Orientation Conference&#13;
with Scoutmasters and Patrol Leaders&#13;
11: 30 am Prepare and eat lunch and clean-up&#13;
1:00 pm&#13;
Field Events - Judging ,. to&#13;
of Camps,&#13;
§ 5:00 pm Equipment, etc.&#13;
~ 5:00 Retreat assembly in campsites in ., pm&#13;
"' uniform ••• flag ceremony ••. prepare&#13;
dinner&#13;
6:00 p01 Dinner served ... clean-up and p:repare ;&#13;
to skits for campfire&#13;
8:00 p01&#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 a01 Mass--return and prepare breakfast--&#13;
to cleen-up ••. Scouts of Protestant&#13;
9:00 am Faiths prepare breakfast--clean-up&#13;
and then attend separate Protestant&#13;
Services&#13;
~&#13;
9:00 am Field Events to 11: 30 am&#13;
15 10:00 •01 Demonstrations to 11: 30 801&#13;
"'&#13;
12 noon Lunch and Clean-up&#13;
1:00 pm Strike camp ••. clean-up .•• pack up for&#13;
return home&#13;
2:00 p01 Report to Camporee Officials your&#13;
Patrol ia ready for final inspection&#13;
3:00 p01 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 ... extra 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 (sheath knives prohibited)&#13;
Bible or Testament&#13;
Handbook for Boys&#13;
Field Book&#13;
.-----PATROL&#13;
American Flag&#13;
Patrol Flag&#13;
Food storage cooler&#13;
Electric Lanterns&#13;
Tents, 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 RULES&#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;
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 regard·&#13;
less of number of its members .• , any "make-up11&#13;
Patrols for the purpose of gathering ·11 experts11&#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 me8ls&#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 £ire 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 have an opportunity to enjoy&#13;
a Showando activity, if it can be conducted at&#13;
the Camporee, with credit given toward the&#13;
Scouters' Award or Scouters' Key.&#13;
10. A i''i:rst Aid tent will be maintained ancl&#13;
supervised by the District Heal th and Safety&#13;
Committee.&#13;
11. There will be a minimum of four meals that each&#13;
Pa_trol 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 are 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 unifort&#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:&#13;
service will be held&#13;
Non-denominational&#13;
Sunday morning.&#13;
17. All Judging will be done by members of the&#13;
District ColDllittee, assisted by Conunissioners,&#13;
Executive Board members and others who have&#13;
no tie to a particular Scout Unit.&#13;
~&#13;
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TH£ FRAM£ MAY 8E. FILLED WITH&#13;
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MATERIAL SUCH AS CRASS. LEAVES.&#13;
PINE SROWSE. OR FCRN FRONDS.&#13;
RAIN STORM PROTECTION&#13;
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FOR HEAVY SHOWERS YOU&#13;
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LEAVES, LAYERS OF ORY&#13;
LEAVES OR STICKS MAY&#13;
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UNDER SHEL TE.RED Slot.&#13;
OF ROCKS AND TREES&#13;
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8£ FOUND UNOE.R WET&#13;
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AROUND&#13;
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HUNTER.OR \ ±:-:9 £ow, REST COCOA CAN#5 STEW CAN# fO&#13;
MAKE HANDLES OF COAT HANGER WIRE.&#13;
llAVE POTHOOKS OF DIFFERENT LENGTHS.&#13;
TRAPPER, F'IR£ THE KABOB STICK&#13;
ON FORKS.&#13;
F'OOD STORAGE&#13;
FOR STAP 1.£ OR&#13;
NON·P!!R/SH·&#13;
ABLE FOOD r c-.,~-&#13;
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A TRIPOD.&#13;
PUT MOTH FLl1J&lt;£5 IN AN&#13;
OPEN-TOP(AN IWDFIX (AN&#13;
FOOD MAY 8£ STORED ON RAO&lt;S&#13;
IN TENTS, OR ON COVERED RACKS&#13;
IN rHE OPEN. COVERS MAY 8£&#13;
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CANVASON&#13;
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6 STOP£ IN A FLY·PROOF&#13;
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MAY 8£ MADE TO HOLD "';1&#13;
UTENSILS, 71lE SIMPLEST ,_;_&#13;
BEING A SMALL TABLE OF ··":~~:0'1&gt;~!'.§ii;;;;,;.,,,~'/&#13;
STRAIGHT STICKS ACROSS&#13;
A FRAME. FRAME ABOUT&#13;
18" f!f6H.&#13;
IN ALL CA5£S 'THE UTENSILS ·&#13;
SNOULD BE COV£R£D_&#13;
CH[£5ECL0TH WILL DO.&#13;
RACKS NAV Be SET&#13;
UP IN PIJP TENTS&#13;
JN THE CENTU?, AT&#13;
ONE END, OR ALONG&#13;
ONE SIDE, 7""&#13;
FJELD EVENTS&#13;
OPTIONAL ••• EACH DISTRICT MAY SELECT EVENTS TO BE&#13;
USED FOR THEIR CAMPOREE&#13;
v/ 1. OBSERVATION&#13;
Three-man team from the Patrol shall participate,&#13;
Team will observe 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 listed.&#13;
y' 2. PACING&#13;
Two man team from each Patrol shall ~articipate.&#13;
This will be run on a 11 time basis11 , 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;
1'/ 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;
V 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;
i ,/ 5. AXEMANSHIP&#13;
v Patrols line up i~ single file, facing chopping&#13;
block. On starting signal, first Scout runs&#13;
to block, splits a board in two pieces, usin'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;
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;
V '7. LOG CHOPPING&#13;
Full 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;
:V-'i) "'8 . TENT PITCHING&#13;
Team of two from Patrol stand at attention with&#13;
two shelter halves rolled in front of them.&#13;
Rolled intO these shelter halves should be 10&#13;
tent pegs, 2 poles, and 2 six-foot ropes. At&#13;
starting signal, Patrol advances and proceeds&#13;
to erect their tent. Tent 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;
y hJ. FLINT AND STEEL RELAY&#13;
Four-man team for each Patrol. No. 1 man runs&#13;
25 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;
V 10.KNOT-TYING RELAY&#13;
Full Patrol participates, lining up in relay&#13;
style. Each Scout must have ·two 1;-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 1 s Knot, Clove H-itch, Timber Hitch,&#13;
Bowline, Slip Knot, Tautline Hitch and a&#13;
Sheenshank.&#13;
FIELD EVENTS&#13;
/,/ 11. FLAPJACK FLIPPING CONTEST&#13;
Patrol furnishes two man team, frying pan from&#13;
Cook Kit, wood and hand a~e. Patrol team&#13;
builds fire and at starting signal, cold frying&#13;
pan is put on fire, batter for flapjack is&#13;
mixed and a cake at least four inches in&#13;
diameter is put into pan. When one side is do&#13;
done, run 25 feet to judge, flip flapjack,&#13;
catch in pan, return to fire, finish cooking&#13;
and eat flapjack ... both team members may eat.&#13;
If cake is damaged in flipping, time continues&#13;
until 2nd cake 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;
paper, and sending equipment as desired. ~Before&#13;
starting, anme 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. ,/ ~ f. SIL ENT HAND SIGNALS&#13;
Full 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, ParallelMfile,&#13;
110 11 Formation, Hurry, Halt, Down, Single-File,&#13;
and Dismi ssa 1.&#13;
,_/ 14. FLAG POLE RAISING&#13;
Full Patrol participates, furnishing 4 wooden&#13;
staves, of 6 foot length, l 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 feet long, 3 wooden stakes, a hand axe for&#13;
driving stakes •.. 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 ~uv lines aoproximately three auarters&#13;
FIELD 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 minutes&#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 fll!ed 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. Members&#13;
of the troop must jump as he&#13;
swings it around below their knees. ff&#13;
hit, they ore penalized one point. Scout&#13;
with least number of penalties wins,&#13;
British Bulldog, One or two older&#13;
Scouts are chosen the flrst "bulldogs."&#13;
Standing in the center of the room, they&#13;
face the troop. On signal "go," the entire&#13;
troop charges from one end of the&#13;
room lo 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." Victims&#13;
become bulldogs for the next&#13;
charge. Not more than three ployers&#13;
can tackle a player. If buJldog 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 oil have been&#13;
caught. last man left wins.&#13;
Elephant Roll. Scouts count off in&#13;
twos. Have all players line up, alternc1ting&#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 forward. Each moves in opposite&#13;
direction to his neighbor. The&#13;
rider attempts to crawl along their&#13;
bocks from one end to the other. Rider&#13;
has two tries lo go all the way without&#13;
stopping or goes to the end of line.&#13;
Free Lift. Add this vigorous game to&#13;
your troop list of indoor activities.&#13;
Check the Scoutmaster's Handbook for&#13;
instructions. Try dodge boll, swat 'em,&#13;
and the various tag games in the book,&#13;
FOR FJ:TNESS AREA&#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 a long roPe at !east one&#13;
inch in diameter and teams should be&#13;
evenly matched as to strength. Mark a&#13;
center line on the ground and tie a&#13;
piece of string - or doth 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 out an obstacle&#13;
course including a horizontal pole to&#13;
climb over, a rope suspended from a&#13;
tree branch to swing over an eight-foot&#13;
mock ditch, a low level bar lo crawl&#13;
under, a six-foot-wide area to jump&#13;
over, o four-inch board to 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;
muscle builder. Patrols run the course&#13;
as a unit, with intervals between Scouts.&#13;
Boys must complete each obstacle before&#13;
they move on. Patrol with best&#13;
time wins.&#13;
Tire Pull, Use an old bicycle tire fo&#13;
play this more rugged version 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 lo total team number. On&#13;
signal, leader calls a number, Scouts&#13;
whose number is called run to center&#13;
and grab tire. Each tde·s to pull tire to&#13;
his side and score for his team, Team&#13;
with most points in given time wins.&#13;
Scout Field Day. For a real all-round&#13;
fitness program, try the sock, threelegged,&#13;
ond hopping races. Jndude&#13;
plenty of running, jvmping, ond climbing&#13;
events. Check your qvarterlies for&#13;
more ideas on fitness games,&#13;
OUTDOOR LIMITED SPACE&#13;
Three-Man Tug of War. The boys in&#13;
your troop will hove fun ond build up&#13;
their musdE&gt;s as they play the many&#13;
games requiring little space and equipment.&#13;
The Scouts shown above are&#13;
struggling and tugging to grab an object&#13;
near their corner of the rope. Try&#13;
this one and the others below.&#13;
Bucking Bronco. Select 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 movnt and holds on with&#13;
his knees but must keep his feet bock.&#13;
He moy use his hands to 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 designating field boundaries&#13;
on each side and two improvised goals&#13;
at opposite ends of the field. Organize&#13;
Scouts into two teams. Have 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 goal&#13;
tender. Place a ball in the center of&#13;
area. Both teams take positions in front&#13;
of their goals. On signal, each team&#13;
runs to center of field cind tries to kick&#13;
the bait through. the opponent's goal,&#13;
using the untied legs only. After score&#13;
is mode place bat! in center and kick&#13;
off the ~ext play. Team with·niost goals&#13;
in five minutes wins,&#13;
Rope Jumping. This effective arm and&#13;
leg builder can be used whenever you&#13;
have extra time. All that is required is&#13;
o rope, six to e'1ght feet long, for each&#13;
three or four Scouts. Try jumping with&#13;
both feet together and elbows dose lo&#13;
the sides of the body or the alternate·&#13;
foot jump for speed.&#13;
OUTDOOR WIDE GAMES&#13;
Annihilation. Your Scouts can't help&#13;
but develop physical skills and satisfy&#13;
their desire for competition when they&#13;
try this rugged wide game, shown&#13;
above and the others below. Divide the&#13;
troop&#13;
1&#13;
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 aulomaticolly&#13;
free. Team wins when alt opponents&#13;
are pinned.&#13;
Crossing the Gap. lay out an area&#13;
200 by 500 feel. land with medium&#13;
thick brush or cover is best for this&#13;
game of observation and agility. Mark&#13;
starling and finishing points. On signal,&#13;
all patrols move in from one end of&#13;
course and attempt to pass through lo&#13;
the other end without being seen by&#13;
two observers walking along the sides&#13;
of the area. When a Seoul 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 patrol&#13;
guard their end of the field, as&#13;
members of the other patrol try to stalk&#13;
lo the enemies' end, A player is out of&#13;
the game when spotted by a sentry's&#13;
flashlight. Team getting most players&#13;
past sentries in a given time wins.&#13;
Lost Child Hunt. Divide your troop into&#13;
two teams for this timely game, involving&#13;
preparedness, trail signs, and observation.&#13;
Refer to Scoutmaster's Handbook&#13;
for this and any other fitness&#13;
building wide games.&#13;
CAMPOREE SCORING BECOBD CAMPOREE SCORING RECORD&#13;
THINGS TO BE 1st 2nd score score&#13;
INSPECTED BY JUDGES final THINGS TO BE 1st 2nd final&#13;
average INSPECTED BY JUDGES average&#13;
Balance of Packs xxxx&#13;
upon arrival 100 Storage of Personal&#13;
Neatness of Packs xxxx upon arrival 100&#13;
Weather protection xxxx upon arrival 100&#13;
Hands free of gear xxxx upon arrival 100&#13;
Patrol hiked into xxxx Camooree 100&#13;
gear OK 100&#13;
Evidence of good&#13;
patrol leadershi.p 100&#13;
Rotation of duties&#13;
oosted-being done 100&#13;
Patrol Spirit&#13;
and Courtesy 100&#13;
Cleanliness-hands-&#13;
Menus posted xxxx Balanced menus 100&#13;
faces, etc. 100&#13;
Cleanliness of&#13;
Menus carried out '" ms._. 100&#13;
as planned 100&#13;
Minimum canned xxxx foods 100&#13;
Scout-like conduct&#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 xxxx 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 Team- xxxx work evident 100&#13;
and cleared 100&#13;
Chopping block&#13;
sharp axe 100&#13;
Fuel supply neat T 0 T A L&#13;
and adequate 100&#13;
Water supply safe&#13;
and protected 100 AWARDS&#13;
Washing arrangement PROFICIENCY AWARD- - ...... - - __ 3000 to 4000 Points&#13;
satisfactorv 100&#13;
Ground beds STANDARD AWARD -- - - - - - - - 2000 to 3000 Points&#13;
C"m~n ... t-able 100&#13;
Tents properly PARTICIPATING AWARD- ...... - - Under 2000 Points&#13;
erected 100&#13;
Facilities for&#13;
eatina OK 200&#13;
Storage of Patrol&#13;
equipment OK 100&#13;
FIELD EVENTS&#13;
SCORING RECOBD&#13;
E V E N T&#13;
OBSERVATION&#13;
PACING&#13;
COMPASS&#13;
FIRST AID&#13;
AXEMANSHIP&#13;
STRING BURNING&#13;
LOG CHOPPING&#13;
TENT PITCHING&#13;
FLINT &amp; STEEL&#13;
KNOT TYING&#13;
FLAPJACK FLIPPING&#13;
MORSE SIGNALLING&#13;
SILENT HAND SIGNALS&#13;
FLAG POLE RAISING&#13;
T 0 T A L&#13;
let Place - 100 Points&#13;
2nd Place - 50 Points&#13;
WINNING SCORE PLACE&#13;
xxxx&#13;
3rd Place - 50 Points&#13;
4th &amp; lower 25 Points</text>
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      <description>The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.</description>
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        <element elementId="40">
          <name>Date</name>
          <description>A point or period of time associated with an event in the lifecycle of the resource</description>
          <elementTextContainer>
            <elementText elementTextId="4217">
              <text>1963</text>
            </elementText>
          </elementTextContainer>
        </element>
        <element elementId="50">
          <name>Title</name>
          <description>A name given to the resource</description>
          <elementTextContainer>
            <elementText elementTextId="4218">
              <text>1963 Chickasaw Council Camporee Guide Booklet</text>
            </elementText>
          </elementTextContainer>
        </element>
        <element elementId="39">
          <name>Creator</name>
          <description>An entity primarily responsible for making the resource</description>
          <elementTextContainer>
            <elementText elementTextId="4219">
              <text>Chickasaw Council, BSA</text>
            </elementText>
          </elementTextContainer>
        </element>
        <element elementId="45">
          <name>Publisher</name>
          <description>An entity responsible for making the resource available</description>
          <elementTextContainer>
            <elementText elementTextId="4220">
              <text>Chuck Schadrack</text>
            </elementText>
          </elementTextContainer>
        </element>
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