A power line has fallen down with a person lying on the
wire. You have to rescue the person.
Nearby there are items like a steel pipe, tree branch,
piece of rope etc (closes to the person are conductive
items). Remember that the smaller the steps you take the
less likely you are of receiving an electric shock.
Marking:
Leadership 25 max
Teamwork 25 max
Initiative 25 max
Treatment 25 max
Time limit 10 minutes NO MORE.
Marks are out of 100.
The object of this checkpoint is to move all of your
team across the creek without getting wet. Anybody who
falls in can no longer partake in this activity.
With all of your team across you will receive the
maximum of 100 points.
For every member who falls in the following deductions
will apply:
No in Team Marks off per Person
4 16
5 13
6 10
7 9
8 8
Time limit for this checkpoint is 10 minutes NO EXCEPTIONS
Max marks 100 points.
There is a radioactive peg in the ground. Your job is
to remove this peg and deposit in the radioactive waste
bin.
For safety reasons you are not allowed closer than 3 metres.
Points total is 100 marks.
Marking:
Team work 25 Marks
Leadership 25 Marks
Method 25 Marks
Peg in bucket 25 Marks
Poles, ropes, bucket, peg.
Time limit for this activity is 10 minutes with NO EXTENSIONS.
You have 10 minutes to put together the Scout Law and
Scout Promise correctly.
There is to be no talking during this activity, the
team leader will be given a copy of the law & promise
but he is not to say a word.
Marking:
Leadership 25 max
Teamwork 25 max
Initiative 25 max
Safety 25 max
Marks are out of 100.
Divide the team in half. Half to each side of the drain.
One side is to pass a message to the other side without
talking to them. The message in inside a plastic film
container written on a piece of paper. When the other
half receives the massage they are to write their reply
on the paper and return it to the other side.
Marking:
Leadership 25 max
Teamwork 25 max
Initiative 25 max
Safety 25 max
Time limit 10 minutes and thats all.
Points are out of 100.
You have to build a fire and a tripod then boil a billy
supported by a string from the tripod over the fire.
Marking:
Leadership 25 max
Teamwork 25 max
Initiative 25 max
Safety 25 max
Time Limit 10 minutes.
Maximum point score 100 marks.
OBJECT
To boil a measured amount of water in a Billy in less than seven
(7) minutes.
METHOD
The scouts are to be given the gear listed below and told to boil
the Billy. They have seven (7) minutes for this activity.
SCORING
TEAMWORK .........................20
TRIPOD............................20
LIGHTING OF FIRE..................30
BOILING OF WATER..................30
GEAR
MATCHES
COMBUSTIBLE MATERIAL
WATER
WATER MEASURE
THREE (3) SHORT POLES FOR TRIPOD
TWO (2) BY 1 METRE PIECES OF TWINE
ONE (1) BILLY WITH HANDLE
TIME LIMIT
Seven (7) minutes for the activity and a total of ten (10) minutes
at the checkpoint.
OBJECT
To assess a team's ability to carry out various activities
involving knot tying, motor skills and memory.
METHOD
There are eight (8) activities to be performed by members of the
Team. These are listed below and will be printed on the back of
eight cards numbered on the front from 1 to 8.
1. Tie a clove hitch around the left leg below the knee.
2. Bounce a ball ten (10) times while standing on the left leg.
3. Do five (5) sit-ups.
4. Tie a sheepshank in a rope.
5. Thread a needle with cotton.
6. Hop on right foot while counting aloud to 25.
7. Recite Scout Promise backwards aloud using a copy of the
Promise.
8. Use a rope to skip backwards five (5) times.
Note: The numbers of the activities may be different to those
above.
RULES
1. The team will line up on the starting line five (5) metres from
the equipment and the cards.
2. On the word "GO", the first member of the team runs to the
cards, selects a card and performs the activity on that card.
3. When the team member has finished the activity, he runs
back to the start line and the next team member runs up picks
up another card, performs that activity etc., until all
activities have been performed.
4. Each activity is performed only ONCE.
5. Only one team member is to be over the line at any one time.
6. Each team member must perform at least one activity.
7. Team members are to be unaware of the activity they are to
perform until they have read their selected card. Once a card
is selected it cannot be changed for another.
8. If there are less than 8 members in the team, the Team leader
can select members to do two activities. No team member may do
more than two activities.
TIME LIMIT
Six (6) minutes for the activity and a total of ten (10) minutes
at the checkpoint.
SCORING
Ten (10) for each item correctly performed and a bonus of Twenty
(20) marks if all items are completed correctly in six minutes.
GEAR
1. Rope for skipping and knot tying.
2. Needle and cotton.
3. Tennis Ball.
4. Copy of Scout Promise.
5. Set of cards as described above numbered from 1 to 8.
OBJECT
To render first aid to a patient with a deep wound in the lower
left leg from a blunt axe. Patient has been chopping wood at a
scout camp.
TIME LIMIT
Seven (7) minutes for the activity and a total of ten (10) minutes
at the checkpoint.
SCORING
As per attached scoring sheet.
Transfer the score to the Score sheet for transmission to HQ.
GEAR
Bandages
Wound replicas, etc.
Ground sheet
Blunt axe or replica
SCORING SHEET
TEAM NO. ........... CIRCLE SCORE
YES PARTLY NO
DID THE TEAM RECOGNISE THE SERIOUSNESS OF
THE SITUATION? 10 5 0
DID A TEAM MEMBER GO FOR HELP? 10 0 0
DID THE TEAM BANDAGE THE LIMB? 10 5 0
WAS THE PATIENT KEPT STILL? 10 5 0
WAS THE PATIENT REASSURED? 10 5 0
WAS THE PATIENT TREATED FOR SHOCK 10 0 0
WAS THE LIMB IMMOBILISED (SPLINT ETC.)? 10 5 0
WAS THE PULSE CONSTANTLY MONITORED? 10 5 0
WAS LEADERSHIP EVIDENT IN THE TEAM? 10 5 0
DID THE TEAM REMAIN CALM? 10 5 0
TOTAL POINTS SCORED = ...... + .....
= ........
OBJECT
To erect a flag pole using pioneer level campcraft knots as per
drawing supplied, at indicated site. (3 tent pegs to be in position).
SCORING
7 marks for each correct knot x 9 knots = 63
25 marks for teamwork = 25
12 marks for rolling up ropes etc. at
finish of activity = 12
TOTAL = 100
GEAR
4 lashing ropes
1 long rope for sheep shank
1 pole x 1.8 metres
1 hammer
3 tent pegs
TIME LIMIT
Five (5) minutes for the activity and a total of ten (10) minutes
at the checkpoint.
OBJECT
To identify as many objects as possible after viewing a sheet.
METHOD
Split each team into two groups and give each group one of the
contact-covered diagrams. Allow one (1) minute for viewing.
Each scout is then to write down all the items that he can remember
in five (5) minutes. (Make sure that no scout can see another
scout's work.)
After five minutes, count the number of correct answers for each
scout (use the item list below), add them together and transmit
this total to HQ.
TIME LIMIT
ONE (1) minute viewing.
FIVE (5) minutes writing down articles identified.
A total of ten (10) minutes at the checkpoint.
SCORING
Send the total number of correct answers to HQ (see above).
1. Bandage 2. Billy
3. Candle 4. Covered axe
5. Cricket bat 6. Cutthroat razor
7. Egg cup 8. Hot water bottle
9. Knife 10. Light bulb
11. Matches 12. Mug or cup
13. Pencil 14. Plate
15. Scarf 16. Set square
17. Tie 18. Tin of polish
19. Toothbrush 20. Torch
21. Umbrella 22. Wine glasses (2)
OBJECT
To transpose magnetic bearings to grid bearings on grid sheet
supplied.
TIME LIMIT
Six (6) minutes for the activity and a total of ten (10) minutes
at the checkpoint.
SCORING
10 points for each plot correctly marked with an allowance of 5
degrees inaccuracy and 5% distance.
GEAR
Protractor, ruler, fine felt pens or similar, table, clipboard.
ON THE GRID YOU HAVE BEEN PROVIDED WITH, PLOT A JOURNEY TO BE TRAVELLED FROM THE FOLLOWING DIRECTIONS :- STARTING POINT --------- GRID REFERENCE 124305
BEARING 80 DEGREES (M) FOR 2 KILOMETRES
BEARING 122 DEGREES (M) FOR 1.6 KILOMETRES
BEARING 15 DEGREES (M) FOR 2 KILOMETRES
BEARING 155 DEGREES (M) FOR 3 KILOMETRES
BEARING 195 DEGREES (M) FOR 2.9 KILOMETRES
BEARING 303 DEGREES (M) FOR 3.5 KILOMETRES
BEARING 195 DEGREES (M) FOR 2.2 KILOMETRES
BEARING 310 DEGREES (M) FOR 2 KILOMETRES
BEARING 11 DEGREES (M) FOR 3 KILOMETRES
Collect the following items before, during or after the hike and present them to HQ before 0800 on Sunday.
1. A bottle top
2. A blade of kikuyu grass
3. A blade of couch grass
4. A cow pat (whole)
5. A gum leaf
6. A wattle leaf
7. A clover leaf
8. A small piece of lantana
9. An ironbark leaf
10. A piece of petrified wood
11. A bird's feather
12. A small piece of sandstone
13. A meat ant (alive if possible)
14. A mosquito (alive if possible)
15. A moth (alive if possible)
16. A beetle (alive if possible)
17. A fly (alive if possible)
18. A flying ant (alive if possible)
19. A witchetty grub (alive if possible)
20. A wild animal dropping (eg. kangaroo, rabbit, etc.,)
NUMBER OF ARTICLES COLLECTED: .........
SCORE (5 marks per item collected) ......