Tri-District Camporee 2013
Venturer program follows
Canadian Units and Companies: it is the groups’ and section Scouters’ responsibility to ensure that all aspects of Section 10000 of BP&P – Camping and Outdoor Activities are complied with. Visit www.scouts.ca and click on “For leaders”. Look under the bylaws, policies & procedures’ document. All forms and appropriate policies are outlined there.
US Units and Companies: follow tour plan guidelines.
It is highly recommended to contact the Canadian and United States Customs official closer to the date of the camp, to confirm the requirements for crossing the border and re-entering on the trip home. www.CBSA.gc.ca or www.cbp.gov
Registration fees: $8.00 per participants (youth and adults) if the group has pre-registered with approximate numbers before April 1st, 2013.
Registrations after April 1st, 2013 are $12.00 per participant.
All registration payments take place at Saturday morning at camporee.
Saturday visitors: $5.00 for cubs and weblos if a patch is desired.
Camporee information contacts are:
Richard Onufer Cecile Antink
1244,State Rte. 12 21878, Rte 203,
Constable, New York, Howick, Quebec
USA 12926 Canada J0S 1G0
All t-shirts must be ordered and paid for by April 1st, 2013.
Order on line. Make cheque out to: Tri-district Camporee
Send to: Karen Jones, 18 Richard Street, Howick, Que, Canada, J0S 1G0
Or Richard Onufer, 1244, State Rte 122, Constable, New York, USA 12926
T-shirts are $10.00 each, 3x and larger $2.00 extra each.
Rules and Regulations
Drinking water will be available.
No cutting of live trees, branches, etc
No alcoholic beverages or non-prescribed drugs allowed in camp.
No radios, CD players or portable televisions.
Youth members: no electronic equipment are permitted at camp, i.e. gameboy, laptop, ipods, etc.
Adults are not to share the same tent as youth members.
No fireworks or glow sticks are to be used on site.
Each scout unit must have a minimum of two leaders / adult who must with their group on site.
All Scouts and Scouters are expected to conduct themselves in a manner in keeping with good Scouting.
All units will receive a pennant with the camp crest attached. Top units will receive pennants ‘E’ or ‘A’ denoting their performance. Top-level points will receive their pennant with an ‘A’. Points are not divulged and no unit is declared a winner. Units with 16 or more youth members are allowed to enter two teams in the Saturday events and the travois race. Only one score will count. Only one pennant per unit with a minimum of four youth and two adult leaders will be awarded. Each site may register on troop; other troops on the same site will be considered guest and will not receive a pennant. No Cub Pack or Webelo Group will receive a pennant.
No vehicles at all on the sites from Friday 10 p.m. to Sunday noon. All vehicles must be parked in the designated parking area.
Patch trading will be at HQ Saturday night.
Trash, recycling and grey water
Dumpster will be available. Grey water is to be disposed at permanent restrooms.
Uniform required for all ceremonies.
Campsites will be allocated to units upon arrival. Please check in at the HQ registration post at the entrance of the camp. Your site number will be assigned at this time. Fires will be permitted in designated areas. No holes or trenches are to be made.
Before leaving camp, the Tri-District inspection Team must inspect all campsites and each group must have a release form. This signed released must be handed into HQ before leaving. No vehicles will be allowed into the campsites before noon on Sunday; this will be strictly enforced.
Friday night mug up
Attendance at this meeting is a must. Only one leader and one youth from each unit should attend. The STA game, registration packet, etc will be handed out and the volunteers for the games will be assigned. Points for attending will be awarded if slip is handed in that night. Bring your own mug.
We encourage individual groups to hold campfires on their sites on Saturday night and invite another troop or two. Fires will be permitted in designated areas and must never be left unattended. A supply of firewood will be available.
Trade a scout
Every unit is asked to trade and host a scout for Saturday lunch. Make a new friend; the scout must be from another area/council.
Make this meal your gastronomic feast. It should reflect the theme of the camp; post your menu for bonus inspection points.
Sheath knives are prohibited. All wood cutting tools must be protected.
During the camporee, there will be 2 inspections of individual sites. The first is Saturday morning, the second Saturday afternoon.
Scouts’ Own, flag break and lowering are essential parts of camporee. All unit members must attend. Attendance sheets will be collected upon arrival at ceremonies/flag break.
Erect a gateway for your campsite, extra points are awarded for theme relation.
Lights out and silence
Scouters are expected to ensure that ‘Lights out’ is respected. HQ will patrol the campsite after 11 p.m. on Friday and 10 p.m. on Saturday night.
As a unit, design and construct a self propelled boat no more than 12 inches long and 4 inches wide to travel 8 feet.
Will be handed out Friday night at mug-up.
Tri-District Camporee program
Friday, May 10th, 2013
6:00 p.m. arrival and camp set-up
9:00 p.m. vehicles off site
10:00 p.m. mug-up meeting at HQ
Program review, hand-outs assign volunteers
11:00 p.m. lights out and quiet
Saturday, May 11th, 2013
6:30 a.m. rise and shine
6:50 a.m. flag break full uniform
7:15 a.m. breakfast
8:30 a.m. registration at HQ
9:00 a.m. campsite activities – gate way, etc
12:00 a.m. lunch
1:00 p.m. games commence
4:00 p.m. games end
5:30 p.m. gourmet meal
7:00 p.m. scouts’ own and flag lowering. Full uniform please
8:00 p.m. patch trading at HQ
9:00 p.m. mug-up at your site
10:00 p.m. lights out and quiet
Sunday, May 12th, 2013
7:00 a.m. rise and shine
7:30 a.m. flag break full uniform
7:50 a.m. breakfast
9:30 a.m. the Great Sunday Travois Race
12:00 a.m. closing ceremony full uniform
1:00 p.m. Departure, have a safe trip home see you in 2014!
Saturday afternoon games (1:00 p.m. to 4 p.m.)
All material supplied.
1. Concentration Race
Match the 1st aid scenarios and treatments. Maximum time is 5 minutes.
Team of 4 scouts. Points on time and accuracy.
2. Grand Prix
Scouts must in turn guide a ‘can’ car around a figure ‘8’ track using a wooden staff. The ‘car’ must stay with in the course.
Team of 4 scouts. Points on time.
3. Horse and Rider
Race piggy back 50 feet against a competing unit, rider and horse exchange positions on the way back. 2 pair per unit
Team of 4 scouts.
4. The pony express
Scouts line up single file, tie a bowline knot around the waist of the scout in front of him or her and hold the free end up. When all are hitch they race to the finish line.
Team of 5 scouts. Points on time.
5. Roman chariot
Wheel barrow race and carry a load.
Team of 4 scouts. Points on time
6. Pit Stop
How long will it take your team to change a tire..
Team of 4 scouts. Points on time.
7. Duck race
Move enough water to float a rubber duck from start to end using 4 sections of rain gutter in a square formation.
Team of 5 scouts. Points on time
8. Four legged race
Scouts tie legs together to ‘make’ 4 legs to run the length of the race course.
Team of 3 scouts. Points on time.
9. Frame walk
Assemble a 4 pole ‘A’ frame. One scout rides the ‘A’ frame while the other team members walk and balance over the course.
Team of 5 scouts. Points for time.
Scouts line up single file on 2 x 4 skies, one foot on each ski, use ropes to ski the course and hit targets
Team of 4 scouts. Points on time and accuracy.
A few extra details specifically for Venturers
Theme: This year’s theme is “Goes to the Races”. Please see the Tri-District website home page for more details about the theme. All groups are asked to reflect this theme in decorating their site. Decorations of the site incorporating the theme, and a themed gateway, will receive bonus points on a special inspection. Also NO LIVE OR DEAD WOOD MAY BE USED. Only processed/commercial wood, or non-wood materials, may be used.
Venturer Participation: Several groups may be used to having Venturers regularly camp with their Scout section, or who may have members who are not fully Venturers yet. It should be understood that any Venturers wishing to participate at Tri-District as Venturers, such as to participate in the Venturer games, STAs, or the Sunday Challenge, must register for camp as a Venturer group and camp with the Venturer sub camp.
Option for Advisors: If your national organization permits, Venturer advisors are encouraged to camp separately from their Venturer group. A special area will be set up for Advisors to camp on a separate, but nearby, site from their Venturer groups. This will promote greater independence and responsibility for the Venturers. Advisors will still be eating with their group, and will still be expected to pay camp fees. It is important to note that advisors are still expected to attend the camp and be responsible for Venturer units, however, and advisors will be needed to help run the various activities.
Friday Night Mug-Up: This is a meeting for advisors and the president of Venturer groups. It will take place at the same time and same location as the Scout Leader Mug-Up. This is an excellent opportunity to ask questions and meet the other groups, and points will be awarded for attendance. Volunteers to help run the Saturday afternoon games will be requested, so it is important that advisors also attend.
Lights out and silence: Being older than scouts, Venturers are allowed an extended lights-out, after which point sites must be QUIET. Warnings and point-deductions will be made if necessary, and repeated offences may result in the offenders being asked to leave the site.
STAs: Three Spare-Time-Activities will be available for Venturer groups to participate in. The first will be similar to the Scout “Trade-a-scout” lunch activity. The second will involve finding geographical point (given through compass barings) The list of barings, as well as details regarding the third STA will be given at camp. It is not required that groups complete any or all of the STA's; however, points will be awarded for successful completion of them. Also, please note that Venturer groups completing Scout STAs will not receive additional points for doing so.
For additional information please e-mail firstname.lastname@example.org
Friday May 11, 2012
18:00 Arrive and set up camp
21:00 Vehicles off site
22:30 Mug-Up for all presidents and advisors at HQ
-Review program, handouts, assign games, Q&A
22:30 Mug-Up at your site
0:00 LIGHTS OUT & QUIET
Saturday May 12, 2011
6:30 Rise and Shine
6:50 Flag break at HQ. Full uniform please
8:30 Leaders register at HQ
9:00 Campsite activities – gateway, inspection
13:00 Afternoon games, inspection
17:30 Gourmet dinner
19:00 Scouts Own and flag lowering. Full uniform please
1:00 LIGHTS OUT & QUIET
Sunday May 13, 2011
7:00 Rise and Shine
7:30 Flag break at HQ. Full uniform please
8:45 Sunday Morning “Triathlon” challenge
12:00 Closing ceremonies at HQ for all
13:00 Take care and have a safe trip home!
Goes to the Races
Saturday Afternoon Games – Venturers
From 13:15hrs to 16:45hrs
All equipment provided by HQ unless otherwise indicated Volunteers to run games please arrive at Venturer HQ between 10:30hrs and 11:30hrs for instructions on games
1. Race to the whistle: 4 person team (less than 15 minutes to play)
Race blindfolded across a field to the person holding the whistle. They will blow it periodically to keep you on track. Scoring: Time to reach the whistle bearer
2. Axe/Fire/Bacon: 4 person team (less than 10 minutes to play)
Team members will have to complete 3 tasks; chop wood for the fire, build a fire to cook the bacon, and cook the bacon until it’s crispy. Scoring: Time to cook the bacon to a crisp
3. Broken Radio: 4 person team (less than 10 minutes to play)
Team members will have to navigate a trail, but only the “Navigator” knows the correct path. He must relay the instructions to the “driver” who is drawing the path. He will have to relay the information through his team mates. Scoring: points will be deducted for distances off the true path
4. Pit Crew:4 person team (more than 15 minutes to play)
Team members will have to lash 4 logs (tires) to 2 spars (axel), one on each end. They will have to do this with an oven mitt on one hand. Scoring: Number of tires lashed to the axel within the time limit
5. How to shoe a horse: 4 person team (less than 10 minutes to play)
Team members will have to shoot horse shoes through different obstacles to hit targets. Scoring is based
on number of targets hit
6. Precision: 4 person team (less than 15 minutes to play)
Teams will have to go through an obstacle course twice, the first time is to set a time and the second is to have each player match their original time. Scoring is based on difference between the times
7. Cars: 4 person team (less than 20 minutes to play)
Team members will have to build and lash, from provided materials, to build a “car” that can be “driven” through a course. Scoring is based on time to complete and distance traveled
Sunday Morning Challenge – Triathlon
teams of 4 will compete in a race comprised of two parts. At the beginning of the race the team members will chose amongst them one team member to become the “baton”, after the baton is chosen he can NOT touch the ground until the group has passed the finish line. The teams will travel through the course dragging the baton to the next stations while they accomplish certain tasks. The first part of the challenge will be for the group to construct a chariot in which the baton will travel on for the duration of the course. The materials must be placed flat on the ground next to the starting line. The chariot must be able to roll, and must be big enough for the baton to be able to sit on it at a height of 2 off the ground. Teams can use whatever they wish as material for the chariot. However each piece of the chariot must be attached by rope, no nuts, screws or bolts can be used to attach the pieces together. The chariot can not be preassembled (i.e you can not bring a wagon) and must be assembled during the first part of the challenge.
After the teams have assembled the chariot the baton must get into it and be pushed/pulled/driven to the next station. The second station the teams will have to travel through an obstacle course in which they will test the mobility of their chariots. The chariots will have to maneuver around certain obstacles without coming into contact with them, to reach a flag which they then have to attach to their chariots so it is free standing (no one will be holding it).
Once the flag is attached the teams will then travel to the finish line. Points will be awarded for the overall time to finish the course.
What you must provide: materials for your chariot and baton a flag (a scarf)
Note: -conventional wheels may be used for the chariot if you feel it is appropriate with the bolts that hold it together. HOWEVER the wheels must be lashed or tied to the chariot and can not be attached through other means other then rope.
- If for whatever reason the chariot where to break or come untied the team
would have to stop and fix it immediately, while keeping in consideration that the baton can never touch the ground.
PENALTIES: Teams will occur penalties if the baton touches the ground. Or if the baton or chariot touch any of the obstacles.