Events Guide
Event Directors and Judges Instructions
Event Directors and Judges Instructions
Event Directors and Judges shall administer their events consistently and exactly as written in the Events Guide. No rules shall be added or diverged from unless specifically directed by the Director of Events.
Event Directors shall be experienced judges in their particular events and are expected to understand the rules and operation of their events, within the context of the Ancient Mariner Regatta prior to the start of competition. Any questions or discrepancies should be addressed with the Director of Events, and/or Regatta Chairman prior to the start of competition.
Judges shall be knowledgeable of the requirements and rules of the event. Event Directors shall instruct all Judges with regards to the same at least fifteen minutes before the opening of the event, and all replacement Judges as they report.
Event Directors shall ensure that equipment is standard and judging is consistent and fair in their event throughout the regatta. This will require their constant presence at the event during competition hours.
In the interest of consistency, judges are encouraged to read the “Event Description”, “Competition” and “Scoring” sections from their respective event in the boarding guide to each ship before the event is begun, such that the same instructions are given to each ship.
Event Directors hold final decision authority over their event for all issues that come up during the course of competition, to be overturned only by the Protest Committee via the described protest process.
Event Directors and Judges may issue merits or demerits for Scouts and officers conduct. Forms are available from the Quarterdeck.
Events should have an identifiable place and person to report to.
Ships are to compete on “first in, first called” basis. As they receive them, Event Directors should place cards on the bottom of their stack. When the event is available, the Event Director should call regatta numbers beginning with the first in the stack. The first present ship called is the first to compete. Cards should remain in the order they were received.
Officers and other scouts not directly involved in the event must be restricted from the immediate competition area.
The Judge instructs the Coxswain regarding the event rules and procedures. Scouts must be given the opportunity to ask questions prior to competing in the event.
Practicing or warming-up or trials on or with event equipment prior to actual competition is prohibited.
Intentionally damaging or misusing Regatta equipment is grounds for a ship to be disqualified from participating or scoring in the event.
Judges must never ridicule or cause embarrassment to any Scout or ship.
A ship may be disqualified from an event if, in the opinion of the Event Director, that ship is intentionally engaging in an unsafe practice.
Unless otherwise noted prior to the competition, Judges are to sign, select a Sportsmanship Rating, and return the score card to the Coxswain, ensuring the Coxswain signs the card prior to being dismissed from the event.
Event Directors and Judges are expected to be in the regatta uniform of the day.
The Coxswain should be expected to report with a proper salute. You may refuse to allow participation of a ship until the Coxswain reports properly. The Event Director or judge must properly return the salute.
Events must be open and ready for competition at the times stated in the published schedule. This requires that Event Directors and judges arrive sufficiently ahead of time to set up the event. You may not request assistance from competing ships to set up Events.
Ships may not start an event after the official close of events, however, Event Directors must permit ships that have started before the close of events or have received an accepted or partially accepted protest to complete the event. An Event Director may refuse to start a team if it is obvious that the team could not finish before the close of events.
Event Directors may close any event after 1330 Sunday if all score cards on hand have been completed. The event may not be closed early if there are any score cards on hand unless those teams have specifically stated that they will not compete.
Judges may provide training to ships that request training or instruction providing that it will not unreasonably delay other ships. Ships that receive said training may not compete for score or qualification in that event.
Ships showing certification that they have fewer Scouts registered than is normally required in Drill, Marlinespike, Flotilla, and Pulling Boat must be permitted to compete in those events providing all registered Scouts compete and the number of Scouts participating should be indicated on the score card. Ships with enough Scouts to meet the normal requirements are required to do so.
If a ship exceeds the qualifying time, record the actual time. Do not solely mark them as “Disqualified”.
All scorecards received by an Event Director and not returned to the Ship should be turned in to a scorecard drop box regardless of whether the Ship competed in the event or not.
If the Event Director of an event is informed of a medical exemption, s/he should make a note on the card indicating the medical exemption and number of non-exempt participants only. Any scoring changes will be made in the scoring office. Coxswains should be made aware that their score will be adversely affected if any crew member does not participate and a medical exemption has not previously been filed and approved.
Event Directors are responsible for the verification of a Crew’s participation in an event with regard to the Resolute Mariner Award. Participation is defined as beginning the event in good faith with an honest effort to earn an authentic score. Event cards will have a section to mark if the definition of “participation” was met or not.
R-1 Uniform Inspection
UNIFORM INSPECTION – R1
Competing Team
One adult and all registered Scouts
Event Description
Formal dress uniform inspection for all Ships, conducted by a panel of seven judges.
Competition
A schedule for uniform inspection will be assigned during registration. All ships will be judged in one category.
Process:
All of the ship’s registered Scouts and one of the ship’s officers are expected to attend the uniform inspection in dress uniform. Each ship’s score card will indicate the number of Scouts for that ship. The Chief Inspector will ask the Boatswain to explain any absences from the inspection.
Inspectors will judge and score at their own discretion on the following criteria: the impression made by the ship; uniformity presented by the ship, including cleanliness and grooming, and reasons for Scout’s absence from the inspection.
Scoring
Inspectors will not consult with each other regarding a ship’s scores. The scores from the Inspectors awarding the highest and lowest scores will be thrown out. Place awards are based on the sum of points awarded by the remaining five Inspectors. Score cards will be collected by the Chief Inspector prior to inspection of a ship.
Maximum Score: 50 Satisfactory Score: Attendance.
R-2 Worldkinship & Divine Services
WORLD KINSHIP OF SCOUTING & DIVINE SERVICES – R2
Competing Team
All Scouts and Officers Description
This is a Required Event for Scouts and officers. Scouts must attend either the World Kinship of Scouting, divine services, or both. World Kinship of Scouting & Divine Services is held Sunday Morning 0800. Officers may take Scouts to services off base. (Check-out with OOD before you leave.)
If a ship intends to attend services on or off base other than World Kinship of Scouting, they should indicate their intentions to the Registrar at registration so that they may not be penalized for not attending.
Ships not attending one or the other services will not receive a Regatta Class Award. Scouts found about the base during the World Kinship of Scouting & Divine Services are subject to demerits.
Scoring
All ships attending will receive a satisfactory score.
S-1 Heaving Line
HEAVING LINE – S1
Competing Team
All Scouts
Event Description
Scouts will demonstrate their skill in accurately throwing a heaving line over a defined target.
Reference
Sea Scout Manual, Apprentice 7C
Competition
The heaving line is a sixteen-ounce monkey’s fist attached to sixty feet of line. The target is a 60- inch wide rail set thirty inches off the ground and thirty feet from the throwing line. Scouts are required to throw over a railing stretched across the throwing line 18 inches from the ground.
Each Scout will have three chances to successfully throw the heaving line over the target. A successful throw is scored if the heaving line comes to rest across the target. The Scout steps back as soon as he or she scores a successful throw.
Talking and cheering by the whole ship is encouraged.
Practice throws are prohibited for all ships intending to compete for qualification.
Scoring
10 points are awarded if the first throw is successful. 6 points are awarded if the second throw is successful. 3 points are awarded if the third throw is successful.
S-2 Knots
KNOTS – S2
Competing Team
All Scouts
Event Description
Scouts will demonstrate their skill in accurately tying six knots within a defined time limit.
Reference
Sea Scout Manual, Apprentice 6
Competition
Each Scout will tie the following six knots.
Square knot
Sheet bend - Both ends of the sheet bend must finish on the same side of the knot
Clove hitch
Two half hitches
Bowline on a bight
Bowline - Must be an inside bowline tied in a right or left hand configuration
All knots must be tied around the railing provided, except bowline on a bight and sheet bend. While cheering is encouraged, coaching of any kind is prohibited.
The Time limit will be 1 minute and 30 seconds to complete this event.
All knots must be tight enough to withstand moderate shaking. All knots must be tied according to the Sea Scout Manual. Scouts may recheck their knots before the time limit ends but not afterwards.
The line for the Bowline on a Bight will be 8 feet long. All others will be 6 feet long.
Scoring
Scouts will receive one point for each knot tied correctly.
S-3 Quiz
QUIZ –S3
Competing Team
All Scouts
Event Description
Scouts will take a general maritime quiz within a defined time limit.
Reference
Sea Scout Manual, All Apprentice and Ordinary requirements
Competition
This event takes place immediately after the Saturday morning opening ceremony. Ships will be assigned their quiz location during registration.
Scouts not present to take the quiz at that time will receive a score of -0- for this event. There is a forty-five minute time limit on the quiz. Scorecards for this event must be turned in prior to taking the quiz to signify attendance of the ship. Talking is not permitted.
Each scout will be asked to answer 20 multiple-choice questions on subjects originating from the Sea Scout manual; not to exceed the requirements for the rank of ordinary.
Quiz questions and answers must be kept secure at all times.
Scoring
Scouts receive one point for each correct answer.
S-4 Ring Buoy
RING BUOY – S4
Competing Team
All Scouts
Event Description
Scouts will demonstrate their skill in accurately throwing a ring buoy.
Competition
Scouts will be provided with a twenty-four (24)-inch ring buoy with fifty (50)-feet ¼ inch polypropylene line attached.
Each Scout will have three chances to successfully throw the ring buoy at a five-foot-wide target placed twenty-five feet away from the shore. The ring buoy may be held and tossed by any safe method.
A successful throw is counted if the ring buoy lands beyond the assigned target, with the line either across the target or so that the ring buoy can be pulled back to touch the target.
A scout may not ‘whip’ a line about so it falls over the target once it touches the water. A throw that directly strikes the target will be counted as a miss.
As soon as a successful throw has been scored, the Scout steps back.
Scoring
10 points is awarded if the first throw is successful. 6 points is awarded if the second throw is successful. 3 points is awarded if the third throw is successful.
S-5 Compass & Relative Bearings
COMPASS AND RELATIVE BEARINGS – S5
Competing Team
All Scouts
Event Description
Scouts will demonstrate their skill in accurately marking compass and relative bearings within defined individual time limits.
Reference
Chapman Piloting & Seamanship 65th Edition pg 43 http://books.google.com/books?id=gOLEhDB0vzgC&printsec=frontcover&source=gbs_ge_summ ary_r&cad=0#v=onepage&q&f=false
Competition
Scouts will be provided with a large circle comprised of thirty-two evenly spaced pegs about the circumference, one designated as NORTH. Inside the circle will be the outline of a vessel whose bow may point in any direction. At the center of the circle will be a set of randomly sorted cards, thirty-two representing the points of the compass and thirty-two representing relative bearings.
Relative bearing cards will be marked using both the point and degree systems.
Scouts will line up around the perimeter, and outside of, the circle. They will enter the circle one at a time, retrieve two cards from the center of the circle, and place them at their respective pegs, within a time limit of 30 seconds. Time begins when the scout touches the cards.
When time elapses, the scout will leave the circle and return to the end of the line.
Cards not placed within the time limit will be handed to a judge and will be counted as incorrectly placed. This process repeats until all cards are placed or handed to a judge.
A 10-second warning may be provided at the request of the coxswain, prior to the start of the event.
Cards may be placed face up or face down at the discretion of the competing ship. Once a decision of face up or face down is made, all cards must be placed this way.
Talking or any kind of audible or visual signaling is strictly prohibited
Only those cards being placed within a turn may be moved prior to the end of that turn. Once a card is placed and the scout leaves the circle, those cards may not be moved by anyone.
No scout may move cards placed by another scout.
Failure to follow any of the above rules will result in disqualification of the entire ship from the event.
Scoring
The number of correctly placed cards will be divided by 64 to find the percentage. The percentage Score will be rounded to the tenths decimal place.
S-6 Ship Swimming
SHIP SWIMMING S-6
Competing Team
All Scouts
Event Description
Each ship member will swim 25 yards in any stroke of his or her choosing.
Competition
Each participant, in turn, will swim 25 yards using any style he or she chooses. Non-swimmers will be permitted to wear life jackets and swim the length in turn with their ship. Each participant will be timed individually. All swimmers will begin from in the water. Time will start with the Judge’s signal and end when the swimmer touches the other end of the pool with one hand. Scouts may not at any time stand on the bottom of the pool, cross into an adjacent lane or hang on any lane line or on the side of the pool.
Scoring
Times of 15 seconds or less will receive a score of 100%. Five percentage points will be deducted for each second over 15. Swimmers not finishing in 35 seconds will receive a score of zero. The team score will be the average of the individual scores.
Penalties will be assessed to individual swimmers for any rule infractions. Swimmers will be assessed a one second penalty for their first rule infraction, an additional one seconds for their second infraction and will receive a zero score for their third infraction. Penalties will directly affect the individual swimmers’ times only.
T-1 Pulling Boat Race
PULLING BOAT RACE – T1
Competing Team
Coxswain and six to eight Scouts
Event Description
Teams will race matched twenty-six-foot whaleboats with twelve-foot oars, steered with a fourteen to sixteen-foot sweep. Each race will be for time.
Reference
Sea Scout Manual
Competition
Special rules for conduct of the event may be issued by the Event Director at event check in, depending on prevailing conditions on the water. Such rules shall not substantively alter the spirit and intent of the event.
There are no scheduled times for this event; participation is at will. Report to the event at least fifteen minutes prior to your scheduled heat.
Have your team wait at a designated place while the Coxswain reports to the Event Judge. Boats are chosen by which boats are available when the Crew reports.
Boats may be bailed prior to the start of the heat, but heats will start on time, bailed or not.
Gear may not be exchanged between boats after the event starts on Saturday morning. This includes all heats on Sunday and the Finals. Coxswains may set up the gear in their boat to their satisfaction prior to starting the event.
Oars may not be tied down.
Feet may not be tied to the stretchers. Coxswain must wear a life jacket.
A Scout who falls over the side must be recovered immediately. A towboat will retrieve broken oars.
A pulling boat team is a Coxswain and eight members. You may enter with a Coxswain and six or seven members only if your ship has only that number of Scouts at the regatta.
Any un-Scout-like conduct, whether verbal or physical, between teams will result in disqualification.
If the Coxswain cannot control a boat in a seaman-like manner, the Event Judge may take command of the team and bring the boat back to the dock, resulting in disqualification of the team.
Ramming or interfering in the racing lane of another boat will result in disqualification.
Re-runs of a race will be made only after a protest has been made and approved by the Protest Committee.
Any interference by any adult member of the ship will result in disqualification.
Scoring
Scoring for place awards is based on time alone. Place and class awards are determined by time in individual heats. Course length and satisfactory time will be announced prior to the start of the event and will remain unchanged throughout the competition with the exception of the pulling boat final where it may be adjusted. Score cards will be shown to the Coxswain and then return cards to the crew. The four fastest teams will compete for first place in the Pulling Boat Finals. Protests are not accepted regarding the Finals. A qualifying time will be set by the Event Director and the Scoring Director.
T-2 Flotilla Drill
FLOTILLA DRILL – T2
Competing Team
Coxswain and six to eight Scouts
Event Description
Teams will row in a drill like manner in matched twenty-six-foot whaleboats with twelve-foot oars, steered with a fourteen- to sixteen-foot sweep.
Reference
Sea Scout Manual
Competition
Only the Coxswain is permitted to speak.
Special rules for conduct of the event may be issued by the Event Director at event check in, depending on prevailing conditions on the water. Such rules shall not substantively alter the spirit and intent of the event.
The Coxswain will lead the Scouts through the following maneuvers: Laying Aboard, Getting Underway, Give Way Together, Hold Water, Oars, Wide Turns to Port and Starboard, Pivot Turns to Port and Starboard, Tossing Oars, Laying on Oars, Back Water, Trailing Oars, Docking, and Laying Ashore.
Any commands may be used that will accomplish the desired results and may be completed in any order, provided that they are given and executed in a manner consistent with good seamanship.
If a ship has nine or more registered Scouts, a full team of eight Scouts plus a Coxswain is required to qualify for awards.
The event must be completed within fifteen minutes (from first Scout on to last Scout off, not including the Coxswain). A penalty of one point will be assessed for each ten seconds overtime. The judge, in case of uncontrollable interruptions, will stop the clock. The coxswain may choose to transit to an alternate area large enough to comfortably complete the required maneuvers. If a coxswain chooses to transit to the alternate area, time will be stopped at the coxswain’s request and judge’s acknowledgement once the crew has safely boarded the vessel and left the dock. Time will resume at the coxswain’s request and judge’s acknowledgement. When the team has completed their maneuvers the Coxswain may request that time be stopped in order to transit back to the dock. Time will resume when the vessel arrives off the dock and is preparing to land. No maneuvers will be judged while the clock is stopped for transiting, although the coxswain must remain in safe control of the vessel at all times and may be disqualified if the judge must take command, even during transiting.
Any team may train in this event, but no score will be given to said team and that team may not enter as a competitor. A training-only run is not considered a satisfactory rating.
Flotilla event times are by appointment and will be scheduled during or following registration.
Intentional damage to regatta equipment will be cause for disqualification, with no credit or event rating for this event.
Maneuver Definitions
Give Way Together - All oarsmen take full stroke, keeping time with stroke oars. Back Water - The oars are backed, keeping stroke to acquire stern way.
Hold Water - Blades, held vertical, are dipped into the water, perpendicular to the keel line to check headway or stern way.
Wide Turns To Port Or Starboard - One side or bank is “at oars” position while the other side “gives way together”.
Oars - Complete the stroke and level the oars horizontally with blades trimmed fore and aft (blades feathered, parallel to the water).
Pivot Turns To Port Or Starboard - One side or bank “back waters” while the other side “gives way together”, turning the boat in its own length.
Laying On Oars - Drawing the oars through the rowlock until the handle rests on the opposite gunwale, blades feathered.
Toss Oars - Oars are raised to a vertical position, handles resting on bottom boards. Blades trimmed fore and aft. Command is given while under way as a separate maneuver from getting under way or docking.
Trailing Oars - Oars are swiveled in rowlocks toward the stern, brought alongside the boat, fore and aft, blades trailing in the water.
If the Coxswain cannot control a boat in a seaman-like manner, the Event Judge may take command of the team and bring the boat back to the dock. At this point the team will be considered in training and will be disqualified from competition.
Scoring
Scoring is according to a system of points which takes into account the skill of the Coxswain, team discipline, knowledge, skill, seamanship, smartness, equipment handling, correct execution of maneuvers etc. All rowing maneuvers should include at least 3 strokes, and all turning/pivoting maneuvers should swing the boat’s heading a minimum of approximately 180 degrees. Multiple executions of maneuvers will all be graded, possibly resulting in reduced scores.
The least miscue is sufficient to subtract the first point for any maneuver. Progressively more serious errors are needed to subtract further points for the same maneuver.
The maximum point score of 300 is given at the start and all errors will cause points to be subtracted.
Satisfactory Score: A Satisfactory Score will be a score of 210 or more.
T-3 Hoisting the Scuttlebutt
HOISTING THE SCUTTLEBUTT – T3
Competing Team
Non-participating Coxswain and eight Scouts or a participating Coxswain and seven Scouts
Event Description
Teams will assemble a tripod and hoist a barrel of water three feet off the ground without spilling any water.
Competition
Prior to the start of the event, the contestants shall select the equipment that they wish to use from the standard scuttlebutt gear provided by the Regatta:
Three – 3 3/4 inch by sixteen foot long spars
One - Fifty-five gallon barrel filled to within three inches of the top with water Three - Four inch square timbers (to rest barrel and spars on)
One - One inch by twenty foot line for tying barrel sling
One - Half-inch diameter by twelve foot line for head lashing
One - Two-fold purchase block and tackle rove with 2 1/2 inch circumference line Two - grommets
One - Snatch block.
Helmets are required for all contestants. Helmets are provided by the AMR although Ships may provide their own if desired.
The team will start at least two feet away from the gear. With the exception of the barrel and spars, the gear must be arranged between the spar support block and the far barrel support block and outside an imaginary line drawn through the ends of those blocks. With the exception of the three spars, no two pieces of gear may be touching and there will be no knots or hitches in any line. The team will start at attention. After a signal from the Judge, the Coxswain will start the event. The team will lash the spars together with a head lashing consisting of at least four turns and a square knot, in which the knot may count as a turn. The block and tackle will be hung by one of the grommets over the tip of any spar. The blocks may never be let to swing excessively and must be in complete control at all times. The barrel hitch will be tied using either a square knot or a sheet bend and will include a turn on both sides of the barrel. The hauling part of the block and tackle will be led through the snatch block which will be attached to the base of the center spar with the other grommet. When hoisting the barrel, the barrel men may guide the barrel off the blocks until it is twelve inches from the top of the blocks, at which point you will hear “touch” and must back away. Once the barrel is three feet from the deck you will hear “clear” and may begin to bring the barrel down. Once the barrel is again within twelve inches from the top of the blocks you will hear “touch” and the barrel men may guide the barrel back down onto the blocks. The run will be complete and time will stop when the gear is properly arranged and the Coxswain brings the team to attention at least two feet from the gear. If the gear is not properly arranged when the team comes to attention, one or more judges will announce “gear” and the team will need to remedy the problem and the Coxswain again call the team to attention before time will stop. The complete event will consist of three of such runs and the gear may not be touched between runs, unless the prior run was disqualified.
A run will be disqualified for any unsafe practice, touching of any gear by the Coxswain (unless the Coxswain is participating), use of any equipment not specifically allowed, improper use of equipment including but not limited to dropping of spars, throwing gear or allowing the blocks to be unattended or to swing free. A run will also be disqualified for talking by anyone except the Coxswain or the barrel men who may speak only to each other and only about the safety of lifting and lowering the barrel. Lastly a run will be disqualified for any water leaving the barrel. This will include any water that is spilled on the ground, the outside of the barrel, on a person, clothing, or piece of gear or if any of these are dipped into the water. If water is to splash straight up and then fall back into the barrel without touching anything else, this will not be a DQ.
As a safety precaution, if at any time during any run you hear a judge call “STOP”, please stop where you are, do not start breaking down. If there is a small safety infraction, such as an incorrect knot or flat sided tri-pod, it will be brought to the attention of the Coxswain and when corrected the run will be allowed to continue. Time will not stop while a safety infraction is corrected. If there is a larger safety infraction that cannot be quickly remedied, such as a collapsing tri-pod, the run will be DQ’ed and one or more judges will give instruction and possibly aid in the safe break down.
Scoring
Scoring for place awards will be based on time alone; the team’s score will be the fastest of the three runs which is not disqualified.
Satisfactory Score: A time of 2 1/2 minutes or less.
T-4 Marlinespike Seamanship
MARLINESPIKE SEAMANSHIP – T4
Competing Team
Eight Scouts
Event Description
Each scout will perform one of eight projects demonstrating their abilities in splicing, sewing or whipping.
Reference
Sea Scout Manual, Able 6a and 6b
The Marlinespike Sailor by Hervey Garrett Smith
Competition
This event is comprised of eight individual projects, either previously determined by the ship or assigned to each scout by the coxswain.
The projects are:
Eye Splice Short Splice Long Splice Rope Grommet
Palm and Needle Whipping Sew 4” of Flat Seam
Sew 4” Of Round Seam
Make A “Worked Hole” (grommet or sewn eyelet)
How needlework is started and finished is not dictated by this event as long as the ends are secure and would prevent the project from unraveling under normal working conditions.
The team must provide its own knives. They are also allowed to provide their own palms, but needles all project materials (line, canvas, twine, thread, flax, and wax) must be provided by the Regatta to insure project material consistency.
Fifteen minutes will be allotted for completion of the event.
Each project will be judged for correctness, neatness, appropriate size and placement.
Scoring
Each project will be judged and scored on a scale of 0 to 8 using the rubric below. A ship’s score is the sum of the individual project scores.
Satisfactory Score: 40 points or more.
8 Perfect
7 Satisfactory with minor variations or issues
6 Satisfactory with some variations or issues
5 Satisfactory with multiple variations or issues, but reasonable chance of functionality
4 Unsatisfactory with major variations or issues and low chance of functionality
3 Unsatisfactory with very low chance of functionality
2 Unsatisfactory with marginal chance of functionality
1 Unsatisfactory with no chance of functionality
0 No measurable resemblance to the project guidelines
The following descriptions are what would be considered a perfect project per AMR. Any variation from these outlines will result in a lower score.
NEEDLEWHIP:
Must be one rope diameter long and one rope diameter from the end.
Must be applied with well waxed, double twine
The start and finish of the whip must fall within the same contlines.
The start and finish must be secure and unable to be pulled out.
There should be no twisting of the twine.
There should be three locking stitches that follow the contlines.
Must be tight and secure.
The whip is applied against the lay working towards the end of the line.
SEWING (FLAT AND ROUND SEAM):
The two sewing projects must adhere to the following criteria:
Must sew a single line of stitching.
Must be doubled, waxed twine.
Ends must be secure and unable to pull out, such as backstitching.
No knots are to be used to secure the ends
Stitches shall be uniform in length, as well as spacing.
Pulled sufficiently tight to hold the seam together without causing puckering (puckering: when the canvas is pulled tight by the stitches and causes bunching).
Size of stitches shall be appropriate to the material being used.
Must be a minimum of 4 inches long.
-Flat seam must be laid up to form a hem similar to the hem on a pair of pants.
-Round seam shall be sewn as though it will be applied to the bottom of a bag, not sewn around a piece of line.
SEWN GROMMET:
Stitches must be placed far enough away from the edge of the fabric to not pull out.
Twine must be at least doubled and well waxed.
Inside of the ring should be completely covered with stitches.
Outside circumference may still be visible.
Ends must be secure but neat.
EYE SPLICE AND SHORT SPLICE:
Marriage must be laid up correctly, no slack, with each strand bearing an equal load.
Strands must follow a strict over one, under one against the lay pattern.
Each series of tucks must be pulled tight around the circumference of the standing part of the line. To indicate that it is sufficiently tight, each strand shall rotate one third of a turn.
After the marriage, two more series of tucks minimum before tapering.
Any form of tapering is acceptable as long as it does not compromise the integrity of the splice.
**In order to be graded at least satisfactory, points one and two must be adhered to.**
LONG SPLICE:
Must be long enough so that the pair strands do not run back into one another.
Overhand knots must blend with the line.
Tucks should be half thread tucks but may be full strand tucks if they lay fair with the lay of the line.
Strands must lie together as though they have not been disturbed.
Each marriage must contain an overhand knot.
ROPE GROMMET:
Grommet should have the marriage nearly invisible.
Have no twists, with each strand bearing an equal load with all strands balanced.
Marriage must contain an overhand knot.
Use of a form is encouraged to help maintain balance throughout the grommet.
T-5 Drill
DRILL – T5
Competing Team
Coxswain and eight Scouts
References
Drill PDF provided on the disc included with the Sea Scout Manual. This is a reference NOT a standard.
Event Description
The team will execute several prescribed movements in close order drill at the direction of their Coxswain. The space allotted for this event will be at minimum, 25 foot by 35 foot.
Competition
(Drill event is open Saturday only.)
The team will execute the following movements upon order of their Coxswain: Attention, Right Dress, At Ease, Parade Rest, Right (Left) Face, About Face, Forward March, Column Right (Left) March, Right (Left) Flank March, Right (Left) Oblique March, To The Rear March, And Halt.
All movements must be in double formation, 2 columns. Maneuvers may be completed in any order.
Teams must remain within the event boundaries. Judges will not request repetitions of any maneuver.
Step length must be a full step, as close to 30” as possible. Cadence should be close to 120 counts per minute.
Scoring
The ship starts with 100 points. All errors will be points subtracted. Multiple executions of the same maneuvers will all be graded, possibly resulting in reduced scores. The least miscue is sufficient to subtract the first point for any maneuver. Progressively more serious errors are needed to subtract further points for the same maneuver Any maneuver executed outside the allotted drill pad will result in a deduction in both the Coxswain score, and the Maneuver score. Score cards will be shown to Coxswains and then collected by the Event Director. Ships with less than 9 members registered at the Regatta may still compete in this event. 5 points will be deducted for each team member short of 9. At least two Judges will score each team, with the final score mutually agreed upon between them. The same Judges will be used all day.
Satisfactory Score: 70 or more.
Drill Final & Fleet Drill
Drill Final
For Bragging Rights Only
A 5-minute routine will be performed within set boundaries by the 5 top scoring Ships. Time starts with “Fall In” and Ends with “Fall Out” or “Dismissed”. All rules and regulations of the Drill event apply to the drill final, with the addition of a 5 minute time limit. Extra points can be earned for “fancy maneuvers” performed by the team. The Judges will be the same Judges used for the Drill Event. The teams must be made up of the same scouts who participated in the drill event.
Scoring
The ship starts with 100 points. All errors will be points subtracted. Multiple executions of the same maneuvers will all be graded, possibly resulting in reduced scores. The least miscue is sufficient to subtract the first point for any maneuver. Progressively more serious errors are needed to subtract further points for the same maneuver. Up to 25 additional points may be awarded for the entertainment value, level of difficulty and execution of “fancy maneuvers”. Points will be deducted for routines that do not fall within 5 minutes.
The winning Ship will be recognized on the perpetual Kent Dryden Drill Off Trophy.
Fleet Drill
An Optional All Hands Event
The event is individual, elimination, close order drill. All participating scouts will fall in formation and execute standing order drill commands. Roving judges will tap Scouts out who do not execute the commands correctly. When the formation has been reduced to a manageable size, marching commands will be added. The event will continue until only one Scout remains, having executed all commands correctly.
The winning Scout will be recognized on a perpetual trophy.
Fleet Drill will have no effect on any Ship’s score or standing in the Regatta.
T-6 Bosun's Chair
BOSUN’S CHAIR- T6
Competing Team Four Scouts Event Description
Scouts will alternate tying themselves into a bosun’s chair and hoisting each other approximately twenty feet off the deck.
References
Sea Scout Manual
Competition
This event is a relay. All competing Scouts start lined up at attention. On the word “Go!” the clock will start, two Scouts enter the hoisting area, one ties a French Bowline around himself, the other may help if necessary. The knot must be a proper French Bowline as shown in the Sea Scout Manual. The remainder of the ship may cheer, but may not assist or coach regarding the knot.
Scouts while being hoisted must sit on one loop and be held by the French Bowline such that one line to passes around the waist, at least belt high, and the other under the buttocks. The tail, or bitter end, must extend at least 6” beyond the knot. If in doubt on the safety of a knot, a Judge may stop time to examine it. He must require an unsafe knot to be retied, and timing continues during retying.
The Scout going aloft may not push or step off their partner or any other object. Together, the two Scouts hoist until a block approximately 20’ above the ground is touched, at which point the hoisted Scout shall yell “Touch!” and the clock will stop. A successful touch is touching the block, its supporting hardware, or the beam.
The Scout aloft shall lower him or herself carefully to the ground, hand-under-hand, with the Scout on the ground holding and keeping a strain on the line. The time descending is not counted. Time will start again when the Scout aloft touches the ground, or the Scouts touch each other (pushing the knot is acceptable). Scouts then exchange positions and repeat the operation. When the first pair completes the event, the clock continues to run; they must step out of the hoisting area prior to the second pair entering and repeating the entire evolution. The clock will stop when the last knot is untied, the team is back at attention, and the Coxswain calls “Attention!” Talking is permitted.
The team may arrange the line to its satisfaction before starting. No knots may remain in the line at the conclusion of the event.
Teams will be disqualified for any safety violation at the discretion of the judges. Please note that safety is of the essence at all times, but especially during lowering. Teams will be disqualified if the scout aloft is to descend in any manner other than hand under hand. Teams will be disqualified for any unsafe behavior and for not following the judge’s instructions or these written instructions.
Scoring
Scoring will be on time alone, the team score being the total time for all four scouts. A 10 second penalty will be assessed for each coaching infraction. A 30 second penalty will be assessed for allowing either end of the line to be pulled too high to retrieve by jumping, although the clock is to be stopped while it is retrieved.
Satisfactory Score: A team score of 2 minutes 30 seconds or less.
T-7 Marine Distress Competency
MARINE DISTRESS COMPETENCY – T7
Competing Team
Four to Six Scouts
Event Description
This Event ensures the competency of crews in various marine distress situations including making a marine distress communication to the US Coast Guard via marine VHF radio.
Reference
Sea Scout Manual
Competition
Crews will be given 10 minutes before the event starts to give themselves a vessel orientation with the simulated vessel. During this time, crew shall determine the location of all life saving devices on board including but not limited to lifejackets, throwable devices, fire extinguishers, flares, first aid kit, ditch bag or items or be added to a ditch bag, create a station bill and assign duties, determine the vessels location, and determine vessel particulars.
Following the allotted 10 minutes for a crew lead vessel orientation, crews will “draw” a distress situation from the judge(s) and perform a drill based on the given situation. Marine distress situations can include; Man-Overboard, Fire, Collision, or Abandon Ship. Judges may play “victims” in the distress situation if needed and will be identified as such prior to the drill starting.
At the judge’s command: “THIS IS A DRILL, THIS IS A DRILL, THIS IS A DRILL,” crews will complete all steps as outlined in the Sea Scout Manual v.2022 for the given distress situation including making a VHF radio call per the Marine Distress Communication Form (pg 94 Sea Scout Manual v.2022). A maximum time of 10 minutes will be allotted to complete the drill. The exercise will be stopped at 10 minutes and crews evaluated on only tasks completed.
Scoring
Crews will be evaluated on their ability to complete the station bill and assigned duties performed by the identified crew member, complete a vessel orientation, meet all tasks required by the given
situation, ability to make a distress call, leadership, and teamwork.
A zero score will be given for any tasks not demonstrated or completed. 100 points will be possible and a score of 7075 or greater will be considered qualifying.
T-8 Team Swim
TEAM SWIMMING – T8
Competing Team Four Scouts Event Description
Four Scouts will each swim one of four strokes for 25 yards in a timed relay race.
Competition
The event will be a relay race. The first Scout will begin in the water. At a signal from the judge the first Scout will begin the race by swimming backstroke for 25 yards. When the first Scout has touched the wall with at least one hand, the second Scout will begin and swim breaststroke for 25 yards. When the second scout has touched the wall with both hands, the third scout will begin and swim sidestroke for 25 yards. The fourth Scout will begin after the third scout has touched the wall with at least one hand, and swim free style for 25 yards. Time will stop when the fourth scout has touched the wall with at least one hand. All swimmers will begin from in the water.
The Scout swimming backstroke must start from the water and must remain on his or her back for the entire length of the pool. Any style of backstroke is acceptable, but it is highly recommended that a racing style backstroke be employed.
While swimming breaststroke, the second scout will be allowed only one full stroke and kick below the water before his or her head breaks the surface. The Scout must move his or her hands together, no alternating strokes. A kick will follow each stroke of the arms. The Scout must use a “Frog” style kick in which the legs will move together. No flutter, dolphin or scissor kicks will be allowed. The Scout’s head must break the surface once for every stroke of the arms. The lap will be complete when the Scout is touching the wall with both hands simultaneously, regardless of whether one hand touches prior to the other.
The third Scout will start from in the water and be allowed only one free stroke before maneuvering onto his or her side. He or she must remain on their side for the duration of the swim. The Scout will employ any style of sidestroke that they choose as long as he or she remains on their side. The Scout will be allowed to switch sides only once after initially maneuvering onto his or her side.
The fourth Scout may swim in any style that they choose. The judge will allow up to two warm up laps per swimmer.
The pool will be marked in lanes and a team will be penalized if any of its Scouts leave their lane. The team will be disqualified if any Scout interferes with the progress of another team.
Swimmers preparing to swim must remain still and in contact with the wall until the previous swimmer has properly touched the wall.
Scouts may not at any time stand on the bottom of the pool, cross into an adjacent lane or hang on any lane line or on the side of the pool.
Talking is permitted and cheering is strongly encouraged.
Scoring
Scoring will be based on time alone. Time will begin at the judge’s signal and will end when the fourth Scout touches the wall at the end of their swim.
Penalties will be assessed for rule infractions. Penalties will be cumulative for the team as a whole. The first rule infraction by any swimmer will result in a 5 second penalty. The second infraction will result in an additional 10 second penalty. The third infraction will result in an additional 15 second penalty. The fourth rule infraction by any swimmer will result in the team being disqualified.
Failure to remain still and in contact with the wall, starting before the judge’s signal or beginning before the previous swimmer has properly touched will result in a DQ not a penalty.
Satisfactory Score: A time of 1 minute 40 seconds (100 seconds) or less.
T-9 Mystery
MYSTERY EVENT – T9
Competing Team
To be announced prior to the event
Event Description
This event challenges the scouts to think creatively to solve a problem or complete a task that they had not previously prepared for.
Competition
The details for the event are announced at the AMR.
Scoring
Event can be either scored or timed. A qualifying time or score will be set by the Event Director and the Scoring Director.
T-10 Obstacle Course
OBSTACLE COURSE – T10
Competing Team
Six Scouts (Saturday all-day; Sunday AM only)
Event Description
Scouts must successfully navigate twelve obstacles, on two parallel tracks, and a distance of approximately 65 yards. Course distances and configuration may vary.
Competition
Scouts will run through the course in pairs. Scouts are timed individually. Time will begin from the starting line and will stop when that Scout completes the course and crosses the finish line. The Judges will walk the teams through the course before they begin their run. Multiple teams may be walked through together. Questions should be asked and answered at this time. After completing the course, team members may help other team members complete the obstacles. Bypassing any obstacle will result in a one minute penalty.
The obstacles are as follows:
Staggering Crouch - Two runs, each with five vertical supports, thirty-two inches high with horizontal supports running parallel to the ground. The vertical supports are evenly spaced for a length of twenty-four feet. Scouts must slalom the vertical supports crawling below the horizontal supports. These obstacles run parallel to the track.
Under & Over Hurdles - Three bars, fourteen feet long, are placed perpendicular to the track. The first is twenty-four inches high, the second is thirty-six inches high and the third is forty-eight inches high. Scouts must go under the first bar, over the second bar and over the third bar.
Scramble Net - A vertical cargo net secured to a framework fifteen feet high and nineteen feet wide. Scouts must climb the net, go over the top and climb down the other side. Scouts must touch every “rung” of the net with one or the other foot on the way down.
Low Wall - Two vertical wooden walls placed side by side. Each is eight feet across and six feet high. Scouts must climb over their respective wall.
Stiff-arm Walk - Four ten-foot lengths of pipe running parallel to the ground and forty-two inches high. The distance between each length of pipe is twenty-four inches. Scouts must travel the length of their respective pairs of pipes.
Tire Run - Two lanes, each will have twenty-four tires in two staggered rows. Scouts must run the length of the obstacle, placing one or the other foot in each tire.
Low Hurdles - A set of five hurdles running perpendicular to the track. Scouts must go over each hurdle.
Log Run - Three logs (or low balance beams of a similar nature) running approximately fifty feet along the track. Scouts must walk the length of the logs without touching the ground. Any team member who touches the ground with any body part must start over at the beginning of the obstacle.
Inverted Climb - Two inclined ladders 17 feet 4 inches long to a height of fifteen feet. Ladders are sixty-seven inches wide with a distance of twenty-four inches between rungs. Scouts must climb the top side of the ladder, go over the top and descend the bottom side. Scouts must touch every rung with one or the other foot on the way down.
Low Crawl – A plastic frame Ten feet wide, twenty feet long, eighteen inches high with a plastic netting to crawl under. Scouts must travel the length of the obstacle under the netting.
Broad Jump - A set distance of eight feet long and twenty feet wide. Scouts must travel over the obstacle without touching the ground between the starting and ending lines.
Scoring
The time of each individual runner will be taken plus any penalties. The total of the six times will constitute the team time. Times will be recorded to the nearest tenth of a second. Time penalties will be calculated by the scoring office and added to the Scouts time. Any team member violating safety rules will disqualify the entire team.
Satisfactory Score: A team time of 15 minutes or less.
T-11 Breeches Buoy
BREECHES BUOY - T11
Competing Team
Non-Participating Coxswain and five to eight Scouts
Ships showing certification that they have fewer than nine, but at least six Scouts registered, must be permitted to compete. Ships with greater than six Scouts registered are required to use all available Scouts up to the maximum number of nine.
Event Description
The team will rescue a crew member from a simulated sinking ship by rigging a hawser from the crow’s nest to shore. One scout will descend the hawser in a breeches buoy chair from the mast to shore. A water line will be marked perpendicular to the field. All the area from the water line towards the mast will be considered “water” and team members will be required to stay out of the “water” for the duration of the event.
Reference
Sea Scout Manual
Competition
Two members of the team will be on the wreck mast, one of whom is to be rescued. They are the distressed crew and will wear five point harnesses and lanyards while on the platform. The shot line will be in place between the wreck mast and the shore. The team on shore will start from attention. At the signal from the Judge, and under the direction of the Coxswain alone, the team will accomplish the following:
Secure the shot line to the endless whip tail block (if you tie it behind the block as close as possible, it will not be necessary to untie it until the gear is stowed). The distressed crew will haul the whip line to the mast and secure the whip line tail block to the mast with a round turn and two half hitches.
The rescue team (ashore) will pass the hawser through the block on the chair, fasten the whip line around the hawser with a clove hitch, then haul the hawser out to the mast. The crew on the mast will untie the whip line from the hawser, and then tie the hawser to the mast with a round turn and two half hitches at least two feet above the tail block. All knots that are tied on the tower must be properly tied and have at least 6” of bitter end or the knot will be considered an improper knot.
The rescue team will then tie a bowline-on-a-bight in the hawser as close to the “water” as practical.
The rescue team will then spread the block and tackle between the hawser and the dead man, hooking the blocks to the bowline-on-a-bight such that the loops carry equal strain. The team will then haul away on the blocks to put the hawser under tension, securing the hauling part to the cleat on the deadman with a proper cleat hitch.
The rescue team will then make a clove hitch in the whip line over the ring of the breeches buoy chair. The whip line must be secured above the eye next to block - not on the line around the chair.
Two rescue team Scouts will set up the shear legs close to the water and behind the breeches buoy. The rescue team will haul the breeches buoy out to the mast as quickly as possible, keeping the whip line spread apart as far as practical and without allowing the chair to touch the “water”. Dragging the chair through the “water” will result in disqualification. No members of the rescue crew may hang on the high line abaft the shear legs to gain additional tension. All tension must be a product of gear set up.
When the breeches buoy has reached the wreck mast, one member of the distress crew will get in and sit in a normal position. The crew member must pass the chair over their head. No crew member is allowed to step into the chair as it compromises a proper 3rd point of contact. The crew member riding the chair must attach his or her harness lanyard to the ring on the chair before leaving the tower. The crew member must also remain seated in the chair until he or she has arrived at the rescue team. The rescue team will pull in the rescued member and take him/her out of the buoy. The rescue team will need to bring the chair person to a COMPLETE stop, un-clip the lanyard, and then safely remove the person from the chair. Failure to bring the chair person to a COMPLETE stop will result in disqualification. At least one member of the team must insure that the chair does not swing excessively when the rescued team member is removed from it. Failure to do so will result in a penalty, and excessive chair swing will result in disqualification. Leaving the gear standing, the Coxswain commands the crew to fall in at attention and the clock stops.
Proper hand signals must be used after each part of the rigging operation between mast and shore. The Coxswain will acknowledge the signals from the mast, and vice-versa, by repeating them. If crossed signals are used (i.e., negative reply to an affirmative signal), the next step of the operation will not be accomplished until signals and situation are agreed upon by the Coxswain and the tower. Judges will enforce this and the clock will continue to run.
Hand signals are required five times:
From the Coxswain to the tower before the shot line is retrieved by the mast crew.
From the tower to the Coxswain immediately after the endless whip is secured to the mast. From the tower to the Coxswain immediately after the high line is secured to the mast.
From the Coxswain to the tower before the rescued crew member enters the chair.
From the tower to the Coxswain when the rescued crew member is ready to come down the high line.
Proper Hand Signals are:
Affirmative - Crossing the arms repeatedly over the head. Negative - Crossing the arms repeatedly below the waist.
If the whistle blows, all Scouts will stop. The judges will not stop an error until it becomes a safety problem. The clock will keep going.
Shear legs must be straight to tending slightly towards the dead man, and the high line must be straight from dead man to mast.
For safety reasons, the Coxswain is the only person allowed to talk, whistle, or make mouth signals regarding the ground team. Violations will result in penalties. The two Scouts in the tower may talk to each other, but all communication to the ground team must be done with proper hand signals.
After the event is completed, the gear must be left as you found it; that is, the high line and the whip line must be lowered to the ground. The shot line remains secured to the mast. The reason for this is that each team will retrieve their own gear and lay it out as they desire. Therefore, if any bights, fouls, and so forth, occur, it is your own fault, not the team before you. These safety instructions and procedures will be read to each team by the Judge before starting of the event to allow for the crew to gain any clarification or elaboration necessary.
Scoring
Scoring is based on time alone. Misconduct, unsafe procedures, gross safety violations, slamming the chair into the shear legs, allowing the chair to swing excessively, allowing the chair to get “wet” on the way up, allowing the rescued person to get “wet” on the way down, anyone hanging from the high line abaft the shear legs, or the Coxswain touching any equipment after the event has begun, will result in disqualification. Scouts inside the endless whip while it is moving will result in a warning from the Judge. Repeated offenses will result in a safety violation penalty up until disqualification. Talking, improper or missed signals, and water line violations will result in the following penalties:
First Offense will add 30 seconds to total time.
Second Offense will result in an additional 60 seconds added.
Third Offense will result in disqualification. Satisfactory Score: 10 minutes or less.
T-12 Sailing
SAILING – T12
Competing Team
Four or Six Scouts
Event Description
This is a two-part event. Two scouts will take a written sailing quiz. The remaining two or four will demonstrate practical sailing skills.
Reference
Sea Scout Manual
Chapman Piloting & Seamanship 65th Edition
Competition
Special rules for conduct of the event may be issued by the Event Director at event check in, depending on prevailing conditions on the water. Such rules shall not substantively alter the spirit and intent of the event. The event may be re-scheduled or canceled due to wind and water conditions.
Two Scouts will each take a twenty-five question, multiple-choice sailing quiz. Two points will be scored for each correct answer. Talking is prohibited during the quiz. This part of the event occurs immediately after the Quiz Event (S-3) on Saturday morning.
The remaining two or four Scouts will form one or two, two-person sailing teams. The teams will sail a predominantly triangular course in closely-matched small sail boats. They are judged on getting under way, tacking, reaching, running free, controlled jibe, landing safely, and knowledge and observance of Rules of the Road. The sail boats are rigged, and timing will begin when the boats’ lines are cast off, and will stop when the boat is made up to the dock.
Twenty minutes will be allowed for this part of the event, and no points will be allowed if over. If the judge deems you are unsafe, then you will be disqualified.
Scoring
A maximum of 100 points can be earned for the sailing and an additional maximum 100 points for the quiz. Scorecards may be collected by the Event Director.
Satisfactory Score: 140 points or more.
T-13 Rope Climb
ROPE CLIMB – T13
Competing Team
Six Scouts
Event Description
Scouts will demonstrate their skill in climbing a rope 20 feet high.
Competition
Talking is permitted and cheering is encouraged!
Each Scout, starting from a standing position and with hands at their side, climbs a standard 1 5/8 inch diameter climbing rope, twenty feet high.
The Scout may start with a jump and use any style desired to climb the rope. The clock starts when the Scout touches the rope and contestants are timed only on ascent.
The scout may set the rope prior to starting his climb
The descent is not timed, and if considered unsafe by the Judge, that Scout will receive a time of forty-five seconds. Descent must be made in a hand under hand method; any other method will be considered unsafe. No times will be given to Scouts while still on the rope.
Each scout that reaches the top of the rope and touches the metal rope fitting, the shackle or the bar, will receive a maximum score of twenty seconds.
Any Scout who fails to successfully climb the rope for any reason will be given a maximum time of twenty-five seconds.
Scoring
Scoring is based on time alone. The Team score is the total time of the six contestants. Satisfactory Score: A Team score of 2 minutes.
T-14 Piloting
PILOTING – T14
Competing Team Four Scouts Event Description
Scouts will demonstrate their ability to plot courses and perform piloting-related calculations and conversions by completing a ten part, short answer exam.
References
Sea Scout Manual - Ordinary 10, Able 10
American Practical Navigator “Bowditch”
Chapters 6, 7, 8, 22
Competition
Scouts will form two, two-member teams. This event consists of two separate, ten question piloting exams, one for each two-member team. The questions may cover course plotting, latitude and longitude, bearings, course conversion, speed-time-distance calculations, dead reckoning plots, and fixes.
Scouts will have one hour to complete the exams. After that hour, tests will be collected and scored as-is.
Plotting equipment will be provided or contestants may use their own.
Scoring
Each question will be worth up to 50 points. Five (5) points will be deducted for each tenth (0.1) minute error in latitude or longitude (or (6) seconds depending on chart measurements), each one
(1) degree off course or bearing, each tenth (0.1) nautical mile error in distance, or each tenth (0.1) knot error in speed. Each team will be awarded up to 50 points for each question for a total of 500 points per exam. A ship total of 1000 points is possible.
Scorecards will be presented to the coxswain for signature but may be retained by the Event Director.
Satisfactory Score: A combined score of at least 700 points.
T-15 Team Knots
TEAM KNOTS – T15
Competing Team
Six Scouts
Event Description
This is a timed relay style event where contestants demonstrate their ability to successfully tie six different knots.
Reference
Sea Scout Manual - Apprentice 6
Competition
Each Scout will tie the following six knots.
Square knot
Sheet bend - Both ends of the sheet bend must finish on the same side of the knot
Clove hitch
Two half hitches
Bowline on a bight
Bowline - Must be an inside bowline tied in a right or left hand configuration
All knots must be tied around the railing provided, except Bowline on a Bight and Sheet Bend. Talking is prohibited.
All knots must be tight enough to withstand moderate shaking.
Scouts may not approach the board until they are tapped, and may not approach again once they step away and tap the next scout.
The line for the Bowline on a Bight will be 8 feet long. All others will be 6 feet long.
On go, the first Scout will start tying her six knots. When she is finished with all of her knots she will drop the last line and tap the next team member in line.
The next Scout then ties his six knots, drops the last line, and tags the next Scout in line. Scouts MUST tag the next Scout in line in order for the relay to continue.
The relay continues until all contestants have tied their knots for a total of thirty-six knots for the team.
The clock starts at go and stops when the team is called to attention and forms at attention after each scout has tied his knots.
Scoring
Scoring is based on time alone. A twenty second penalty will be added to the total time for each knot improperly tied. Satisfactory Score: A time of 6 minutes and 30 seconds or less.
T-16 First Aid
FIRST AID – T16
Competing Team Four Scouts
Event Description
Scouts will take a written First Aid/CPR quiz and participate in a practical exercise of a simulated emergency situation.
References
Current American Red Cross
Competition
All four Scouts will take a written First Aid/CPR quiz. This part of the event occurs immediately after the Quiz Event (S-3) on Saturday morning.
Talking is prohibited during the quiz.
All Scouts will then cooperatively participate in a practical exercise of a simulated emergency situation.
Scoring
Maximum of 25 points for each Scout for the written quiz (total 100 points), plus a maximum 100 points for the practical exercise for a total possible of 200 points. Scouts are scored on their demonstration of First Aid and CPR skills in accordance with the above references, keeping themselves out of harms way, successfully activating the EMS system (simulated), maturity, and feedback from “victims”. Score cards will be presented to and signed by the Coxswain and then collected by Event Director. Satisfactory Score: A total score of 140 points or more.
T-17 Rules of the Road & Aids to Navigation
RULES OF THE ROAD & AIDS TO NAVIGATION – T17
Competing Team
Six Scouts
This event will be held for all ships immediately following S3 Quiz on Saturday morning.
Event Description
Written examination on Rules of the Road and Aids to Navigation. The test consists of twenty-five written questions, each worth four points each.
References
USCG Col Regs., Inland Rules, and Sea Scout Manual - Ordinary 9a, 9e, 9f, Able 9a
Competition
Each Scout completes a written, multiple-choice, closed book, examination. Talking is prohibited during the quiz.
Scoring
The total scores of the six Scouts are averaged. Score cards will be collected by Event Director. Satisfactory Score: Team average of 70% or greater.
T-18 International Code Flags
INTERNATIONAL CODE FLAGS – T18
Competing Team
Four to Six Scouts in two Teams of two or three each.
Event Description
Two Teams will be provided with the International Code of Signals (H.O. 102) and a set of code flags. Teams will be stationed at flag hoist sites separated far enough that conversations in one Team cannot be heard by the other.
Reference
International Code of Signals (H.O. 102) Sea Scout Manual
Competition
Teams may not communicate to each other except by flag hoists. Flags must be hoisted all the way to the top and each team is in control of the halyards.
Each Team will be given two messages to code and hoist and will also receive and decode two messages hoisted by the other Team.
Timing starts when the Event Director causes each Team to receive simultaneously the messages each Team is to code and hoist.
Team 1 will code and hoist its first message. After Team 2 acknowledges with the “Romeo” or “answering pennant” (“received”), Team 2 will then hoist its first message. After acknowledging receipt of the first message team 1 will send their second message. After team 2 acknowledges receipt of the second message they will send their second message. Team 1 will then acknowledge the second message received.
Teams must record the sequences of flags received by the other team and decode the messages. Timing will stop when the messages are returned to the judge decoded.
Flags must be attached to the halyard and hoisted toggle up, in any manner that provides visibility to the receiving team. There will be a maximum of 20 minutes allotted to each Crew to complete this event and judges will stop event once 20 minutes has lapsed.
Scoring
Scoring will be based on time alone. A two-minute penalty is added for each incorrect message. A one-minute penalty is added for each procedure error such as sending next message before getting a receipt for the last one sent.
Satisfactory Score: 10 minutes or less.
T-19 Semaphore
SEMAPHORE – T-19
Competing Team
Four Scouts in two teams of two each.
Event Description
This event is a practical demonstration of semaphore flag signaling.
References
Sea Scout Manual
Competition
Four Scouts will be divided into two teams, port and starboard. Each team will be provided a copy of the Sea Scout Manual. One at a time, each Scout will send one message to be received by the other team. The event will begin by having port team member one send his or her message to the starboard team. On the receiving team one Scout will receive the message while reading it out loud to his or her team member who will record the message on paper. The teams will alternate sending and receiving. Every Scout must take a turn at each job, sender, receiver and recorder.
The order of the event will be as follows:
Message 1.) Port 1 – Send, Stbd 1 – Receive, Stbd 2 – Record Message 2.) Stbd 1 – Send, Port 1 – Receive, Port 2 – Record Message 3.) Port 2 – Send, Stbd 2 – Receive, Stbd 1 – Record
Message 4.) Stbd 2 – Send, Port 2 – Receive, Port 1 – Record
Each message will be made up of four two letter “words” and one three letter “word”. Each message will begin by the sender sending the “Waving J” and the receiver responding with the letter “K”. Each “word” must be followed by the sender giving the interval signal and the receiver responding with the letter “C”. Each message will be completed by the sender sending the letters “AR” and the receiver responding with the letter “R”. The event will end when either all four messages have been completed or the twenty-minute time limit has lapsed. When the sender makes an error he or she should send “EEEEEEEE” (8 E’s) and then start again at the beginning of that word. If the receiver misses a word, he or she should send “IMI” and the sender should repeat that word.
If requested by the Crew the Event Director or Event Judges can provide a time check while the event is running.
There will be a maximum of 20 minutes allotted to each Crew to complete this event and judges will stop event once 20 minutes is up.
Scoring
Each correctly recorded letter will be worth one (1) point. Each correctly used “Waving J”, “K”, interval signal, “C”, “AR” and “R” will be worth one (1) point. Other procedural signals will not be worth any points but should be used to increase the accuracy of the recorded messages. Each message and its corresponding procedural signals will be worth 25 points for a total possible score of 100 points. There will be no verbal communication allowed between the two halves of the Crew once the event has started and until its completion. There will be a penalty of 1 point for every 10 seconds over 10 minutes.
Satisfactory Score: 70 points