Participants : Whole Club (Full Uniforms) EVENT ONE DRILL DOWN Procedure : This event will be conducted in heats. Clubs will be advised on the Fair Day which heats their clubs will participate in. Commands will be conducted in sequences below divided into two sections, Section A and Section B. Clubs are to be commanded by directors or designated counsellor/junior counsellor whereby points will be derived from correct and effective words of command, including precautionary, cautionary and executive, as well as completing correct drill movement as of sequences below. Maximum points will be awarded to clubs, executing drill movements with the standard pause of two/three, therefore, club members SHOULD select a timer to call out the standard pause of TWO THREE, upon executing drill movements (Reference: Pathfinder drill manual pages 24 25 para 719 sub para. A,B & C) Section A : Drill at the Halt All clubs should commence from stand at ease position and follow sequences below; Precautionary Cautionary Executive 1. Pathfinders ATTE...N TION 2. Move to the right in 3 s RIGH.T TURN 3. Move to the left in 3 s LEF T TURN 4. Move to the right in 3 s ABOU T TURN 5. Pathfinders will advance ABOU T TURN 6. Move incline to the left LEFT INCLI NE TURN 7. Pathfinders will advance RIGH.T TURN 8. Move incline to the right RIGHT INCLI NE TURN 9. Pathfinders will advance LEF....T TURN 10. In open order OPEN ORDER.MARCH 11. Pathfinders RIGH.T DRESS 12. Pathfinders EYE S FRONT 13. Pathfinders CLOSE ORDER..MARCH 14. Pathfinders STAND..A T...EASE PAUSE OF TWO THREE ARE TO BE STRICTLY OBSERVED Section B : Drill On The March All Clubs should commence from attention position and follow sequences below. Sequence is to be repeated but change in serial 2 which is in slow march. (Sequences of words of command are in bold& Italic) Move to the right in 3 s RIGHT TURN 1 2 3 4 Squad will come to a halt SQUAD HALT By the left QUICK MARCH Move to the right in 3 s ABOUT TURN By the left LEFT WHEEL By the left LEFT WHEEL 8 7 6 5 Scoring Full uniform - 25 points Following correct sequences of drill - 25 points Observing standard pause of 2-3 - 25 points Correct words of command - 25 points Total Possible Points - 100points By the left MARK TIME FORWARD MARCH
EVENT TWO REACTOR TRANSPORTER Participants : 6 Pathfinders Equipment : 3 x 6 feet staves 3 x 4 feet staves 4 x 6 foot lengths of sash cord, 20 feet twine, 1 No. 10 Can, I nut for ½ bolt Procedure : On signal, Pathfinders lash 3 staves into a triangular frame. Then make a tripod and lash its legs to corners of frame. Then hang a can in three pieces of twine, from top of tripod. Then hang a nut, similarly, in one piece of twine, so that nut is halfway down in can. When done, three Pathfinders pick up transporter and carry it to finish line 100 feet from starting point. Scoring : 3 minutes - 85points 3 ½ minutes - 65points 4 minutes - 40points Entry - 15 points Total Possible Points - 100 points Lashing 1. Square Lashing 2. Diagonal Lashing 3. Timber Hitch 4. Clove Hitch
Participants : 5 Pathfinders EVENT THREE CHINNING BAR Equipment : 6/2 O of sapling 8-10 in length, according to the height of your Pathfinder) for tripods, and 2 ropes long enough to tie the tripods lashings. Also another 2 of sapling 4 6 long for the chinning bar. Procedure : All equipment to be placed at the action line have Pathfinders 1 4 run to the action line and set up the tripods just far enough apart to support the chinning bar. When chinning bar is in place, Pathfinders 1 4 returns to starting line and get Pathfinder 5. All five to run to chining bar. No s 1-4 hold the legs of the tripods to keep them from slipping while number 5. All five run to chinning bar. Numbers 1-4 hold the legs of the tripods to keep them from Slipping while number 5 Pathfinder chins himself 5 times then all return to finish line. Scoring: 5 Minutes - 85points 6 minutes - 65points 7 minutes - 40points Entry - 15points Total Possible Points - 100 points Lashing 1. Square Lashing 2. Diagonal Lashing 3. Square Lashing
EVENT: 4 VARIETY SKILLS EVENT RELAY Team : Introduction: 7 Pathfinders Pathfinders have to be multi-skilled, before going out into the world to tell about Jesus Equipment: Supplied by Clubs 2 Table spoons 4` pole mop handle etc 2 thumb pins Supplied by Conference: Eggs 4 - ½ buttons Needle and thread Cloth 30cm x 30cm THE EVENT: This event involves the relay of skilled events in the following sequence. A team of 7 Pathfinders will stand in relay fashion (one behind the other) at the starting line. At the starting signal, Pathfinder 1 will run to the activity line, pick up the needle thread it and then sew the two buttons on the same side of the cloth provided. Each button is to be sewed with 3 complete revolutions on each button hole. Pathfinder 1 will finish sewing the buttons by knotting the end of the thread at the reverse side of the cloth. Pathfinder 1 will run back to the starting point and tag Pathfinder two. Pathfinder 2 then runs to the activity line and sew the remaining two buttons using the same procedure. On completion Pathfinder 2 tacks the cloth to the 4` pole using the thumb tag pins, returns to the starting line and tags Pathfinder 3. Pathfinders 3 will run to the activity line where the judge will present a box filled with pieces of paper. Pathfinder 3 will choose a piece of paper and do what is written on the paper (all will be revealed on the fair day). On satisfactorily accomplishing the task, Pathfinder 3 runs to the starting line and tags Pathfinder 4 who will run to the activity line and also pick a paper from the box, does the task, returns to the starting line and tags Pathfinder 5 who will then run to the activity line and do the same. (Pick a task from the box). On completion of the task Pathfinder 5 runs & tags Pathfinder 6 & 7. Note: Activity in the box, memory gems: ( Psalms 23, Genesis 2:3. Ezekiel 20:20, John 17:3, John 3;16, reciting order of the NT Books) Pathfinders 6 & 7 will hold hands and run to the activity line, where they will be given a spoon each to clasp with their mouth. The judge will place an egg each in their spoons, pathfinders 6&7 will hold hands, then run with the spoon and eggs in their mouth to the starting line, and return to activity line. Points will be deducted if eggs drop. 1 to 5 pathfinders will run to the marked spot to join pathfinder 7, on reaching, the team piggy backs to the to the activity line (i.e. 3 pathfinders will ride on the back of 3 other pathfinders). The event is finished when the piggy back riders have reached the judge at the activity line. Emphasis Timing TEAM WORK AND PERSONAL COORDINATION 10 minutes Scoring Successful sewing of buttons Neatness bonus Success running with eggs Correct completion of tasks x 3 (5 point each) - 4 points - 6 points - 20 points - 15 points Finish in time 10 minute or less - 20 points 11-12 minutes - 15 points 13-14 minutes - 10 points 15 minutes or more - 5 points Entry - 15 points Total Possible Points - 80 points
Event Five. Bible Quiz Objectives: To arouse a new interest in the study of the scriptures and to motivate the individual young person to follow a personal daily devotional study plan, setting aside a minimum of 30 minutes a day for the reading of his/her bible and studying the life of Jesus. Participants: 3 Pathfinders. Equipments: Bible.Questions will be based from the books of (Matthew,Mark,Luke,John,Genesis,Exodus,Numbers,Samuel,Psalm,Esther, Daniel, Acts, Corinthians and Timothy). Procedure: The quiz shall consist of 9 questions. Each Pathfinder is required to answer 3 questions. A question answered correctly by the team will add 5 game points. If the question is passed to the next Pathfinder, he will add 3 points, but if the question is passed down to the 3 rd Pathfinder, he will only add 1 point to the team. Only 20 seconds will be given to answer the 9 questions. Time: 20 seconds - 85points Scoring 25seconds - 60points 30seconds - 45points 35seconds - 20points Entry - 15 points Total Possible Points - 100 points
Event Six Catch the Snapper Participants: Equipments: Procedure: 3 Pathfinders 4 hiking staves, each 4 long, 7 6 foot-lengths sash cord, 1 mouse trap. Unit and equipment are on one side of a line representing bank of a river. A cocked mouse trap is on the side of the line 10 feet away. On signal, Pathfinders lash the four staves into a fish pole; provide it with a fish line. Tie a constrictor knot to the end of the pole, and a slip knot on the other end. Attempt to catch the snapper. If they spring the trap without getting it, they may reset it. As soon as they are successful in catching the snapper, they must take it to the judge and put it in front of him, on the ground. Then run back to the starting line. Scoring: 5 minutes - 40 points 4minutes - 35points 3minutes - 30points Catching snapper at first attempt - 10 points Second attempt - 8points Third attempt - 5points Entry - 10 points Total Possible Points - 60 points Knots & Lashing 1 Round Lashing 2. Constrictor Knot 3. Slip Knot
Event Seven Snake Race. Participants: Equipments: Procedures: Time: 6 Pathfinders 6 hiking staves 5 x1, 1 hiking staves 4 x1, 7 x 6 lengths of sash cord. Unit line up in relay formation. Staves are placed at activity line in front of judge. On signal the team runs to activity area and lash staves together into a long snake, using round lashing. When done, Pathfinders pass snake forward at knee height, then up and overhead to the rear, then down and forward between legs to original position. Then walk to starting line and return to activity line, lay snake in front of judge and run back to starting line. 5 minutes Scoring: 5minutes - 30points 6minutes - 25points 7minutes - 20points Lashings 7x5-35points Entry - 15points Total Possible Points - 80points Lashing 1. Square Lashing 2. Round Lashing 3. Diagonal Lashing J U D G E S
Event Eight. Pup Tent Relay Participants: Equipments: Procedures: 6 Pathfinders A standard two-man pup tent for two. The tent may or may not have a floor.8 pup tent stakes, and two end ropes. The activity begins with the tent nicely rolled and tied with one rope. At the signal, Pathfinder 1 runs, unrolls the tent, and lays it out ready to pitch, runs back and tags pathfinders 2 &3. They run and pitch the tent, using the 8 tent stakes and the two ends ropes. After the tent is pitched with very little to no sag in the roof, they stand at attention, one on each side of the doorway. As soon as they are dismissed by the judge, they run back and tag pathfinders 4 and 5, who come forward and strike the tent, roll it up neatly as diagrammed, tie with one rope using a strangle knot, run back and tag pathfinder 6, who runs up, picks the tent up and takes it to the judge, lays it at his feet, then runs back to the starting line Scoring: 3minutes - 60points 4minutes - 50points 5minutes - 40points Neatness - 10points Correct folding - 10points Strangle knot - 10points Entry - 10points Total possible Points - 100points
Event Nine. A swinging Relaxer Participant: 6 pathfinders Equipment: 4 x 12 ft poles, 2 x 6ft poles, 1 x 5ft poles, 6 x 6ft lashing ropes, 2 x 18ft swinging ropes, 4 x 10 guide ropes, 1 relax sack All materials to be provided by the club. Procedures: At starting signal, pathfinders lash together the two triangular frames. When they are done, they lay the bar across the top of the frame and lash it on. Then they tie the guide ropes from the top of the frame to the pegs on either side of the frame. Then they tie the 18ft rope with its middle on the bar using the Clove Hitch, and the two sides tied to the ends of one side of the sack. The same is done with the other rope. (See diagram)when all is done, invite your judge to test the swinging relaxer by sitting on seat. Time: 10minutes Scoring: 10minutes - 40poimts 8minutes - 30points 6minutse - 20points Lashing/knots 18x2-36points Durability - 14points Entry - 10points Total Possible Points - 100points
SWINGING RELAXER DIAGRAM KNOTS AND LASHINGS 1. Two Half Hitches 2. Diagonal Lashings 3. Untied 4. Constrictor Knot 5. Clove Hitch 6. Timber Hitch
Event Ten. Marching Display. Participants: Equipment: Procedures: Each District is to field a Marching Display Team. The team is comprised of 30 chosen members from all clubs in the district. It is the responsibility of each district to see how many pathfinders and junior counselors are to participate in the marching display. All equipment and uniforms is to be decided by the District Councils of pathfinders. You are given all the freedom to use whatever commands you wish to use and the display movements you wish to make, keeping in check any of those extended movements that may deem contradicting and degrading with respect to our high ideals. Time: 5minutes Scoring: 5minutes- 40points With caps: 10points With caps and gloves: 20 points With caps, gloves and socks: 30points With caps, gloves, socks and shoes: 40points With caps, gloves, socks, shoes and sash: 50points Entry: 10points Total Possible Points: 100points