St Georges Day Event: Details and Time-Table
Date: Sunday 22nd April 2007
Venue: Memorial Ground (with use of toilets in Coronation Hall), Woodford Park, Woodley
Start: 13:45
End: 15:45
13:45: Opening Parade of Flags
Welcome, Introductions, Flag Break.
14:00 Beaver Activity
Scouting Sunrise: Beavers will paint a Graffiti Wall mural based on the theme of "Scouting Sunrise"
The white painted mural wall will be provided in situ and ready for painting.
Beavers
to provide their own interpretation of Scouting Sunrise (eg collage,
hand prints, finger painting etc), and any paint, brushes or glue
required.
14:00 Cub Activity
Scout
Trophy Game: Multiple Cub Teams of 6 will participate in an active game
of their ADCs own choosing to each locate 5 coloured paint pots.
Then,
once the 5 colours have been retrieved, each team of 6 will paint 2
triangular pennant banners in a distinctive manner of their own
choosing.
The poster paint pots and pennants will be provided, but brushes and any other required items to be supplied by Cubs.
The pained banners will be judged and then used in the 2nd part of the activities.
Prizes will be awarded for the fastest team to collect their 5 coloured pots, and then for the best (pair) of painted pennants.
Cubs should then start constructing their elastic band ballista's for later use as part of the Port Gun Batteries.
14:00 Scout and Explorer Activities
Waterless
Raft Building: Scouts & Explorers will construct pioneering pole
"ships" with a single mast on the wheeled garden centre trolleys
provided.
Deck Crew on the rafts are not permitted to touch or stand
on any metal sub-structures such as the cages or wheels of the garden
centre trolleys.
Pioneering poles, ropes and string should be
brought by each Scout Group, all those available from Explorers &
Paddicks will also be made available.
Prizes will be awarded for the best, most innovative, neatest, cleverest, most stable and funniest raft design & build.
14:45 Assembly of Teams prior to the Great Sea Trading & Pirate Battle
Beavers:
Beavers will assemble in evenly balanced groups with
Leaders/Helpers at
each of the "Ports" by the tables ready to start producing "plates".
Beavers will be provided with paper plates, each of which will be
marked on the base with the unique number of their "Port". Painting of
the plates may not commence until the cannon sounds to
start the Great Sea Trading & Piracy Battle.
Plates must be painted in at least 3 different colours but in any
pattern that the Beavers choose.
Cubs:
Cubs will assemble in their
original Sixes with Leaders/Helpers at each of the "Ports" and hang
their painted Pennants at their Port and on their Ship. Cubs to complete the assembly of their catapults and locate the
provided battery ammunition and the buckets of water ready to defend
their Ports.
Scouts & Explorers:
Explorers
& Scouts will
take their "ships" to their chosen "Home Port" and hang the Cub
produced pennant on their mast. Explorers & Scouts will load up
their "ships magazine" (bucket)
with prepared (wet!) ammunition from their Port's supply. Explorers
& Scouts will populate their ships with a Deck Crew &
Engine Room Crew drawn from Cubs, Scouts and Explorers. Each ship will
arm itself with the supplied ships cannons (bait
catapults) check for a full ships magazine and prepare to set sail.
Ships Engine Room Crew is up to 4 Explorers or Scouts, and Deck Crew is
as many Scouts and Cubs as wanted.
15:00
To the Beaver background of the Scouting Sunrise a Great Sea Trading
& Pirate Battle Commences at the firing of the cannon.
Basics:
Each Port will have an adopted ship, carrying the same banner as the
port, ie those pennants manufactured by the Cubs. This will then be the
"Home Port" for that ship, and to where the crew
will bring back their stock of "plates" traded from across the high
seas. Each port will be defended by a team of Cubs using their Shore
Battery
catapults to deter unfriendly ships! Each port will have a team of
Beavers manufacturing painted plates for
"export" which must be freely given to each ship "docking".
Materials:
Port Battery Catapults to be supplied by each Cub Pack, Bait Catapults
and all ammunition plus buckets to be supplied by organisers. Paper
plates, tables, chairs for plate manufacture to be supplied by
organisers, but paints and brushes to be supplied by Beavers.
AIM:
- Ships,
powered by 4 Explorers and Scouts with a selected Deck Crew (may
include cubs) travel from Port to Port and collect 1 plate at each port.
- Beavers compete for a prize to produce and "export" the largest number
of painted plates, freely giving plates to each visiting ship.
- Beaver "total exports from their port" include all plates manufactured,
wherever they end up, including those "lost at sea" during sea battles.
- Beaver plates must have at least 4 different colours in some reasonable
pattern and the official port "number" on the base.
- Cubs can help the Beavers distributing their "exports" (plates), defend
their "Port" from Pirates and unwanted visitors, and be deck crew on
the ships.
- Cubs provide defence via their shore battery, protecting their port
from all pirate ships using their catapults to attack any ships they
choose!
- All ships will carry a magazine of ammunition (1 bucket) and 2 cannons
(bait catapults) to fight off Pirates or fight other ships (or the port
batteries!)
- Ships motive power is "the Engine Room Crew" which consists of up to 4
Scouts and Explorers pulling and pushing the ship.
- The Engine Room Crew is not allowed to get involved in any hand to hand
fighting, plate trading, or fire the ships cannons.
- The Engine Room Crew and the ships Deck Crew can only "interchange"
while at a port, never while at sea.
- The Deck Hands can attack other vessels or the shore batteries with
their cannons using ammunition from their magazine (1 bucket)
- Any Deck Hand who falls overboard (puts a foot on the ground) must
"swim" back to their home port to await their ships return.
- Ships can "attack" any other ship (not in a port) as an act of piracy,
and steal their "plates" cargo.
- Piracy rules are that the ship with the larger crew numbers (currently
on deck) is automatically the winner.
- Where both ships have the SAME crew compliment, ALL plates on BOTH
vessels are EQUALLY divided between the two ships.
- All piracy engagements will be closely monitored by a Marshall who will
declare the winner and whose decisions are final.
- Ships may return to their home port as often as they wish to unload
their cargo of plates, change all crews and add additional crew members.
- Once plates have been landed at a ships "home port" they cannot be
stolen by Pirate vessels. (ie there is no point in Pirates attacking
any ports)
- Ships may trade at as many ports as they wish, but must visit another
port before returning to any port (no immediate repeat visits).
- Ships may hold as many plates traded at ports or captured during piracy
as they wish, but obviously risk losing all of them if attacked by a
pirate ship.
- Pirate ships can carry as many crew as they wish, in order to win sea
battles, but obviously the more crew they carry, the slower they can
manoeuvre.
- Similarly when trading, small and swift ships with few deck crew allows
fast visits to many ports but risk being attacked for their cargo by
pirate vessels.
- Plates accidentally dropped overboard are lost to all teams (except
Beaver Exports) and will be collected by the marshals.
- Plates deliberately dropped overboard immediately before or during any
sea battle are considered to be the property of the eventual winner.
- Plates "manufactured" in your own home port will be DISCOUNTED from
your score, so no cheating with "local exports"!
- Marshals will collect spent cannon balls and re-distribute them to both
the shore batteries and ships magazines as fairly as possible.
- All Marshals decisions on all matters are final and their is no appeals
process!
15:30 Final Parade
All
re-assemble on parade ground for prize giving, collection for
designated charity, closing words, the now traditional Scout Rope
Mexican Wave, and closing prayers
15:45 Flags Returned, Flag Down and Dismissal