Scout Skills Field
Day
Ken Malloy Harbor Regional Park
Saturday 9:00 - 16:30
Sponsored by Scout Parents Inc.
Requirements:
Events
- Inspection (required)
- Oath and Law (required)
- First Aid (required)
- Knots (required)
- Nature (required)
- Silent Signals (required)
- Compass (required)
- Orienteering (required)
- Fire by Friction
- Lashing
- Map Reading
- Measuring
- Physical Fitness
- Scout Pace
- Historic Trial Signs
- Astronomy
- Fire Bulding
- Animal Tracks
- Backpacking Gear
- Water Purification
Scouts should bring:
- Pencil & Paper
- Compass
- Scout Knife
- Fire by Friction Kit
- First Aid Kit
- And come dressed in Class "A" uniform
Block E
Requirements
- Participate in the 7 required events.
- Participate in a total of 12 events.
- Qualify in 4 of the required events.
- Qualify in a total of 8 events.
Silver
E Requirements
- You must have earned a Block E in a previous
year.
- You must have attained the rank of Life Scout
or reached your fourteenth birthday.
- Register for the Award before 10:00
- Perform on of the following:
- Manage a Field Day Event for your Troop.
Plan and organize the event. Run the event training in the morning
and the afternoon competition. Support end-of-day scofing. Most
events have only one manager. Knots, Nature and Fire Bulding
can have two event managers.
- Guide and assist a Patrol of four or more
scouts, not counting yourself, through the morning and afternoon
activities adn insure that at least 50% of the Patrol earns the
Blcok E
- Act as Field Day Musician and coordinate
assemblies.
Golden E
Requirements
- You must have earned the Block E in a previous
year.
- You must have attained the rank of Star Scout
or reached your thirteenth birthday.
- Register for the Award before 10:00
- In the morning, support a designated Scout
Skills Field Day project.
- In the afternoon, participate in all twelve
Golden E Events and excel in at least ten.
Event Requirements:
- Inspection - general appearance, hat, neckerchief/slide,
shirt, belt, pants, socks, shoes, registration card, insignia
- Oath
and Law - be able to
recite both from memory
- First
Aid - diagnosis: check
for breathing, bleeding, chock, and poisoning; use traingular
bangages and compresses for handling wounds and/or slings; make
a stretcher; any other situation covered in boy scout handbook
- Knots - tie bowline, square knot, tautline
hitch, clove hitch, sheet bend, two half hitches in 50 seconds
- Nature - identify plants and tell whether eadible
or poisonous. Eadible plants include prickly pear cactus, lemonage
berry, bleckberry, nasturtium, and mustard leaves. Castor oil
plant seeds are very poisonous.
- Silent
Signals - demonstrate
silent hand and arm signals: single rank, "u" formation,
troop circle, parallel file, dismissal, forwrd, take cover, come
back, hurry, halt, spread out
- Compass - follow a course consisting of three
compass bearings and three distances (scout brings own compass,
scouts must know their pace, i.e. how many feet per step)
- Orienteering - each scout will run an orientering
course about 1/2 mile in length with 6 checkpoints using a topographic
map; elapsed time is recorded (scout brings own compass, know
map reading, and understand outdoor reckoning; see orienteering
merit badge book)
- Fire
by Friction - start a
fire using lfint and steel; elapsed time is recorded
- Lashing - build a strong flagpole using: round,
tripod, diagonal, and square lashings; elapsed time is recorded
- Map
Reading - identify 25
map symbols; orient a map using a compass (see boy scout handbook;
know symbol for elevation contour lines; marshlands; bodies of
water; electric poles; know what delination is; beable to determine
scale of a map; NOTE: the most obvious symbols on maps are colors
- know what each color is used for)
- Measuring - determine the height of an object
(such as a flagpole or tree); estimate the istance between two
markers (representing a river that cannot be crossed) (take multiple
readings and average; must be within 10%; see scout handbook)
- Physical
Fitness - sit-ups, push-ups,
pull-ups, 500 yard run, standing long jump
- Scout
Pace - estimate distance
based on scouts knowing his own pace and measuring the time he
takes to traverse the course (scout brings his own watch)
- Historic
Trial Signs - know 10
basic trail signs (this is the way, turn right, turn left, not
the way, danger/help, I have gone home - need 85%)
- Astronomy - know general information, phases of
moon, find the North Star, identify 10 common constellatios (4
from zodiac), locate 8 conspicuous stars (5 of first magnitude)(see
scout handbook)
- Fire
Bulding - build a fire
large enough to burn a string within 15 minutes (must know safety
rules; scout brings pocket knife, scout must show hisTotin' Chip
card)
- Animal
Tracks - identify 15
animals from their tracks (either plaster cast or picture of
its footprints)
- Backpacking
Gear - scout must select
items that are appropriate to take on a 10-mile overnight backpacking
trip (could be desert, local mountains, or low elevation in fall,
winter, sping, or summer); must know which are essential and
which are impractical
- Water
Purification - demonstrate
abilty to use and maintain water pump, water purification tablets,
and chlorine drops; discuss impact of water temperature; know
how long to boil water; explain health risks.