Frydenlund's Ideas for Camporees

Collected and Edited by David Frydenlund (last revised in 2013)

Map and Compass

Staves Point North

Each Scout is given a straight stick (pencils work) or staff. They are given ten minutes to do whatever they can in preparation. Then each Scout puts his staff on the ground pointed as close to North/South as he can. Judges compare the staves to north and assign points for every degree off. The patrol score is added together and averaged. Lowest average wins. This event can allow collaboration or individual work, (move the Scouts 10 yards apart, forcing each Scout to make their own determination). Best when performed on a sunny day.

How Far and Tall

This event will require patrols to measure height and distances following the methods demonstrated in the Boy Scout Handbook or other methods that they can devise. Each Patrol will be loaned a one foot ruler, a pencil, and a magnetic compass. They will be given ten minutes to determine the height of a tree or pole and the width of a road (or any other span that they can not pace) they are not allowed to cross. The patrol score is determined by adding the error of the height and width determinations together. Low score wins. This event can be modified by dictating the method or methods to be used to determine the height and width and by measuring more than one pole and stream. Event preparation should include a marked 50 foot distance so Scouts can relearn their pace.

Pacing Back and Forth

From a start point the Scouts are ordered to go down a path a set distance (typically 50 yards) and stop and stand still. This can be done individually or as a collaborative exercise depending on the skill one is working on. The distance in feet to each Scout from the measured distance of the walk is the Scout's score. The Patrol score is the average of the Scout's scores. Low score wins.

Map Symbols

A topographic map is prepared with 25 symbols and/or identifiable features (saddle, ridge, valley, etc.) marked. The Patrol has ten minutes to identify as many features as they can. A two point bonus can be given for correctly orienting the map. High score wins. This changes some if every Scout must make their own list and the Patrol must maintain silence and not look at each others lists. The Patrol score is then the average of Scout scores.

Map Reading

Given a topographic map. Orient the map using a compass. From a coordinate (UTM) origin on the map, find three points by range and bearing from the origin. Determine the elevation of three spots marked on the map. Determine the hiking distance by trail or road between two of the selected spots. Describe the general country you will pass through and the significant landmarks you will encounter while making this hike. Select the best path for hiking between two other locations on the map and tell why you made your choice. Judging is subjective but mostly based on points for correct answers.

Geocaching

The Patrol is given an empty GPS and a set of coordinates which describe the locations of 4 – 6 geocaches. Their objective is to find each of the marks and record the symbols they find there. For experienced Scouts the clock can start as soon as they are given the coordinates. For less experienced Scouts the entering of coordinates happens before the clock starts. A variation does not let the Scouts enter the coordinates. They must navigate from the display numbers. Best time wins.

Compass Bearing 1

Three markers are placed at irregular intervals along a 20 meter line. Two flags are placed randomly, one on either side of the line at least 10 meters away from it. Each Scout goes to each mark and records a bearing for each flag (for a total of six bearings). A point is scored for each degree of error. The six errors are the Scout's score. The average of all the Scout scores is the Patrol score. Lowest score wins.

FAST COMPASS

Four Scout team with compasses supplied by troop; judged on the number of correct readings in three minutes. Lay out a circle with about 20 numbered pegs around its perimeter. In turn, each Scout goes to the center of the circle and is given a compass reading. He writes down the number of the peg in the direction he has been given.

Compass Bearing 2

A center mark is placed. A half circle of numbered marks is placed at 5 degree intervals (a total of 37) about ten meters from the center mark. The Scout is given two bearings from the center and must determine the corresponding numbered mark for each. Points are awarded for the difference between the correct number and the selected mark. The Scout's score is the sum of his two errors. The Patrol score is the average of the Scout's scores. Low score wins. The dynamic changes if the whole Patrol works as a team and they have ten bearings to do. It changes again if they are only given 30 seconds per bearing. It also changes if the Scouts work in pairs with one sighting and the other marking the bearing line and reading the mark.

Compass Game

From a starting stake or cone. Scouts are sent out on bearing A for given distance X. They are then supposed turn to a new bearing (A + 120) and go distance Y. Then turn to a new bearing (A + 240) and go distance X and stop. If X = Y and if they have done the course correctly, they are exactly where they started. This is also true if all the pluses become minuses. If distance Y is greater than distance X by 20 feet, the end point should be 20 feet on the second bearing from the origin. If Y is less than X by 20 feet, the end point should be 20 feet from the origin on the reciprocal of the second bearing. If you understand this geometry (360 degrees in a circle and that the original triangle has equal angles and equal legs so all we need to know is how much we have changed the leg) you will always be able to lay out a quick compass game with a minimum of materials. Scoring is one point for each foot away from the true endpoint. Lowest score wins. This can be done with the whole Patrol working together or each Scout doing the course on his own. If each Scout runs the course the score is an average of the Patrol scores. Each scout should run a different set of bearings and distances.

To make scoring easier you can do a slight variation by running a rope about fifty feet in a straight line and marking it every five feet. Every beginning bearing should be 60 degrees plus or minus from the bearing of the rope. Every middle bearing will be parallel to the rope. The middle legs should vary from the in and out legs by increments of five feet. Then every end point should be at a mark on the rope. Same scoring system applies. If this is done in the middle of an open field, courses can be run on both sides of the rope. It is wise during set up to make up some directions and follow them so you know you have not made some foolish mistake.

Orienteering 1

Lay an Orienteering course of the type found in the Boy Scout Handbook. Reduce the length and number of marks as appropriate to the allowed event time at the camporee. This is a timed event. Low time wins.

Orienteering 2

Lay a bee line orienteering course that goes away from the origin in a straight line on a bearing. Make the marks no more than 50 yards apart. If terrain allows, from the end of the first line have them do a second line on a different bearing that ends within 100 yards of the origin. Mark the first and second lines with different colors. The number of marks and length should be appropriate to the normal allowed event time, and the age and experience of the Scouts.

Orienteering with Natural Twist

Lay an orienteering course as normal except that every mark is on a different type of tree or shrub. Scouts are required to correctly identify the plant. Provide keying material if necessary.

Grand Race Orienteering

Every venue with a competition event is marked on a map. As a Patrol leaves a venue they are time stamped out. When they arrive they are time stamped in. Transit time between all the venues becomes the score. Lowest score wins. This works well at camporees where there is a fixed order for competitions. If the order is flexible, this can still be done by forcing the Patrols to return to a central point between events. Their transit time is now the time from leaving the dispatch point to arriving at a venue. Done well, this dispatch point system can reduce bottlenecks at venues.

FLYING COLUMNS

For any number of patrols to compete. A force is in need of help, and a military motorist on his way to the nearest garrison comes across a Scouts' camp. He gives to each Patrol-leader a hasty idea of the situation and shows him a rough map explaining that the distressed force is two miles along a certain road, and between the Scouts' camp and that force are the enemy's out- posts. The Patrol-leaders are to take their patrols in the shortest time to the force in distress without being seen by the enemy. The distressed force should be represented by any conspicuous spot, and the enemy's outposts by people with red flags stationed on the road between the Scouts' camp and the other force. As soon as they see any of the patrols they should blow a whistle, and those scouts are to be considered captured (or else they may notice to which patrol the Scouts they have seen belong and count it against them). The patrol which gets to the distressed force in the shortest time, and without any of its Scouts being seen wins.

Infiltration

This event needs to be conducted in an area with excellent foliage and terrain for concealment as modern Scouts have little or no experience in sneaking around. This version of the game "Flying Columns" is modeled after the final exercise in Sniper School. An observer is stationed in the center of an area marked with survey tape. Scouts are given 5 minutes to walk through the area and plot an approach. Scouts may approach the observers position from any direction. The observer closes his eyes and counts out loud to fifty and then blows a whistle and opens his eyes. During the fifty count Scouts may conceal themselves anywhere outside the marker tapes. When the whistle blows they have ten minutes to go from their start position to where they can rattle one of four cans with gravel in them hung fifty feet from the observer. If they are spotted, they must leave the area and start again outside the marks. If they rattle a can (and score a point) they can go outside and start in again. The most can rattles wins. If no one rattles the can, the distance of the closest infiltrator to the observer is recorded instead.

Usually this event employs an assistant who keeps time and "tags out" for the observer. If the observer sees a Scout he blows the whistle. The assistant stops the clock and goes to where the observer directs him. If there is a Scout there he is tagged out. After the tag out the whistle is blown again and the clock resumes. Whether Scouts should be precluded from moving or rattling during a stopped clock is a matter of local preference.

THE TREASURE HUNT

The treasure hunt needs observation and skill in tracking, and practically any number can take part in it, Several ways of playing the game are given below:

  1. The treasure is hidden and the Scouts know what the treasure is; they are given the first clue, and from this all the others can be traced. Such clues might be -
    1. Written on a gatepost: " Go west and examine third gate on north side of stream ".
    2. on that gate Scout's signs pointing to a notice-board on which is written: " Strike south by south-east to telegraph post No. 22," and so on. The clues should be so worded as to need some skill to understand, and the various points should be difficult of access from one another. This method might be used as a patrol-competition, starting off patrols at ten minutes intervals, and at one particular clue there might be different orders for each patrol, to prevent the patrols behind following the first.
  2. The clues may be bit of Colored wool tied to gates, hedges, etc., at about three yards interval, leading in a certain direction, and when these clues come to the end it should be known that the treasure is hidden within so many feet. To prevent this degenerating into a mere game of follow-my-leader, several tracks might be laid working up to the same point, and false tracks could be laid, which only lead back again to the original track.
  3. Each competitor or party might be given a description of the way-each perhaps going a slightly different way, the description should make it necessary to go to each spot in turn, and prevent any "cutting" in the following way: " Go to the tallest tree in a certain field, from there go 100 yards north, then walk straight towards a church tower which will be on your left," etc. All the descriptions should lead by an equal journey to a certain spot where the treasure is hidden. The first to arrive at that spot should not let the others know it is the spot, but should search for the treasure in as casual a manner as possible.