Wednesday, February 22, 2012

Handyman Events


Nail Driving
Items Needed:
  • Sawhorse
  • Hammer (If using more than one, they must be identical; 10-ounce is suggested.)
  • 16-penny common nails (approximately 12 per pound)
  • 2-by-4-inch board (nailed to sawhorse
  • Safety glasses
  • Colored marker and a watch
Procedure:
The adult supervising this event starts about six nails into the two-by-four nailed to the sawhorse.  The Cub Scout is given the command to start and has to drive in one nail completely.  If it bends, he can move on to another one, and so on, until he nails one in or reaches the maximum time of 1 1/2 minutes (90 seconds).  The adult marks the boy's time in seconds on his score sheet with a specific colored marker and initials it.  The Cub Scout takes back his sheet, moves to the next event of his choice, and presents his sheet to that event.
Safety Notes:
  1. Adults work with one Cub Scout at a time.
  2. The Cub Scout must
    • keep both hands on the hammer, or
    • keep one hand on the hammer and the other hand behind his back, and
    • wear safety glasses

Handsawing
Items Needed:
  • A vise bolted to a 1-by-6-inch board, 12 inches long
  • Two "C" clamps (to clamp the vise to a heavy table)
  • Sufficient quantity of 3/4-by-1-inch wood to be cut (approximately2 inches to cut off plus 12 inches to be held by the vise)
  • Handsaw
  • Safety glasses
  • Colored marker and a watch
Procedure:
Leave a few inches of wood protruding from the side of the vise.  Give the Cub Scout the command to start, and time him as he cuts completely through the wood.  Maximum time is 1 1/2 minutes (90 seconds).  The adult marks the boy's time in seconds on his score sheet with a specific colored marker and initials it.  The Cub Scout takes back his sheet, moves to the next event of his choice, and presents his sheet to that event.
Safety Notes:
  1. The adult might have to sit on the table or rest a foot on it while the Cub Scout is sawing to limit movement.
  2. The Cub Scout keeps either
    • both hands on the saw, or
    • one had on the saw and the other hand behind his back (saws tend to bind and jump out of the saw kerf.)

Drilling
Items Needed:
  • Drilling brace and bit (3/4-inch bit suggested)
  • Piece of 1/4-inch plywood, approximately 2 by 3 feet
  • Backer board of 3/4-inch plywood, approximately 2 by 3 feet (backer board is placed under 1/4-inch plywood to protect damage to bit)
  • Safety glasses 
  • Colored marker and a watch
Procedure:
Place 1/4-inch plywood on 3/4-inch plywood, which is set on floor.  Give the Cub Scout the command to start.  He must drill only one hole through the 1/4-inch plywood.  (The 1/4-inch plywood will lift up approximately 1 to 2 inches when the bit is through.)  He is timed until completely finished. Maximum time is 1 1/2 minutes (90 seconds).  The adult marks the boy's time in seconds on his score sheet with a specific colored marker and initials it.  The Cub Scout takes back his sheet, moves to the next event of his choice, and presents his sheet to that event.
Safety Notes:
An adult must advise the Cub Scout to stabilize the boards and himself with his foot or feet if he desires.

Shingle Pulling
Items Needed:
  • Plastic sled
  • Bundle shingles (approximately 40 pounds weight)
  • Rope approximately 10 feet long to pull sled
  • Colored marker
  • Watch
Procedure:
The adult supervising this event marks off a specific course.  (A straight line of about 15 feet is a good distance.)  The Cub Scout receives the command to start and must pull the weighted sled from start to finish as fast as possible.  If the sled dumps shingles, the Cub Scout must replace them in the sled and continue to the finish line. Maximum time is 1 1/2 minutes (90 seconds).  The adult marks the boy's time in seconds on his score sheet with a specific colored marker and initials it.  The Cub Scout takes back his sheet, moves to the next event of his choice, and presents his sheet to that event.
Safety Notes:
  1. Keep away from downhill runs.
  2. Watch for a fallen boy getting hit by a runaway sled.
Nuts-Bolts-Washers
Items Needed:
  • Five different sizes of nuts, bolts, and washers
  • Board, drilled to accept bolts (attach a bolt to the board with one of the nuts)
  • Colored marker
  • Watch
Procedure:
Place the board on a table (or on the floor).  (Washers and nuts should be placed in line, but randomly, on the board and their shape outlined with a colored marker so that every Cub Scout starts with items placed in the same location.)  When the Cub Scout is given the command to start, he must first place the washers on the appropriate bolts.  Next he must put the proper nuts on the bolts and start threading.  It is not necessary to thread very far, but nuts must not be just set on.  The Cub Scout is timed until finished or until he reaches the maximum time is 1 1/2 minutes (90 seconds).  The adult marks the boy's time in seconds on his score sheet with a specific colored marker and initials it.  The Cub Scout takes back his sheet, moves to the next event of his choice, and presents his sheet to that event.

Light the Match
Items Needed:
  • Stool, board, or log with many holes
  • Hatchet
  • Wooden matches (approximately three per Cub Scout plus extras0
  • Safety glasses
  • Colored marker and a watch
Procedure:
The adult places about 12 matches in various holes in top of the stool.  When the Cub Scout receives the command to start, he must light an one match in a chop-type motion with the hatchet.  If he breaks one or decides one won't light, he moves to another until he lights one or until reaches the maximum time of 1 1/2 minutes (90 seconds).  The adult marks the boy's time in seconds on his score sheet with a specific colored marker and initials it.  The Cub Scout takes back his sheet, moves to the next event of his choice, and presents his sheet to that event.
Safety Notes:
  1. Adult works with one Cub Scout at a time.
  2. The Cub Scout must keep both hands on the hatchet or he is disqualified. Safety glasses must be worn.
  3. The hatchet must not be swung.  It is used only in a slight chopping motion.


Scoring and Awards
After the Cub Scout finishes all six events, he turns in his score sheet, with all events scored by an adult.  (Be sure he has his name on the sheet.)  Adults add up the total time used.  The winner overall is the Cub Scout who used the least amount of time.  Winners can be decided for each event, or you can just have overall winners.  Scouting can also be by age groups 7-8-9, and 10-11.  If you determine three winners in each event from the different age groups, one in each event for all ages groups, plus an overall winner, you can have 25 different winners.
The entire procedure goes quickly, as boys can select or be directed to events that are not over-crowded.  Each Cub Scout must complete each event.  (Otherwise, the Cub Scout receives the maximum time allowed.)  Scouring can be done as Cub Scouts finish, so the total results will be known about five minutes after the conclusion of all events.  The event can take place indoors or outdoors.  Prizes should be in the Handyman theme.  Some suggestions include:
  • Flashlight
  • Tape measure
  • Screwdriver
  • Ruler or yardstick
  • Certificate

Scoring and Awards
An additional event to keep Cub Scouts and family members busy before or after the competition is guessing the number of nails in a large pickle jar (about 1/2 gallon).  Any person so desiring can fill out one guess slip on the number of nails in the jar.  One adult counts and records the quantity on paper and attaches it to the lid inside the jar before the event.  Guess slips can be given out to all at the same time as score sheets are given to the Cub Scouts.  Use a coffee can with a slot in its plastic lid to contain guesses.  Items needed include:
  • Guess sheet
  • Pencils to record guesses
  • Coffee can
  • Jar
  • Nails
  • Tables and chairs (optional)
  • Prizes (optional)
How about other games, such as
  1. Guessing the distance in inches between points
  2. Guessing the size of a nail: 6-penny? 10-penny?
  3. Showing a chart of screws and determining which has a round, flat, or oval head
  4. Identifying tools




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