April 29, 2017
A pushmobile is a boy powered go-cart. Cub Scout dens make their own pushmobile. Five to eight Cub Scouts work together as a team to push their pushmobile through the course to the finish line at this annual district event.
Chair: Jeff Gill
Contact: email@example.com, firstname.lastname@example.org or 979-255-8735
Registration opens soon.
Entry fees are $6.50 for the first Scout and $5.00 for each additional Scout. The fee is $6.00 after April 16, 2016. Each team must provide at least two adult volunteers to assist in timing and officiating.
Typically the den or pack leader registers the den. Individual Scouts (without teams) can register; however, it is the free agent’s responsibility to find a team to race with. Some teams will need an extra Scout.
There is no limit to the number of teams a pack may enter. Every team must have a pushmobile. Teams consist of 5-8 Cub Scouts of the same rank. Teams with 10 or more should split into two teams. Tigers and Wolves may be mixed or Bears and Webelos Scouts may be mixed, if needed. Ages of the Cub Scouts will be averaged to determine the average team rank. It is preferred to have no more than one rank difference within the team.
Each pack must provide two volunteers to help on race day. Help is needed setting up, inspecting pushmobiles, manning the race stop boxes, stopwatch keepers, line up area, pit crew (bring tools), registration table, and the holding area. The pushmobile committee will meet with volunteers before the race to provide instructions. The event cannot be held without volunteers.
What to Bring
- Scouts are encouraged to wear their field (Scout) uniform or activity (any Scout t-shirt) uniform
- Closed toed shoes appropriate for running
- Appropriate clothing for any weather (e.g., rain gear, jacket)
- Insect repellent
- Pushmobile (one per den)
- BSA Annual Health and Medical Record (Part A & B for any Scouting event) for every person attending
- Optional: snacks, five-gallon bucket for Scouts to sit on, camera, chairs for adults
A pit area with tools will be available to make necessary adjustments or repairs. Once a car is inspected and checked-in, it will be impounded and additional changes cannot be made.
||7:30 - 7:40
||Event set-up brief
||7:40 - 8:15
||8:15 - 9:00
||8:45 - 9:00
||Race officials brief
||8:45 - 9:00
||9:00 - 9:15
||9:15 - 9:20
||9:20 - 9:25
||9:25 - 9:30
||First racer prep
||9:30 - 11:15
||11:15 - 11:30
||11:30 - 11:45
||11:45 - Completion
The metal cars have been phased out and the district will focus on Cubmobile style cars only. Cars may be shared or borrowed.
The wooden pushmobile cars can easily be built with hand tools in one afternoon. Instructions on how to make a pushmobile can be found in the Cub Scout “How to” Book. Simply add a push bar and it becomes a pushmobile!
Awards are given to the 1st, 2nd and 3rd place team in each rank. In the event of a tie, the fastest other time for the tied teams will break the tie. If the tie still cannot be broken, the tied teams will race each other (not timed). Any additional awards will have to be provided by the winning pack for their participants.
Races will be run in a parking lot on asphalt pavement. The course is a total of 100-yards long and consists of four 25-yard racing zones, three 10-foot changeover zones, and a 5-yard turnaround zone. Each lane is approximately 10-feet wide. The race manager reserves the right to shorten the course if needed.
Each team will race twice. Each race will be timed, and the best time from each team will be used to determine the winner. Teams are racing against the clock. Please encourage Scouts to pay attention and be ready to race. In order to allow for all teams to race twice, races will need to be run quickly and efficiently. Two teams may race at the same time for efficiency, but they are not necessarily competing.
Print the rules by scrolling down to the bottom of the page and clicking on "Printable View."
- The minimum team is five Scouts and a full team is eight Scouts. Each team must contain at least five Scouts.
- Each Scout will push the vehicle at least once and steer the vehicle at least once per race. If you do not have enough Scouts for a complete race team, “Do Your Best” to find enough prior to the turn-in for all pushmobile forms. Remember, lesser ranks can race in other ranks. For example, Tigers can race on a Wolf Team to help fill the team up.
- Helmets with a chin strap, good running shoes, and long pants are required for each team member.
- Tires and wheels to be between 4" and 12". No wheels to be over 12". Solid or pneumatic tires are acceptable.
- Pushmobile inside wheel dimensions must be between 28 and 32 inches. This is measured from the inside of one wheel to the inside of the next wheel on the same axle.
- Pushmobile must have at least four (4) wheels and stand upright without assistance.
- Brakes are optional but are suggested. The quicker you stop, the quicker you exchange. Metal hinges may be used as a brake pivot.
- A push bar must be permanently attached or integrated into the rear of the pushmobile. The bar should not swivel or rotate. Pushing directly on the back of the driver seat is not allowed.
- No engines or gears or other means of mechanical locomotion are permitted. Pushmobiles must rely on Scout power only.
- All pushmobiles must pass the inspection prior to participating in the race. Repairs may be made if any problems are noted but the car must be re-inspected.
- Pushmobiles are to be built by the boys out of wood with the exception of the steering rope, wheels, axles, hinges and rubber for the brake system and necessary bolts and screws used to fasten the wooden pieces together. Avoid sharp edges as well.
- Pushmobiles will have a functional seat with a backrest. All racers must sit firmly in the seat during race. In other words, racers may not crouch in the seat. Seat height may be no greater than 18” above the 25 yards 25 yards 25 yards 25 yards 5 yards Race zone COZ Race zone COZ Race zone COZ Race zone Turn around zone Race zone COZ Race zone COZ Race zone COZ Race zone Turn around zone 25 yards 25 yards 25 yards 25 yards 5 yards ground.
- The push-bar must not be made out of metal.
- Steering wheel or bar must not be made out of metal. Use rope only.
- The steering mechanism must limit the turning radius of the car. Steering ‘play' must not exceed 10 degrees in either direction.
- Once vehicles are inspected and parked in the pit, no entry to the pit by any Scout or adult is allowed. Please help keep the Scouts out of this area. Pushmobile race staff will enter pit to retrieve vehicle prior to race.
- Once racing begins, all pushmobiles must remain in the staging area near the start/finish line to prevent delays in organizing heats.
- Adult coaches are not allowed to touch the pushmobile or Scouts once the race has started nor are they allowed to leave their position anytime during the race. Time penalties will be applied for violations.
- No one is allowed in the racing lanes during the races except the Scouts in that race.
- Scouts must switch positions during the race at each stopping point, including the end-of-lane marker.
- Beginning the race, one Scout pushes while one Scout steers (rides). At each stop, Scouts will switch positions: a new Scout pushes, the pushing Scout moves to steering (riding), and the riding Scout moves to the sideline. Each Scout in the team MUST participate at least once in the race. If necessary, due to team size, Scouts may participate in more than one leg of the race. However, changing Scouts and positions must still occur.
- At each 25-yard marker, the vehicle must come to a complete stop before the Scouts change places. A one-second penalty will be assessed for each occurrence when the majority of the vehicle is not stopped in the changeover zone (COZ). If the vehicle does not stop and change Scouts at all within the COZ, a 30-second penalty is assessed for each occurrence. The buffer is 5 feet in either direction of the main 25-yard line. If the majority of the vehicle crosses the buffer line the penalty is assessed.
- A pushmobile must completely cross the end-of-lane marker (100 yards) before being turned around (180 degrees) to continue racing back. A one-second penalty will be assessed for the racers that do not comply.
- A one-second penalty will be assessed for vehicles that do not stay in their lane during the race. In the event of a collision, the team that was affected by the other team leaving their lane, will stop and race their race over. The team leaving their lane that caused the collision will return to their lane and continue the race (if able), with all time penalties assessed. A collision must have taken place in order to stop a race.
- Scouts that are waiting for the pushmobile to reach their relay position must stay out of the race lane and by the yard marker. No one (Scout or adult) may run alongside the pushmobile during the race. All Scouts must remain in place until the race is completed. A one-second penalty will be assessed per violation.
Protests must be taken to the Program Director immediately following the race. The decision of the Program Director is final.
The BSA's Commitment to Safety is ongoing and we want you to know that the safety of our youth, volunteers, staff, and employees cannot be compromised. BSA Guide to Safe Scouting policies must be followed and all participants must follow youth protection guidelines at all Scouting events. Highlights include:
- Two-deep leadership on all outings required.
- No one-on-one contact between adults and youth members.
- The buddy system should be used at all times.
- Discipline must be constructive.
Youth Protection Guidelines Guide to Safe Scouting Enterprise Risk Management
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