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Pinewood Derby Design Rules Pinewood Derby Rules Space Derby Rules Raingutter Regatta Rules Schedule of Events

New this YEAR!

All registered Cub Scouts in the Northern Star District can compete in all racing categories, no matter how they finished in their pack.  Click here to download the Things that Go Flyer ( it is about 650kb).

March 31, 2007, Fellowship Bible Church, 1720 E. Broadway, Pearland, TX  77581

Pinewood Derby Best Designs

All registered Cub Scouts in the Northern Star District can compete. All cars competing must have been made for the 2007 pack pinewood derby event.

Categories for event are: Best Pinewood Design, Best Indy Design, Best Truck Design, Wild Wheels, Most Patriotic and Tigermobile.   The Design Judge(s) will establish his/her own criteria for winning entries.  All decisions made by the judge(s) is final.

 

 

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Schedule of Events

Raingutter Regatta
*Everyone can compete
*Trophies Awarded 1st—5th
8:00am-9:00am——— Sign-in
9:30am——————— Racing begins
Space Derby
*Everyone can compete
*Trophies Awarded 1st—5th
8:00am-10:00am——- Sign-in
10:30am——————- Racing begins
Pinewood Derby (Speed)
*Everyone can compete
*Trophies Awarded 1st—5th
8:00am-10:30am——- Sign-in
9:30am——————- Racing begins, each competitor will be assigned a time to race
Pinewood - Best Design
* Everyone can compete
* Wood Trophies Awarded
   1st—3rd  in each category
8:30am - 10:30am——- Sign-in
11:00am——————- Judging held
 

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Pinewood Derby Rules

1. Official Kit Required

Only the Official BSA Grand Prix Pinewood Derby Kit shall be used. Use of any other kit will be cause for disqualification.

2. Length. Width. and Clearance

a. Maximum length shall not exceed 7 inches.
b. Maximum overall width (including wheels and axles) shall not exceed 2-3/4 inches.
c. Minimum width between wheels shall be 1-3/4 inches so car will clear the center guide strip.
d. Minimum clearance between bottom of car and track shall be 3/8 inches so car will clear the center guide strip.

3. Weight and Appearance

a. Weight shall not exceed  5 (five) ounces. The reading of the official race scale will be considered final.
b. Mercury shall not be used for adding weight. It is a potential health hazard.
c. Cars with wet paint will not be accepted.

4. Wheels and Axles

a. The wheelbase (the distance between the front and rear axles) may not be changed and the axles may not be moved from their original positions.
b. Only the Official Scout Grand Prix Wheels and Axles can be used. Wheels and axles cannot be modified. Wheels may be lightly sanded only to remove the mold projection on the tread. This light sanding is the only wheel improvement allowed, and shall not reduce the diameter of the wheel. Further beveling, tapering, thin sanding, wafering, or lathe turning of the wheels is strictly forbidden.
c. Only lubrication as shown in the building instruction kit, or lubricants designated as acceptable by Official Cub Scout endorsement shall be allowed. Graphite may not be packed into any hubcaps of the derby cars. Any other means of automatic lubrication is prohibited.

5. Ground Rules

a. Only race officials and boys racing will be permitted into the registration and track area.
b. Cars may be lubricated before inspection. No further lubrication will be permitted.
c. If a car jumps off of the track, the heat will be run again. If the same car jumps off of the track a second time, it will automatically lose the heat.
d. If a car leaves its lane and interferes with another car, the heat will be run again. If the same car leaves its lane a second time and interferes with another car, the heat will be run again without the interfering car. The interfering car will automatically lose the heat.
e. If a car suffers a mechanical problem, loses an axle, breaks a wheel, etc., car owners will be given ten minutes to repair the car and the heat will be run again. If the repairs are not finished within the time allotted, the car will automatically lose the heat.
f. There will be three judges at the finish line (unless an electronic judging device is used). At least two of the judges must agree on the winner or the heat will be rerun.

6. Inspection and Disputes

a. Each car must pass inspection by the Official Inspection Team before it may compete.
(The Inspection Team has the right to disqualify those cars which do not meet these rules. Car owners will be informed of the violations and given ten minutes to modify the car to meet these rules.)
b. Any participant (including the parent of the participant) has the right to appeal to the Race Committee for an interpretation of the rules. The Race Committee, by majority vote, will be the final judge of these rules. In case of a tie vote, the decision of the Race Committee Chairperson will be final.
c. Unsportsmanlike conduct by any participant or member of the audience will be grounds for expulsion from the competition and/or the race area.

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Raingutter Regatta Rules

1. Official Kit Required

The boat must be newly built for the current Cub Scouting year. The boat should be substantially built by the Scout. Parental supervision in the construction of the boat is encouraged. The boat should be assembled from the B.S.A. Raingutter Regatta Kit parts only. Additional decals, paint, and glue are permitted.

2. Length, Width and Weight

a. Overall width shall not exceed 1.875 inches.
b. Overall length from bow to stern (including rudder) shall not exceed 7.00 inches, nor shorter than 6.50 inches
c. The mast can be no taller than 6.50 inches from the deck surface
d. Weight shall not exceed 1.25 ounces (35.43 grams).

3. Miscellaneous

a. The boat must have a single hull.(All catamarans will be disqualified.)
b. The sail must be the one supplied with the B.S.A. Raingutter Regatta Kit. The sail may be trimmed and shaped, but may not be larger than the material supplied.
c. The keel and rudder may be glued anywhere on the bottom of the boat, but cannot exceed 7.00 inches in overall length
d. Details such as decals and paint are permissible as long as these details are securely glued or fastened to the boat.
 

4. Ground Rules

a. Once the race is started, the boat may not be touched except by a judge. If the loser of a race touches his boat during that race, he will get a first warning. If he touches it again in another race, he will be disqualified from the competition. If the winner of a race touches his boat during the race, there will be a re-race and he will be warned. If he touches his boat again during the competition, he will be disqualified.

5. Inspection and Disputes

a. Each boat must pass inspection by the Official Inspection Team before it may compete.
(The Inspection Team has the right to disqualify those boats which do not meet these rules. Boat owners will be informed of the violations and given ten minutes to modify the boat to meet these rules.)
b. Any participant (including the parent of the participant) has the right to appeal to the Race Committee for an interpretation of the rules. The Race Committee, by majority vote, will be the final judge of these rules. In case of a tie vote, the decision of the Race Committee Chairperson will be final.
c. Unsportsmanlike conduct by any participant or member of the audience will be grounds for expulsion from the competition and/or the race area.

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Space Derby Rules

Constructing and Operating Rockets

The official space derby kit includes all necessary materials and instructions for building. Decorate the rocket with bright colors. Apply decals furnished in the kit.

Space Derby Rules

All rockets must pass the following inspection to qualify for the race:

  • Only basic materials supplied in the kit may be used.
  • The rocket body may be no longer than 7 inches, not including the propeller and fins.
  • There are no restrictions on the weight or design of the rocket.
  • An auto winder will be used on race day. Each ROCKET will be wound the same amount of turns.

Tips for rocket builders:

Reduce air friction or "drag" by making all surfaces as smooth as possible. A blunt, rounded nose causes less drag than a sharp nose. A good design has all leading edges rounded and trailing edges tapered to reduce the drag.
Rubber bands should be lubricated before the race. They are the "motor" and must be strong and flexible.
Use a sharp knife for cutting the grooves for the hanger fitting and fins. A dull knife will crush and splinter the balsa wood.
When you start to carve, remember that the end with the small hose is the rocket nose.
A potato peeler is good for carving the shape.
To help increase the rocket's speed reduce the wall thickness to a minimum of 1/8 inch. Do not weaken the area around the hanger (carrier) or carve away the nose button circle.
Do not apply too much paint to the outside unless you sand between each coat.
Be careful not to get glue on the plastic carrier, especially in the holes through which the monofilament line runs. Glue can interfere with smooth operation.
Make the propeller shaft as short as possible by bending it close to the prop. Cut off the excess wire with wire cutters.
Test the rocket's balance by hanging it from a string through the hole of the hanger fitting. If the rocket is nose-heavy, carve or sand a little wood off of the end. It it's tail-heavy, remove wood from the tail area.

Dens may wish to secure a 100-foot length of 50-pound monofilament fishing line for test runs in the backyard before the derby. Tie the line to a tree or post and string the rocket carrier on it. Tie the other end to a tree about 100 feet away. Make the line as tight as possible.

Tips for Preparing for Flight:

  • Lubricate the rubber bands before the derby. This prolongs the bands' life and power and will help reduce the possibility of breaking during the competition. They can be soaked overnight in castor oil. Or mix two parts green soap, one part glycerin, and one part water and rub the mixture on the rubber band about an hour before racing.
  • Have extra boxes of rubber bands on hand. Remember, it takes three rubber bands to fly each ship properly.
  • Experienced rocket racers "warm up" their space ships by gradually winding the rubber band motor to its full capacity-first 50 turns, then 100, then 200, etc. Release the propeller between each winding.
  • A small hand drill is excellent for winding rubber bands. It also helps speed up the event. Check the ratio of the drill by making one revolution of the crank handle and count the number of times the chuck turns. Most drills average a one-to-four ratio; thus it would take 40 turns of the crank to give 160 winds on the rubber band motor. When using the hand drill winder, it's best for one person to hold the rocket and propeller while another stretches the bands about 12 to 15 inches beyond the rocket tail and turns the rubber bands, he gradually shortens the distance between him and the rocket.
  • For a more evenly matched race, wind all rocket motors the same number of turns. For 100-foot launch lines, 150 to 170 winds should be sufficient.

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