December 2019 | 9:15 am
8350 Highway 6 North
Houston, TX 77095
A pushmobile is a Cub Scout powered go-cart. Cub Scout dens in kindergarten through fifth grade make their own pushmobile. Six Cub Scouts work together as a team to push their pushmobile through the course to the finish line at this annual district event. Cub Scouts get the opportunity to design, build and race their own pushmobile. The pushmobile made of any type of materials that follow certain safety guidelines including a seat, brake, and steering. Other than that, the sky's the limit on structure, design and materials. Let's race. Scouts, start your engines, I mean feet!
The registration fee is $13.00 per Scout ($10 before 11/25/18) with a $1.50 transaction fee for each registration. The den leader or unit registers online with credit card, electronic check or PayPal. Registration closes on November 26, 2018. There is no onsite registration. Council refund policy.
Registration opens in October.
Changes to the roster on race day are allowed. Keep in mind that a Scout can race at their rank or higher, never at a lower rank.
Adult volunteers: Each pack is required to provide two volunteers on-site to help during the entire race.
What to Bring
- Annual Health and Medical Record (Parts A & B for all Scouting events)
- Lunch or money for food truck
- Snacks, optional
- Canopies (must have weights), optional
- Chairs, optional
Team Safety Equipment - each team shall furnish their own safety equipment for the driver and the pusher:
- A bicycle/skateboard helmet – required
- Long pants – required
- Closed toed shoes with socks - required (no slip-on shoes ro Crocs; shoes must be laced up or Velcro athletic type)
- Long sleeve shirt - suggested
- Gloves - full to end of fingers – suggested
- Knee and elbow pads - suggested
- Rank Teams: Lion, Tiger, Wolf, Bear, Webelos I, Webelos II.
- Pack Teams consist of: 1 Lion, 1 Tiger, 1 Wolf, 1 Bear, 1 Webelos I, and 1 Webelos II.
- There is no limit to the number of teams that may be entered, but each team must have their own pushmobile. Free agent teams may be formed if pushmobiles can be found for these teams.
- A team shall consist of six Cub Scouts of the same rank, regardless of gender. You may move a Cub Scout up one rank to complete a team. For example, you may move a Tiger up to have 5 Wolves & 1 Tiger to make a Wolf team. Another example, you may move a Wolf up to have 5 Bears & 1 Wolf to make a Bear team. However, you cannot move a Cub Scout down in rank such as placing a Wolf with 5 Tigers to make a Tiger team.
- Free agent Scouts (without teams) will be welcomed the day of the race; however, it is the free agent's responsibility to find a team to race with. The check-in tent will maintain a list of free agents in order to assist in bringing teams together.
- It is recommended that each team come complete and have practiced together. However, incomplete teams should also fill out and submit their registration online. With advance notice, we may be able to find other incomplete teams to combine.
- Cub Scouts can bring a prospective Scout; the friend must fill out a BSA Health and Medical Record and pay the same entry fee (a BSA registration form is preferred). All racers must be in kindergarten through fifth grade.
- Each team will race four times. Each race will be timed. The slowest time will be dropped and three remaining times will be averaged. The winner of each rank will be determined by the lowest average time from the three best race times.
- Teams shall pre-determine drivers and pushers for each segment of the race.
- All participating packs must have car(s) pass inspection before staging. We will follow the BSA Bear handbook diligently. Any violation of the rules which are deemed to give a team a unique competitive advantage will incur a time penalty if allowed to race. The race director will have final decision on this matter. If the car is not deemed ready to race due to safety concerns you may perform repairs and get car re-inspected. Once approved a sticker will be placed on the car and must remain visible during competition. At any time the car may be asked to get re-inspected by race officials or if any part becomes loose and falls on the playing field.
- The pit crew will stage the cars at the starting line. When the racing officials determine that all cars are properly set, the race will be started.
- One Cub Scout pushes the car while the other Scout drives to the first changeover zone. The first pusher/driver pair exits the car within the changeover zone and hands the car over to the next team. Exchanges MUST occur in the changeover zone. A five-second penalty will be added for all exchanges occurring outside of the changeover zone. Teams should practice with their Scouts to ensure they enter their pushmobile from the right and exit to their left!! This is critical to making sure competitors avoid interfering with or running into each other.
- Teams repeat the race/changeover two more times.
- Races will be run on a hard surface such as concrete or the asphalt. The course is a total of 90 yards long and consists of three 25-yard racing zones, two 5-yard changeover zones, and one five-yard turn around zone. Each lane is 10-feet wide. (The race manager reserves the right to shorten the course if needed)
- In the turnaround zone, the car is turned 180 degrees, the driver and pusher exchange places, and the car returns back down the track. On the return trip, drivers become pushers, and pushers become drivers. To ensure that each racer has an opportunity both push and drive, a 10-second penalty shall be imposed for teams failing to comply with this requirement at each changeover.
- If a car strays from its assigned lane, a five-second penalty shall be imposed. If a car strays from its assigned lane and interferes with another car, a 10-second penalty shall be imposed.
- For safety reasons, a 10-second penalty shall be imposed if a racer exits the car before it stops.
- There shall be a five5-second penalty for exiting or entering the car on the wrong side.
- One adult coach is allowed near the course to coach and direct their team. This person must remain in the designated area at all times during the race. The coach is not allowed to touch the car, or move lane markers once the race begins. Coaches also are not allowed to touch the racers unless it is an emergency. A 5-second penalty shall be imposed on a coach for each time they touch a car, or lane marker or one of the racers.
|Change Over Zone Violation
|Exiting or entering the car on the wrong side
|Coach touch car, lane marker or racer
|Failure to switch driver and pusher
|Strays from lane
|Strays from lane and interferes with another car
|Exiting the car before it comes to a complete stop
Change over zone
Change over zone
Turn around zone
- There will be four race lanes with six volunteers per lane plus two scorers. Each lane will consist of the following volunteers:
- 1 Runner
- 1 Scribe
- 1 Timer
- 3 Judges – 1 for each change / Turn around zone
- Scoring and Judging
- Each of the three judges will have a stack of penalty cards. Each will record penalties as the teams race in their lane and zone.
- When all four teams have completed their races, the runner will collect the penalty cards from each of the judges and will collect scorecards from the timer.
- The runner will deliver the three penalty cards and the scorecard to the scorer’s tent.
- The scorers will record all four times and penalties in the software as a total time and the software will drop the worst score.
- The car shall be steered with the feet, which are placed on the front axle
- Fixed-steering devices such as metal bars, bike handles, etc. will not be allowed.
- A rope fastened to the front axle for hand steering is not allowed as this is a tripping hazard when entering and exiting the vehicle.
- Steering limitation is required. There must be some sort of device or blocks installed that limit the steering mechanism. This is for safety and to minimize the risk of cars straying out of the lane into another team’s lane.
- The car shall be stable and controllable as determined by the pit crew or inspection officer during the meet.
- The car shall be equipped with a handbrake. The rubbing surface of the handbrake shall be faced with a rubber material such as an old tennis shoe or a strip from an old tire. Handbrakes that damage the track shall be disqualified.
- The maximum overall length of the car shall not exceed five feet. This includes the pushbar. The maximum wheelbase shall not exceed four feet.
- The maximum width of the car, including wheels, shall not exceed three feet.
- The car shall have a seat with a braced backrest. To maintain stability, it is highly recommended the seat be placed as close to the wheel level as possible.
- The car shall be fitted with a pushbar. The pushbar shall be used at all times for pushing the car.
- The pushing team member shall not use any other surface of the car for pushing the car.
- The maximum diameter of the wheels shall not be greater than 15 inches, outside diameter.
- Tires may be either solid or inflatable rubber.
- Sharing of cars is permitted provided that the sharing teams are not of the same rank.
- Seat belts are NOT allowed as they are a tripping hazard when entering and exiting the vehicle.
- Factory Manufactured chassis will not be allowed to race. This rule includes but is not limited to go-card frames, shopping cart bases, lawnmower decks or similar type materials.
Questions about whether any pushmobile meets specifications should be directed to the race director.
Notice! Please be advised that promotional videotaping/photography may be in progress at any time at an event. Your entrance constitutes your agreement that the council and district has the right to reproduce your likeness in videography/photography for promotion (e.g., publications, internet, newspaper).
Late Breaking Information
Late-breaking news and announcements will be emailed to those registered and posted on the Copperhead District Facebook page.
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Copperhead District Facebook SHAC Facebook
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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. The Boy Scouts of America puts the utmost importance on the safe and healthy environments for its youth membership. The Sam Houston Area Council takes great strides to ensure the safety of its youth as well as the adult volunteer leadership that interacts with them.
BSA Guide to Safe Scouting policies must be followed. All participants must follow Youth Protection Guidelines at all Scouting events. Highlights include:
- Two-deep leadership on all outings required.
- One-on-one contact between adults and youth members is prohibited.
- The buddy system should be used at all times.
- Discipline must be constructive.
Health and safety must be integrated into everything we do, to the point that no injuries are acceptable beyond those that are readily treatable by Scout-rendered first aid. As an aid in the continuing effort to protect participants in a Scout activity, the BSA National Health and Safety Committee and the Council Services Division of the BSA National Council have developed the Sweet Sixteen of BSA safety procedures for physical activity. These 16 points, which embody good judgment and common sense, are applicable to all activities.
Youth Protection Guidelines Guide to Safe Scouting Sweet Sixteen Enterprise Risk Management