Events

February 3 - 5, 2012

Gatlinburg, Tennessee

TO: Explorer Post Advisors Venturing Crew Advisors JROTC Advisors

FROM: Scott Sorrels Winterfest Chair Northeast Georgia Council

RE: Winterfest 2012

DATE: January 25, 2012

Winterfest 2012 is set for February 3-5, 2012, in Gatlinburg, Tennessee. Your post, ship, or crew will experience an exciting weekend of competition unmatched by any other event in the United States! I hope your youth are excited and ready for Winterfest.

Contained in this packet is the information for each of the events that will be offered in 2012. You’ll notice some of your favorites are back, and we’ve introduced many new activities as well. We intentionally “over program” Winterfest so your youth cannot do everything that is offered. This keeps the interest level high among youth across multiple years – our goal is for your youth to participate several years in a row!

This Events Guide, and all Winterfest guides, are available on the Winterfest website www.bsawinterfest.org. Be sure to check the site often as updates and changes will be published as they become available. Alternatively, please contact Amy Garrett at the Northeast Georgia Council Service Center via phone 706-693-2446 or email [email protected].

I look forward to having your unit at Winterfest this year. If there is anything you need that isn’t covered in this material, please contact one of us at the Northeast Georgia Council immediately. A contact list follows.

See you in February!

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Table of Contents IMPORTANT INFORMATION 7 KEY CONTACTS 8 LAW ENFORCEMENT EVENTS 9 Accident Investigation Active Shooter Basic Report/Theft Call Bomb Threat Response Burglary in Progress Cell Extraction & Search Crime Scene Competition Crisis/Intervention/Negotiation Domestic Violence DUI Traffic Stop Felony Traffic Stop Individual Tactical Fitness Challenge Uniform Inspection Unknown Trouble Warrant Service Written Exam FIRE SERVICE EVENTS 20 Advisor Event Entanglement Hydrant Hookup Pittsburgh Drill Rapid Dress - Individual Rapid Dress - Team Save Your Skin THE Secret Knots “Z” Drag JROTC EVENTS 30 Ammo Can Relay Updated 01/15/12 HMMWV Pull Updated 01/15/12 Physical Training (AFPT) Updated 01/15/12 Rope Bridge Updated 01/15/12 Tug of War Updated 01/15/12 SEA SCOUTING EVENTS 33 Block Reeving Cardboard Box Regatta Far-Out Clove Hitch

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Heaving Line Knot Tying Relay Mariner’s Quiz Rig a Boat Ring Buoy Toss Rubber Ducky Regatta Tire Tube Joust Trailering Course TOURNAMENT EVENTS 36 Bowling Dodgeball Updated 01/21/12 4-on-4 Basketball Ultimate Volleyball Tournament TEAM EVENTS 38 Advanced Emergency Medical Cardboard Regatta Engineering Design Mock Trial Rigging a Climb Urban Orienteering (Land Navigation) INDIVIDUAL EVENTS 42 Archery Match Competition Archery Free Shoot Backpacking Challenge Backpacking Stove Cooking Basic First Aid Updated 01/15/12 Bouldering Wall Climbing Wall Crab Cage Dutch Oven Cooking Updated 01/21/12 Outdoor Range Events – Shooting (NRA) Outdoor Range Events – Knife Throw Outdoor Range Events – Tomahawk Throw Photo Scavenger Hunt Rope Climbing Squeeze Box Tabletop Display Talent Show Urban Orienteering (Land Navigation) Updated 01/21/12 USA Shooting Sports - Air Rifle Range Updated 01/21/12

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NONCOMPETITIVE EVENTS 49 Flying Squirrel Rappelling V-Swing Updated 01/21/12 Zorb Globe Updated 01/21/12 Roundtable - Exploring Roundtable – JROTC Roundtable - Venturing Late Night Fun at Ripley’s! Late Night Fun ZipGatlinburg Adventure Dance (Saturday Night Fever) ADDENDUMS 54 #1 JROTC Events Detail Updated 01/15/12 #2 Cardboard Regatta Rules #3 Dodge Ball Rules Updated 01/21/12 #4 4 X 4 Basketball Rules #5 Ultimate Rules #6 Mock Trial Case Study Updated 01/21/12

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Important Information

 Event Updates: Changes, updates, and other notes regarding Winterfest and the events will be posted to the Winterfest web site www.bsawinterfest.org. Be sure to check the site regularly for the latest information. The rules for each event that are published in latest revision of this guide will be followed at Winterfest.

 Pre-Registration for Events: All Law Enforcement and Fire Service Events require pre-registration. Pre-registration forms for Law Enforcement and Fire Service events are contained in this guide. All other events will offer registration on Friday night in the Convention Center.

 While we do not plan on it, due to unforeseen circumstances certain events may deviate from those listed in this packet. We will do our very best to not let this happen. We appreciate your positive attitude about the events.

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Key Contacts

Winterfest Chair Scott Sorrels [email protected]

Law Enforcement Events Coordinator Lisa Weston [email protected]

Fire Service Events Coordinator Ronnie Register [email protected]

Vice Chair/Activities Chair (all events not handled by Lisa or Ronnie) Tom Roberts [email protected]

Logistics Chair Tom French 404-861-1656 [email protected]

Winterfest Staff Advisor Marlon Allen Director of Field Service Northeast Georgia Council 706-693-2446 x110 [email protected]

Winterfest Support Secretary Amy Garrett 706-693-2446 [email protected]

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Law Enforcement There are 16 competitions open only to Law Enforcement Explorers. Each Post may submit up to four (4) teams with a maximum of four (4) Explorers on each team in addition to the Uniform Inspection competition, Written Exam, and Fitness Challenge. One (1) team equals one (1) competition for that team due to time and space constraints. The Basic Report/Theft Call will have a maximum of two (2) Explorers on the team. Once your registration form is received, we will randomly assign you to a competition(s). ALL DECISIONS ARE FINAL. You will not be allowed to swap competitions with another Post. The registration deadline is January 27, 2012 (must be postmarked by that date) and must only be sent to the Northeast Georgia Council. You must pre-register by sending in the conference registration, fees, and Law Enforcement registration to be eligible to compete. Wristbands will be checked at each competition site. Wristbands are provided upon payment and registration for the entire conference.

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Law Enforcement Registration Form These competitions are open only to Law Enforcement Explorers. Once your registration form is received, you will be randomly assign you to a competition(s). Hosting chairs will not be allowed to compete in their own competition. You will not be allowed to switch competitions with another Post. Be prepared for all competitions. This year we will attempt to allow each Post a chance to select one competition and the remainder will be randomly assigned. There is a possibility that Posts will not get their first or second choice as some competitions only have 16 competition slots and fill up quickly. In the event the competition requested is not available, all competitions will be randomly chosen for your unit. Every attempt is made to give each Post a choice in at least one event but this will be determined by a first come, first serve registration. Registrations typically begin arriving in October and continue until just before the competitions in February. There is a greater chance of receiving your choice if you send in your registration as soon as possible. Please list your choice of competition if there are openings in the event or if you would prefer to have all competitions randomly selected. 1st ______2nd ______Random only, circle Y or N

To compete in Uniform Competition, indicate Class “A” or “B” _____ Uniform Standards Attached? Yes or No _____ Individual Physical Fitness Challenge ____ Yes _____No (Space is limited) If nothing is selected, you will not be scheduled for either of these events.

**The Law Enforcement registration deadline is January 27, 2012** Please Print Clearly Department: ______Post #: ______Advisor: ______Address: ______Day Phone: _____/______Cell Phone: _____/______Email Address: ______Number of Teams (up to 4 Explorers per team): circle 1 2 3 4 One team equals one competition for that team.

E-mail, mail, or fax the competition registration form to: Amy Garrett 706-693-4849 (Fax) Northeast Georgia Council P.O. Box 399, Jefferson, Georgia 30549 [email protected]

E-mail confirmation of receipt will be available through: [email protected], if desired. Please refer to www.bsawinterfest.org for all updates and registration information. Updates will be made until a few days prior to the event. A schedule of events will be updated on the site the week prior to the event with all the latest changes.

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Accident Investigation Competition Hosted by the Tennessee Highway Patrol (TN) The team will respond to a traffic accident involving a vehicle and a pedestrian (fatality). Grades are based on the assignment of responsibilities at the scene, techniques of accident investigation, field sketch, interview of the driver, accident report, and traffic citations issued, if required. The vehicle will simulate a collision with a pedestrian, using taped or real skid marks, debris, and a pedestrian dummy. The police vehicle will be equipped with a Polaroid camera, a fifty (50) foot measuring tape, notepaper, writing utensils, traffic citations, and an accident investigation notebook. You will have 30 minutes to complete the competition. The Tennessee Highway Patrol has decided to use the accident report form from the participant’s home state. Be sure to bring some copies of your state’s accident report form in case you are selected for this event. Active Shooter Hosted by Western Kentucky University Department (KY) The scenario will require Patrol’s response to an Active Shooter in a school or public building. The active shooter will not be contained and poses an imminent risk of death or serious injury to potential victims. The scenario will be a dynamic situation that requires an immediate deployment by first responding Patrol Officers and will be evaluated using the National Tactical Officers Association’s standards of Patrol Response to Active Shooter. Basic Report/Theft Call Hosted by the Mt. Juliet Police Department (TN) Each team will consist of two Explorers responding to a basic investigation call in reference to a vehicle burglary in a local shopping center parking lot. The goal of the competition is for the Explorers to gather information to complete an incident report and then to fully complete a written report. Due to the ease of the competition, there will be no computerized reports. An incident report will be provided, but the departments are encouraged to bring their own since the Explorers will be familiar with that form. Explorers are judged on their professionalism, dialogue with the victim and witnesses, locating any evidence, developing a possible suspect description, gathering other information that may aid investigators in the case, completeness of the report, and an incident narrative. The competition will start as if the Explorers just arrived on the scene and are exiting their patrol unit. There will not be any suspects at the scene. Bomb Threat Response Hosted by the Knoxville Police Department (TN) Each team consists of two (2) to four (4) Explorers. Each team will be acting as patrol officers, not as an EOD team or bomb squad. They have been dispatched to a report of a bomb threat at the local Convention Center on the same day the Mayor of the city is scheduled to speak. The team will be graded on their: - 11 - Version 2012.3 – 01..12

1. Response and arrival (this will be verbalized and diagramed on maps and aerial photos of the actual location); 2. Their preliminary investigation with persons and staff on the scene; 3. Decisions to (and methods of) ignore the threat, search, evacuations and re- occupancy, and summons of additional resources; 4. Decisions and procedures if/when a suspicious device is located; and 5. Conclusion of the scenario. The majority of the scenario and scoring for this event will follow the Learning for Life Study Guide for Bomb Threat Response. Burglary in Progress Hosted by the Acworth Police Department (GA) This scenario involves an officer’s response to a silent alarm at a commercial business. The first officer on scene notices lights on in the business and what appears to be a person inside the building. Each team will be required to assess the situation and respond as a team. Explorers are graded on officer safety, building search techniques, arrest and search techniques, investigation skills, and teamwork. Each team needs to provide their own handcuffs, holsters, and red guns. Extra equipment will be available at the scenario for any team that doesn’t have enough equipment for everyone. Cell Extraction & Search Hosted by the Pitt County Sheriff’s Office (NC) Each team will consist of four (4) Explorers. Each team will have 30 minutes to extract the prisoner and search the cell. The cell extraction and search of the cell will be graded separately. Each team member should be familiar with all aspects on how to extract an inmate from a cell and how to search a jail cell. All materials will be provided by the host agency. This competition is open to all law enforcement posts but only sheriff departments will be scheduled to compete. If a police department would like to compete, please make a notation on the registration form. Questions concerning this event should be made to Joseph Snider at (252) 532-2535. Crime Scene Competition Hosted by the Woodstock Police Department (GA) Teams will consist of two (2) to four (4) explorers. Each team will have 30 minutes to process the crime scene based on the scenario. Each team member should be familiar with all aspects of crime scene processing. All materials will be provided by the host agency. Red guns ARE NOT required. Crisis Intervention/Negotiation Hosted by the Bradenton Police Department (FL) Scenario: The four-person team of explorers will be "dispatched" to a suicidal subject. The team will be judged in the following areas:

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1. Scene management; 2. Officer Safety; 3. Communication among team members; 4. Collection of intelligence regarding the subject, interviewing involved parties, and utilization of the information for negotiation; 5. Tactical skills - positioning, apprehension, handcuffing when applicable; and 6. Negotiator skills - listening more than talking, utilizing Active Listening Techniques (points for each key technique used: Echoing, Paraphrasing, Emotion Labeling Red Guns will be provided Red Tasers available upon advisor's request if competitors have been trained in use. Domestic Violence Hosted by the Woodstock Police Department (GA) This competition will be graded on the following: 1. Officer Safety; 2. Separation, mediation, and interview skills; 3. Determination of a primary aggressor, if there is one; 4. Handcuffing technique; 5. Collection of evidence; and 6. Whether the victim was advised of available services. If arrest is made, on what charge(s) and why? DUI Traffic Stop Hosted by the Union County Sheriff’s Offic, (TN) This competition will test the Explorer’s ability to determine whether a subject is too impaired to operate a motor vehicle. Each team may have two (2) or four (4) members. Each team will have 20 minutes to complete the scenario and determine the fate of the suspect. Explorers are scored on officer safety, ability to instruct as well as perform field sobriety tasks, dealing with the suspect, handcuffing, and implied consent (if applicable in your state). The scenario is that you as officers have stopped a vehicle for suspicion of driving under the influence. You have already obtained your probable cause to believe that the driver is possibly impaired. It is up to the Explorer to finish the investigation and make a determination. Felony Traffic Stop Hosted by the Snellville Police Department (GA) You and your partners have been dispatched to a reported armed robbery at a local bank. You receive a lookout on the vehicle and at least two armed suspects. While in route to the call, you observe a vehicle matching the description coming from the location. You and your secondary unit initiate a felony traffic stop on the vehicle. You will be graded on how safely you remove the occupants utilizing proper cover and contact officers. In addition, you will be graded on proper person and vehicle search techniques. This exercise utilizes two patrol vehicles operating as two-man units. You are expected to safely execute the stop from beginning until vehicle impound.

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Individual Tactical Fitness Challenge Hosted by the Gwinnett County Sheriff’s Department (GA) Only one (1) Explorer from a Post will be allowed to compete as part of the timed competition. Team Members: - 1 (solo event) Tasks: - Review the booking wanted photo and attempt to complete the following events:  Chin ups;  Carry battering ram 45 yards;  Sit ups;  Engage 3 targets with pistol;  Sit ups;  Engage 3 targets with a Automatic Rifle;  Pushups;  Engage 3 targets with a pistol;  Squats;  Drag dummy 10 yard; and  Identify the suspect in the wanted photo. The event is timed and the Explorer will have to make critical decisions affecting time versus proper completion of tasks. Conditions: - Normal daily weather conditions at 649 King Branch Rd, Sevierville, TN 37879, utilizing the equipment provided. Safety Goggles must be worn while shooting. Briefing: - This event is designed to test your physical fitness level, ability to think under stress, time management and raw drive to overcome. The event timed is separated into 10 tasks. TIME IS ESSENTIAL. You will be assessed from the time you cross the start line until you cross the finish line. You are required to stop at each station and attempt each task but it is not essential that you complete each task. At most stations, you will be given a maximum of 30 seconds to complete a task. If you choose to skip or partially complete a task, you will receive less bonus points. The event is timed and to gain a competitive score the competitor has to sprint 50 yards between evaluation stations, accurately hit the designated Air Soft targets, and perform the maximum exercise repetitions. You are given only magazine per shooting station. Make your shots count, and aim for the upper area of the target. Once you are finished shooting place the weapon back on the table. NO HORESPLAY or UNSAFE ACTS will be tolerated. You will follow the instructions of the Station Evaluator at the Air Soft Range station. You will point the air weapon down range and shoot only in the designated areas. You will abide by the provided GCSD Law Enforcement Explorers Post #699 Air Soft weapons policy when competing in this event. Here are the instructions for the proper completion of the exercises: Starting Line: The Explorer is told the color targets that are designated to be engaged in during the event and the sequence order of what weapon is to be used. The event time begins at this point. Competitors are shown the booking photo for 5 seconds. The Explorer moves to the pull up area and told when to begin. Station 1 (Pull Ups): Upon arrival, 30 seconds is given to perform a maximum number of proper pull ups/chin pull ups. After 30 seconds, they are given the time warning and instructions to run to the station 2.

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Proper Chin Ups execution - Grab a chin up bar with an overhand grip (palms forward) and your hands slightly more than shoulder-width apart and ankles crossed. Hang with your arms straight. Pull yourself up and then lower back to the starting position. Each time the body goes up and your chin goes over the bar 1 rep will be counted. You may rest in the down position but ankles must remain crossed. You may kip, but once ankles uncross, you begin to bicycle, or let go of the bar, this part of the event is over.

Station 2 (Battering Ram Carry): Upon arrival, they carry a battering ram 45 yards. The Explorer proceeds to station 3. Station 3 (shooting #1 Pistol - BLACK): Upon arrival, the Explorer attempts to shoot and knock down 3 of the designated colored targets at the shooting range area. Engage and shoot only the BLACK targets. Safety goggles must be worn while shooting. After the completion, the Explorer is given instructions to run the cones course to station 4’ Station 4 (Pushups): Upon arrival, 30 seconds is given to perform the maximum of proper pushups. After 30 seconds, they are given the time warning and instructions to run the cones and proceed to station 5. Proper Pushup execution - Assume the classic pushup position (legs straight, hands beneath your shoulders). Keep your body rigid, bend your arms and lower your entire body as a unit, until your chest is just off the floor, upper arms parallel to the ground. Push back up until your arms are extended again. Each time you go down it is counted as 1 repetition. You may rest ONLY in the up position. If at any time any part of your body (except hands or feet) touches the ground, this portion of the event is over. Upper body “worm” styled pushups and half pushups (not going all the way down or up) WILL NOT BE COUNTED.

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Station 5 (shooting #2 Rifle GOLD): Upon arrival, the Explorer attempts to hit 3 of the designated colored targets at the shooting range area. Engage and shoot only the Gold targets. Safety goggles must be worn while shooting. After the completion, the Explorer is given instructions to run the cones course and move to station 6. Station 6 Sit Ups): Upon arrival, 30 seconds is given to perform the maximum of proper sit ups. After 30 seconds, they are given the time warning and instructions to run the cones course and move to station 7. Proper Sit up execution – Start with knees bent and hands behind head. Using your abdominal muscles, sit up and touch your elbow to your thighs. Lower your body back down with shoulders touching the ground. This is counted as 1 repetition. You may rest only in the up position and your elbows must touch your thighs for repetitions to count. Hands must remain in contact with head at all times. If the hands come away from the head or you rest in the down position, the event is over.

Station 7 (shooting #3 Pistol GREY): Upon arrival, the Explorer will attempt to hit 3 of the designated colored targets at the shooting range area. Engage and shoot only the Grey targets. After the completion, the Explorer is given instructions to run the cones course and move to station 8. Station 8 (Squats): Upon arrival, 30 seconds is given to perform the maximum number of squats. After 30 seconds, they are given the time warning and instructions to and instructions to run the cones course and proceed to station 9. Proper Squat execution - Grab a 10 lb dumbbell and stand holding it vertically, by one end, against your chest (weight must remain above the waist line). This is the ready position. With your elbows pointing down, bend at the hips and knees to lower your body until your thighs are at least parallel to the floor (elbows will touch knees). Return to the start. Down and up is counted as 1 repetition. You may rest in - 16 - Version 2012.3 – 01..12

the up “ready” position. Once the dumbbell comes out of the hands (dropped or any portion falls below the waist line) or you come out of the ready position, the event is over.

Station 9 (Dummy Drag): They will drag a dummy 10 yards. After the completion, the Explorer is given instructions to run the cones course and proceed to station 10. Station 10 (Suspect ID): The Explorer correctly identifies the suspect that was in the wanted photo from a photo lineup. Once the suspect is identified the time stops. Scoring: - Competitors are evaluated on the overall time it takes to complete the event. You must attempt every station, but it is not essential that you continue working the entire time.  You receive a time bonus of one (1) second for the proper number of repetitions completed at the push up, sit up, pull up, and squat stations.  At the exercise stations, FAILURE TO ATTEMPT at least one (1) rep of the exercise or leaving prior to 30 seconds results in a NO GO for that station.  On the shooting stations, shooting out of sequence (i.e. the wrong color target or use of the incorrect weapon) OR ANY SAFETY VIOLATION results in a NO GO for that station.  GROSS WILLFUL NEGLIGENT VIOLATIONS WILL RESULT IN IMMEDIATE REMOVAL FROM THE EVENT AREA.  On the dummy drag and battering ram stations, failure to cross the completion line results in a NO GO for that station.  On the suspect ID Station, failure to identify the correct suspect results in a NO GO for that station.  Receiving more than one (1) NO GO results in overall disqualification from the event. In the event of a tie, competitors will be given a chance to perform the maximum number of pull ups. This run off event will not be timed. The competitor that performs the most proper pull ups will be deemed the winner. If there is a 3-way or greater tie, the same run off tie breaking event will be used. If there is a tie on the run off, competitors with the same number of pull ups will participate against each other for their standing. Uniform Competition Hosted by the Salem Police Department (VA) Only two categories of uniform competition are graded Class A and Class B. Only one team, which may consist of 4-6 members, per each Post may compete. Ten minutes is allotted for each team. - 17 - Version 2012.3 – 01..12

Upon entry into the room, consideration is given for mode of entry and line-up. This includes military preparatory commands (dress right-dress, right-face, etc.). Major emphasis is given towards professionalism and command performance. Exclusions for competition will be denim, corduroys, and sneakers. Judges are looking for how the post handles themselves and how the uniforms are kept overall as opposed to elements and worth of the items. In other words, posts need not have expensive and fancy uniforms to compete. Well-kept and groomed uniforms are the key element of this competition. A copy of your post’s uniform standards should be provided prior to competition, if available. If not, a copy of your agency's standards should be provided with your registration if those are the standards your post follows. Explorers may be asked questions during the competition to clarify uniform questions. An understanding of departmental or Explorer policy standards would be beneficial for grading. Standards and Grading Specifications: Category I: Overall Appearance A. Neatness B. Cleanliness C. Professionalism Category II: Grooming A. Hair and nails a. Hair must be off collar, nails trimmed, b. Females, proper hair pinning, no nail polish c. Males must be clean-shaven and no hair on ears Category III: Equipment A. All pins and chevrons must be placed accordingly B. All equipment must be clean and ready for inspection C. Shoes must be edge dressed D. Uniforms must be free of lint and strings (Irish pennants) Category IV: Accessories A. Uniforms must be free of all items in pockets unless it is issued equipment Category V: Command Performance A. Does the uniform command respect? B. Is it worn well by the individual representing their agency with the utmost respect? C. Is the uniform an appropriate representation of a police explorer? D. Entry and exit into the competition room was with military style and commands E. Is the Explorer able to answer questions regarding the policies and standards of the uniform?

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Unknown Trouble Hosted by the Chattanooga Police Department (TN) This competition will rely on and test problem solving skills, communication skills, teamwork, and officer safety. This is meant to be a “think on your feet competition.” Warrant Service Hosted by Morgan County & Gwinnett County Sheriff’s Department (GA) Each Post may enter one team consisting of two (2) to four (4) members. Teams are given an arrest warrant to serve. The arrest warrant is based on a previously occurring forcible felony. A confidential informant (used 7 times with positive results in past) has just seen the suspect inside the residence. Written Exam Hosted by the Madisonville Police Department (LA) Each post will be scheduled for the written exam. Only one Explorer per Post will be allowed to compete. The test will consist of 25 multiple choice questions and one scenario based essay. There is a 30 minute time limit. All questions will be general law enforcement based on current practices and case law.

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Firefighting Competition Rules 1. Professionalism will be shown at all times. This means no profanity, arguing with judges, unruly conduct, etc. 2. SAFETY is of utmost importance. Explorers will conduct themselves in a safe manner at all times. 3. If an Explorer argues with the judges their team is disqualified. Coaches may confer with judges after completion of an event but professionalism must be maintained. 4. No Explorer can participate in any event more than once and teams must be made up of participants from the same post. An Explorer can participate in more than one event, just not more than once in the SAME event. This rule is in effect to allow as many Explorers as possible to participate in each event but still complete the competition in a reasonable amount of time. 5. Order of competition for each event will be selected on a “First Come, First Serve” basis during event registration which begins at 8 AM Saturday. 6. Each event has an event sponsor. This Advisor is responsible for managing the event and has final say; if any problems occur. The event sponsor is not a judge but will resolve issues among the judges if necessary. 7. Timed events judging are done by 3 adults - one each from the sponsoring Post, the team competing, and the next team to compete. Each judge will keep an official time. A fourth time is kept by the event sponsor who is used in place of one of the judge’s times if a judge has a stopwatch problem. 8. Three times will be recorded for each run. High and low times are thrown out and the middle time used as the official time. Times will be kept to the 100th of a second. 9. Sponsoring Posts are allowed to enter teams in the event they sponsor. Whenever a team from the sponsoring Post is competing the event sponsor will select an impartial judge from the audience to replace the judge that would normally come from the competing team (so the event sponsor would not have 2 judges from their post). 10. If a team misses their turn in an event they are placed at the end of that event’s list and given opportunity to participate when their turn comes up the second time. If they miss the second turn that team is disqualified from that event. 11. Rulings by the event sponsors in regard to safety issues, rule infractions, or disqualifications are unbiased and final. Disputes or disagreements will be brought to Fire Events staff member, not to the event sponsor. 12. Each event has its own rules that must be followed in addition to these general rules.

Wristbands will be checked at each competition site. Wristbands are provided upon payment and registration for the entire conference.

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FIRE EVENT REGISTRATION FORM Only youth may participate in competitive events with the exception of the Advisor Event. There is a maximum of two (2) teams per Post, per event unless otherwise noted. We encourage each Post to please plan to participate in as many events as possible. Please check if your Post is interested in competing in the following: # TEAMS #YOUTH Advisor Event - 2 Teams per Post (1 per team) Entanglement - 2 Teams per Post (5 per team) Hydrant Hook Up - 2 Teams per Post (4 per team) Pittsburgh Drill – 3 Teams per (4 per team) Rapid Dress - 2 Teams per post (5 per team) Save Your Skin - 2 Teams per Post (3 per team) Secrete Knots - 2 Teams per Post (1 per team) Z Drag - 2 Teams per Post (4 per team)

Council Name ______Post #______

Sponsoring Organization______

Post Advisor’s Name ______

Phone # day: ____/______evening: ____/______

Cell Phone: ______/______

E-mail ______

Note: Competition subject to change. Posts/Crews please submit this registration form to the Northeast Georgia Council by the deadline. We will not be responsible for forms that have not been submitted to the Northeast Georgia Council (please do not submit to your local council office!)

Direct questions to: Ronnie Register at [email protected]

E-mail, mail, or fax the competition registration form to: Amy Garrett 706-693-4849 (Fax) Northeast Georgia Council P.O. Box 399, Jefferson, Georgia 30549 [email protected]

Please refer to www.bsawinterfest.org for all updates and registration information. Updates will be made until a few days prior to the event. A schedule of events will be updated on the site the week prior to the event with all the latest changes.

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Advisor Event Each advisor starts in a seated position wearing their bunker pants and boots. The rest of the gear is placed in four, 5 gallon covered buckets, gloves in 1 bucket, coats in another, helmets in another, and hoods in the last bucket. The buckets are placed, at random, on four X’s, 10 feet away, in a square. The start chair will be placed in the middle of the square. At the start command, the advisor walks to any of the 4 covered buckets, remove the lids from the buckets and get dressed. Gear cannot be carried to the next bucket it must be on before moving to next bucket. Time will stop when the advisor claps his hands. There will be a 10 second penalty for each missed or improper fastener, exposed skin or hair, or running on the fire ground. No air packs are used. The buckets cannot be removed from the X’s. X 10’ X

10’ Start 10’

X 10’ X Entanglement At the GO command time will start and Explorer 1 will dismount the ladder from the ladder rack. The Explorer then maneuvers in and out of 3 cones until they reach the last cone. They will then turn and maneuver back through the cones to the ladder rack and place the ladder back onto the rack. Make sure the ladder does not touch the ground. After completing this station the Explorer then continues to Explorer 2 and tags them to start their station and then returns to their station and sits down. Upon being tagged, Explorer 2 raises a 24ft ladder the entire length and ties the halyard off using a clove hitch with an overhand safety knot. The Explorer must be sure to verbally check for overhead obstructions and verbalize that the dawgs are locked in place. Once completing this station the Explorer then continues to Explorer 3 tags them to start their station and then returns to their station and sits down. Upon being tagged, Explorer 3 takes the dead blow hammer and hits the 120 lb weight on a sled until the striking part of the weight is past the line. Once the weight has passed the line the Explorer will then continues over to Explorer 4 and tags them to start their station and then returns to their station and sits down. Upon being tagged, Explorer 4 crawls through the 12ft of barrels on a slight incline, and directly into an enclosed 12ft box. Inside the box, 4ft will be open space, 5ft will be an entanglement area and the remaining 3ft will be open space. The box will be totally enclosed with doors at the end - 22 - Version 2012.3 – 01..12 that will be easily opened by the Explorer upon reaching that point. After getting through the doors the explorer will stand up and continue over to Explorer 5 and tag them. The explorer will then return to their station’s starting point. Upon being tagged, Explorer 5 goes to the hose dummy and drags it the entire 50ft until the dummy and Explorer are completely over the finish line. The dummy must be dragged under the arms. Once both have crossed over the line time will stop. Rules 1. All Explorers are in full structural fire fighting bunker gear including BA; 2. All Explorers must remain seated until the GO signal and being tagged; 3. There is no running during this event; 4. Explorer 1 must not hit any cones; 5. Explorer 2 must verbalize no overhead obstructions and that the dawgs are locked; 6. Explorer 2 must make sure the ladder is extended all the way and the halyard is tied correctly; 7. Explorer 3 must hit the sled past the line and not throw the hammer down; 8. Explorer 4 must verbally and physically sound the floor when coming from the barrels into the box; 9. Explorer 4 cannot use any kind of cutters or flashlight on this station; 10. Explorer 5 must cross the line with the dummy entirely; and 11. Explorer 5 cannot use any part of the dummy’s clothing or rope to drag it. Penalties (in seconds) Not remaining seated until being tagged +5 Each running offense +5 Each cone hit +5 Not verbalizing no overhead obstructions DQ Ladder not being extended all the way +5 Not verbalizing dawgs are locked

+5 Dawgs not being locked after halyard is tied DQ No overhand safety on the clove hitch knot +5 Not hitting the sled past the line +10 Throwing the hammer +10 Not sounding the floor coming out of barrels DQ Both dummy and explorer not across finish line +10 Hydrant Hookup Objective: - This event simulates exiting the fire apparatus, donning SCBA, hooking a supply line into the truck, hooking up a 1½” hose into the gated wye, extending the line and opening the nozzle. Teams are composed of 4 Explorers per team and 2 teams per Post. Each team begins in the seated position wearing all turnout gear with the exception of the SCBA. On the “GO” command they exit their seats and proceed to the allotted equipment area. Here they will DON SCBA (no mask). Explorers must hook a supply line into the one side of the 2½” side of the hydrant (they do not have to extend the supply line just simply connect it). On the opposite side of the hydrant, competitors must connect a gated wye to the opposite side of hydrant. A 50 foot section of 1½” hose is to both discharges of the wye and extended out with nozzles attached to other end. The gated wye must be turned into the open position to simulate - 23 - Version 2012.3 – 01..12 water coming from the pump. Hand lines must be fully extended and nozzles in the open position. To complete the drill Explorers must return to equipment area that is when they are to open the hydrant ten rotations to simulate opening the hydrant, a event staff member will be there to count rotations, when complete and all Explorers are in the equipment box time is called. All equipment must be hand tight with gear and SCBA must be correctly worn. Any defective turnout gear should be reported to Event Staff before the team has started. Penalties (each is 2 seconds) Leaving seat before the “GO” command Turnout gear or SCBA not properly being donned (i.e. loose straps missed buttons etc.) All connections not hand tight Not opening the gated wye Not opening the nozzle Not fully extending hand line Not attaching/turning the hydrant wrench Running, cursing, arguing or any displays of poor sportsmanship Pittsburgh Drill Objective – This drill was developed to teach Rapid Intervention Team (RIT) members to work as a team. This event requires four (4) team members who will demonstrate their ability to safely negotiate the obstacle course which is fifty (50) feet in length with three (3) obstacles (under/over/through). The first obstacle is a low profile opening (16”w x 20”h) (Photo 1), the second is an A-frame (Photo 2), and the third is a 10-12 foot tube (Photo 3). A section of 1 ¾” hose is stretched from the entrance of the course through all three obstacles to the firefighter (victim) at the end. The victim is a simulated downed firefighter (a manikin [less than 100lbs.] in full gear, and face piece) that will be removed through the three (3) obstacles back to the beginning of the course. The manikin shall have a piece of webbing attached to assist in dragging. Each post can enter a maximum of three (3) teams consisting of four (4) explorers. No member can participate in this event twice. Rules: 1. All team members will be in full turnout gear and SCBA not breathing air 2. The female coupling is the start/stop line. Time begins when the host judge says “go” and will stop when the last team member and the victim is across the line. 3. Team members must follow the hose line throughout the obstacle course. 4. Two team members must maneuver through all three (3) obstacles to access the victim, then work to bring the victim back through the obstacle course. 5. Two team members may elect to maneuver through all three (3) obstacles or stay at the entrance of the tube to assist bringing the victim through. 6. All team members will work to bring the victim back through the obstacle course. 7. Team members must always work in pairs, no one works alone. 8. Team members must prepare the victim for a drag using the webbing provided. 9. The team must send two members through the low profile opening to pull from the opposite side. The remaining team members position the victim into the opening and push the victim through as the team members on the opposite side pull the victim through. The rest of the team must get themselves through the low profile and assist getting the victim to the starting point where time stops. - 24 - Version 2012.3 – 01..12

Penalties (all +10 seconds) If the victim’s face piece does not remain in place throughout the obstacle course. If it dislodges, the team will be stopped and given instructions to reposition the face piece. For each obstacle not negotiated by the entire team, with the exception of the tube. If any team member’s protective clothing is compromised or removed. (i.e. removing face piece, removing gloves, etc.) Any unsafe act will result in a penalty for each offense. No running of any kind at any time, (one foot on the ground at all times), doing so will results in a penalty for each offense.

Photo 1

First obstacle - Low Profile 16” x 20”

Photo 2

Second obstacle – A-frame

Photo 3

Third obstacle – Tube - two fifty five gallon drums

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Rapid Dress - Individual 1. Timing of the individual Rapid Dress will be done during the Team Rapid Dress competition. 2. The Top Three (3) times will be recorded from each team. 3. The three (3) fastest dressers from the whole competition receive 1st, 2nd, and 3rd place trophies. 4. The rules are the same for all quick dress events. Rapid Dress - Team Objective: - The five (5) member team demonstrates their ability to correctly don personal protective equipment in a safe and timely manner in order to conduct emergency operations. Equipment - Full protective clothing: coat, pants, boots, fire fighting gloves, flash hood and SCBA (without mask). Participants must provide all equipment except SCBA. Peach County Fire Department will provide Survive Air Packs with 30 minute Aluminum / Composite cylinders. Posts may elect to use their own SCBA if they wish. Rules: 1. All team members will be sitting in chairs side by side with no shoes on. 2. Personal protective gear will be set on the floor in front of each team member in whatever manner they desire. All equipment must be opened and unfastened. 3. Any broken equipment must be brought to the attention of the judges prior to the “GO” command. In case of any broken equipment the effort or motion to secure that part must be made. However, the judge will check that piece of equipment if it works (buttons, Velcro, etc.) the team member will get a penalty, even if motion is made. 4. On “GO” time begins and all team members will start dressing in gear. 5. When a team member finishes they must be standing with their hands in the air. Once hands are in the air team member is finished and may not put their hands down to fix anything. Each infraction will be a 1 second penalty. (Reason for this is so there will not be any confusion for the judges) Team members are encouraged to cheer on there other teammates who are still dressing. 6. Time stops when all five team members are complete and there hands are in the air. 7. A 1 second penalty will be imposed for each rule infraction:  All snaps, hooks, zippers, Velcro, etc. must be fastened securely;  All SCBA shoulder straps and waist belts must be fastened and pulled snug;  Helmet straps must be fastened under the chin and snug;  Collars on coats must be turned up and fastened;  Hoods must be on properly with NO hair showing;  No lubricants are allowed; and  Gloves have to be all the way on. 8. A judge checks equipment before the run. Straps on the air pack must be pulled out. If your packs do not have pull handles, you are allowed a thumb length. All buttons and Velcro, etc. on turnout gear have to be unbuttoned and opened. 9. Gear must be appropriate size and in working order.

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Save Your Skin 1. Teams are made up of three (3) members. 2. All team members will be fire ready in full bunker gear with SCBA mask blacked out. 3. Time starts when the first member crosses the start line and ends when the last member crosses the finish line. 4. Teams will start at the rope, follow the rope to a coupling, use the coupling to determine which is the proper way out, then proceeds to the finish line. 5. Note if you find a nozzle you've gone the wrong way! Turn around The Secret Knots Explorers are tested on their knowledge of basic rescue knots as found in the firefighter 1 and 2 program. This is an individual drill and 2 individuals per Post can participate. The Explorer approaches and take 5 cards and upon grabbing the cards their time begin. They will have 5 blind knots to tie correctly based on the cards drawn. The knots are as follows: Bowline Sheet bend Bowline on a bite Clove hitch Figure 8 Double fisherman’s Figure 8 on a bite Prusik Double figure 8 A horizontal fixed bar will be provided for tying if needed but a clove hitch must be tied around the bar. All ropes are 3/8ths with the exception of 1½” piece for tying knots that require a larger piece and prussic cord. Explorers receive points for the knot only if it is tied properly and time counts. When they are finished tying all knots they will raise their hands and time stops. Correct tying of the knot will be based on the following website www.animatedknots.com “Z” Drag Scope - The purpose of this event is to expose the Explorer to the basics of ropes and knots as well as the basic rigging of a 3:1 mechanical advantage. Equipment: 200’ Rescue Rope 3 Carabineers 2 Pre-tied Prussic Knots 2 Single Sheath Pulleys Anchor Straps (i.e. Webbing) 1 Rescue Dummy “pre-rigged harness” This event consists of a team of 4 and is timed in a traditional manner from the words Ready, Set, GO….Once this command is given “all work can be completed simultaneously” Clothing Requirements - This is conducted in turn out gear with no air packs. The system may be constructed with no gloves; however, all explorers must don their gloves prior to hauling on the mainline to move the dummy. Explorer 1 - is responsible for completing the anchor in any manner possible with the webbing provided and a carabineer. The anchor will be marked. There are many different anchors so any anchor that the competing Post feels comfortable using for the - 27 - Version 2012.3 – 01..12

purpose of this event will be fine. Use a Water Knot if the webbing is going to be tied together in a loop.

Explorer 2 & 3 - using the rescue rope and pulleys to construct a 3:1 mechanical advantage or “Z” drag in a manner that it can be “piggy backed” or attached to an existing line that will be pre-attached to the rescue dummy. The rescue rope will not have a knot tied in the end. We will accept either a bowline knot or a figure 8 on a bite both knots will require a safety.

Explorer 4 - using the two pre-tied prusiks “1 short and 1 long” provided to apply using triple wraps to the rope that will be coming off of the dummy allowing the mechanical advantage to be hooked up.

Note: Even though the Explorers have different pre determined tasks any participant on that team may make the connection of the different parts i.e. the anchor to the 3:1 and the 3:1 to the prusiks. 28 Version 2012.3 – 01..12

Once the 3:1 system is completed the entire team hauls the dummy to a predetermined location on the floor marked by tape. The tape is at a distance so that the Explorers will not have to reset the system. It will be one continuous pull and the time stops once the dummy’s feet cross the tape. Penalties (in seconds) Carabineers not locked +5 Improper Knot on Mainline (wrong knot and/or the absence of the safety knot) +5 Not donning gloves prior to hauling rope +5 Prusiks improperly placed “short versus long” +5 Improper 3:1 System (As long as it is a 3:1 you can rig it how you would like) Penalties are assessed for example if you rigged a 2:1 with a change of direction or something other than a 3:1) +10

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JROTC Events Competition Rules and Overview Social Circle High School JROTC Redskin Battalion hosts this Winterfest Multi Service Invitational Raider Meet. The following events will take place at this competition:  Ammo Can Relay  Rope Bridge  HMMWV Pull  Tug of War  Physical Training (APFT)

General Overview This MOI outlines rules and requirements for all aspects of the Raider competition being held on Saturday, 4 February 2012. Arrival of teams and early event registration will begin in the late afternoon/evening on 3 February at the Convention Center. The event registration will again occur early on 4 February at Mills Park; the competition site. The Raider Meet begins with a 0730 Cadre/Coaches’ Meeting and then at 0800 the rotation of events will start. All events and the closing awards ceremony for this one-day competition will be Saturday at the Winterfest Closing Show held at the Gatlinburg Convention Center. This Multi Service Invitational Raider Meet is open to all JROTC units in good standing regardless of service affiliation. However, to ensure uniformity in rules, all events will be held under the guidelines of Army manuals referenced herein. Specific Information: This Raider Meet is for MIXED TEAMS ONLY Competition Team Rules: Schools may register more than 1 mixed team. Each team will consist of 10 members. The mixed teams must have a minimum of 4 females in every event. PLEASE LIST ALL TWELVE MEMBERS ON THE APFT SCORE SHEET BUT ONLY TEN MEMBERS WILL COMPETE AT ANY GIVEN TIME. The two extra cadets are part of the 12 people listed and will used by the coach to substitute.  CADETS WILL SUBSTITUTE ONLY WITH THE TEAM TO WHICH THEY ARE ASSIGNED. You do not have to go through a medic to substitute.  The actual start times and rotation of events are determined after all schools have registered. This schedule will be distributed via email one (1) week prior to the competition. Competition Events  Ammo Can Relay: Individuals carry two 30 pound ammo cans 50 yards and back twice.  HMMWV Pull: Team pulls a HMMWV 100 yards.  Physical Training: The APFT consists of push-ups, sit-ups, and 2 mile run (pending recon of safe route) following ARMY FM 21-20.  Rope Bridge: Standard one rope bridge according to this MOI and FM 3-97.61 Aug 2002. Rope length must be at least 120 feet; low stretch ropes (Kernmantle) may be used.  Tug of War: (Standard Tug of War) Team will be evenly staggered on each side of the rope.

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Addendum 1 outlines the specific details for each event

Event Requirements 1. All competitors, instructors, and team supporters are expected to comply with all of the rules and procedures of this MOI and of the 6th Brigade JROTC HQ. Any items not specifically covered by your service manual(s) or by JROTC regulations are at the sole discretion and determination of the Competition Director, SFC Chris Swars. 2. If you have a question regarding any facet of the Winterfest Invitational, look through the MOI to answer your question; in most cases, the answer is maintained in print. If you do not find the answer or need a clarification, please feel free to call/e-mail SCHS personnel listed herein. Please DON'T wait to ask your questions on site at the event as time is precious. 3. Schools may enter a maximum of 2 (TWO) complete MIXED Raider teams into the Raider meet, providing that no individual cadet competes for more than one team. This rule does not allow individual cadets to compete on more than one team. Teams found to have an individual cadet competing within both teams will have their school removed from the competition. Competition Events/Awards 1. The following events are counted towards a team's Overall Championship point totals: 1) Physical Training (APFT) 2) Rope Bridge 3) Ammo Can Relay 4) HMMWV Pull 5) Tug of War. A TEAM MUST ENTER AND OBTAIN A SCORE IN ALL FIVE EVENTS IN THEIR ENTERED DIVISION to be eligible for the overall title. 2. All teams are eligible to win team plaques within each specific event entered, regardless of how many total events the team enters. First through third place team plaques are awarded in each team. 3. The team maintaining the lowest total points received is crowned the winner. In case of a tie, tie-breaking procedures are listed below. Event Scoring/Timing 1. An official timekeeper will keep the official performance time at each event. All event timing will begin when the starter says “GO”. The time will not end until the last competing cadet AND ALL REQUIRED EQUIPMENT finishes the task required. 2. The overall team finish (for the crowning of Overall Championship and Overall Runner- Up titles) within every division at the event is awarded based on a value earned through placements within each team event. A team’s placement in all team events will produce an overall placement point total. The lowest point value earned will be considered the highest finisher. Example: A team earns 1st place finish in APFT; 7th place in Rope Bridge; 3rd place Cross Country Rescue, a 6th place Map Test, and a 3rd place in Team Run. The aggregate value for this team would be computed as 1+7+3+6+3=20. Therefore, "20" would be the aggregate score regarding overall placements. 3. Should the Overall Championship placement points end in a tie or any individual team events, the results of the Team Run will be used to break these ties. Competition-related Event Details 1. Only lightning or other dangerous outdoor weather conditions will delay or cancel a team event. Teams must prepare for every type of weather condition. 2. All timed racing events will desire a clean start. If a team jumps the start early, a minimum 5 second "false start penalty" is assessed to those teams. No re-start will occur. 31 Version 2012.3 – 01..12

3. While medical services are available on site, it is HIGHLY recommended that all units maintain a basic first-aid kit to attend to minor injuries sustained while performing, practicing, or other times when not competing. 4. PARENTS, INSTRUCTORS, AND/OR SPECTATORS ARE NOT ALLOWED TO RUN WITH THE TEAM ON THE COURSE. The team may be disqualified if this violation occurs. On-lookers shouting instructions will cause the team to be disqualified. Ensure your spectators understand this important rule! Remember, they are not part of the team. Cheering is not providing instructions. Parents, coaches, and other spectators should place themselves near the course of travel by the teams in a stationary fashion to observe the event away from the travel area of the competitors. Spectators cannot follow alongside the team at any point in the competition. 5. INSTRUCTORS WILL NOT RECON ANY COMPETITION SITE prior to their team arrival at the competition site just prior to their performance. This is a point of honor and fair play and must be adhered to by all attending schools. 6. No participant may leave any assigned racing area or “take a short cut” outside the marked racing area. Any cadet/team doing so and found to have gained an advantage by these actions will cause the team to receive a subjective penalty. If the shortcut was determined to be completely accidental, the penalty will be the estimated amount of seconds saved by going “off-course”, plus an additional 10%. If the short cut was determined to be intentional, the team will likely be disqualified. 7. All schools should ensure they do not run late to a competition area to the best of their ability. Any team arriving late to an event-particularly due to taking a rest/lunch break- may be subjectively penalized and/or removed from that segment of the competition (disqualified) at the discretion of the Competition Director, SFC Chris Swars. Event Contact Point of contact for this JROTC event is SFC Chris Swars. Best way to contact is email, [email protected] or at 770.464.2611 ext 1166. Any other concerns regarding Winterfest 2012 should be directed to the NEGA Council.

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Sea Scout Events For those events taking place at the pool proper attire must be worn Males- Swimming trunks with drawstring. Females- One piece bathing suit or must be covered above the waist. As the saying goes: “If you don’t want your grandmother or religious leader to see you in it, then don’t wear it. Please”. Block Reeving Teams of 3 Objective - Each team will rig and use a two-fold tackle, a luff tackle, and a gun tackle. The standing part of the line is secured to the block eye or becket with a bowline. As soon as rigged, each tackle will be used to lift a weight of approximately 35 pounds a distance of three (3) feet. The free end of the line will then be properly secured to a cleat using a full round turn and finished with a cleat hitch. Penalties (in seconds): For each incorrect knot or cleat hitch +15 For each fouled rigging or failure to lift the weights the required height +30 Scoring - Time to complete rigging the tackles, lift the weights, and cleat the lines. Time penalties will be added to this time to yield the total score. Best time wins Cardboard Box Regatta Team event This challenges units to design, build and navigate boats made entirely of corrugated cardboard and propelled by paddles, oars, etc. The goal is to build the best boat you can and to be able to complete a 100 yard course in the fastest time. You will find this both intriguing and challenging. Awards recognize Best Construction, Team Spirit, Best Decorated, Best Original Design, and -- most coveted the Most Spectacular Sinking Award. You are given two hours to build a boat using the supplies and rules in Addendum #2, additional items may be brought by each unit but must conform to the Rules. Far-out Clove Hitch Teams of 3 Objective - Line must be coiled to start. Clove hitch is tied around an upright spar. No team member may step inside a designated circle. If someone steps in the circle, the team must start over. TIME CONTINUES. If there is an incorrect knot, the line comes off spar and team starts over. TIME CONTINUES. (Time can be stopped for the judge to check the knot - then, if needed, restarted) Time stops when knot has been correctly tied. Scoring: Best time wins with a three (3) minute time limit to complete.

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Heaving Line Teams of 4 Objective - Two groups of 2 face each other, in a column, at a distance of thirty-five (35) feet. Line is 50 feet of 3/8” nylon, whipped at each end (no weighting, knotting or splicing) is coiled and tossed by person #1, standing within designated marks, to person #2 without the line touching the ground before being caught. The line is then raised by #1 and #2 in order for the judge to signal a fair catch. Any toss not approved must be repeated until approved before the next competitive toss. Person # 2 then coils and tosses to #3, #3 tosses to #4 tosses to #1, etc. The last person coils the line and holds it overhead, in proper coil, as signal of finish. Clock stops, when eight (8) successful tosses have been accomplished. Contestant may not move out of markings either tossing or receiving. A maximum of four (4) unsuccessful throws is allowed by each person, then the line will be hand carried to the next member. As #2 is coiling the line #3 will enter the square replacing #1. As #3 is coiling the line, #4 will come into the square and replace #2 and so on. Scoring - Best time; with a 10 minute limit to successfully complete. Least number of throws is the tiebreaker, if needed. Knot Tying Relay (Teams of 3 to 8) Objective - Team must start and end this relay event at attention. On signal, the first member in line will run up and tie the knot assigned by the judge. They return to the line, tags the second member who ties their assigned knot, returns, tags the third person, etc. The following are the required knots: Bowline Double Carrick bend Slipped Reef Knot (slipped square) Figure 8 Bowline on a bight Sheet Bend Two half Hitches Taut Line Each member should be able to tie all knots. Knots will be tied over/around a rail or rope. Line to be used will be 1/4 “ to 3/8", 3-strand nylon. Scoring: Best time wins. A 15-second penalty will be added for each incorrect knot Mariner’s Quiz Individual Event Objective - A quiz, with a 45 minute time limit, will be given, consisting of multiple choices, true false and matching, as appropriate. Questions will cover lights, signaling, horns, buoys and markers, radio codes, international code flags, and nomenclature. Test will cover material required for Apprentice and Ordinary rank. Scoring - Percentage of questions answered correctly and scores will be averaged based on the number of participants on team.

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Rig a Boat Team event You will have the opportunity to rig a boat under supervision prior to the event for practice. The unit rigging the sailboat and taking it down the quickest will be the winner. Scoring: Percentage of questions answered correctly. Ring Buoy Toss Teams of 3 (Picked by Judge) Objective - All Unit members must report for this event and the Judge will select three (3) members, from the Unit’s complement to compete. Each person has two throws, using a life ring on approximately 50 ft. of line, at a 5 ft. wide target, 30 ft. away in the water. A successful throw is counted if the ring buoy lands beyond the target with the line across the target. Time counted from the judge's "GO" until the buoy has been retrieved following the 6th toss. Scoring: 10 Pts. for each successful throw -- maximum score 60. Unit with the highest number of points is first, etc. Time will be used as a tiebreaker. Rubber Ducky Regatta Individual competition At the judge’s signal, contestants wearing a PFD, sit on their inner tube with paddle in hand and race from the start to the finish line. Contestants must cross the finish line sitting on their inner tube with paddle in hand. First rubber ducky across the line wins. Tire Tube Joust Individual competition and single elimination Individuals wearing PFDs stand on plywood platforms strapped on top of truck inner tubes tied to each other in water just over their heads. With both hands on a pool noodle, the contestants will attempt to joist, knock, or trick their opponent causing them to fall from their platform. The last person standing or to enter the water is the winner. Using hands or feet to push, pull, or grab the other person or their raft is not permitted. Grabbing the other person’s pool noodle is not permitted. Trailering Course Individual Event (OVER THE AGE OF 16) Objective - Individuals are required to hitch, pull, and back a trailer and boat through a designated course. Scoring - Best time. Time limit of ten (10) minutes, to successfully complete.

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Tournament Events Tournaments are open to all participants. Block scheduling is be used to allow teams to plan to participate in other events at Winterfest. No later than 8 AM Saturday units will be given a starting time for their first game. Tournaments are single elimination. The brackets are divided into two flights, one flight is played in the morning, the other in the afternoon. The final will be played at 4:30pm. The tournament sign-up period is extended to allow Police and Fire Posts to participate after their competitions and are given preference for the afternoon bracket. Each game will be a maximum of 30 minutes in length. If a game has not been decided by usual scoring, the team with most points at the end of 30 minutes is the winner. In the event of a tie, a coin toss will determine the winner. To assure a smooth tournament, we request that units arrive at least 15 minutes prior to their starting time for each game. A team forfeits the game if they are more than 5 minutes late. Any post/crew that enters a tournament must contribute one adult leader to assist with judging and scorekeeping during each game played by their team. Bowling Awards will be given for Top Team, Best Men's, and Best Women's scores. This event will take place in the Gatlinburg Recreation Center. Rules: 1. Each Post/Crew is eligible to enter one four-person team. Teams smaller than 4 will only be eligible for individual honors and need to be willing to share a lane. 2. Each player gets two practice throws and then will bowl ONE 10-frame game. 3. Each team keeps their own scores. To learn about score-keeping for bowling, go to http://slocums.homestead.com/gamescore.html 4. You must follow the facility's rules regarding bowling shoes and food. 5. You may bring your own bowling ball and shoes. Dodge Ball Teams - will consist of 8 players with a minimum of 6 players to avoid forfeit. Beginning the game - Prior to the game beginning, 8 dodge ball balls are placed on the center line. Players then take a position behind the end line. Following a signal by the official, teams may approach the center-line to retrieve the balls. Once balls are retrieved from center line at the beginning rush the balls must be brought back to the respective end lines before they are considered “live”. Declaring a winner - The first team to legally eliminate all opposing players is the winner. If neither team is eliminated at the end of regulation, the team with the greater number of remaining players is the winner. In all overtime periods, the first team to legally eliminate any one (1) opponent will be the winner. See Addendum #3 for rules

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4-on-4 Basketball See Addendum #4 for full rules. Single elimination bracketed tournament. Ultimate The Ultimate Frisbee tournament will be a single elimination bracketed tournament. Each game will last 24 minutes (2 halves of 12 minutes). See Addendum #5 for full rules. Teams will sign up Friday at the Program Orientation Session. This event will take place in the Gatlinburg Convention Center. Volleyball Tournament The tournament will again be held at the Gatlinburg Community Center. Rules 1. Each Post/Crew is eligible to enter one six person team. 2. Rally scoring will be used to speed the play of each match.

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Team Events Advanced Emergency Medical Competition The Advance Emergency Medical Competition will be a 100 question, multiple-choice test, from the Brady First Responder: A Skills Approach Seventh Edition Textbook. No other source will be used. Questions were selected from all topics in the Brady First Responder: A Skills Approach Seventh Edition Textbook. There are practical check off-medical and trauma scenario stations. All information used to develop the scenarios is based on information from the Brady First Responder: A Skills Approach. 1. Each Team consists of two Explorers and/or Venturers, but no more than four. 2. Participating units must provide one Advisor for judging, and must be one of the following: First Responder PMDC EMT-B EMS Instr EMT-I EMT 3. Teams are to bring the following items with them to competition.  4 x 4 non-sterile (25)  Kling 4" and 6" (4of each)  Cravats or triangle bandages (4)  Latex gloves (4 Pair)  Pocket mask (1)  Roll of adhesive tape 2" and 3" (1 of each)  Stethoscope and B/P cuff (1 of each)  C-collars (1 of each size)  The above items should be in a jumpkit  Long spine board with straps (1 per team) These items will be checked prior to competing. 4. If there is a tie, teams will then take a 200 question comprehensive exam from the Brady First Responder: A Skills Approach Seventh Edition Text and workbook with the highest score winning. 5. Recognitions will be given to First, Second, and Third place teams. NOTE: ALL QUESTIONS WILL BE ANSWERED AT ORIENTATION ON FRIDAY NIGHT

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Cardboard Box Regatta Team event This challenges units to design, build and navigate boats made entirely of corrugated cardboard and propelled by paddles, oars, etc. The goal is to build the best boat you can and to be able to complete a 100 yard course in the fastest time. You will find this both intriguing and challenging. Awards recognize Best Construction, Team Spirit, Best Decorated, Best Original Design, and -- most coveted the Most Spectacular Sinking Award. You are given two hours to build a boat using the supplies and rules in Addendum #2, additional items may be brought by each unit but must conform to the Rules. Engineering Design The engineering design event is open to all youth participants at Winterfest. A set of building materials will be provided for each team to use to address an "unknown" engineering problem. Mock Trial Rules 1. Each post/crew may enter up to three teams of 2 Attorneys, consisting of one plaintiff’s attorney and one defense attorney. 2. Each post/crew should provide and call their own witness for their direct examination (for a maximum participation of 12 persons, consisting of six attorneys and six witnesses spread among the three teams). Witnesses may be shared among attorney teams to facilitate greater participation if necessary. 3. Each post/crew attorney that is participating should be prepared to present an Opening Statement, the Direct Examination of one witness, and a Closing Argument. 4. Presentation of a complete case will be limited to approximately 30 minutes and attorney teams should divide their time equally. 5. Those participating as Attorneys may not switch sides and argue for another team from their post or crew but may participate as a witness in a case presented after they have acted as an attorney. 6. Teams will sign up for specific time slots on Friday. Consider The simple factual scenario is listed in Addendum 6. Since you only need to prepare an opening statement and a closing argument, which can be as short as you deem appropriate (but no more than five minutes), and the direct testimony of one witness, it is the type of problem you can prepare to present in the course of a post/crew meeting. (The Winterfest Mock Trial is meant to be less complicated than the standard High School Mock Trial, so no “legal training” is necessary). Use the information to best suit your theory of the case, keeping in mind that the goal is to “get on your feet” and have a good time. Critiques by practicing attorneys or other personnel will be offered following the presentations. Your opening statement should set forth your theory of the case and what the testimony will show. Think of it as the opening act of a play - you’re familiarizing the court about who the

40 Version 2012.3 – 01..12 parties are, what the nature of the dispute is, and the evidence that you will put forward to demonstrate that your side of the case should prevail. The closing argument should be your summary of the evidence and why your side (plaintiff or defense) should prevail. Also, you may make an argument for the amount of damages that you feel that the plaintiff or defendant is entitled to and why. With regard to your witness preparation, take a look at your witness and figure out what questions you can ask him or her. Remember to let your witness tell his or her story. Relax and have fun. Rigging a Climb Objective - A harness is provided for the anchor person (the person that will risk life and limb and lean his weight back on the rig). There is a backboard that has a variety of locations to attach anchor points (you are required to use 3). We will also provide an assortment of different length ropes and webbing as well as carabineers and belay/rappel devices. Teams will consist of 3 Venturers/Explorers who select the materials they want to use, set up the system and have the anchor person tied into it. Then the anchor person will lean back on the system and raise his hands out to his side, which will signal the stopping of the clock. Scoring - Judging is two-fold; based on the time required to set up the anchor system and then judged on the system itself (materials used, knots used and anchor points used). The fastest time for setting up the most appropriate anchor system will win the game. Urban Orienteering (Land Navigation Scavenger Hunt) Pick up your event information at Friday night registration or Saturday morning from the Winterfest Headquarters area (in the Convention Center) to participate. This is a group activity. There will be a 13 point orienteering course meandering through Gatlinburg. For each bearing, a brightly colored paper decorated with a geometrical design will be found. Copy the design on space provided inside the course pamphlet. Use leap frog techniques to cover great distances or overcome obstacles along the way. Approximate distance 2.5 miles. GPS units will not be available for checkout (please bring your own!). This event will take you through downtown Gatlinburg Prizes for 1st, 2nd, and 3rd place finishers. This event is open to all youth participants at Winterfest. Please bring your own compass and GPS receiver to participate.

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Individual Events Archery Competition and Match Shoot Rules: This is an individual competition 3 shots per archer Targets will be 3-D and paper Scoring may only take place once 60 second time limit Targets will be shot in order Ties will be broken with highest scoring arrows Ex. (A) 6+10+5=21…(B) 8+8+5=21 A is winner Three places will be awarded: 1st, 2nd , 3rd Scoring Bear: 5 points body, 6 points inside large area, 8 points small area Deer: 5 points body, 8 points inside large area, 10 points small area Multicolor target will be ring value with a bonus dot in the blue rings worth 14 points Head shots will be deducted 5 points from total score Head shots are anything from ears forward 0 points for targets shot out of order Bounce outs will be re-shot with no time limit Total score based on 3 shots Total possible score= 31 Archery Free Shoot Anyone can walk up and try their hand at shooting bows and arrows. Get in line and test your skill you may find out you need to get a team together and try the Match Shoot. Backpacking Challenge Objective - How fast can you get ready to go backpacking? Let's find out!! The Backpacking Challenge tests a Venturer’s ability to select and pack the appropriate gear for a backpacking trip. A backpack and a variety of items are available to choose from; some of these items are necessary for a backpacking trip, others are not. Scoring - Crews are judged on how many correct items are chosen, as well as their knowledge of why the item is necessary. The manner in which items are arranged in the pack will also be evaluated.  Points are assigned on the time required to load the pack and place it on your back 5 second penalty for each required item missing

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 Points are assigned to the items chosen and deductions/additions are made for choice and knowledge of items. Backpacking Stove Cooking Competition Cooking Core Requirements: YOUTH COOKS ONLY. Demonstrate that you can prepare backpacking-type trail food using a backpacking style stove. Ingredients: Must be ingredients (your choice) of a meal that would be backpacked in and eaten by two people. Your favorite Commercial Pre-packaged trail meals O.K. Optional (Your favorite trail mix to share with audience observers) Backpacking Cooking Gear:  Backpack Cooking Stove (Fuel of your choice)  Backpacking Pot (s) and or Pan (s)  Backpacking Utensils Be prepared to cook in weather conditions of January and February in the wilds of Gatlinburg. Purpose of event is to have fun sharing and teaching backpack cooking with fellow adventurers and or complete Cooking Core Requirement (d). Rules:  Pre-registration Friday Night.  Chef check-in Saturday at Mynatt Park  Participants must bring everything (Food, Cooking Equipment, etc.)  Must practice “Leave No Trace” during and after the demonstration Time: 10:30 AM Chef Meeting 10:30 AM Start Demonstrating and Cooking 11:30 AM Stop Cooking 11:45 AM Present meal for Judging 11:45 AM - 12:15 PM Judging Basic First Aid Written Test - Will consist of 50 questions, all multiple choice with a time limit of 45 minutes. Practical Test - Includes medical and/or trauma scenarios with a posted time limit for each testing station. CPR Practical - Includes any/or all practical skills taught in the American Heart Association Basic Life Support for Healthcare Provider – 2010 AHA Guidelines for Cardiopulmonary Resuscitation and Emergency Cardiovascular Care. Required Supplies - All necessary supplies are provided: However, if you prefer, you can bring your own. Testing Criteria: First Aid related material: National Safety Council First Aid (2004)

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CPR material: - American Heart Association Basic Life Support for Health Care Provider (80-1010). CPR written and practical components is based on the 2010 AHA Guidelines for Cardiopulmonary Resuscitation and Emergency Cardiovascular Care. In Case of a Tie - A written test will be given to decide the winner. Bouldering Wall Participants move along the wall with correct commands and responses to your spotter. The bouldering wall will be judged on the fastest time to complete all sides. All equipment provided for participants; you may use your own climbing shoes if you prefer. Climbing Wall Participants climb the wall with correct commands and responses to your belayer. The climbing wall will be judged on the fastest time to the top and use of proper climbing commands. All climbing equipment provided for participants; you may use your own climbing shoes if you prefer. Crab Cage Caving Challenge Another caving skill is being able to turn around in a tight space. To practice that skill, we bring a crab cage. Crawl in, turn around, and crawl out, sounds easy. But is it? Dutch Oven Cooking Are you ready to participate in a “Think outside the box” dutch oven cook-off. The ingredients below are the only items to be used, event check-in some ingredients maybe removed for this event. Food you must bring: • 1 Pizza Crust • 1 box of Wheat Chex • 1-2 lbs Beef or Chicken (pre-cooked • 1 box of powdered milk okay) • 1 bottle of sweet and sour sauce • 1 Block of Mozzarella Cheese • 1 shaker of pepper • 1 Block of Cheddar Cheese • 3 grade A large eggs • 1 two-liter bottle of Coke or Sprite • 1 jar of peanuts • 1 can of Fruit Salad • 1 box of crackers (your choice) • 1 box of Taco Shells • 1 canister of stuffing • 1 can of beans (your choice) • 1 box of instant potatoes (your • 1 box of noodles (your choice) choice) • 1 can of tomato sauce • 1 item of your choice • 1 loaf of your bread (your choice) Equipment • 1-2 Dutch ovens • Charcoal • Dutch oven table or something safe to cook on • Fire lighting and extinguishing materials • Serving and cooking utensils • Presentation items (your choice, plates, etc.) 44 Version 2012.3 – 01..12

Rules: • Registration Friday night • Chef check-in Sat. 10:00 AM at Mynatt Park • Participants must bring everything (Food, Cooking Equipment, etc.) • Only food items listed above maybe used. Must practice “Leave No Trace” clean-up afterwards. Presentation of prepared dishes will be very important. This is a young adult Venture/Explorer competition, adults are present for safety only (Fire). Disqualifications for Adults “Mixing The Pot”. Time: 10:00 Chef Meeting, Start Coals, Prepare ingredients 10:15 Start cooking 11:30 Stop cooking 11:45 Present dishes for judging 11:50 Judging

Outdoor Range Events - Shooting (NRA) Rifle, Shotgun, and Pistol Shooting events will be held all day Saturday at the Gatlinburg Sportsman’s Club. Shooting events are open to registered Venturers and Explorers who have either completed NRA certification or who have attended the appropriate safety briefing at Winterfest. Event registration will be held Friday evening at the Convention Center for all Saturday shooting events. Units can sign up for more than one event but must sign up for a separate time slot for each event. If there are any questions there will be Shooting Sports Staff on hand at the Convention Center Friday evening. All individuals/units must register for a time slot and be sure to allow ample travel time to and from the sportsman’s club. Please be punctual as this is a popular event and we want to ensure that everyone gets a chance to participate. There will be safety briefings held at the Convention Center Friday evening and Saturday morning (time and place will be posted later) and all participants MUST either attend a briefing or present proof of NRA certification in order to shoot. All attendees of the on-site briefing will be given a wrist band that must worn in order to participate (no exceptions). New to the event this year will be a bus dedicated to transportation between the Convention Center and the Sportsman’s Club making a round trip every 30 minutes. Participants that wish to drive themselves will be directed to park at the church outside of the Sportsman’s Club where a shuttle van is provided to all shooting events as well as the Individual Tactical Fitness Challenge and Buckskin Games. All events at the Sportsman’s Club will be outdoors so dress accordingly. There are portable toilets available throughout the venue for your convenience. This facility is graciously provided to Winterfest by the members of the Gatlinburg Sportsman’s Club and it is important to remember that we are gusts and ensure that there is no horseplay and that we take care to leave the facility better than we found it. Rifle: - There will be one range where participants will be given the opportunity to shoot a .22 cal rifle and have their target to take home. Shotgun: There will be two ranges where participants will have the opportunity to shoot 20ga shotguns at moving clay targets. 45 Version 2012.3 – 01..12

Pistol: Participants will have the opportunity to shoot one on one with an instructor with .22cal pistols and have their target to take home. Outdoor Range Events - Knife Throw This is a skill patterned after the abilities of the frontiersmen and mountain men to throw a big knife into a log or tree. Participants are paired up, and throw the knives at targets of wood. The leader gives them a demonstration on how to throw the knife, pointing out safety concerns. The participants move to the target areas and receive their six knives. The participants throw when given the signal, and then when both have thrown their practice throws, they retrieve the knives and prepare to throw for points. If they have difficulty throwing, they can practice until they get an understanding of the skill. The challenge is to stick the knife into the bulls-eye of the target. Rules: These apply to both events 1. The leader gives a demonstration of what they are to do and how to do it and assigns participants a station. 2. The leader directs throwing so that safety rules are observed. 3. The staff member demonstrates how to throw a "hawk" or knife 4. One participant throws the "hawks" or knifes while the other watches. A staff member points out ways for the participant to improve after each throw. 5. The participant throwing retrieves the "hawks” or knifes. 6. The participant not throwing stands at the throwing line while the “hawks” or knifes are retrieved. 7. The next participant then takes their turn. 8. Only one set of "hawks" (three "hawks" in a set) or knifes (six knifes in a set) are used per throwing space (target). 9. Anyone not observing the safety rules will forfeit their right to participate. Outdoor Range Events - Tomahawk Throw Each participant will be taught how to throw a tomahawk and given a chance to practice throwing it. After they have had a chance to practice, they will throw three "hawks" for their score. The scoring will be based on accuracy. The target is a cross-sectional area of a log from 18 inches to 24 inches in diameter. A target will be painted or a card placed in the center of the target, and each participant is awarded points for how close to the center of the target they get and how many hawks stick. Photo Scavenger Hunt Rope Climbing Participants will climb a rope using Prusik loops to the ceiling of the convention center and is judged on the fastest time to the top and the use of correct commands and responses to your belayer.

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Squeeze Box Caving Challenge Have you ever wondered how tight a space that you can get through in a cave but didn’t have a cave handy to try it out? How about the effect that stalagmites and stalactites might have on your ability to get through a tight passage? Would your friends on the outside like to see you suffer on the inside of the box? If these questions have kept you up at night then the Squeeze box is for you. What’s a squeeze box? It’s a five (5) foot long by three (3) feet wide tunnel with a ceiling that is adjustable in quarter inch increments. Don’t worry if you get stuck, the ceiling is spring loaded and we can get you out quickly. We can also insert up to seven (7) stalagmites just to make things interesting. There is also a plexiglass window in one of the sides so that everyone outside can see what is going on inside. By the way, the record for the box is six (6) inches, the same length of a dollar bill. What will you be able to do? Winners get to autograph the box! Tabletop Display Contest Categories: Traditional (Includes: Tabletop displays, photo albums, etc.) Multimedia (Includes: Websites, Power Point presentations, slide shows, and any tabletop display with computer based elements, etc.) Notes: 1. Displays can be on Bronze Awards, Ranger Award, Quartermaster Award, Crew/Post trips, careers, and any other topic related to your unit. 2. Computers are not provided and Internet access is not available, therefore websites must be stand alone. 3. All displays must be free standing. 4. Objects can be placed in front of displays, but try to attach all items to prevent them from walking away. 5. Try to make display anonymous for unbiased judging. It is okay if this is not possible. 6. Displays must be picked up before the dance Saturday night. We hope you will leave your display for people to view throughout the day, but if you have security concerns leave only materials you feel comfortable left unattended. 7. The displays will be judged on:  Quality of layout;  Clarity of information; and  Presentation of Display - 3 to 5 minute talk on why the display was made and what the display is about. At registration Friday night information is provided about the location of set up. Judging and presentations will be between 8:00-9:30 AM. There is no limit to the number of displays per Crew/Post or individual Talent Show Winterfest participants can showcase any form of talent as a group or individual. The top talent acts will be showing their stuff in front of all Winterfest participants at the Closing Show Saturday Night.

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Preliminary judging starts at 10 PM Friday night, in the Mills Auditorium at the Convention Center. Groups and individuals will “pre-qualify” on a first-come first-served basis. Bring any equipment your need with you (cd, instruments, props, etc). Music cannot be on a MP3 player, iPod or cell phone. Pre-recorded music MUST be on a CD. A CD player and microphones will be provided. You MUST attend Friday’s Preliminary Judging in order to compete on Saturday night. Only the top four acts advance to the finals. The top acts moving on to the finals will be listed at Winterfest Headquarters by 10 AM Saturday morning. At that time, you will be given instructions for rehearsal times on Saturday afternoon. After rehearsal the order of performance in the final show will be determined. If you miss rehearsal you will forfeit performing at the closing show and will be withdrawn from the competition. Rules 7. You may participate as an individual or as a group. There is no limit as to the number of entries per Post or Crew. 8. No Adults 9. Each act is limited to 4 total minutes. This time limit includes any needed set up time your act may require. 10. If recorded music is to be used, it MUST be on CD. 11. NO PROFANITY OR GRAPHIC LANGUAGE OR INAPPROPRIATE DRESS AND/OR MOVEMENT CAN BE USED IN ANY TALENT ACT. BASICALLY, IF YOU WOULDN’T DO IT IN FRONT OF YOUR RELIGIOUS OFFICIAL OR YOUR GRANDMOTHER- DON’T PLAN ON DOING IT HERE.

Urban Orienteering (Land Navigation Scavenger Hunt) Pick up your event information at Friday night registration or Saturday morning from the Winterfest Headquarters area (in the Convention Center) to participate. This is a group activity. There will be a 13 point orienteering course meandering through Gatlinburg. For each bearing, a brightly colored paper decorated with a geometrical design will be found. Copy the design on space provided inside the course pamphlet. Use leap frog techniques to cover great distances or overcome obstacles along the way. Approximate distance 2.5 miles. GPS units will not be available for checkout (please bring your own!). This event will take you through downtown Gatlinburg Prizes for 1st, 2nd, and 3rd place finishers. his event is open to all youth participants at Winterfest. Please bring your own compass and GPS receiver to participate.

USA Shooting Sports - Air Rifle Shooting Range A big hit in past years, this indoor range will be set up to try your aim at targets in our indoor Shooting Range. We will keep scores of the sharpest shot and give out awards on Saturday night. You will find the shooting range in the Convention Center.

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Non-Competitive Events Flying Squirrel The Flying Squirrel is a favorite element of many participants. One participant at a time puts on a full body harness and gets connected to the belay/haul rope. The haul rope is then pulled on by a large group of participants which quickly and smoothly levitates the “squirrel” up into the air. The flying squirrel is an excellent element to use with groups that have both reluctant and energetic people because it naturally allows a wide range of “choice” in how to participate. Those that are reluctant can be pulled slowly or not very high while those who are enthusiastic can be rocketed off the ground! Rappelling

V-Swing An element designed to test the capacity for the participant to scream. The element is built of wire rope in the form of a V and suspended approximately 30 feet to just above the floor. The participant in a full body harness, ascends a ladder where a haul line is wrapped around the harness with the participant holding the end of the line. The participant’s team then pulls the line, pulling the participant to a height determined by the participant. When the participant feels that they have gone high enough, they release the line to pendulum over a wide arch. At this point the participant’s ability to scream is tested. Zorb Globe ZORB® globe riding is the latest and greatest adventure activity and is the experience of rolling in a large inflatable clear globe. You are placed inside a ZORB® globe and roll around the floor of the exhibit hall. Roundtable - Exploring This is an opportunity for Advisors and Explorers to discuss various issues affecting their Posts. Find out what other Posts are doing that is working (or not!) This event takes place in the Convention Center Saturday evening after competitive events have concluded. Check your pocket schedule for the time and location of the Exploring Roundtable. Roundtable - JROTC Take advantage of this opportunity for Advisors and Units to discuss various issues affecting their program. Find out what other JROTC programs/schools are doing that is working (or not!) This event takes place in the Convention Center Saturday evening after competitive events have concluded. Check your pocket schedule for the time and location of the JROTC Roundtable.

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Roundtable - Venturing WANT TO KNOW WHAT OTHER VENTURING CREWS ARE DOING? WANT TO BRAG ABOUT WHAT YOUR CREW HAS DONE? DO YOU WANT TO KNOW WHERE VENTURING FRIENDLY CAMPS ARE LOCATED? WHAT KIND OF SUPER ACTIVITIES ARE YOU DOING? There is an opportunity for both youth and adults to participate and share their experiences. Come and learn what other Crews are doing and where great opportunities exist for your crew. If we have enough registered we will try to hold separate forums for young people and adults with a combined summary session at the end. This event will be held Saturday evening after all competitions/activities so everyone has the opportunity to attend. Check your Winterfest pocket schedule for the location.

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Late Night Ripley's Package Ripley’s Believe it or Night has partnered with Winterfest to provide late night fun to your youth and leaders this year! For Friday night only, from 10 PM to 12 AM (midnight). Ripley’s will keep 3 attractions open solely for Winterfest participants. For just $7 + tax (for each attraction) your youth and adults can go through the Ripley’s Haunted House, Believe It or Not, and/or Aquarium! Tickets must be ordered in advance (and must be received by the Northeast Georgia Council by Friday, January 20) Use this order form to order your tickets to Late Night Ripley’s Fun:

Name of Unit Leader: ______Daytime Phone: ______Cell Phone: ______Evening Phone: ______Unit: Crew: _____ Ship: _____ Post: _____

Number of Tickets for Ripley’s Late Night: _____ x $12.00 = _____

Payment by: Check (Number: ______) check must be attached to this form Credit Card: _____ Visa _____ MasterCard _____ Discover Please print clearly:

Name on Card: ______Account Number: ______Expiration Date: ______3 digit Security Code: ______

Signature of Card Holder: ______

Mail this form (with check enclosed) to Winterfest/Late Night Ripley’s Event, PO Box 399, Jefferson, GA 30549.

OR fax this form (credit card information must be included and legible) to Amy Garrett (706-693- 4849).

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Late Night ZipGatlinburg Adventure ZipGatlinburg is partnering with Winterfest to provide some exciting late night fun to your youth and leaders this year! For Friday night only, from 10 PM to 12 AM (midnight). ZipGatlingburg will open their 9 line course which overlooks downtown Gatlinburg solely for Winterfest participants. For just $20 + tax your youth and adults get to experience a 1 hour treetop aerial experience! Tickets must be ordered in advance (and must be received by the Northeast Georgia Council by Friday, January 20) Use this order form to order your tickets to Gatlinburg Zipline Adventure:

Name of Unit Leader: ______Daytime Phone: ______Cell Phone: ______Evening Phone: ______Unit: Crew: _____ Ship: _____ Post: _____

Number of Tickets for ZipGatlinburg Adventure: _____ x $22.35 = _____

Payment by: Check (Number: ______) check must be attached to this form Credit Card: _____ Visa _____ MasterCard _____ Discover Please print clearly:

Name on Card: ______Account Number: ______Expiration Date: ______3 digit Security Code: ______

Signature of Card Holder: ______

Mail this form (with check enclosed) to Winterfest/Late Night ZipGatlinburg Adventure, PO Box 399, Jefferson, GA 30549.OR fax this form (credit card information must be included and legible) to Amy Garrett (706-693-4849).

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Dance (Saturday Night Fever) Always popular, our Saturday night will be offered again this year. Saturday’s dance will be themed – “Saturday Night Fever” come ready to dance! NO INAPPROPRIATE DRESS AND/OR MOVEMENT WILL BE TOLERATED AT THE DANCE. IF CHAPORONES DEEM THE DANCE MOVEMENTS INAPPROPRIATE YOU MAY BE ASKED TO LEAVE THE DANCE. BASICALLY, IF YOU WOULDN’T DO IT IN FRONT OF YOUR RELIGIOUS OFFICIAL OR YOUR GRANDMOTHER- DON’T PLAN ON DOING IT HERE

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Addendums

Addendum #1: JROTC Event Details

AMMO CAN RELAY General Scenario: Each ten person team will line up one behind the other at a designated start point. The first member will pick up two Ammo cans on the command go and run/walk a designated distance, (approx 200 yards), turn around and return to the start point and hand the cans to the next person on the team. This will continue until all ten members have negotiated the course with the ammo cans. Specific Details: 1. Time will stop when the last person is across the finish line. Ammo cans will not be thrown and must be carried. Dragging them on the ground is not permitted. A person may not set the cans down to rest. 2. Members cannot use any devices to carry the cans other than their hands and muscle power. If a can is dropped during the race a 20 second penalty assessed for each occurrence, however they can set them down to readjust their grip.

HMMWV PULL General Scenario: Each ten person team will pull the Army HMMWV using a rope pre-tied to the front bumper approximately 80 to 100 yards. Specific Details: 1. All team members must pull from the front of the vehicle. No one can push the vehicle. 2. There will be a safety marker on the rope to ensure a cadet does not get too close to the vehicle in case they would slip. 3. Team with the best time will win. 4. 4 females must participate. PHYSICAL TRAINING (APFT) General Scenario: 1. The APFT is the test given to test the endurance and stamina of each individual and the individual score is computed and totaled for each event. The team score is the total of all team member scores. 2. 10 members of the team must compete in the APFT. Scores will be totaled for a team score. 3. Coaches will be on-hand but moved away from the team with all other spectators during this competition.

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Specific Details: 1. All score sheets will be completed, scored, and totaled with instructor signature prior to turn-in. There will be 2 minutes of push-ups, then stop for scores; graders rotate so no cadet is graded by the same person for push-ups and sit-ups. Clock starts for 2 minutes of sit-ups, scores collected, team is done, next team moves in. 2. The test consists of: i. Push-ups (2 minutes): 1 rep 1 point ii. Sit-ups (2 minutes): 1 rep 1 point 3. Push-ups and sit-ups will be done in accordance with Army FM 21-20. 4. Athletic attire may be worn for this event.

ROPE BRIDGE General Scenario: 1. Rope bridges will be constructed in accordance with the spirit and intent of a real rope bridge situation. The basic premise must be that it be done as seriously and accurately as if a gorge or a river were actually being crossed. Refer to FM 3-97.61 (Aug 2002). 2. 10-members of the team must compete and complete the bridge construction and crossing. A 30-second penalty will be awarded to all teams with nine cadets. Those teams with just eight or fewer cadets may not compete and will be disqualified. Only three (3) cadets may be on bridge at one time. There can be no stacking. 3. The uniform for this event will be ACU or BDU pants, t-shirt, and boots. Caps and jackets are not required. Jackets will be optional for team members in cold weather conditions. 4. Army JROTC teams will provide ALL of their own rope bridge equipment. Teams may use any kind of rope they choose - rope MUST BE 120 feet minimum! Equipment will be available for other service teams. Specific Details: 1. The rope may be back coiled or coiled behind the near side anchor point. No loops, bights and or pre-tied knots will be allowed on the rope. The judge will assist in back coiling the rope for the teams prior to starting the event. Swiss seats will be pre-tied in order to save time. Swiss seats will not be graded, only inspected for safety. 2. Swiss seats and waist seats can be tied prior to reporting to the rope bridge site. All participants will wear a rappel seat (Swiss seat). The first and last team members can wear sling ropes properly tied around the waist with a minimum two wraps around the waist secured with square knot and tied off with an overhand knot on each side of the square knot. 3. Upon arrival at the “near side” (start point), the team will back coil the rope or may request the judge to assist in back coiling the rope. The team captain will tell the grader when they are ready. The grader will then command, “Get Set….GO!” The GO command will start the clock. 4. Time will continue to run until: i. the entire team and all equipment is across the “gap” (to include the rope!). ii. all knots are out of the rope. iii. the team has announced “TIME!” 5. Spectators should carefully review the prohibition on “coaching” the team and/or running with the team while they compete to avoid severely penalizing your program. Cheering for your program while they are competing is always strongly encouraged! 6. The team with fastest time to include any penalty points added will be the winner. 55 Version 2012.3 – 01..12

7. Knots used in the one rope bridge are: i. Round turns and two half hitches on near side and far side. A quick release for the second half hitch is optional on both sides. ii. An end of the line bowline or figure 8 which is used to attach the rope to the first person to cross the gorge and must be attached to the seat or waist rope with a snap link or bowline and/or figure 8 over the shoulder and under the opposite arm. iii. Only those knots listed in FM 3-97.61 (Aug 2002, Chapter 4 [knots] and Chapter 7, Section 3 [installation using transport tightening system]) may be used in constructing the one rope bridge. Teams have the option of using the knot of their choice for the tightening system as long as it is one of the knots included in the Field Manual. 8. A rope bridge that fails will not be counted or scored and will disqualify that team from that segment of the competition. 9. In the event of a tie, the team run score will be used as the tie breaker. 10. There is no limit on the number of snap links used when constructing the rope bridge, but if using more than one snap link in the same loop of the knot, the snap link gates must be opposite each other (refer to Chapter 7, Section 3). 11. All team members that cross the rope bridge must be hooked onto the rope and pull themselves across the obstacle. There is no penalty for feet dropping below the rope or not in contact with the rope at all times because cadets are secured with a snap link.

TUG OF WAR General Scenario: Four (4) females must be on each team to compete in this event. Each team will start the event staggered evenly on each side of the rope in the push up position. Time will start on the command “GO” from the grader. The time will be kept to determine the overall winner for this event. Specific Details: 1. The rope will be laid out with the center of the rope clearly marked with a white bandanna. The bandanna must cross the line for the time to stop. Each finish line will be approximately 15ft from the center line. 2. The event judge will call the teams to the rope by announcing “Get Set”. The team is “Set” when all members are staggered evenly in the push up position with toes touching the rope. 3. On the command “Go”, team members will push themselves off the ground, grab the rope and pull until the white bandanna crosses a finish line. 4. The winner of this event is the team with the lowest time that defeats their opponent.

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Addendum #2: Cardboard Regatta Rules Supplies allowed to build your cardboard boat: 1. A box cutter or sharp cutting tool 2. contact cement 3. construction adhesive (like Liquid Nails) and a caulking gun 4. duct tape 5. yardstick or ruler 6. 2 pieces of cardboard (provided by the judges) 7. pencil 8. latex enamel or spray paint for final coats [no multi-part paints allowed] (optional) 9. 2 sheets of plastic [one to be used to protect the work area] 10. Paint brushes and rollers (optional) 11. Building square (optional) 12. Wallboard screws for holding cardboard together while glue dries. These must be removed when glue dries. (optional) 13. Battery drill or screwdriver for installing screws (optional) 14. Decorations can be any material but not used to reinforce the structure of the boat (optional) Getting Started Along the way, you will enjoy encountering and dealing with many small details. But look ahead to the satisfaction of knowing you accomplished something that most people won't even try -- building a boat made of corrugated cardboard. First- start with some objective in mind. Maybe you want to build the fastest boat. Perhaps you are more interested in one of the awards for design or eye appeal. Maybe you want to win the Team Spirit Award. Or just maybe you want to take home the Most Spectacular Sinking Award. Next - start with a design idea, a vision of what you want your cardboard creation to look like. It can be any design you like or want to try out you can consider: submarines, aircraft carriers, PT boats, lake freighters, pirate ships, and so on. To save time build a model using a manila folder or other heavy paper or lightweight cardboard. That way, you can fold, re-fold, and fold again to get your design. You can cut it up, glue it together, and try out your design idea in small scale before working on a full-sized creation. Or you can throw out an idea that sounded great, but just won't work, then try something else before you have wasted any cardboard. How about a little science? If you want, you can toss in a little physics or other sciences. Maybe you will choose to calculate the displacement of your design idea so that you will have some certainty about the buoyancy of your design. Here's the basic number: a cubic foot of water weighs about 62 pounds. That means that a 180-pound man will float in a boat that is 1 foot by 1 foot by 3 feet - of course, that could be a bit uncomfortable! But at least you would know just how much boat you will need for you (and your crew) so you don't overdesign it and add unnecessary weight. Creative problem-solving is the name of the game. Whether you get your creative insights from methodical effort or from wide-ranging trail-and-error, building a cardboard boat, will be - both fun and challenging.

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There are no plans, no pre-set designs, no step-by-step instructions here. No recipe cards, no fill-in-the-blank formats. The first ingredient in cardboard boat-building is creativity. The second important ingredient is problem-solving Handling cardboard - you will find it easier and more fun if you keep in mind a few tips. 1. You can have strength and still keep your boat light if you laminate layers of cardboard. In fact, try placing one layer so that the corrugations run in one direction, then placing the second layer so that the corrugations run at a 90-degree angle to the first layer. 2. To fold cardboard across the corrugations, consider scoring the line of the fold with the butt end of your utility knife. 3. Don't step on your cardboard! If you break the corrugations -- well, think about it. 4. To keep your cardboard dry, don't forget to seal the edges with duct tape. If water gets into your corrugations, you can have great fun watching it get drawn through the corrugation just like in a drinking straw. That may be okay when you have time to do something about it, but if you see this happen in the middle of a race. Here’s a bunch of other items to think about.  A flat bottom is recommended. A V-shaped bottom is likely to tip over unless the V is very gentle.  The lowest center of gravity is the most stable; kneeling or standing will cause you to tip over.  Longer boats go faster, but they are harder to turn.  Boats shorter than 3 feet are difficult to steer.  For height, allow about 18 inches for you to sit and paddle effectively without the edge of your boat blocking your arms.  For width, figure about 18 inches for a kayak, about 23-24 inches for a canoe. Figure about 30 inches maximum for 1 person, 48 inches for two people.  Duct tape shrinks when it is painted. Some of the fun is in the discovery. So that's it for tips. Now go for it! Keep in mind the other lessons you learn along the way. That will make building your next boat just that much easier. "The Rules" for this event are primarily for safety: participants have to wear PFDs (lifejackets) while in the boat. There are some requirements regarding the use of certain substances and materials for boat construction. But the great part about the event is that there is really no one way to build a cardboard boat, so the rules don't limit the creativity of participants. But other than those, people are encouraged - no, expected - to be creative. General Rules 1. Only corrugated cardboard will be used. It must not be bonded to any other material such as vinyl. Non-corrugated material may not be used. No solid cardboard and no carpet roll tubes may be used, except for decorations. 2. Wood, metal, Styrofoam, or other materials that would aid in flotation or make the hull rigid are prohibited, but may be used for decoration. This restriction applies to the keel, transom, ribs, hull, etc. 3. Hulls may be painted with any “one-part” paint. No epoxy glues, fiberglass resins or “multi-part” varnishes or paints may be used. Hulls may not be “wrapped” in plastic, duct tape or anything else. Tar based substances like roof coatings are not permitted. 4. Joints and seams should be taped. No nails, metal, wood fasteners, or staples may be used in the construction of the boat (small amounts may be used for removable decoration only).

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5. Design is “builder’s choice.” Let your imagination reign supreme! A minimum of 65% of the boat’s volume must remain above water during racing. Failure to meet this rule will result in a 20 second time penalty. 6. Decorations may be made from any material but may not be used to reinforce the actual structure of the boat. 7. Boats from previous years will not be allowed. 8. No boat will be allowed to leave the starting gate unless all persons on board are wearing a Personal Flotation Device (PFD). (Participants will provide their own PFDs and paddles.) 9. Boats are subject to inspection and disqualification for each violation of the above General Rules, (with the exception of rule # 6 which results in a 20 second time penalty). 10. All entrants must ensure that their portion of the pit area has been cleaned prior to departure on Regatta day. All boats must be removed from the pool or cut apart and placed in trash containers. 11. Prior to the races, boats will be judged in the following categories: Best Original Design (most creative design and best use of corrugated cardboard), Best Construction or Construction Technique, Best Decorated, Team Spirit (most-spirited and best organized (?) team … the looks of the boat aren’t considered), Most Spectacular Sinking (most spectacular sinking … to qualify, you must salvage the remains completely). 12. Units may have multiple teams in the event. 13. Boats must be propelled by paddles, oars, etc. Note: Rules are subject to change. Units will be notified in writing if changes are made. Have fun! Be creative! If you can dream it, you can do it!

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Addendum #3: Dodge Ball BOUNDARIES: During play, all players must remain within the boundary lines. There is no boundary for the end lines. Players may pass through their end-line only to retrieve stray balls. When retrieving the ball, the player must also immediately re-enter the playing field only through their end-line. A player may be handed a ball as long as they are inside the boundaries. A player shall not:  Have any part of their body contact the playing surface on or over a side line unless retrieving a stray ball and it must be noted by the Judge. (Only through end line)  Exit or re-enter the field through their sideline.  Leave the playing field to avoid being hit by, or attempt to catch, a ball.  Have any part of their body cross over the center-line and contact the ground on their opponent’s side of the court. During the “opening rush,” many players will cross the center-line. Officials should refrain from calling players OUT at this time unless a definite advantage is gained by that action. EQUIPMENT: The official balls will be provided by the Judge. All players must wear non- marking tennis shoes. The standard number of balls for a 12-person game (6 on a side), is six. THE GAME: The object of the game is to eliminate all opposing players by getting them OUT. An OUT is scored by:  Hitting an opposing player with a thrown ball below the shoulders. NOTE: If a player ducks and this clearly is the cause for the player being hit above the shoulders, the player is out and the throw is considered legal.  Only the player who is hit by the ball can catch the ball once it hits their body. The person getting hit is out regardless of whether or not another person catches the ball. A player who gets hit by a deflected ball off another player’s body or ball is not out.  Catching a ball thrown by your opponent. When a ball is deflected off another ball: The player deflecting the ball is out when:  They get hit in the body (including above the shoulders) after the ball is deflected.  They attempt to catch the deflected ball but the ball used for deflection is hit out of their hand.  They attempt to catch the deflected ball and drop the deflected ball. The player throwing the ball is out when:  The person deflecting the ball catches the thrown ball.  The thrower is out if the deflector has both the deflected ball and the ball used for deflection in their hands or they intentionally put down the ball used for deflection and catch the deflected ball (determined by the Judge). TIMING, TIME-OUTS & SUBSTITUTIONS: A 10-minute time limit has been established for each game. Each team will be allowed one (1) 60-second time-out per game. Only the Event Judge will start and stop the clock and will have the discretion to call a player out if there is a controversy. During time-outs, teams may substitute players. Subs may be players who did not start the game. BEGINNING THE GAME: Prior to the game beginning, 6 dodge ball balls are placed on the center line. Players then take a position behind the end line. Following a signal by the official, teams may approach the center-line to retrieve the balls. Once balls are retrieved from center

60 Version 2012.3 – 01..12 line at the beginning rush the balls must be brought back to the respective end lines before they are considered “live”. DECLARING A WINNER: The first team to legally eliminate all opposing players will be the winner. If neither team has been eliminated at the end of regulation, the team with the greater number of remaining players will be the winner. In all overtime periods, the first team to legally eliminate any one opponent will be the winner. OVERTIME: If an equal number of players remain after regulation play, a sudden-death overtime period will be played. The overtime period will begin the same as the start of a regular game with balls placed on center line and an opening rush. The first team to eliminate any ONE opposing player will be declared the winner. No time-outs allowed during overtime. Substitutions may be made prior to start of overtime. STALLING & 30-SECOND VIOLATION: If one team possesses all of the balls they must throw at least two balls over the opposing team’s free throw line within 30 seconds: First violation: Stoppage of play and balls will be divided evenly and play continues with players starting on the end line. Second violation: Ejection of one (1) player from offending team. NOTE: The stalling procedure does not apply to overtime periods.

Any ball thrown above the head first time will be a warning, second time person will be disqualified.

OFFICIALS AND EVENT JUDGE: All contests will be supervised by an Event Judge. Rules will be enforced primarily by the “honor system.” Players will be expected to rule whether or not a hit was legal or whether they were legally eliminated. The Event Judge’s responsibility will be to rule on any situation in which teams cannot agree. A team may appeal to the Event Judge if they feel a player has violated any rule. THE EVENT JUDGE’S DECISION IS FINAL.

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Addendum #4: 4 X 4 Basketball Rules TEAM SIZE: Teams consists of four to a side. Teams can start with no fewer than three players. There is no limit to the number of subs per team. Teams should wear matching jerseys. GAME TIME: Time will be 15 minute running halves with each team allowed one (1), 30 second time out per half. Overtime is 2 minutes with no additional time outs. The clock will be stopped the last 30 seconds of the first half and the last minute of the game according to regular basketball rules. Half time break will be 3 minutes (a Winterfest staff member will blow a whistle to designate the time limit). Switch sides after halftime. Each basket counts as one (1) point. Please start games promptly. Do not warm up too long or your game time will be shortened. THE GAME: 4-on-4 Basketball is self-officiated. No referees will be provided. Participants shall act as their own officials. The general rules shall be that player fouled should call the foul, not the person who fouled. Any person can make a call however, but it is up to the person who is fouled to honor it. In the event of a close call or disagreement, the alternating possession rule will apply. Please remember that you are playing for the enjoyment of the participation; it’s no fun when tempers flare! Therefore, proper attitudes must prevail. 1. Winterfest will supply a scorekeeper. If a team wants a running tally of who made the baskets, they should supply someone to help with the scorekeeping. 2. Games are started by a “do or die” shot from the top of the key to determine possession. 3. Defense must be allowed to “check” the ball before it is put into play after a foul or play has stopped. 4. Jump balls will result in alternating possession of the ball. 5. If a game should be tied at the time limit, then a “sudden death” situation takes place. The team that scores next wins. Alternating possession still applies. 6. Substitutions may occur throughout the game ONLY after a made basket or a dead ball. 7. All protests must be settled at the time of the incident, and the same game should not continue until the conflict is resolved. The Winterfest staff member may be consulted for rules interpretation and judgment calls. 8. There will be no over and back calls. 9. 3-seconds in the key rule will not be formally enforced (Supervisor will not allow a team to take advantage of this and camp under the basket). Penalty-turnover. 10. All out-of-bounds will be taken near the top of the key except after a basket. 11. Defense may check ball anytime - except after a basket. 12. Offense may call a foul if it occurs. Disputes will be settled as follows: 13. Fouls will not be recorded; however, flagrant fouls or continuous misconduct may result in removal from game or league. No free throws except for intentional and/or flagrant fouls as determined by the supervisor. The fouled team will then have the clock stopped, shoot one free-throw shot worth 1 point, and get the ball out-of-bounds. Player may be ejected from the game by the supervisor. 14. Fouls by a defensive player against an offensive player going in for a breakaway lay-up will be an automatic one point (you must be even or better).

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Addendum #5 – Ultimate Rules Ultimate Players Association Rules 9th Edition with Clarifications Incorporating 1991 and 1992 Amendments and Changes / The Ultimate Players Association No set of rules can replace player's respect for one another and for good spirit.

I. INTRODUCTION Description The object of the game is to score goals. The disc may only be moved by passing as the thrower is not allowed to take any steps. Any time a pass is incomplete, intercepted, knocked-down, or contacts an out-of-bounds area, a turnover occurs, resulting in an immediate change of possession of the disc. A goal is scored when a player successfully passes the disc to a teammate in the end zone which that team is attacking. Captain's Clause A game may be played under any variations of the rules agreed upon by the captains of the two teams. In tournament play, such variations are subject to the approval of the tournament director. Such things as length of game, dimensions of the field, and stalling count can easily be altered to suit the level of play. II. CLARIFYING STATEMENTS 1. Phrases:  To "put the disc into play" means that the thrower establishes a pivot foot and is ready to throw.  "Where the disc stops" refers to the location where the disc is caught, comes to rest naturally, or where it is stopped from rolling or sliding.  "Throw-off position" is the particular arrangement of positions (which end zone each team is defending) and possession (which team is to throw-off) in effect before a throw-off. 2. There are no scrimmage lines or off-sides (except on throw-offs) in Ultimate. 3. The disc may be passed in any direction. 4. A rolling or sliding disc may be stopped by any player, but it may not be purposefully advanced in any direction. Possession is gained where the disc stops. 5. No defensive player may ever pick up the disc. III. FIELD OF PLAY 1. The playing field proper is the playing field excluding the end zones. 2. The goal lines are the lines which separate the playing field proper from the end zones and are part of the playing field proper. 3. The perimeter lines (sidelines and end lines) are not part of the playing fields. 4. The corners of the playing field proper and the end zones are marked by cones made of a brightly colored, flexible material. 5. An additional restraining line is established five (5) meters away from the entire field to ensure that the sidelines remain clear during play. IV. EQUIPMENT 1. Any flying disc may be used as long as it is acceptable to both team captains 2. Individual players may wear any soft protective clothing as long as it does not endanger the safety of any other player. 63 Version 2012.3 – 01..12

3. Cleats which have any metal exposed are not allowed. 4. Each player must wear a uniform or other clothing that distinguishes that player from the players on the other team. V. LENGTH OF GAME TIME A. Each half lasts for twelve (12) minutes of stopped time. B. Each overtime period lasts for five (5) minutes of stopped time. POINTS A. A goal is worth one (1) point. B. A game to points lasts until one team scores eleven (11) goals with a margin of victory of at least two (2) goals. VI. TIME-OUTS INJURY TIME-OUT Injury time-out can be called by any member of the injured player's team. The time-out call is in effect at the time of the injury. In other words, the call is retroactive to the time that the injury occurred. If the disc is in the air during the time-out call, the play is completed. A. The player who had possession of the disc when the injury occurred puts the disc into play. If that player leaves the field due to injury, the replacing player puts the disc into play. B. The disc is put into play at the location where the disc was when play was stopped. C. The play is resumed through the use of a check and all players must assume their respective positions on the field when the time-out was called. VII. SUBSTITUTIONS 1. Substitutions can be made only: A After a goal and before the ensuing accepted throw-off. B Before the beginning of a period of play; C To replace an injured player(s). 2. If a team replaces an injured player(s), the opposing team has the option of substituting a like number of, or fewer players. 3. Substitutions other than injury substitutions cannot be made during a time-out taken during play. VIII. STARTING AND RESTARTING PLAY 1. Before a game starts, each team designates one captain to represent that team in disagreements and arbitration. 2. Start of periods of play: A. Representatives of the two teams each flip a disc. The representative of one team calls "same" or "different" while the discs are in the air. The team winning the flip has the choice of: Receiving or throwing the initial throw-off; or Selecting which goal they wish to defend initially. B. The team losing the flip is given the remaining choice. C. The second half begins with an automatic reversal of the initial throw-off position 3. Throw Off A. Play starts at the beginning of each period of play and after each goal with a throw-off. B. Each time a goal is scored, the teams switch the direction of their attack and the team which scored throws off. 64 Version 2012.3 – 01..12

C. As soon as the disc is released, all players may move in any direction. D. No player on the throwing team may touch the throw-off in the air before it is touched by a member of the receiving team. E. If a member of the receiving team catches the throw-off on the playing field proper, that player must put the disc into play from the spot. F. If a member of the receiving team touches the disc during flight of the throw-off (whether in- or out-of-bounds) and the receiving team fails to catch it, the team which threw-off gains possession of the disc at the nearest point on the playing field proper. If a player drops the disc while carrying it to the point where the disc will be put into play, the team which threw-off gains possession of the disc at the nearest point on the playing field proper. G. If the receiving team allows the throw-off to fall untouched to the ground, and the disc initially lands in-bounds, the receiving team gains possession of the disc where it stops if the disc initially lands in-bounds, then goes out-of-bounds, the receiving team gains possession at the point on the playing field proper nearest to where the disc first went out-of-bounds. H. If the throw-off lands out of bounds, the receiving team, before touching the disc, makes a choice of: . Putting the disc into play at the nearest point on the playing field proper to where the disc crossed the perimeter line. . Requesting a re-throw. To request a re-throw, any member of the receiving team must fully extend one hand above the head and call "Over." Once this re- throw signal is given, that throw-off can no longer be put into play. . Invoking the Middle Brick Rule. If the throw-off lands outside the field of play, the receiving team may choose to put the disc into play at the halfway between the two sidelines either at the point where the disc went out-of-bounds or at a point 10 yards up field from the goal line they are defending. To invoke the "middle /brick rule," the member of the receiving team who is going to receive the throw-off shall fully extend one hand above his/her head and call "middle" or "brick". The player must let the disc hit the ground. On such a call, the offensive player may use a "self check," meaning he/she picks up the disc and the nearest defensive player says "in play." If the nearest player does not immediately say "in play," the offensive player may touch the disc to the ground and yell "disc in play." 4. The Check A. When play stops, the player who was in possession retains possession. B. All players must come to a stop as quickly as possible when play is halted, and remain in their respective locations until play is restarted. C. The marker restarts play by touching the disc in possession of the thrower. If the thrower attempts a pass before the marker touches the disc, the pass does not count regardless of whether it is complete or incomplete, and possession reverts back to the thrower. IX. OUT-OF-BOUNDS 1. Any area not on the playing field is out-of-bounds. The perimeter lines themselves are out-of-bounds. 2. A disc is out-of-bounds when it first contacts an out-of-bounds area or contacts anything out-of-bounds. 3. The disc may fly outside a perimeter line and return to the playing field, and defensive players may go out-of-bounds in order to make a play on the disc.

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4. Should the momentum of a player carry him/her out-of-bounds after making a catch and landing in-bounds, the player is considered in-bounds. The player carries the disc to the point where s/he went out-of-bounds and puts the disc into play at that point. 5. To restart play after the disc has gone out-of-bounds, a member of the team gaining possession of the disc must carry the disc to the point of the playing field proper where the disc went out-of-bounds, and put the disc into play at that point. 6. If a pass does not come in bounds the opposing team gains possession of the disc where it left the field of play only if the defense did not contact the disc. If the defense contacted the disc, the disc must be put into play at the point on the playing field proper closest to where the contact occurred. End zone If a team gains possession in the end zone which it is defending: A. The player taking possession must make the immediate decision to either: . Put the disc into play from that spot, or . Carry it directly to the closest point on the goal line and put it into play from there. If this option is chosen, the player taking possession commits the player to put the disc into play at that point. X. SCORING 1. A goal is scored when an offensive player completes a pass to a teammate in the end zone which his/her team is attacking. 2. A player cannot score by running into the end zone with the disc Should a receiver's momentum carry him/her into the end zone after gaining possession, the receiver must carry the disc back to the closest point on the goal line and put the disc into play from there. 3. A player must be completely in the end zone and acknowledge that s/he has scored a goal. If that player plays the disc unknowingly into a turnover, then no goal is awarded. XI. TURNOVERS 1. An incomplete, intercepted, knocked down, or out-of-bounds pass results in a loss of possession. 2. The following actions result in a loss of possession and a check: A. If the disc is handed from player to player; B. If the thrower intentionally deflects a pass to him/herself off another player; C. If the thrower catches there own throw. However, if the disc is touched by another player during its flight it is considered a complete pass and is not a turnover. XII. FOULS 1. Fouls are the result of physical contact between opposing players. A foul can only be called by the player who has been fouled and must be announced by calling out the word "Foul!" loudly immediately after the foul has occurred. 2. The player initiating contact is guilty of a foul. Throwing Fouls: A. A throwing foul may be called when there is contact between the thrower and the marker. B. When a foul is committed by a thrower or the marker, play stops and possession reverts back to the thrower after a check. C. If the thrower is fouled in the act of throwing and the pass is completed, the foul is automatically declined and play continues without interruption. 66 Version 2012.3 – 01..12

D. If the marker is fouled in the act of throwing and the pass is not completed, play continues without interruption. Catching Fouls: A. A catching foul may be called when there is contact between opposing players in the process of attempting a catch, interception, or knock down. A certain amount of incidental contact during or immediately after the catching attempt is often unavoidable and is not a foul. B. If a player contacts an opponent before the disc arrives and thereby interferes with that opponent's attempt to make a play on the disc, that player has committed a foul. C. If a player's attempt to make a play on the disc causes significant impact with a legitimately positioned stationary opponent, before or after the disc arrives, it is considered "harmful endangerment" and is a foul. D. Dangerous, aggressive behavior or reckless disregard for the safety of fellow players is always a foul. E. If a catching foul occurs and is uncontested, the player fouled gains possession at the point of the infraction. If the call is disputed, the disc goes back to the thrower. XVIII. VIOLATIONS 1. A violation occurs when a player violates the rules in a manner which does not result in physical contact. (e.g. illegal guarding position by the marker, not establishing a pivot foot on the sideline after carrying the disc in from out-of-bounds, etc.) 2. A violation may be called by any player who recognizes that a violation has occurred. The player must immediately call "violation" or the name of the specific violation loudly. Traveling: A. The thrower must keep all or part of the pivot foot in contact with a single spot on the field. Should the thrower lose contact with that spot, the thrower has traveled. B. If the receiver obviously takes more steps than are required to stop after catching a pass, that player has traveled. C. If a receiver, after receiving a pass on the run, releases a pass after the third ground contact and before coming to a complete stop, that receiver has traveled. Strip: A. No defensive player may touch the disc while it is in possession of the thrower or receiver. If a defensive player does so, the player in possession calls "Strip." B. The player in possession then picks up the disc and play continues unhalted from the point where s/he regained possession. C. If a count was in progress as the disc was stripped, the count is halted, and when the player in possession regains possession, the count restarts at zero (0). XIV. CLARIFYING STATEMENTS ON FOULS, VIOLATIONS AND PICKS Cardinal Rule: 1. Whenever an infringement of the rules or a time out occurs, play is halted and the disc is put back into play at the point of the last possession before play was stopped. 2. If there is ever a failure to come to an agreement over any call, the disc reverts back to the thrower after a check. ETIQUETTE 1. If a foul is committed and not called, the player who commits the foul should inform the infracted player of the foul. 2. It is the responsibility of both teams to minimize the time taken between each goal and the ensuing throw-off.

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3. If the receiving team wishes to have an out-of-bounds throw-off re-thrown, they should give the re-throw signal as soon as possible.

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Addendum #6 – Mock Trial Case Study

The Story for the most part is true. Hans Jensen and his fiancée, Carla Jensen were passengers on the along with Carla's uncle and cousin. Carla did have quarters in the single woman's section on the lower deck of the ship and did leave the Titanic in Life Boat 16. The evacuation process was supervised by Second Officer Lightoller, a witness in the mock trial. He was able to launch Collapsible Boat D, but this was the last lifeboat launched from the Titanic before it sank. As Boat D was being lowered past A-Deck, the other witness in the mock trial, Swedish Military Attaché Bjornstrom-Steffanson really did dive into the partially full lifeboat. The amazing story of Officer Lightoller being sucked under by the sinking ship and then blown back to the surface by an exploding boiler is also true. The information about what happened to Hans Jensen that night is speculation, because neither he, nor either of Carla's relatives survived the . The sinking of the Titanic deeply affected Carla and when she died in 1980 she was buried in the nightgown that she wore the night she was lowered in Lifeboat 16 into the dark, freezing waters of the North Atlantic.

Start with the basic facts below, then decide how you are going to proceed. This package contains information about Hans Jensen, his fiancée Carla Christine Jensen who sues on Hans' behalf, the defendant White Star Lines and the witnesses, the Titanic's Second Officer Lightoller and Swedish military attaché Bjornstrom-Steffansson. A memoranda of law explaining negligence law and White Star's defenses to negligence are included along with an exhibit showing where each party was as the ship was being evacuated.

THE FACTS: On Sunday, April 14, 1912, just four days after setting out on its first voyage with passengers aboard, the RMS Titanic passenger ship struck an iceberg off the coast of Newfoundland at 11:40 p.m., and subsequently sank at 2:20 a.m. Of the 2,227 people aboard when the ship started its trans-Atlantic voyage, a total of 1,522 died in the disaster. Among the dead, was a 20-year-old named Hans Peder Jensen. Jensen's fiancée, Carla Christine Jensen was among the remaining 705 passengers ultimately rescued by the RMS Carpathia liner, several hours later. On the fateful evening, the ship's radio room, received several ice-warning messages from other ships in the area; including the Baltic, the Caronia, the Amerika, and the Californian. According to the testimony of surviving officers, only the message from the Californian was posted in the chartroom. At 9:20 p.m., Captain Smith retired for the evening, leaving Second Officer Lightoller in charge. Lightoller's watch was over at 10:00 and he then made his rounds of the ship before retiring to bed. Captain Smith was awoken at 11:40 p.m., by a grinding vibration, and proceeded to the bridge in his pajamas to investigate. He returned to his room, after a brief discussion with Third Officer Herbert Pitman about the noise. Ten minutes later, the severity of the situation was brought to Smith's attention by Fourth Officer Boxhall, who informed him that "the water was up to F-Deck in the Mail Room." Upon receiving orders from Captain Smith, Second Officer Lightoller immediately began to load women and children into lifeboats. During the next 2 ½ hours, many lifeboats left partially full. By 2:00 a.m., all but four lifeboats had been lowered, and every distress-flare had been fired.

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At dawn on April 15th, 1912, the RMS Carpathia arrived on the scene, and those who had not yet frozen in the icy, North Atlantic waters, were rescued.

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Timing The trial can be done in as little 45 minutes as set forth below, but works better if done over two days with research assigned before the first days hearing. A 2-day trial will also give participants the feeling for the amount of preparation that goes on each day after the trial is over. The short trial can be done as follows: Trial Preparation: 10 minutes Opening Statements: 2 minutes for each party Plaintiff's Case: (witnesses – direct and cross): 10 minutes Defendant's Case: (direct and cross): 10 minutes Closing Statements: 2 minutes for each party Deliberation: 5-10 minutes Verdict and Judgment: 2 minutes

The Parties to a Civil Trial: Plaintiff. The plaintiff is the person who begins the suit. In the complaint, the plaintiff states, or alleges, that he or she was injured by the conduct of another. The plaintiff usually is represented by a lawyer. Defendant. The defendant is the individual sued by the plaintiff. The defendant usually is also represented by a lawyer. The defendant disputes the statements, or allegations, in the plaintiff's complaint or may admit the allegations, but argue that he or she has a valid defense to the claims such as self defense. The Judge. The judge decides which disputed facts (evidence), may be presented to the jury. The judge also tells the jury in "jury instructions" what the applicable law is. The judge decides the issues of law in the case. A judge can sometimes hear the entire case without a jury, as with this example. The Jury. The jury is a group of ordinary citizens selected to decide the case. A jury usually is made up of a group of six or twelve individuals, depending on state law. In most states, a jury must reach a unanimous verdict. That is, all members of the jury must agree with the decision. Some states allow for less than a unanimous verdict in some civil cases. If less than the required number of jurors agree, then the jury is a "hung jury." That means that the jury was unable to reach a decision. In that case, the case can be tried again. No jury will be used in this case. Witnesses. Witnesses must have specific knowledge of what happened. Witnesses are generally not allowed to present hearsay testimony (such as gossip). Expert witnesses may not know the specific facts in the case but may use their specialized knowledge to help the jury understand complex evidence, such as the degree of intoxication that results from drinking certain amounts of liquor.

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Witnesses and Related Informational Statements: There are three witnesses to the Titanic sinking in the case of Estate of Hans Jensen v. The . The witnesses, even Carla Jensen, have information that is helpful to both sides. So either party may call any of the witnesses or this information favorable can be brought out on cross examination. The witnesses have provided documents to the lawyers for the parties, which are linked below. While ordinarily communications between a witness and a client are subject to the attorney-client privilege, you may use the information contained in these documents to learn about the case. In addition, we have linked some searches to help you get started with your on-line research. The three witnesses are: Carla Christine Jensen, the fiancée of Hans Peder Jensen. Carla is not only a witness, but also the executor of her fiancée's estate. Unlike a criminal trial, in a civil trial the parties to a trial can be made to testify, so Carla can not claim her fifth amendment rights against self incrimination unless she would be required to provide evidence of a crime by her. You will find a variety of information on the Web about Carla. Second Officer Charles Herbert Lightoller was on watch from 6-10 p.m. All the sources do not agree about the various events of that night, but this is almost always the case when people try to remember dramatic events, before the invention of electronic recording. Lieutenant Mauritz Hakan Bjornstrom-Steffansson is the Military Attaché in Sweden's New York Consulate. Information about him appears on many websites. [Note: Mr. Bjornstrom-Steffansson’s behavior the night the Titanic sank in reality was somewhat different than is portrayed by these witnesses here. For the purposes of the virtual trial, you should disregard any evidence gathered from outside sources that do not agree with one of the witnesses' accounts. Even among these three witnesses, however, each saw the behavior of the other party somewhat differently.]

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Plaintiff - Estate of Hans Peder Jensen Hans Peder Jensen was 20 years old when he boarded the White Star Line's RMS Titanic. He was traveling with his fiancée Carla Christine Jensen who was a year younger than Hans. While they shared the same last name, they were not related and had not yet married. They both grew up in the town of Eskildstrup, Denmark. Since Hans did not survive and his body was never found, all evidence of his actions on the night of the Titanic sinking come from the survivors. Hans and Carla each signed a will before they left on Titanic. Hans' will has been brought from Denmark to New York City where the trial is taking place. His will names Carla as his sole heir and executor of his estate. As Hans' executor, Carla stands in Hans' place for bringing suit. Therefore, Hans' estate, by its representative, Carla Jensen, is the plaintiff in the suit against White Star Lines. Defendant - The White Star Line The White Star Line was founded in 1850 primarily to service the Australian gold trade. It was bought by Sir Edward Harland and Thomas Henry Ismay in 1867. In 1891, the Teutonic was the first White Star Line to hold the record for fastest Transatlantic crossing earning White Star the "Blue Ribband". Upon Thomas Ismay's death in 1899, John Bruce Ismay took over his father's position in the White Star Line. In 1902, Ismay sold the White Star Line to International Mercantile Marine (IMM) a company created by J. Pierpont Morgan. Ismay remained as White Star's chairman and subsequently became IMM's president. IMM consisted of the The White Star Line, The Red Star Line, The Dominion Line, The Atlantic Transport Line and The Leyland Line. In reaction to the Cunard Line's large, fast passenger ships, the Lusitania and Mauritania, and the competition from German passenger lines, the White Star Line decided to build the largest, most luxurious ships in the world, the Olympic class ships. The first ship was the Olympic, the second the Titanic. Competition for passengers on the trans-Atlantic routes was fierce and the competition for the Blue Ribband was closely watched. The Titantic left from , England at noon on April 10th and proceeded to Cherbourg, France to pick up additional passengers. On April 11th, the Titantic stopped at Queenstown, Ireland for additional passengers. The Titanic departed Queenstown at 1:30 p.m. for New York with Joseph Bruce Ismay aboard and the three witnesses. Carla Christine Jensen's Information for Her Attorney (Prepared at the request of Counsel) Attorney Client Privilege You asked me to tell you what happened on the horrible trip on the Titanic. I left Eskildstrup, Denmark with my fiancé, Hans Jensen, my brother, Svend, and my cousin, Niels, to travel to the United States. We all planned on living in Oregon. They were going to be carpenters in the City of Portland. We chose the Titanic as our means of travel because it was supposed to be "unsinkable" and "the safest boat in the world." We were very excited about being on such a new boat. On the ship, I stayed in a cabin on Deck F, in the back part of the boat with all the other single women. Hans, Svend, and Niels stayed on the other end of the boat. Around midnight on April 14, 1912, I remember being awoken by a loud sound. I didn't think much of it, so I went back to sleep. Then, around 1:30 a.m., the girls in the next cabin came and woke me up. I could barely understand what they were saying. They told me that we had to leave the boat immediately because something had gone wrong. I only had time to put on a pair of stocking slippers and overcoat to cover my nightgown. 73 Version 2012.3 – 01..12

We rushed up the six decks from where our cabin was, to the lifeboat deck. As I got to the top of the stairs leading to the deck, I saw Hans. He was on his way to find me. Hans had been helping load passengers on the lifeboats for nearly an hour because there weren't enough seamen to load all of the passengers. But when he didn't see me after a short time, he started to get worried. We headed towards the boat's railing and I could see that only women, children and crewman were supposed to get on the lifeboats. Everyone was concerned, but no one was screaming. I could even hear the band playing, "Nearer My God to Thee!" When it was my turn to get on the boat, Hans told me that I'd probably be in New York a few days before him, but to wait for him. He gave me a hug and kiss on the forehead and said he'd see me soon. After I sat down in the boat, he helped the seamen get the ropes unstuck and stood at the rail until I disappeared into the darkness. That was the last I ever saw of Hans. I had known Hans since we were little, but we didn't pay attention to each other until he returned from his duty with the Danish Army. The only picture I have of him, he's in his cadet's uniform. He learned carpentry from my cousin Neil who said that Hans was going to be quite a success. Hans just had such a beautiful way of crafting wood. People from all over Eskildstrup admired his work. He even had a list of people that wanted to place furniture orders with him. We decided to go to America because in Denmark Hans could only make about of $10 a week. But he had been told that for doing the same work in America, he could make over $25 a week. We knew that America was growing rapidly and that good carpenters could make a lot of money if they did good work.

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Second Officer Lightoller's Memo to the White Star's Lawyer (Prepared at the request of the White Star Line Counsel) Attorney Client Privilege You asked me to write down what happened the night the Titanic sank. BEGINNING OF MY WATCH I came on duty that night promptly at 6:00 p.m. for my watch which ends at 10:00 p.m. Around 7:30 p.m., when I finished my dinner, I noticed that the temperature had quickly dropped since I began my watch. However, the sky was still clear and the sea calm. Captain E.J. Smith remarked how cold it had gotten when he arrived on the bridge at 9:00 p.m. He told me to increase to 22 1/2 knots so that we could set the record. The day before we had made 536 miles. DISCUSSION WITH CAPTAIN The Captain and I discussed how navigating through this area was the most crucial part of the trip. Since we had received only one isolated ice warning from the ship, Caronia, I believed that there was very little ice around. After the Titanic sank, I learned we had received ice warnings from three other ships. I thought that if there were any icebergs in the vicinity, the light reflecting from the stars would allow us to see them. The Captain left the bridge around 9:20 p.m. WARNING TO FELLOW OFFICERS I instructed Sixth Officer Moody to let the other men know in subsequent watches that they should be on the look-out for small chunks of ice, since at that time I only knew of one report of ice. By 10:00 p.m. my shift was over, so I gave First Officer Murdoch the ship's course and speed. I also mentioned the possibility of ice being in the area. I went to bed after completing my round of the ship. Around 11:40 p.m., as I was just closing my eyes, I felt a vibration. I ran to the deck to see what had happened. Although we didn't see anything, both Third Officer Pitman and I agreed that the ship had hit something. LOADING LIFE BOATS 12 & 16 Around midnight, I was informed that F Deck by the mail room had been flooded. As soon as Captain Smith gave me the orders, I began loading women and children on to life boats. I remember seeing a passenger on the davits untangling lines out of the corner of my eye. I called over to him and said it was not necessary that he help us. He responded that Officer Moody asked if him to work on these lines while Moody worked on the lines on the other end of the life boat. When we were done loading Life Boat 12, he jumped down and asked me if I had seen his fiancée, Carla Jensen. I smelled alcohol on his breath and asked him if he had been drinking. He told me his birthday was the next day, April 15th, and that he had had two drinks with his fiancé’s relatives to celebrate. I corrected him and said that it was already his birthday, since it was now after midnight. I then asked what class his fiancée was in and he said third class. I told him that I didn't know many passengers in third class, but that he'd better go look for her. As we were loading Life Boat 16, I saw Jensen kiss a woman I presumed to be his fiancée and help her into the boat. COLLAPSIBLE BOAT D I then went to assemble Collapsible Boat D. Because of the way the passengers began to act, several of the officers armed themselves with guns and encircled the boat, allowing only women to take seats. A Swedish military attaché named Bjornstrom-Steffansson tried to help control the crowd. But I could see that he was only interested in remaining near one of the last remaining 75 Version 2012.3 – 01..12 life boats, because he kept looking over his shoulder at the boat. Jensen returned and began assisting us by controlling the crowd. I told him once again that we didn't need his help, but he did seem to be doing a good job. I could tell that although Jensen wasn't the type to start a fight, he certainly wouldn't back down from one -- and I think the passengers knew that. As soon as it appeared there weren't anymore women to put on the boat, we decided to allow some of the men to get in, so I told Jensen to get aboard the boat. Just after Jensen got in, more women showed up, so I told everyone in Boat D to make room. There was a murmuring in the crowd as the men not on the boat realized there was still space in Boat D. When I said "make room" Jensen and most of the other men jumped out and Jensen helped calm the crowd. I turned and ordered the men to start lowering the boat immediately so it wouldn't tip over and also because the lines were likely to tangle as the deck tilted more sharply. As the boat was lowered past A Deck, two men jumped on to the boat from the A Deck promenade. I sent two crewmen to follow the boat down. When I turned around, I did not see Jensen anywhere. RESCUE The water began to rise rapidly, so I jumped on to the roof of the officers quarters to free Collapsible Boat B. The deck was now tilting steeply, so once the ropes were partially sawed through, Boat B broke away and flew into the water. One of the boats funnels started to fall towards me so I jumped from the roof into the very icy water and ended up near a grate over an engine room air intake. The force of the water filling the air intake sucked me down against the grate as the boat went under. Luckily the cold water rushing through the grate hit the boilers which blew and blasted me back to the surface. I swam to Collapsible Boat B which was upside down and pulled myself on top of it with many other men, where most of us remained until the Cunard Lines' Carpathia arrived and took us aboard in the morning. I believe I was the last man pulled from the water alive.

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Mauritz Hakan Bjornstrom-Steffansson's Letter to White Star Line Counsel

Lieutenant Mauritz Hakan BjornstromSteffansson Military Attaché Consulate General of His Majesty Gustaf V Kingdom of Sweden New York, New York

General Counsel The White Star Line New York, New York

Sir:

It has come to my attention that Ms. Carla Jensen is suing your respected company and I believe that you would be interested in my recollection of the events of that night. I am the Military Attaché to the Consulate of the Government of Sweden in New York City. As such I am experienced in reporting events accurately and objectively. I have vivid recollections of the night the Titanic sank. That evening I was drinking lemonade in the first class smoking room with several other gentlemen. At 11:40 we all felt the boat slightly vibrate. The vibration was so slight as interrupt only momentarily my vigorous debate with Hugh Woolner about the changing world order. Our debate was interrupted by a White Star Line officer who told me that I needed to put my life jacket on immediately. Since I'm a military man, I obeyed the officer, put on my lifejacket and went to see how I could help the other passengers. As I approached the Boat Deck I saw that it was busy with passengers from all classes, even passengers from the lower decks had ventured up. I immediately stood to and assisted the women and children in preparing to board the lifeboats. Hugh reassured the women as they were waiting to board. He joined me as I helped passengers such as Mrs. Edward Candee, into the boats. I had been working on untangling the ropes of Lifeboat 12, which presented some difficulty due to their poor design, when this man, who I later learned was Hans Jensen, rudely pushed me out of the way. He jumped up on the rail and rashly untangled the ropes while hanging over open water. Officer Lightoller came over and told Jensen to get down from the railing. When he jumped down next me to where I stood waiting to explain to him how a gentleman behave, I was not surprised to smell alcohol on his breath, which no doubt gave him the courage to do such a foolish thing. Second Officer Lightoller must have smelled it too, because he asked Jensen who he was and if he had been drinking, before I had a chance to say anything. While Officer Lightoller was reprimanding Jensen, I went over to comfort the distraught ladies. As I continued to comfort ladies, I saw over their shoulders Jensen kissing some woman who may have been this purported fiancé that has brought suit against you. As we were accompanying the ladies towards the remaining lifeboats I heard a shot and saw that Second Officer Lightoller had his men in a ring around Boat D and some of them had their guns at the ready. Jensen was once again interfering with the officers duties by standing before them face toward the upset passenger, which resulting in his blocking the officers line of fire should the crowd become uncontrollable. 77 Version 2012.3 – 01..12

Seeing how unruly the crowd had become, I told the passenger, a few of whom were even first class passengers, to back away and let the sailors do their job. I kept looking over my shoulder to make sure the sailors were assembling the boat properly. Jensen continued to interfere with the officers doing their job properly, but did keep the crowd far away enough from the officers so that they could readily use their side arms were there a need to do so. Once all the women in the immediate area had been loaded, Lightoller allowed certain men to board. Jensen quickly got on board. I hung back in case there were other women who needed to board, which as it turned out there were. When Lightoller called for the passengers in the boat to make room, Jensen to my surprise, got out of the lifeboat rather than simply moving over like some other passengers. Once these women were boarded, unfortunately, Lightoller appeared to have lost his nerve and ordered the boat lowered, when I could clearly see there were empty seats in the boat. Jensen had gotten the men from the lower decks calmed down so there was nothing else for Hugh and I to do. This was the last I saw of Jensen. I called to Hugh and we both went down the first class stairs to the A Deck where the boat was just passing in its descent to the water. We both decided it was best if we accompanied the women, since there was plenty of room and the women might need our help. I let Hugh jump first. With a short jump I dropped a surprising distance into that part of the boat where there were no ladies. Our landing in the boat caused no serious disruption and we continued to assist in calming the ladies. Please feel free to call on me if I can be of any service to your excellent line.

Your faithful servant,

Lieutenant Mauritz Hakan Bjornstrom Steffansson Military Attaché Consulate General of His Majesty Gustaf V Kingdom of Sweden New York, New York

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Plaintiff's Brief on Negligence

IN THE UNITED STATES DISTRICT COURT

FOR THE SOUTHERN DISTRICT OF NEW YORK ) ESTATE OF HANS PEDER JENSEN, ) by Executor of the Estate ) Carla Christine Jensen ) Plaintiff, )

) v. C.A. No. 12-041412 ) THE WHITE STAR LINE, ) ) Defendant. ) PLAINTIFF ESTATE OF HANS PEDER JENSEN MEMORANDUM OF LAW ON NEGLIGENCE INTRODUCTION This Court should compensate Mr. Jensen's estate for: 1. his death; 2. the physical injuries and the pain and suffering he incurred as he froze to death in the icy waters of the North Atlantic; 3. the emotional and anguish of knowing that he was going to die; and 4. financial losses for wages he would have earned as a skilled carpenter. Not only did White Star's negligence kill and cut short the life of the twenty-one year-old Hans Peder Jensen, but The White Star Line caused the senseless death of 1,521 others. WHITE STAR WAS GROSSLY NEGLIGENT IN ITS OPERATION OF THE RMS TITANIC As a result of White Star's careless operation of its ship, White Star's failure to heed warnings, and White Star's crash into an iceberg, White Star caused the death of over fifteen hundred men, women, and children, a disproportionate number of whom were third class passengers like Mr. Jensen. NEGLIGENCE The tort of negligence is: 1. doing something that a person using ordinary care would not do, or 2. not doing something that a person using ordinary care would do. W. Page Keeton et al., Prosser and Keeton on the Law of Torts, §§ 28-31. Ordinary care means the attention or skill that a reasonable person would use under similar circumstances. In order to prove negligence we must prove four elements: 1. that there is a duty of care owed to a person; 2. a breach of that duty occurred; 3. there is a reasonably close casual connection that causes injury (proximate cause); and 4. that injury causes actual damage or loss.

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WHITE STAR LINES' DUTY TO ITS PASSENGERS The first element of negligence is that the defendant owed a duty of reasonable care to a plaintiff, or to a class of which the plaintiff is a member. The White Star Line, as the owner and operator of the RMS Titanic, clearly owed a duty of care to all of the passengers on its ship. The passengers paid to sail aboard the most luxurious passenger liner that had every existed. Each and every passenger relied upon the Defendant, The White Star Line, to safely take them to New York. The White Star crew owed a duty of care to provide passengers with not only a room, food and heat, but most importantly a safe trip to their destination New York City. WHITE STAR LINES' BREACH OF DUTY OF CARE The second element of negligence requires that the defendant's breach of its duty by failing to conform to the required standard of care. A breach of duty occurs if the Defendant's conduct creates an unreasonable risk of harm to others. It is an objective test: whether a reasonable person would have conducted himself as the defendant did. It is not a subjective test, which would mean you would have to ask whether the crew thought they were behaving reasonably. The White Star Line and its agents, the , behaved in an unreasonable manner in many ways, all of which individually and collectively resulted in the most modern ship in the world, equipped a modern radio, hitting a large iceberg on a clear night in calm seas. CAUSATION OF FATAL INJURIES TO TITANIC'S PASSENGERS The third element of negligence is that breach of duty is both the cause in fact and the legal or proximate cause of the plaintiff's injuries by the defendant. The plaintiff can show that the breach of duty is the cause in fact if, but for defendant's conduct, the plaintiff would not have been harmed. To show causation a plaintiff also must prove that Defendant's conduct was the proximate cause of the harm alleged by the plaintiff. Atlantic Coast Line R. Co. v. Daniels, 70 S.E. 203 (Ga. 1911). The Defendant can be liable only for the consequences of his negligence which were reasonably foreseeable at the time he acted. Id. If the Defendant's breach of duty caused the Plaintiff's injury, but the Defendant could not foresee that such breach of duty would result in the type of injury that the Plaintiff suffered then there is cause in fact, but no proximate cause. The crew certainly could have foreseen that operating a ship at night at a high rate of speed in iceberg infested waters could result in damage that would sink the ship and kill many passengers; and this was not the only cause of Mr. Jensen's death. There were many others. DAMAGES TO JENSEN'S ESTATE The final element of a cause of action for negligence is proof of actual damages from the defendant's negligence. Plaintiff's damages here include the emotional, physical, and financial loss suffered by Mr. Jensen's and to Miss Jensen, who as Mr. Jensen's sole heir will inherit the compensation to be paid to Mr. Jensen's. We will show that Mr. Jensen suffered: 1. the loss of his life; 2. the loss of a lifetime of lost wages of an excellent carpenter; 3. the excruciating pain and suffering of freezing to death; and 4. the mental anguish of knowing he would die and that he would never see his fiancé again. Plaintiffs also seek punitive damages to punish White Star for its wanton and reckless behavior of failing to properly operate and control the Titanic. CONCLUSION For the foregoing reasons, the Court should instruct the jury on the elements of negligence as set forth above.

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Dated:______

Respectfully submitted,

______

Attorney for the Estate of Hans Peder Jensen

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Defendant's Brief on Defenses to Negligence

IN THE UNITED STATES DISTRICT COURT FOR THE SOUTHERN DISTRICT OF NEW YORK

) ESTATE OF HANS PEDER JENSEN, ) by Executor of the Estate ) Carla Christine Jensen ) Plaintiff, )

) v. C.A. No. 12-041412 ) THE WHITE STAR LINE, ) ) Defendant. ) DEFENDANT WHITE STAR LINES MEMORANDUM OF LAW ON SUPERSEDING CAUSE, ASSUMPTION OF THE RISK AND CONTRIBUTORY NEGLIGENCE Plaintiff cannot succeed on her claim because it was not White Star Lines' ("White Star") conduct that caused the death of Hans Peder Jensen. The acts of others passengers, Mr. Jensen himself, or both, caused the death of Mr. Jensen. These acts superseded any alleged negligence on the part of White Star and, thus, relieve White Star of any liability. Alternatively, Mr. Jensen's own negligence contributed to his death. Under prevailing New York law, any negligence on Mr. Jensen's part prevents Plaintiff from recovering from White Star, even though White Star may have been negligent. In either case, Plaintiff's claim fails as a matter of law Defendant, The White Star Line must prevail. I. THE CONDUCT OF FELLOW PASSENGERS, MR. JENSEN HIMSELF, OR BOTH, WAS THE SUPERSEDING CAUSE OF MR. JENSEN'S DEATH A superseding cause is an unforeseeable act or event that happens after the initial negligent act and breaks the chain of causation between the initial negligent act and the ultimate injury. Deyo v. New York Centr. R.R. Co., 34 N.Y. 9 (1865). The superseding cause becomes the cause of the injury suffered and cancels out any negligence of Defendant. A. CONDUCT OF FELLOW PASSENGERS AS SUPERSEDING CAUSE: For example, when a thief steals a car with the keys in the ignition and runs over a pedestrian, the car's owner typically will not be liable for the pedestrian's injury. The thief's acts will supersede and cancel out the car owner's negligence in leaving his keys in his car. Thus, if a fellow passenger murdered Mr. Jensen in retaliation for a bad business, the murder would be a "superseding cause" and clearly White Star Lines would not be liable for Mr. Jensen's murder. If Mr. Jensen's fellow passengers behaved in such a uncontrolled manner that Mr. Jensen decided on his own to step-in to try to control his fellow passengers, even though he had been told Second Officer Lightoller that no such assistance was needed, and as a result, the boat had to be launched without him then Defendant White Star Lines can not be liable for the actions of the

83 Version 2012.3 – 01..12 fellow passengers or White Star Lines. Clearly, Lieutenant Bjornstrom Steffansson was able to both control the crowd and still find room in a lifeboat; and Mr. Jensen could have also done so. B. MR. JENSEN'S CONDUCT AS SUPERSEDING CAUSE OR ASSUMPTION OF THE RISK: Even if his fellow passenger's conduct was not a superseding cause canceling any negligence by The White Star Line, Mr. Jensen's own actions were a superseding cause. Mr. Jensen voluntarily chose to step out of Lifeboat D. Everybody that remained in Lifeboat D lived. There was no need for Mr. Jensen to leave the boat when additional women arrived, since the lifeboat was not full when it was lowered away. Mr. Jensen voluntarily "assumed the risk" of his actions and the resulting injury. A person "assumes the risk" of injury when, with full knowledge and understanding of an obvious danger, he voluntarily exposes himself to a known danger. In such a situation, the injured person cannot recover for injury resulting from that danger. Once again, Defendant White Star Line is not liable for Mr. Jensen's injuries. The following example illustrates this principle. Imagine you are sitting in the stands along the first baseline at a major league baseball game. You know that particular batter is known for swinging late fouling balls down the first baseline. When one of the batters does hit a foul ball that hits you in the head. You cannot recover for your injury because, by attending the game, you assumed the risk that you might get hit. See Murphy v. Steeplechase Amusement Co., 166 N.E.2d 173 (N.Y. 1929). Here, it is clear that Mr. Jensen "assumed the risk."  First, he no doubt had knowledge of the risk or danger presented by not staying in the lifeboat.  Second, as a twenty-one year-old of at least average intelligence, he understood that risk and danger.  Third, he voluntarily exposed himself to that risk by declining to remain in the seat he occupied. Because Mr. Jensen's actions that night reveal that he voluntarily assumed the risk that he might not survive, the Plaintiff cannot recover. II. MR. JENSEN'S OWN CONTRIBUTORY NEGLIGENCE BARS PLAINTIFF'S CLAIM Contributory negligence is fault by the Plaintiff, which in conjunction with the negligence of Defendant, causes Plaintiff's injury. Any amount of contributory negligence bars recovery, even a minuscule amount of negligence. For example, even if White Star was 99.9% negligent and Mr. Jensen was .01% negligent, the law bars Plaintiff from recovering against White Star. Thus, even though White Star may have been negligent and that negligence was the major part of the cause of Mr. Jensen's death, the Plaintiff may not recover if Mr. Jensen did anything that contributed to his own death. So, if Mr. Jensen died because he disregarded the directions of the crew and jumped overboard without his life jacket, or because of his drinking Mr. Jensen did not act at all time in a reasonable manner and such unreasonable action, even if slight, contributed to his death, Mr. Jensen's contributory negligence would bar any recovery by Plaintiff. CONCLUSION As the testimony has revealed, Mr. Jensen's conduct the night of April 14-15, 1912 demonstrates the acts of others, of Mr. Jensen, or of both, caused the death of Mr. Jensen. Alternatively, Mr. Jensen's own acts of negligence contributed to his own death. In either case, Plaintiff may not recover against White Star Lines.

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Dated:______New York, NY

Respectfully submitted,

______Attorney for White Star Lines

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