March 26, 2022
Champion Forest Baptist Church
16518 Jersey Dr.
Jersey Village, TX 77040
(west parking lot behind church)
A pushmobile derby is a race using cars built by a Cub Scout den and their parents and powered by the Cub Scouts. This gives the Scouts and parents an opportunity to work on a project together, and allows the Scouts to practice together and build teamwork, which are both very important in Scouting! Six Scouts work together as a team to push their pushmobile through the course to the finish line at this annual district event.
Registration is done by the den or pack leadership. Groups of less than six Scouts will be combined with other dens to form a team. Individual Scouts whose pack is not participating can attend, but the parent must verify with the pack leadership before registering.
Registration is done online with credit card or electronic check. The late fee begins 3/20/20; registration closes 3/27/20. There is no onsite registration. Council refund policy.
Registration opens in January. Event Feedback
||$8.50 for the first Scout;
$7 for each additional Scout
who registers at the same time
|$13.50 for the first Scout;
$12 for each additional Scout
who registers at the same time
||Set Up for race day (Adult & Scout volunteers needed to assist)
||Check-in and car inspection (arrive at 8:30 if not pre-registered or need help with creating teams)
||Race volunteers check-in at the registration table and get assignments
Each pack is responsible for supplying two volunteers for the entire event (packs can make substitutions, if necessary). These volunteers will help with timing, line judging, clean up, etc. The event cannot occur without this help, so we thank you in advance.
Please designate one adult to register/check-in at the registration table for the entire den, and one adult to take the car through inspection. The rest of the team should meet in the pit area for each rank. One adult from pre-registered teams must still check-in to pick up patches.
What to Bring
- Field uniform (Scout uniform) or activity uniform (any Scout t-shirt)
- Closed-toed shoes appropriate for running
- Bicycle helmet
- Long sleeves and long pants or elbow and knee pads
- Pushmobile (one per den)
- BSA Health and Medical form for every participant
- Appropriate clothing for any weather (e.g., rain gear, jacket)
- Insect repellent
- Sunscreen and hat
- Optional: snacks, five-gallon bucket for Scouts to sit on, camera, chairs for adults, cash (small bills) to buy snacks from the concession stand
Awards will be given to 1st to 3rd places in all ranks. Certificates will be given for cars in categories such as best design, most unique, most patriotic, did our best.
Please read all the rules carefully and ensure that all racers are fully informed of the rules. Printable View.
Each course will consist of two lanes marked in three segments. The width of each lane will be one or two parking spaces wide depending on the available space. Each segment is approximately 20-30 yards in length. Two Scouts will be stationed at the start of each segment - one Scout will be the driver and the other will be the pusher for that one segment. At the half waypoint, the car will be turned around and the Scouts will reverse their roles as driver and pusher. Winners of each race will be announced and the winners will continue until there is a final winner for each rank using the double-elimination system.
Race Day Rules
- If the team has Scouts from multiple ranks, the highest-ranking Scout will determine the rank for the team.
- Each car will be checked for length, width, front end and steering compliance specifications as outlined above.
- Cars shall remain in the pit unless instructed to move to the race line by a race official.
- The six Scouts who start a heat must finish it - no substitutions are allowed during a single race.
- All six Scouts must be the pusher and rider with the riders becoming the pushers on each segment of the return trip after the car is turned at the end of the course.
- Every team must have its own car (cars cannot be shared among teams).
- Teams should designate an adult to assist with the staging. One adult is allowed at the start line, one at each of the handoff points and one at the turnaround (end of the track). The adult at the starting line is solely responsible for telling the judge that the team is ready. The other adults (handoff and turnaround points) can instruct the racers but may not physically help. The team will be disqualified if an adult touches the car or Scouts during the race.
- There will be no spectators at the start/finish line or along the side of the track. This is for the safety of the team and the spectator. Adults may not run in the lanes, sidelines, or touch the cars.
- Both axles of the car must completely cross the end line before the car is turned around.
- Cars must stop with wheels within five feet of the exchange lines. The judges will disqualify teams who exchange too far away from the line.
- Cars should not cross over the sidelines. Minor crossovers on the sidelines will not be subject to disqualification. However, judges will use their discretion to determine the disqualification of teams who are steering out of control or in an unsafe manner.
- Races will be run double elimination.
- If a team misses its race, the race will not be rerun.
- Keep in mind that it is possible for a car to lose its first two races and be eliminated at that point. In order to avoid having a disappointed Cub, if a team has more than six Scouts, the rotation needs to be set up so that all Scouts get to participate by the second race.
- Any disputes about what lane a car is to run in will be resolved with a coin toss.
If a car does not meet requirements, it will not be permitted to race. No exceptions. If you choose to use an old car, please make sure that it is made to the current specifications. Consideration will NOT be given for “but it passed last year.”
- The pushmobile is to be made by Cub Scouts, parents, and leaders. No premade chassis or motorized parts are allowed.
- Length (axle to axle): 60" maximum, 42" minimum
- Axle width (outside tire to outside tire): 48" max, 24" minimum
- Front axle must be secured to frame with nuts and bolts so not to work loose. A steering block must be installed on the frame (1/8" inch is highly suggested) on the front axle to limit steering (for safety purposes, so racer does not run over anyone)
- Wheels/Tires: Must be between 4” and 12”. Solid or pneumatic wheels are acceptable.
- Wheels must be secured with cotter pins, double nuts, or lock nuts.
- Construction: cars should be made of wood, assembled with screws or nuts and bolts. Cars out of PVC will be allowed, but warned that they usually do not make it through all races, and you cannot access your car in the pit once races have begun.
- Seat: must have a sturdy seat with a backrest (seatbelts not required or recommended).
- Push bar: must be installed at back of car high enough for the Scouts to push comfortably and far enough back so Scouts will not trip over rear axle while pushing. The pushbar should not be made out of metal. If the push bar is made of pipe or tubing then the ends must have safety covers.
- Steering mechanism should not be made out of metal and must limit the turn radius of the car. Steering play must not exceed 10 degrees in any direction (this is a case of less is better)
- For more information, utilize the Cub Scout Leader How to Book, No 621165.
Once vehicles are inspected and parked in the pit, no entry into the pit by any Scout or adult is allowed. Please keep the Scouts out of this area.
Notice! Please be advised that promotional videotaping/photography may be in progress at any time at an event. Your entrance constitutes your agreement that district has the right to reproduce your likeness in videography/photography for promotion (e.g., publications, internet, newspaper).
Cub Scout Spirit
We want to encourage everyone to show their Cub Scout spirit. Each pack should be prepared to lead the crowd with a song and a cheer. Cheer for your teammates, cheer for your pack! Let’s make this a fun event!
The BSA's Commitment to Safety is ongoing and we want you to know that the safety of our youth, volunteers, staff, and employees cannot be compromised. BSA Guide to Safe Scouting policies must be followed and all participants must follow youth protection guidelines at all Scouting events. Highlights include:
- Two-deep leadership on all outings required.
- No one-on-one contact between adults and youth members.
- The buddy system should be used at all times.
- Discipline must be constructive.
Youth Protection Guidelines Guide to Safe Scouting Enterprise Risk Management
For late-breaking news and announcements, join our district Facebook page and sign up for our district e-mail list.
For questions, contact Kim Morales at Kim.Ho.Scouting@gmail.com or (713) 835-2432
December 11, 2021 | 10:00 am - 2:00 pm
Cornerstone United Methodist Church
18081 West Rd.
Houston, TX 77095
A pushmobile is a Cub Scout-powered go-cart. Cub Scout dens in kindergarten through fifth grade make their own pushmobile. Six Cub Scouts work together as a team to push their pushmobile through the course to the finish line at this annual district event. Cub Scouts get the opportunity to design, build and race their own pushmobile. The pushmobile made of any type of materials that follow certain safety guidelines including a seat, brake, and steering. Other than that, the sky's the limit on structure, design, and materials. Let's race. Scouts, start your engines, I mean feet!
The den leader or unit should register. Registration is completed online with a credit card or electronic check. Council refund policy.
Changes to the roster on race day are allowed. Keep in mind that a Scout can race at their rank or higher, never at a lower rank.
|$11.50 for the first Scout and $10 for each additional Scout who registers at the same time.
||$14.50 for the first Scout and $13 for each additional Scout who registers at the same time.
|$16.50 for the first Scout and $15 for each additional Scout who registers at the same time.
Adult volunteers: Each pack is required to provide two volunteers on-site to help during the entire race.
What to Bring
Team Safety Equipment - each team shall furnish their own safety equipment for the driver and the pusher:
- A bicycle/skateboard helmet – required
- Long pants – required
- Closed-toed shoes with socks - required (no slip-on shoes ro Crocs; shoes must be laced up or Velcro athletic type)
- Long sleeve shirt - suggested
- Gloves - full to end of fingers – suggested
- Knee and elbow pads - suggested
- On the map, there is a yellow line where cars will pull in. Where the X is we will have volunteers taking temperatures and collecting the SHAC pre-event screening form.
- If anyone in the car has a temperature above 100.6 then the team will have to leave.
- No one will be allowed in without wearing a mask and wearing a mask will be enforced during the event.
- Packs will have designated areas apart from each other for social distancing. The pack areas will have enough room for participants to spread out themselves to social distance.
- Pushmobile cars will be wiped down between each race.
- Scouts will put on hand sanitizer before and after each race.
- Families are required to bring their own food and drinks during the event. There will be an area to eat and spread out since masks will be off while eating.
- Restrooms with sinks are available in the church.
- All timers, clipboards, and pens will be wiped down in between uses.
- Anyone who gets sick after the event will notify the event chair.
- Rank Teams: Lion, Tiger, Wolf, Bear, 4th grade Webelos Scout, 5th grade Webelos Scout.
- Pack Teams consist of one Lion, one Tiger, one Wolf, one Bear, one 4th grade Webelos Scout, and one 5th grade Webelos Scout.
- There is no limit to the number of teams that may be entered, but each team must have their own pushmobile. Free-agent teams may be formed if pushmobiles can be found for these teams.
- A team shall consist of six Cub Scouts of the same rank, regardless of gender. You may move a Cub Scout up one rank to complete a team. For example, you may move a Tiger up to have five Wolves and one Tiger to make a Wolf team. Another example, you may move a Wolf up to have five Bears and one Wolf to make a Bear team. However, you cannot move a Cub Scout down in rank such as placing a Wolf with five Tigers to make a Tiger team.
- Free-agent Scouts (without teams) can register and attend; however, it is the free agent's responsibility to find a team to race with. The check-in tent will maintain a list of free agents in order to assist in bringing teams together.
- It is recommended that each team come complete and have practiced together. However, incomplete teams should also fill out and submit their registration online. With advance notice, we may be able to find other incomplete teams to combine.
- Cub Scouts can bring a prospective Scout; the friend must fill out a BSA Health and Medical Record and pay the same entry fee (a BSA registration form is preferred). All racers must be in kindergarten through fifth grade.
- Each team will race four times. Each race will be timed. The slowest time will be dropped and three remaining times will be averaged. The winner of each rank will be determined by the lowest average time from the three best race times.
- Teams shall pre-determine drivers and pushers for each segment of the race.
- All participating packs must have car(s) pass inspection before staging. We will follow the BSA Bear handbook diligently. Any violation of the rules which are deemed to give a team a unique competitive advantage will incur a time penalty if allowed to race. The race director will have final decision on this matter. If the car is not deemed ready to race due to safety concerns you may perform repairs and get car re-inspected. Once approved a sticker will be placed on the car and must remain visible during competition. At any time the car may be asked to get re-inspected by race officials or if any part becomes loose and falls on the playing field.
- The pit crew will stage the cars at the starting line. When the racing officials determine that all cars are properly set, the race will be started.
- One Cub Scout pushes the car while the other Scout drives to the first changeover zone. The first pusher/driver pair exits the car within the changeover zone and hands the car over to the next team. Exchanges MUST occur in the changeover zone. A five-second penalty will be added for all exchanges occurring outside of the changeover zone. Teams should practice with their Scouts to ensure they enter their pushmobile from the right and exit to their left!! This is critical to making sure competitors avoid interfering with or running into each other.
- Teams repeat the race/changeover two more times.
- Races will be run on a hard surface such as concrete or the asphalt. The course is a total of 90 yards long and consists of three 25-yard racing zones, two 5-yard changeover zones, and one five-yard turn around zone. Each lane is 10-feet wide. (The race manager reserves the right to shorten the course if needed)
- In the turnaround zone, the car is turned 180 degrees, the driver and pusher exchange places, and the car returns back down the track. On the return trip, drivers become pushers, and pushers become drivers. To ensure that each racer has an opportunity both push and drive, a 10-second penalty shall be imposed for teams failing to comply with this requirement at each changeover.
- If a car strays from its assigned lane, a five-second penalty shall be imposed. If a car strays from its assigned lane and interferes with another car, a 10-second penalty shall be imposed.
- For safety reasons, a 10-second penalty shall be imposed if a racer exits the car before it stops.
- There shall be a five5-second penalty for exiting or entering the car on the wrong side.
- One adult coach is allowed near the course to coach and direct their team. This person must remain in the designated area at all times during the race. The coach is not allowed to touch the car, or move lane markers once the race begins. Coaches also are not allowed to touch the racers unless it is an emergency. A 5-second penalty shall be imposed on a coach for each time they touch a car, or lane marker or one of the racers.
|Change Over Zone Violation
|Exiting or entering the car on the wrong side
|Coach touch car, lane marker or racer
|Failure to switch driver and pusher
|Strays from lane
|Strays from lane and interferes with another car
|Exiting the car before it comes to a complete stop
Change over zone
Change over zone
Turn around zone
- There will be four race lanes with six volunteers per lane plus two scorers. Each lane will consist of the following volunteers:
- 1 Runner
- 1 Scribe
- 1 Timer
- 3 Judges – 1 for each change / Turn around zone
- Scoring and Judging
- Each of the three judges will have a stack of penalty cards. Each will record penalties as the teams race in their lane and zone.
- When all four teams have completed their races, the runner will collect the penalty cards from each of the judges and will collect scorecards from the timer.
- The runner will deliver the three penalty cards and the scorecard to the scorer’s tent.
- The scorers will record all four times and penalties in the software as a total time and the software will drop the worst score.
- The car shall be steered with the feet, which are placed on the front axle
- Fixed-steering devices such as metal bars, bike handles, etc. will not be allowed.
- A rope fastened to the front axle for hand steering is not allowed as this is a tripping hazard when entering and exiting the vehicle.
- Steering limitation is required. There must be some sort of device or blocks installed that limit the steering mechanism. This is for safety and to minimize the risk of cars straying out of the lane into another team’s lane.
- The car shall be stable and controllable as determined by the pit crew or inspection officer during the meet.
- The car shall be equipped with a handbrake. The rubbing surface of the handbrake shall be faced with a rubber material such as an old tennis shoe or a strip from an old tire. Handbrakes that damage the track shall be disqualified.
- The maximum overall length of the car shall not exceed five feet. This includes the pushbar. The maximum wheelbase shall not exceed four feet.
- The maximum width of the car, including wheels, shall not exceed three feet.
- The car shall have a seat with a braced backrest. To maintain stability, it is highly recommended the seat be placed as close to the wheel level as possible.
- The car shall be fitted with a pushbar. The pushbar shall be used at all times for pushing the car.
- The pushing team member shall not use any other surface of the car for pushing the car.
- The maximum diameter of the wheels shall not be greater than 15 inches, outside diameter.
- Tires may be either solid or inflatable rubber.
- Sharing of cars is permitted provided that the sharing teams are not of the same rank.
- Seat belts are NOT allowed as they are a tripping hazard when entering and exiting the vehicle.
- Factory Manufactured chassis will not be allowed to race. This rule includes but is not limited to go-card frames, shopping cart bases, lawnmower decks or similar type materials.
Questions about whether any pushmobile meets specifications should be directed to the race director.
Notice! Please be advised that promotional videotaping/photography may be in progress at any time at an event. Your entrance constitutes your agreement that the council and district has the right to reproduce your likeness in videography/photography for promotion (e.g., publications, internet, newspaper).
Late-breaking news and announcements will be emailed to those registered and posted on the Copperhead District Facebook page.
Please like our page at www.facebook.com/copperheaddistrict. Invite parents and Scouters in the district to like our page. Units and Scouters can tag us (@copperheaddistrict), and message pictures. To make sure you never miss a post, after liking the page, click on 'Following' and 'See First.' To help us promote Scouting, please engage with our content by liking, commenting and sharing our posts.
Copperhead District Facebook SHAC Facebook
For additional council information, sign up for the eScouter and follow the Sam Houston Area Council Facebook page. Tag the council (@shac.bsa) and send them pics of your Scouting memories.
The BSA's Commitment to Safety is ongoing and we want you to know that the safety of our youth, volunteers, staff, and employees cannot be compromised. The Boy Scouts of America puts the utmost importance on the safe and healthy environments for its youth membership. The Sam Houston Area Council takes great strides to ensure the safety of its youth as well as the adult volunteer leadership that interacts with them.
BSA Guide to Safe Scouting policies must be followed. All participants must follow Youth Protection Guidelines at all Scouting events. Highlights include:
- Two-deep leadership on all outings required.
- One-on-one contact between adults and youth members is prohibited.
- The buddy system should be used at all times.
- Discipline must be constructive.
Health and safety must be integrated into everything we do, to the point that no injuries are acceptable beyond those that are readily treatable by Scout-rendered first aid. As an aid in the continuing effort to protect participants in a Scout activity, the BSA National Health and Safety Committee and the Council Services Division of the BSA National Council have developed the Sweet Sixteen of BSA safety procedures for physical activity. These 16 points, which embody good judgment and common sense, are applicable to all activities.
Youth Protection Guidelines Guide to Safe Scouting Sweet Sixteen Enterprise Risk Management