Learn More: What is a Pushmobile?

Little Econ District
Pushmobile Derby Day!
WHAT IS A
PUSHMOBILE?
Imagine a car like a pinewood derby car, only
bigger. You can sit in it, steer it, and stop it with a
brake. You and a friend can take turns pushing and
piloting your car down the street or across the finish
line. You can even coast it down a hill if there’s
one around. It’s called a pushmobile. Its creation
predates Cub Scouts but the racing tradition is
carried on to this day in units across the nation.
The boy inventor of pushmobiles is unknown but
was most likely inspired by seeing his first
automobile race. Soon other boys copied his idea
and they gathered to race each other in the street.
He probably had no idea pushmobiles would soon
become a nation wide craze. Clubs began to form
and on November 17th, 1906 the first recorded
pushmobile race took place in Flushing, Long
Island. The Murray Hill Pushmobile Club called
the race the Vanderbilt Race Cup. It was named
after William K. Vanderbilt who donated ten dollars
for the silver winner’s cup. The race was four and
three quarter miles long. This was ten times around
the town square. Harry Brown and Austin
Lawrence shot across the finish line to win the race
with a time of 27 minutes and 12 seconds. A hen, a
cat, and a dog where injured during the race but that
didn’t stop the club from holding the event the
following year.
Many towns began having
pushmobile races and the
winners became celebrities. As
the popularity of these races
grew mayors, reporters,
marching bands, and thousands of spectators could
be found on race day. Pushmobile plans appeared
in magazines like Popular Mechanics and even
Boys Life helping spread the frenzy. Hundreds of
Packs, Troops, Districts, and Councils carry on the
tradition holding an annual Pushmobile Derby to
this day where it remains the most popular event of
the year.
The pushmobile also gave birth to the All American
Soap Box Derby. Myron E. Scott, a photographer
for the Dayton Daily, saw three boys racing each
other down a hillside street one day in 1933. He
asked them to tell all their friends to come back for
another race in one week. 19 boys showed up to the
first Soap Box Derby. Today you will find fifty
thousand people at the annual event where racers try
to win cash prizes and trophies in their sleek
machines.
Scouting and pushmobiles are a natural fit. Boys
initiated both and both have stood the test of time.
Fun, adventure and character development happen
naturally when scouts build pushmobiles. Awards
are earned, sportsmanship is learned, and fitness is
found as the boys prepare for the big race.
Teamwork and craftsmanship are the keys if your
car is to win. Hand tools, wheels, and wood spark
the fire of imagination as the car starts to take the
shape of a real racer. The possibilities are limitless!
The time-honored tradition of pushmobile racing is
coming back to the Little Econ District. You and
your son can be part of the excitement and ongoing
history as one of the greatest boy inventions takes
hold in our district.
Let the boy dream and he is destined to learn.
PUSHMOBILE RACING RULES
Division IV Race Procedures
Team Divisions
Division I
Division II
Division III
Division IV
Division V
Tiger Cubs
Wolf Scouts
Bear Scouts
Webelos Scouts
Boy Scouts
Teams in all divisions will consist of four boys on
each team
Boys may race on more than one team
Divisions I – III races will have two heats with each
team keeping the best of the two times for their
score.
Officials will record race times
1st, 2nd, & 3rd places awards will be presented
The Pushmobile Committee holds the right to
change the rules up to the time of each event. Such
changes will be made known prior to the race.
All boys not racing must stay off racing areas.
Division IV teams must race all scheduled
events to qualify for awards
Division I teams must have an adult present for
each team member to help with the race.
Division II, III, IV teams must have at least two
adults present to help with the race.
The Pilot operates steering and breaks while the
Mechanic pushes the car. The Pilot may not
assist in pushing with hands or feet.
Division I Race Procedures
4 X 25 The 1st two boys of the team go 25yds in a
straight line and the pilot and mechanic change
places. They continue in a straight line another
25yds and the other two members of the team help
them turn the car around. The 2nd set of boys on
the team then race 25yds and switch places to finish
with the last 25yds at the same place the race began.
Division II & III Race Procedures
4 X 50 The 1st pilot and mechanic go 50yds in a
straight line. The pilot and mechanic turn the car
around, switch places and return to the starting line.
The 2nd half of the team changes places with them
and runs the second leg the same as the first.
8 X 50 The 1st pilot and mechanic go 50yds in a
straight line turn the car around, switch places and
return to the starting line. The 2nd half of the team
changes places with them and runs the 2nd half the
race the same as the first. The procedure is repeated
again so that all the boys on the team have run the
course twice at the end of the race.
Division V Race Procedures
100-yard dash - The team chooses two boys for the
race. The pilot and Mechanic will race the car 100
yards in a straight line then turn the car around,
switch places and return 100 yards to the finish.
The XTreme Challenge - This one is a bit
different. The race begins with the team running 50
yards for the starting line where their car is waiting.
Once the whole team is at the car, 1 pilot and 1
mechanic race it half way around the track and
switch places. Racing the car around the 2nd half of
the track they find their teammates at the same
place they left them. The team changes out with the
fresh crew and repeat another lap the same as the 1st
switching positions at the half-track station. After
the 2nd lap is complete the team members change
again. The process above is repeated again.
Meanwhile the other two members of their team are
running across the field to the half-track station.
The second half of the race will be run with
obstacles for the team to avoid. Hitting any one
obstacle will result in a one second deduction for
the teams overall time. Once this leg of the race
brings all 4 members of the team together they pick
the car up and run another 25 yards to cross the
finish line.
Division V teams will have their times added
together. The teams with the lowest times will be
ranked in the top three positions and the overall
winner will be awarded the title of the Citizens Cup
Champions.
Boy Scout Pushmobile Construction Rules
1. Each team must have one pushmobile.
2. All cars must pass a safety inspection. If the car does not pass the
members of the team will be notified of the reason the car failed. The
team can then fix the problem and be inspected again to qualify for the
race.
3. Pushmobiles are to be built by the Boy Scouts.
4. Wheels must have a total outside diameter no less than 5 inches and no
greater than 16 inches.
5. The cars wheelbase will be measured from axel to axel and must be at
a minimum of 30 inches.
6. Nails will not be permitted for axels. Axels must be screws, bolts, or
shafts, which will be inspected for safety prior to the race.
7. Total length of the car is not to exceed 84 inches.
8. Total width of the car must be at least 20 inches and not exceed 40
inches.
9. All cars must have at least 1-1/2 inches of clearance. (You can use a
2x4 to check this.)
10. All cars must include a hand brake lever with a rubber skid pad.
11. All cars must include a seat belt to secure the pilot with a locking
mechanism.
12. All cars must have a seat with a secure back for the pilot to sit in while
steering the car.
13. All cars must include a secure push bar.
14. Cars must be boy powered. No motors or other devices for power will
be permitted.
15. All cars must have a minimum of 3 wheels.
16. Pilots must be able to steer the car using their feet or hands on the axel,
a rope attached to the axel, or steering wheel.
17. All pilots must wear a helmet during the race.
18. All team members must wear appropriate shoes during the race. No
sandals, flip-flops of other shoes, which the judges deem unsafe, will
be permitted. Running shoes, knee and elbow pads shoes are
suggested.
Cub Scout Pushmobile Construction Rules
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Each team must have one pushmobile.
All cars must pass a safety inspection. If the car does not pass the members
of the team will be notified of the reason the car failed. The team can then fix
the problem and be inspected again to qualify for the race.
Pushmobiles are to be built by the team with adult supervision (supervision is
overseeing the work for safety.)
Wheels must have a total outside diameter no less than 5 inches and no
greater than 16 inches.
Wheels must include a plastic or solid rubber tire. No inflatable tires are
permitted.
The cars wheelbase will be measured from axel to axel and must be at a
minimum of 30 inches.
Nails will not be permitted for axels. Axels must be screws, bolts, or shafts,
which will be inspected for safety prior to the race.
Total length of the car is not to exceed 84 inches.
Total width of the car must be at least 20 inches and not exceed 40 inches.
All cars must have at least 1-1/2 inches of clearance. (You can use a 2x4 to
check this.)
Car chassis and bodies must be constructed of wood. Metal fasteners are
permitted.
All cars must include a hand brake lever with a rubber skid pad.
All cars must include a seat belt to secure the pilot with a locking mechanism.
All cars must have a seat with a secure back for the pilot to sit in while
steering the car.
All cars must include a secure push bar made of wood.
Cars must be boy powered. No motors or other devices for power will be
permitted.
All cars must have four wheels, two in the front and two in the back.
Cars must have front wheel steering.
Pilots must be able to steer the car using their feet on the front axel, a rope
attached to the front axel, or steering wheel.
All pilots must wear a helmet during the race. The team members shall
provide helmets for themselves.
All team members must wear appropriate shoes during the race. No sandals,
flip-flops of other shoes, which the judges deem unsafe, will be permitted.
Running shoes, knee and elbow pads are suggested.