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 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 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.
© Copyright 2024