Red Wolf District Pushmobile

March TBD, 2025 

Jersey Village High School
7600 Solomon St.
Jersey Village 77040

   

A pushmobile derby is a race using pushmobiles 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!  Four Scouts work together as a team to push their pushmobile through the course to the finish line at this annual district event. 

Rules       Printable View

Registration

Registration is done by the den or pack leadership. Groups of less than four 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. 

The registration fee is $5 per Scout. Registration is done online with credit card or electronic check. There is no onsite registration.  Council refund policy.

Register   

Schedule

7:00 am Set up (adults & Scout BSA volunteers needed to assist)
9:00 am Check-in and pushmobile inspection (arrive at 8:30 if not pre-registered or need help with creating teams)
9:00 am Race volunteers check-in at the registration table and get assignments
9:45 am Opening ceremony
10:00 am    Races begin

Volunteers

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.

Check-in

Please designate one adult to register/check-in at the registration table for the entire den, and one adult to take the pushmobile 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

  • Health and Medical form for every participant
  • Field uniform (Scout uniform) or activity uniform (any Scout t-shirt)
  • Appropriate clothing for any weather (e.g., rain gear, jacket)
  • Insect repellent
  • Sunscreen and hat
  • Water
  • Required Safety Equipment (every team shall furnish its own safety equipment for both the driver and the pusher)
    • A bicycle/skateboard helmet 
    • Long pants 
    • Closed-toed athletic shoes with socks (no Crocs or other slip-on shoes allowed; shoes must be lace-up or Velcro athletic-type shoes good for running)
  • Optional Safety Equipment
    • Long sleeve shirt 
    • Gloves (full to end of fingers) 
    • Knee and elbow pads
  • Optional: snacks, five-gallon bucket for Scouts to sit on, camera, chairs for adults, cash (small bills) to buy snacks from the concession stand
  • Pushmobile (one per team)

Awards

Awards will be given to 1st to 3rd places in all ranks. 

Rules

Please read all the rules carefully and ensure that all racers are fully informed of the rules. Printable View.

Eligibility

  1. Teams: Lion, Tiger, Wolf, Bear,  4th grade Webelos Scouts and, 5th grade Webelos Scouts.
  2. Pack Teams consist of one Scout from each grade: • 1 Lion, • 1 Tiger, • 1 Wolf, • 1 Bear, • 1 4th grade Webelos Scout, and • 1 5th grade Webelos Scout.
  3. There is no limit to the number of teams that a pack can enter as long as every team has its own pushmobiles. Free agent teams may be formed if pushmobiles can be found for these teams.
  4. A team shall consist of 6 Cub Scouts of the same rank, regardless of gender. You may move a Cub Scout up one rank to complete a team. For example, you may move a Tiger up to have 5 Wolves and 1 Tiger to make a Wolf team. Another example, you may move a Wolf up to have 5 Bears and 1 Wolf to make a Bear team. However, you cannot move a Cub Scout down in rank such as placing a Wolf with 5 Tigers to make a Tiger team.
  5. Free agent Scouts (without teams) will be welcomed the day of the race; however, it is the free agent's responsibility to find a team to join. The check-in tent will maintain a list of free agents in order to assist in bringing teams together.
  6. It is recommended that each team come complete and practice 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.
  7. Scouts can bring a buddy (a prospective Scout), but the friend must fill out a health form and pay the same entry fee (a Scout registration form is preferred). All racers must be in kindergarten through fifth grade.

Race Rules

  1. Each team will race 4 times. Each race will be timed. The slowest time will be dropped and the 3 remaining times will be averaged. The winner of each rank will be determined by the lowest average time from the 3 best race times.
  2. Teams shall pre-determine drivers and pushers for each segment of the race.
  3. All participating packs must have their pushmobiles pass inspection before staging. 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 the final decision on this matter. If the pushmobile is not deemed ready to race due to safety concerns you may perform repairs and get pushmobile re-inspected. Once approved a sticker will be placed on the pushmobile and must remain visible during competition. At any time the pushmobile may be asked to get re-inspected by race officials or if any part becomes loose and falls on the playing field.
  4. The Pit Crew will stage the pushmobiles at the starting line. When the racing officials determine that all pushmobiles are properly set, the race will be started.
  5. One Scout pushes the pushmobile while the other Scout drives to the first changeover zone. The first pusher/driver pair exits the pushmobile within the changeover zone and hands the pushmobile over to the next team. Exchanges MUST occur in the changeover zone. A 5-second penalty will be added for all exchanges occurring outside of the changeover zone.**NOTE: Make sure your teams practice entering their pushmobile from the right and exiting the pushmobile to their left!! This is critical to making sure competitors avoid interfering with or running into each other.**
  6. Teams repeat the race/changeover two more times.
  7. Races will be run on hard surfaces such as concrete or 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 5- yard turn around zone. Each lane is 10 feet wide. (The race manager reserves the right to shorten the course if needed)
  8. In the turnaround zone, the pushmobile is turned 180 degrees, the driver and pusher exchange places, and the pushmobile returns back down the track. On the return trip, drivers become pushers, and pushers become drivers. To ensure that each racer has an opportunity to both push and drive, a 10-second penalty shall be imposed for teams failing to comply with this requirement at each changeover.
  9. If a pushmobile strays from its assigned lane, a 5-second penalty shall be imposed. If a pushmobile strays from its assigned lane and interferes with another pushmobile, a 10-second penalty shall be imposed.
  10. For safety reasons, a 10-second penalty shall be imposed if a racer exits the pushmobile before it stops.
  11. There shall be a 5-second penalty for exiting or entering the pushmobile on the wrong side.
  12. 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 pushmobile, 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 pushmobile, or lane marker or one of the racers.
  13. See lane specifications and penalties below.

Lane Operations

  1. There will be 4 race lanes with 6 volunteers per lane plus 2 scorers. Each lane will consist of the following volunteers.
  • 1 Runner
  • 1 Scribe
  • 1 Timer
  • 3 Judges – 1 for each change / Turn around zone
  1. Scoring and Judging
  • Each of the 3 judges will have a stack of penalty pushmobiles. Each will record penalties as the teams race in their lane and zone.
  • When all 4 teams have completed their races, the runner will collect the penalty pushmobiles from each of the judges and will collect the score pushmobiles from the timer.
  • The runner will deliver the 3 penalty pushmobiles and the score pushmobile to the scorer’s tent.
  • The scorers will record all 4 times and penalties in the software as a total time and the software will drop the worst score.

Pushmobile Specifications

  1. The pushmobile shall be steered with the feet, which are placed on the front axle.
    • Fixed-steering devices such as metal bars, bike handles, etc. are not allowed.
    • Rope fastened to the front axle for hand steering are 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 pushmobiles straying out of the lane into another team’s lane.
  2. The pushmobile shall be stable and controllable as determined by the Pit Crew or Inspection Officer during the meet.
  3. The pushmobile may 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.
  4. The maximum overall length of the pushmobile shall not exceed 5 feet. This includes the push bar. The maximum wheelbase shall not exceed 4 feet.
  5. The maximum width of the pushmobile, including wheels, shall not exceed 3 feet.
  6. The pushmobile 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.
  7. The pushmobile shall be fitted with a push bar. The push bar shall be used at all times for pushing the pushmobile.
  8. The pushing team member shall not use any other surface of the pushmobile for pushing the pushmobile.
  9. The maximum diameter of the wheels shall not be greater than 15 inches, outside diameter.
  10. Tires may be either solid or inflatable rubber.
  11. Sharing of pushmobiles is permitted provided that the sharing teams are not of the same rank.
  12. Seat belts are NOT allowed as they are a tripping hazard when entering and existing the vehicle.
  13. Factory-manufactured chassis are not allowed.  This includes, but is not limited to go-cart frames, shopping cart bases, lawnmower decks, or similar type materials. 
  14. Questions about whether any old or new pushmobile meets these specifications should be directed to the race director.

Lane Specifications

25 yards 5 yards 25 yards 5 yards 25 yards 5 yards
Race zone Change over Zone Race zone Change over zone Race Zone Turn around zone

Penalties

Change over zone violation 5 Seconds
Exiting or entering the pushmobile on the wrong side 5 Seconds
Coach touch pushmobile, lane marker or racer 5 Seconds
Failure to switch driver pusher 10 Seconds
Strays from lane 5 Seconds
Strays from lane and interferes with another pushmobile 10 Seconds
Exiting the pushmobile before it comes to a complete stop 10 Seconds

Photographs    

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).

Scouting Safely

Safety is Your Responsibility posterScouting America's Commitment to Safety is ongoing, and the safety of our youth, volunteers, staff, and employees cannot be compromised. Scouting America puts the utmost importance on 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. 

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 is 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 Scout activities, the National Health and Safety Committee and the Council Services Division of the National Council has developed the SAFE Checklist of safety procedures for physical activity. These points, which embody good judgment and common sense, are applicable to all activities. 

*About Medical Record: Scouting America requires all participants to bring an Annual Health and Medical Record to every Scouting event. The Scouting adventures, camping trips, and having fun are important to everyone in Scouting—and so is your safety and well-being. Completing the Annual Health and Medical Record is the first step in ensuring you have a great Scouting experience. Completing a health history promotes health awareness, collects necessary data, and provides medical professionals with critical information needed to treat a patient in the event of an illness or injury. It also provides emergency contact information. Please download the form and have it with you at all Scouting events for every member of your family.  

^Closed-toed shoes are highly recommended for all Scouting events. Many of our outdoor venues have snakes and sticks that can injure toes. Many of our activities include active games, so shoes that Scouts can run in (e.g., tennis shoes) are recommended.

Youth Protection Guidelines     Guide to Safe Scouting      SAFE Checklist      Enterprise Risk Management

Contacts

For questions, contact Samantha Stagg.