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ISAR 2003
International Search and Rescue Competition
St. John’s, Newfoundland
Canada
By Mel Borofsky, BC-ADG, Editor SITREP
MARLINSPIKE ("Knowing the ROPES")
(Click here to see pictures.)
The purpose of this event is to evaluate the teamwork, communications
skills, leadership and decision making abilities of the team.
TIMING FOR SCORING BEGINS ON ARRIVAL AT THE SKILL STATION
1. There are 3 labeled stations for each International Team and two
assigned tasks will be carried out at each station. The stations must
not be moved. Station 1 will be manned by team member 1, Station 2 by
team member 2 and so on. You may choose your stations on arrival, or
after reading the task cards for each station;
2. The necessary equipment to complete all evolutions is provided at
Station 1. Read the task cards, select the necessary equipment that
will be needed and move the required equipment to stations 2 and 3.
All remaining equipment will be needed at station 1;
3. Team member 1 will complete tasks 1A and 1B, team member 2 will complete
tasks 2A and 2B and team member 3 will complete tasks 3A and 3B;
4. The tasks are to be carried out in the following order: lA to 2A
to 3A, 2B to 3B and ending at Station 1 with task 1B. Be careful! This
order must be followed;
5. Keep the task sheet and instructions with you at all times. Follow
these directions carefully or penalties will be imposed.
6. Stay within the boundaries ("on deck") of your skills station
at all times when conducting the evolutions. You may go outside your
skills station to retrieve cargo that has gone adrift if a knot becomes
untied, but you must go back to the station where the knot was tied
and try again. Penalties will be assigned if a knot becomes untied;
7. You may assist each other, but only verbally and from inside the
boundaries of your skills station;
8. This exercise it timed so speed is important, but hurrying too much
may only waste time. Accuracy in following instructions may be a factor
at the judges' discretion. For example, a knot that is tied incorrectly
will bring a penalty and interference, such as offering more than verbal
coaching, will be costly;
9. Start the tasks when you are ready as you are already being timed!
Good luck!
The standard for this event will be the “Canadian Coast Guard
SAR Seamanship Reference Manual,” Section 5.5 - Knots, Bends,
Hitches and Related Items.
Please note that failure to tie any knot will result in a penalty of
2 minutes being applied to the team's overall score. Knots that are
tied incorrectly will be considered as not being completed and the 2-minute
penalty will be applied. Failure to follow the posted sequence of skills
will result in a penalty of 3 minutes being applied to the team's overall
score. Coaching fellow team members from outside of the skill station
will result in penalty of 2 minutes being applied to the team's overall
score.
The team with the fastest time (including penalties) will receive 40
points. The team with the second fastest time will receive 30 points
and so on.
- Three labeled stations, one team member per station.
- Two assigned tasks per team.
- Order to foIlow....1A to 2A to 3A: then. 2B to 3B to 1B to end the task.
Task 1A
- Coil line ready for throwing.
- Pick up one free end of the line and tie a Fisherman's Bend to the ring
on the dock.
- Pick up coil and throw to Station 2.
- Untie Fisherman's Bend to free line.
Task 2A
- Catch free end of line thrown from Station 1.
- When Fisherman's Bend is untied at Station 1, haul in balance of line.
- Tie Rolling Hitch on cylindrical end of cargo.
- Pick up coil and throw to Station 3 so that cargo may be hauled to that
station.
Task 3A
- Catch line thrown from Station 2.
- Haul in cargo and untie Rolling Hitch.
- Tie end of long line to red/white/blue poly line on cargo with a Sheet
Bend.
- Pick up coil and throw to Station 2.
Task 2B
- Catch line and haul in cargo.
- Tie long line (manilla) to 1/2 inch braided line (nylon) with Reef (Square)
Knot.
- Pick up coil and throw to Station 3.
Task 3B
- Catch line and haul in cargo.
- Untie Square Knot
- Tie long line to cargo, through the ring, with a Bowline.
- Throw
- coil to Station 1.
Task 1B
Catch line.
- Fasten free end of line to cleat on dock with Figure Eight wrap.
- Haul in cargo.
- Untie Bowline.
- Remove line from cleat.
- Coil line and place in box.
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