1st Pathfinder:
Goes out with rope, running, and makes a Clove Hitch knot around the piece of wood. Then returns to the starting point, and touches the second Pathfinder.
2nd Pathfinder:
Goes out running, rope in hand, and makes a Square Knot with the tip of the excess of the Clove Hitch. Then goes back and touches the third Pathfinder.
3rd Pathfinder:
Goes out running without a rope, and makes the Sheepshank Knot with the extra tip of the second rope. Then goes back and touches the fourth Pathfinder.
4th Pathfinder:
Goes out with rope, and makes the Fisherman Knot with the end from
rope used in the Sheepshank Knot, with remaining end of the second rope.
5th Pathfinder:
Goes out with rope, makes the Sheet Bend Knot, and ties the rope around his/her waist with the Bowline Knot. Then runs back, pulling the wood with all the knots.
Once the 5th Pathfinder and wood cross the line, the time will stop. The judge will then evaluate all the knots. Once the evaluation is complete, the Pathfinder can untie the rope.
Click to see illustration of knots: Illustration of PSE Red Zone - Knots' Relay
Rules for the Knots' Relay Event
- Five (5) Pathfinders are required per club, which should include at least one eTracker, at least one Varsity, at least one boy, and at least one girl.
- The judges will assign the knots to the Pathfinders.
- There will be NO outside coaching during the event. If the rules are broken, the Pathfinders are disqualified.
- Pathfinders will not ask for assistance from their director or the audience, and will only follow the judge’s instructions.
- REMINDER: Judges will assign each Pathfinder the knot to be tied. Therefore, each Pathfinder will have to know all the knots.
Knot Relay Results
First Place: Under 2 Minutes and Correct
Second Place: 2:01 Minutes to 4 Minutes and Correct
Third Place: 4:01 Minutes to 5 Minutes
Participation: Over 5 Minutes