Race Time lets you build and race a Pinewood Derby car or Raingutter Regatta boat. This time you'll also help younger scouts get ready. Being a good mentor and sport is part of the win.
Why it's worth it
You've probably raced before, so this year you get a new job: mentor. You'll build your own car or boat and help a younger den get ready for race day by sharing what you've learned. Helping younger Scouts is exactly what you'll do as an older Scout in a troop, and it's a good feeling when someone you helped crosses the finish line.
Start this week
- Get your pack's race rules and read them with your adult.
- Write down three tips you wish someone had told you before your first race.
- Ask your den leader which younger den you could help, and when they're building.
Plan ahead: Race day is set by your pack, and the younger den needs help before then too. Plan your own build and your mentoring time a few weeks ahead.
Stay safe
- Use saws, drills, and hot glue only with adult supervision, and wear safety glasses when cutting or sanding.
Requirements · 5
Every official requirement and part, numbered to match Scouting America, in plain language. Sign off against the official wording (opens in a new tab).
- Requirement 1
With an adult supervising, build a Pinewood Derby car or Raingutter Regatta boat
Tip: Sketch your design, then build it with an adult supervising any tools.
For example: Sketch your design, have your adult supervise any sawing or drilling, then sand, paint, and add weight up to the limit. For a boat, shape the hull, add a sail, and test it in a tub.
- Requirement 2
Learn the race rules for the vehicle you chose in requirement 1
Tip: Read your pack's rules for size, weight, and parts before you start.
- Requirement 3
Mentor a younger den as they get ready for the race
Tip: Help a younger den with design ideas or rule checks. Be patient and encouraging.
For example: Mentoring might look like showing Tigers how to check their car's weight, explaining a rule they're confused about, or helping them sand. Let them do the work, and cheer them on.
- Requirement 4
Before the race, talk with your patrol about how you'll show good sportsmanship during it
Tip: Talk with your patrol about cheering for others and being a good winner or loser.
For example: Talk with your patrol about how to act as older Scouts on race day: congratulate every racer, help younger kids who feel sad about losing, and thank the race volunteers.
- Requirement 5
Take part in a Pinewood Derby or Raingutter Regatta race
Tip: Race your vehicle and cheer on everyone, especially the scouts you helped.
Talk about it together
- What did you learn from helping a younger Scout?
- What was it like to explain something you already know?
- How did you show good sportsmanship on race day?
- What did you change from past races to make your car or boat better?
Helpful reads
- Cub Scouts: a guide for families, How Cub Scout ranks and adventures work from kindergarten through fifth grade, what an adult partner does, and how to keep it fun at meetings and at home., Families · Leaders · 4 min read
- From Arrow of Light to a troop, What changes when you join a Scouts BSA troop, how to visit and choose one, good questions to ask, and how to make your first year a great one., Youth · Families · 4 min read
For leaders & parents
- Pair Arrow of Light scouts with younger dens at a build night.
- Celebrate creativity and good sportsmanship, not just speed.
People & places that can help
- Your pack's race committee — Has the official rules and race day details.
- Local hardware store — Supplies for building and painting.
- Exploratorium (opens in a new tab) — Science activities about friction, speed, and motion.
Pairs well with
Counts toward
More Arrow of Light adventures
- Citizenship, Required, Adventure · 2 requirements
- Duty to God, Required, Adventure · 3 requirements
- First Aid, Required, Adventure · 7 requirements
- Outdoor Adventurer, Required, Adventure · 8 requirements
- Personal Fitness, Required, Adventure · 4 requirements
- Champions for Nature, Elective, Adventure · 6 requirements
- Cycling, Elective, Adventure · 7 requirements
- Estimations, Elective, Adventure · 4 requirements
- Fishing, Elective, Adventure · 7 requirements
- High Tech Outdoors, Elective, Adventure · 4 requirements
- Into the Wild, Elective, Adventure · 5 requirements
- Into the Woods, Elective, Adventure · 5 requirements
- Knife Safety, Elective, Adventure · 5 requirements
- Paddle Craft, Elective, Adventure · 9 requirements
- Summertime Fun, Elective, Adventure · 1 requirement
- Swimming, Elective, Adventure · 4 requirements
Tips, examples, and questions are ideas from experienced leaders, not extra requirements. Your unit leader or counselor decides when a requirement is complete.