Bancon Homes Mascot Challenge Rules

2024 Bancon Homes Mascot Challenge

Please ensure you read and agree to the challenge rules before entering your charity mascot to the Bancon Homes Mascot Challenge. 

1. Entries will be restricted to a maximum of 10 mascots. If oversubscribed, places will be allocated via a ballot after the closing date. 

2. Prize money will only be given to a charity or not for profit organisation and mascots must be from or nominate in advance a recognised charity or not for profit organisation. 

3. Each participating charity will receive 2 free entry bands to the games. Further tickets must be purchased in advance from the event ticketing website (Eventbrite) or on the day from the gate. 

4. Mascots and guides should arrive on site between 10.00-10.10am for a 10.30am start. The approximate finish time for the competition will be 3.00pm. 

5. Access to the Highland Games will be through the competitor's entrance. 

6. Free parking is available at the event on the sports pitches next to the games field. 

7. Mascots must be accompanied by a guide at all times. 

8. The event organiser will provide a secure changing area and water for all mascots. 

9. Whilst in public areas and competing at the games, mascots must wear their full mascot costume. 

10. Mascots deemed to have deliberately gained an advantage in an event (a-f) by competing without parts of their costume will automatically be placed last. 

11. The Mascot Highland Games competition will involve 6 events: 

  • A) Caber Toss - Each mascot will be allowed on one attempt, using a secondary schools sportshall caber. The caber must land on one end and fall forward through a 90-degree vertical position and land between 9 o'clock and 3 o'clock. The best score goes to the caber closest to the 12 o'clock position. If no thrower turns the caber, the thrower who tossed closest to 90 degrees vertical wins. 
  • B) Highland Fling - This event will be judged on timing, technique and interpretation/overall deportment by the Aberdeen Highland Games dancing judges with mascots performing the highland fling for no more than one minute. Dancers will be accompanied by a bagpiper. 
  • C) Long Jump - This event will be decided by the longest distance jumped from 3 attempts. 
  • D) Stage Performance - Mascots will be allowed one minute to interact with the crowd at the family stage area. Performances can take place on the stage or within the crowd and will be judged on audience reaction. 
  • E) 60m Sprint - This event will be one race involving all mascots, with points awarded in the order that the mascots cross the finish line. 
  • F) Tug 'o' War - Teams for the Tug 'o' War will be decided by the best of 3 pulls. With teams decided according to placings after 6 events and split as stated below: 
Team ATeam B
1st2nd
3rd4th
5th6th
7th8th
9th10th

12. Points in events a) to -e) will be awarded according to the mascots finishing position, as follows: 

PlacePoints
1st10
2nd9
3rd8
4th7
5th6
6th5
7th4
8th3
9th2
10th1

13. The winning team in the Tug 'o' War (event F) will be awarded 10 points per mascot and the runners up 5 points per mascot. 

14. In the event of a tie in any of the 7 events, all those in the tied position will receive the points. For example, a 2 way tie for first place in the Caber Toss will see both mascots receive 10 points and the next mascot will be awarded 8 points for 3rd place. 

15. The mascot with the highest points total following the completion of the 6 events will win the competition. In the event of a tie, a throw for distance will take place. 

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