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Knots

You can find knots for all possible and impossible situations. These knots are rated between 1-4 where 1 is the easiest and recommended to Tracker scouts while 4 is the most difficult and recommended to the Rover / leaders. You can click on the knots to obtain a magnification of the images. 

Dick Turpin (aka smuggle steak)

Grade 3: Adventurers

A tug on the rope loosens the knot quickly without having to pull the rope around the pole or through the ring. It can be unloaded at a distance if only the rope is long enough.

Clove Hitch

Grade 2: Discoverers

Used to attach a rope around items, like a tree or a pole.

Two Half Hitch

Grade 2: Discoverers

Used as a clove hitches but it is more flexible than this. Eg you can use Clove Hitch of self-party to attach a rope to another rope that has a loop. 

 

Double Bowline

Grade 3: Adventurers

Double bowline is used
mainly for rescue missions.
 

 

Double Sheet BendDubbel Skotstek

Grade 2: Discoverers

Used the same way as sheet bend, but with extra durability. 

 

Reeving Line Bend

Grade 3: Adventurers

A loop is turned on each length of the ropes and the ropes are the other party's eye, around the fixed parties and forth through the eyes and then you pull into. It can be difficult to distribute the feature equally between the two ropes, but the merge will be very safe. 

Throw Line Knot

Grade 3: Advenurers

This knot is used, as its name indicates, the end of a rope to give it weight when you throw it. It can be used instead of a sandbag, the weight of the lifeline.

Throw Line Knot

Grade 2: Discoverers

When the difference between the lines to be combined is large, you can use this knot. A bay is at the sharpest end then the other End of rope are on the bay.

Angler's LoopEngelsk Säckknop

Grade 4: Rover/Leaders

Angler's Loop is a good knot to tie back sacks. Otherwise, it is best known as an ornamental knot. 

Turk's KnotFallrepsknop

 Grade 4: Rover/Leaders

Fall Rope Knots is a decorative knot. It is actually a combination of first a tackle rope knots, and then a crown. The whole knot doubled and then gives a beautiful ball on the end of a rope, such as a belt. 

Surgeon's KnotKirurgknop

Grade 3: Adventurers

Surgeon's Knot turned on almost as the Reef Knot. The difference is that it has an additional twist when the first cruise but ends as the Reef Knot. This extra twist means that the friction becomes larger, which means that you often use this knot for a smooth, synthetic rope. 

Tiller's Hitch

Grade 1: Trackers

Tiller's Hitch is used with other knots to more easily dissolve the knots. 

 

BowlinePålstek

Grade 3: Adventurers

Bowline is easy to beat, absolutely reliable and are not difficult to dissolve. It is often used in mooring lines. 

Reef KnotRåbandsknop

Grade 1: Trackers

The Reef Knot is used when two equally thick / stiff ropes are tied together. 

Sheet BendSkotstek

Grade 2: Discoverers

The Sheet bend is used when two different heavy / stiff ropes are tied together. 

Position Hitch

Grade 2: Discoverers

Position roast is used to tie such a seesaw on a rope 

Timber Hitch

Grade 2: Discoverers

Timber Hitch is an anchor knot that is easy to hit and easy to dissolve. 

Sheepshank

Grade 3: Adventurers

The Sheep Shank is used to temporarily shorten ropes, instead of cutting them. 

Rolling Hitch

Grade 3: Adventurers

The Rolling Knot is a good knot if you want to stretch or slacken a guy line. 

Turk's Head

Grade 4: Rover/Leaders

Turk's Head is a decorative knot that are you can use to your scarf. 

Water Knot

Grade 3: Adventurers

The Water Knot gives a good and safe joining of thin and slippery synthetic ropes. 

Figure 8 Knot

Grade 2: Discoverers

The Figure 8 Knot is used as an endknot. 

Overhand KnotÖverhandsknop

Grade 1: Trackers

The Overhand Knot used as an endknot.