1st Ermington Venturer Scout Unit

Weekly Venturer Scout Program / Date:22nd August
Award Scheme:Citizenship / Responsible:Rebecca
Time /

Activity

/ Responsible / Gear/Equipment
7.30 pm / Opening Parade / Unit Chair / Flag
7.40 pm / Warm-up Game: Great Gadzooks, Hopping Hockey!
Divide Venturers into two teams and number them off. Each Venturer has the use of only one leg. When a number is called, the Vennie with the corresponding number hops out, grabs a 'hockey sticks' and hits the puck between the legs of a chair. Rinse and repeat. / Rebecca / Two chairs, puck, newspaper rolls x2, disabled Vennies
7:50 pm / Game: Three Step Tag.
Turn the lights off and close all doors. Explain boundaries. Choose a Venturer to be blindfolded. They are spun around multiple times, or until dizzy. Release the angry Vennie and watch it unleash its fury on innocent bystanders, which, paralyzed with fear, can only take three steps. / Rebecca / Blindfold
8.00 pm / Discussion: People with Disabilities and how it relates to the community.
Refer to sheet. / Rebecca / Information sheet
8.20 pm / Game: Double Sammiches
Cut off one arm from each Venturer and make Siamese Twins. These Siamese Twins must run from one end of the hall to another, where a great galloping table of food stands. Using only the power of twins, they must make a sammich ,cut it in half and one will feed one half to their twin and vice versa. When complete, sew the Vennie's arms back on. / Rebecca / Tape/Cable ties, bread, meat, butter, mixed veggies, assorted knives, chopping board
8:35 pm / Bases: Five Senses
10 Minute rotation on each base
Base 1: Foodstuffs
Blindfold Venturers. On plates/cups there are different foods and soft drink. They then write the food/drink flavour name on paper and hand in at the end of rotation. / Rebecca / Food, plates, cups, drink, answers, blindfolds, paper, pencils.
Base 2: Smells in a jar
Different herbs and spices are placed into spice jars. They have no labels on them. Venturers spell the spice, them put all spices in alphabetical order. There are six jars. / Rebecca / Jars, spices, answers.
Base 3: Relocation Fixation.
A can full of marbles in placed in one location. Venturers try to move the can to another location without disturbing the marbles. If the leader can hear the marbles, the can is put back down and a different Venturer tries to relocate the can. / Hobbes / Can with marbles, ropes specifying two locations.
Base Four: Texture Bomb!
There are assorted textures in plastic containers. Blindfold the Venturers. In turns, they feel the texture and try to identify the texture. / Zaphod / Blindfolds, containers, textures.
Base Five: My Dearest Treasure!
Yet again, the Venturers are blindfolded for this miraculous adventure. The Venturers have lost their greatest treasure, and are putting their lives on the line to rescue it from the clutches of the High Seas and the illusive Pirate Queen. The Pirate Queen has stolen their treasure, and hidden it in an obstacle course. With one Venturer blindfolded, the other must use their words to guide the blind one, but beware, for the Pirate Queen has set up decoys...
When the treasure is found, it must be returned to the leader and your quest is complete! Swap over and hide the treasure again. / Raksha - Sandy Knox / Blindfolds, treasure, decoys, obstacle course
9:15 / Games: Silent Ball / Rebecca / Ball
9.20 pm / Closing Parade
Badge Presentations
Announcements / Unit Chair / Flag
Back Up Activity: