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Badger Creek Camp 1710 W 10,000 N Tetonia, ID 83452

MISSION STATEMENT

Badger Creek Camp is an outdoor learning center developed at the base of the Tetons by The Church of Jesus Christ of Latter-day Saints. It is a place where all can gather, separate from the world’s influences, to feel the spirit of the Lord and enjoy His creations. A place where faith and testimonies of Heavenly Father and Jesus Christ are strengthened and the greater work of gathering Israel is accomplished, as youth and families realize their eternal destinies. At Badger Creek everyone is invited to fully experience unity and love, build self confidence, and practice leadership while learning responsible, respectful and sustainable camping and outdoor living, in an uplifting, diverse, and challenging environment.

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Table of Contents

! The Mission of Badger Creek ...... 2 ! Getting Started ...... 6 ! Scheduling and Operations ...... 8 ! Planning Guidelines ...... 9 ! Facilitator Safety Protocols ...... 10 ! Group Management / Facilitation ...... 11 ! Challenge By Choice – Full Value Contract ...... 12 ! Processing / Debriefing and Facilitation ...... 13

! JUST FOR FUN- Warm-ups, Ice Breakers, Time Fillers ...... 17 o The Importance of Spotting ...... 18 o Tips For Facilitators ...... 19 o Categories ...... 21 o Everybody Up ...... 23 o Hoop Circle – Circle The Circle ...... 24 o Helium Hoop – Incredible Flying Pole ...... 25 o Human Knot ...... 27 o Infinite Circles – Handcuffs ...... 28 o Mingle ...... 29 o Name Game - Group Juggle – Warp Speed ...... 29 o Peek-a-Who ...... 31 o Serpentine ...... 32 o Sit On My Knees Please ...... 33 o Speed Rabbit ...... 33 o Warm-Up Circle ...... 35 o Yurt Circle / Clock ...... 35 o Chase Games ...... 36 o Relay Games ...... 37 o Tag Games ...... 38 o Trust Activities " Willow In The Wind – Pass The Body ...... 39 " Cookie Machine – Mini Trust fall ...... 41 " Trust Trios – Trust Levitation ...... 42 o Large Group Games " Kajabe Can Can ...... 43 " Noddle Hockey ...... 45 " Evolution ...... 46 " The Biggest Fan ...... 46 o Additional Games and Activities ...... 47 o Resources – Games and Foolishness ...... 48 3

! Team Challenges – On The Ground To Make You Think ...... 49 ! Safety Guidelines ...... 49 ! Facilitator Roles ...... 50 o Blind Walk – Upper Camp ...... 51 o Horizontal Spider’s Web – Laser Maze ...... 54 o Minefield – Upper Camp ...... 56 o Blind Square-Polygon-Circle House ...... 58 o Big Blue Barrel O Fun ...... 60 o Bull Ring- Stackers ...... 61 o Toxic Waste Dump ...... 63 o Gang Trollies - Gerbil Crawl ...... 65 o Giant Jump Rope ...... 67 o Key Punch-Speed Calculator ...... 68 o Hungry-Hungry Human ...... 70 o Leaky Pipes ...... 71 o Magic Carpet ...... 73 o Memory Maze – Grid Lock ...... 74 o Pipeline – Gutterball – Tunnel Roll ...... 76 o Poison Peanut Butter River Crossing ...... 79 o Traffic Jam ...... 80

! Low Ropes – Off The Ground and In Harms’ Way – Trust Your Team ...... 83 ! Spotting For Safety ...... 83 ! Safety Reminders ...... 86 ! Low Ropes – Upper Camp o Spider’s Web ...... 87 o TP Shuffle – Log Jam ...... 89 o Trust Fall – Elevated ...... 91 o Wild Woosey – Team Crossing – Stretcher ...... 93 o Proposed " Donut Hole – King’s Finger – Bull’s Eye ...... 95 " Tension Traverse – Mohawk Walk ...... 97 ! Low Ropes – Lower Camp o Donut Hole – King’s Finger – Bull’s Eye ...... 98 o Prison Wall – Team Wall ...... 98 o Proudy’s Landing - Nitro Crossing ...... 101 o Disk Jockey – Air Drop ...... 104 o Save the Baby ...... 105 o Whale Watch ...... 106 o Proposed " High Beam ...... 109 " Port Hole – Portal ...... 110 " Track Walk – Zig-Zags - Artesians ...... 110 " Low cables – Heebie Jeebie ...... 112 4

! Low Ropes - Mobile o A-Frame Crossing ...... 113 o All Aboard ...... 114 o Electric Fence – Short Circuit ...... 116 o Human Ladder-Ladder Shuffle ...... 117 o Islands and Bridges ...... 118 o Swamp Crossing – Poison River – The Muse ...... 120

! High Ropes Course ...... 123 o Safety Protocols ...... 123 o Giant Swing / Flying Squirrel ...... 124 o Giant Zipline ...... 127 o Inclined Log / Cat Walk ...... 127 o Power Pole / Leap of Faith ...... 129 o Climbing Tower ...... 133 " ...... 136 " High Rappel ...... " Dangle Duo ...... 138 " Internet / Cargo Climb ...... 140 o The Quad ...... 141 " Charlie Chaplin / Tires 2 Line " Burma Bridge " 2-Line Bridge (Postman’s Walk) " Kitten Crawl " Heebie Jeebie " Mini Zip-Line " Multi-Vine " Arial Rescue – The Quad

! Sports and Other Activities o Gaga Ball ...... 145 o Disc Golf ...... 146 o Corn Hole ...... 148 o Rope Joust / Hunker Hawser ...... 150 o Four-Way Tug-O-War ...... 151 o I Am A Pioneer ...... 151 o Colter’s Run / Moroni Marathon ...... 153 o Night Walks ...... 156 o Water-Based Activities ...... 157 o Archery ...... 158 o Off-Site Activities ...... 160

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Getting Started

Badger Creek serves the population of the church membership at large through five primary groups:

• Young Women’s Camps & Retreats – stake and ward • Young Men’s Camps & Retreats – stake and ward • Co-ed Youth Conferences – stake and ward • Families – stake, ward and individual • Specialty Groups – singles, FHE groups, leadership retreats, etc.

Youth - The camp provides a resource for leaders and specialists who work with youth leaders, along with parents and families, to implement the child and youth initiative, the goal of which is to “Strengthen the rising generation’s faith in Jesus Christ, and help children, youth, and their families progress along the covenant path as they meet life’s challenges.”

The camp provides a place “where [youth] can gather together, separate from world influences, feel the spirit of the Lord, grow in unity, and strengthen their faith and testimonies of Heavenly Father and Jesus Christ.”

Families - Badger Creek was originally dedicated as a facility to train family outdoor leaders. Families benefit from the camp as a special location to engage in wholesome family recreational activities, bringing the family closer together by strengthening relationships.

Church Groups - Badger Creek provides a venue for gathering and sharing common experiences in the outdoors. Facilities and activities are available that provide opportunity for the development of relationships, leadership, and faith promoting experiences. Badger Creek also has the unique position to serve as a base for high adventure activities available throughout the valley and within close proximity to the camp.

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Other Compatible Goals:

• Promote an atmosphere for the development of leadership. • Encourage deeper understanding of self-worth and potential. • Provide opportunities for users to gain an appreciation of God’s creations. • Build testimonies of the restored gospel of Jesus Christ. • Facilitate deeply meaningful learning experiences. • Ensure a safe and wholesome learning environment.

The Badger Creek Ropes / Challenge Course

The Ropes Course events and activities are not designed to be competitive or a race against time, but rather are intended to encourage participants to do their best. Activities emphasize building self-esteem, developing leadership, and working as a team to accomplish tasks, and they provide opportunities for every participant to succeed as an individual and as a member of a group.

While scheduled activities may be common from group to group, outcomes will vary, and each team or person will experience them differently. Activities have the potential to help you achieve outcomes in:

Communication - critical listening and discussion skills.

Planning - develop goals for each activity and options for achieving those goals.

Teamwork - each individual can accomplish more as a member of a team than by going it alone.

Trust - completing difficult tasks develops trust by focusing on the safety of the course, each other, and themselves.

Leadership - given and assumed naturally, and it can be expressed in many ways.

Decision Making - developing one or more solutions to a problem, considering the available resources and alternatives, and evaluating the probable results.

Problem Solving - activities challenge groups and individuals to develop solutions to interesting problems. Participants can then test their solutions and evaluate the results.

Self-Esteem - individuals and groups develop confidence that encourages them to adopt challenging, attainable goals.

Badger Creek High Adventure

The High Adventure component to the Badger Creek experience is more than a recreational diversion – it’s more than just another roller coaster thrill ride to be checked off. The activities that are available in

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the High Ropes, Low Ropes, and Team Challenge-Initiative Activities categories are designed to provide you with a unique opportunity to work with youth outside of their normal operating situations. The metaphors presented with each challenge open doors for you to address behaviors, operating patterns and habits, problem solving strategies and more. They are a small laboratory for you to put the Youth Initiative into motion. You can design a program that addresses Physical, Social, Intellectual and Spiritual issues that will help youth progress. Please don’t waste this opportunity by simply using these resources as time-fillers. They are being offered as a way to address important life issues in a very real way if used properly.

At Badger Creek Camp, the missionaries are a resource and a safety net for you. There is a pre-summer training that will help get you up to speed so that you work directly with your youth and youth leaders. To have the missionaries run everything removes those closest to the youth from the very activity that should be creating closer bonds. It’s the missionary’s job to help keep things safe while it’s the advisor’s job to make it work.

Scheduling and Operations

Reservations for High Ropes activities are scheduled in 3-hour blocks. We have found that it is best to plan with the following in mind:

Most of the High Ropes activities can be accomplished by 20 people in a 1-hour block. It is best to keep groups rotating with no more than 20 in a group to reduce wait times and keep everyone engaged. For larger groups, it may be best to combine High-Low-and Challenge activities during that block to keep everyone active.

There are elements in the upper camp (near the pond) and the lower camp (along Cabin Row). Rotations should be planned in blocks so that a morning and/or afternoon group rotates activities that keep them in either the upper or lower camp. Rotating activities that require them to travel up and down the hill to participate doesn’t work as well as keeping them in a common area for the entire time.

Create a mix of High, Low and Challenge activities for each rotational block. Once again, most activities work best with a maximum group size of 15 to 20 so that everyone stays active and no one gets lost in the crowd.

SO…if one High element is reserved for a 3-hour block, we can accommodate a maximum of 60 people during that block on that one element - or 3 rotations of 20 in 3 hours. If a group has 60 people, they technically could be running 3 elements at a time to keep everyone busy, but that would cost 3x as much and requires 3x the certified staff, for all 3 elements.

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The best alternative is to use 1 high element for 20 and have the other 40 people rotating through a series of Low and Challenge Activities that have no additional cost, but require groups to attend trainings to learn how to run them. Or groups can create their own 1-hour block activities. The 3 groups would rotate every hour.

Depending on how they are facilitated, Low Ropes and Challenge Activities may take anywhere from 15 minutes to an hour to run each activity. If groups are rotating every hour, it may be best to plan 2 low activities for each rotation block.

Planning Guidelines - Important Things to Consider

1. Age Appropriate - Make an effort in planning your schedule to leave room for growth. Select activities that are best suited to the age of the youth you have in your group. Not everyone has to do everything - leave room for next year. Create a good mix of High, Low and Team Challenges.

2. Group Size - Most of the activities work best with groups of 15-20. More people stay active and fewer people get lost in the craziness. Keep everyone involved and focused on the event.

3.Ability and Support - Many of the activities are scary - some physically and some emotionally. It’s scary for some to leap off of a 25-foot pole, but it may be terrifying for some to look foolish in front of people they have already learned not to trust. Here’s a chance to break that cycle. Commit advisors, youth leaders and participants to stay with their group and support everyone who chooses to participate - don’t wander off or get distracted

4. Sequencing - If scheduling a mix of High and Low activities, rotations can block out an hour for each High element and maybe 2-3 alternative Low elements going on at the same time for other groups. Groups rotate through a variety of activities with varying difficulty and outcomes. Create rotations that get progressively harder, and give groups a chance to apply/reinforce new skills and behaviors. Don’t just run from one event to the next; take time for talking about what is being learned.

5. Safety and Training - Schedule training sessions for your advisors and youth leaders to learn the skills needed to safely operate all of the activities - they can be dangerous if misused. Besides learning to belay and support participants, the skill of debriefing brings the activities to life and gives them take-home applications.

7. Other Factors Weather – Afternoon thundershowers are common in the mountains. Plan rainy day alternative activities if the weather forces you indoors. Lightning shuts down all high events until at least 15 minutes after the last audible thunder. Physical or Social Limitations – Know your participants; physical injuries, weight restrictions – the high activities have a 275lb weight limit. 9

Facilitator Safety Protocols

If you are leading a group, these are the things you check before using any activity in camp. • Be on site 30 minutes before a group is scheduled to arrive and assemble props and follow inspection and safety check procedures (See below) • When your group arrives, greet them and give them a short orientation. • Inform them that this is a special place dedicated for people to learn and grow and we have some guidelines to help them. • Introduce yourself as you are going over your part • Good Attitude: " NO ZINGER ZONE! (A.K.A. No sarcasm.) Treat everyone with respect. " You are outside. Do your best to stay warm and dry, and let us know if you’re miserable. " Your attitude determines your experience here for better or worse. • Review Challenge by Choice (See below): Choose to push and involve yourselves, not to give up. Everyone participates and supports the group at some level. • Medical Issues: WE NEED TO KNOW! Pull us aside if you have any issues (ex. injuries, allergies, etc.) • Respect Facilitators " They are trained in all of the activities at the camp; let them handle all equipment. " Take the instructions and the guidelines given seriously; they’re for everyone’s safety.

• S.E.E. Inspection - The first thing that any ropes course facilitator should do when approaching a ropes course to set up, or to use, is to perform a SEE Inspection. S - - Structure E - - Equipment E - - Environment

• Safety Check Routine - To be done before anyone uses any ropes course element. • Helmet – anyone who is in a position that is over head-high (including Challenge and Low Ropes activities) should be wearing a helmet • Knots – Do not adjust knots. Must be tied by certified staff only. • Ropes and Harnesses, Lobster Paws • Carabineers, ATCs, Pulleys • Document and report any concerns.

• Accident Prevention - Successful programs have several traits in common: ● The course structure and setup are safe. ● Facilitators take ownership of a safe program. ● Facilitators and participants know and follow the rules. ● Facilitators and participants complete safety training for each stage of an activity. ● Facilitators and participants discuss and understand how to manage hazards effectively. There are four ingredients to the operation of a safe program: the people (personnel) that conduct it; the policies by which they operate it; the equipment used; and the environment.

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• Basics – No one is allowed to be suspended with their head below their feet. Pull hair back where it cannot be tangled in safety equipment. No food/gum or other objects that may cause choking.

• Safety Language – Facilitators must be able to use and teach standard safety commands for Spotting and Belaying. This is a common language used in camp.

• Climbing Commands Spotting Commands Climber - “On Belay?” Participant – “Spotters Ready?” Belayer - “Belay on.” Spotters – Get in Spotting Position Climber - “Climbing?” Spotters – “Spotters Ready.” Belayer - “Climb on.” If Doing Trust Falls Climber Needs Rope – Slack Participant – “Falling.” Climber Needs Support – Tension Spotters – “Fall On.” Climber is Safe – “Belay Off?” If Moving Towards Peril Belayer - “OFF BELAY!” Participant – “Climbing.” Spotters – “Climb On.”

Group Management / Facilitation

• Crowd Control - You will quickly discover that participants can get distracted. The following are some ways to quiet down a large group of people: • Yell “If you can hear me clap once!” • Stand on a stump and begin singing a song everyone knows • Yell a phrase everyone knows to yell back (i.e. Marco Polo) • Develop a cheer that the entire camp will know how to follow and do it • Learn games and methods that move groups without them knowing it – Mingle, Serpentine

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• Wanderers/Staying With Your Group Participants must be sure to remain with the group at all times. If a participant needs to use the bathroom or get some water, be sure they take a buddy with them.

• Dress Code – Units will set and enforce dress codes. However, it is best that while engaged in ropes course activities, participants should wear long sleeves and pants and close-toed shoes for their own safety. Clothing should be appropriate for the weather; layer clothing for cool/cold conditions – no scarves. Remove all jewelry and/or sharp objects – watches, buckles. Dangly earrings, etc.

• Working With Participants – Working as a group will be some of the best times you will have at Badger Creek. Create an atmosphere where everyone understands the proper balance of being safe, learning, and having a great time. There may be the occasional participant who won’t want to be a part of the activities (e.g. won’t listen to what you say or do what you ask, etc.). That’s fine, but they need to participate at some level to support their group. You want your group to have the best experience possible. Remember to have fun.

Challenge By Choice – Full Value Contract

“Challenge by Choice©” is a key principl. Each person may choose which activities to participate in without being pressured or coerced by the group or without having to justify a choice that has been made. While no participant should be pressured or coerced, they should be encouraged to participate in the events. Facilitators must be aware of the fine line between encouragement and pressure. The group must accept each individual’s choice.

Before a group participates in any activity, it is crucial that Facilitators give an orientation that is honest, to the point, and encourages participants to be willing to share any concerns or needs. Such an orientation may sound something like this:

“This course offers a variety of challenges. You may participate in any or all of these challenges, or you may decide not to take part in any or all of them. The decision of whether to participate is yours alone.

“Ropes course activities can be exciting and challenging. Some might seem frightening at first. You might be anxious about how well you will do or about what others will think of you. At times you might be outside your comfort zone. While the events are designed to help you challenge yourself and explore your abilities, you can say no to any activity at any time. No one will pressure you to do anything you do not want to do.

“You should each ask yourselves, ‘What do I need to feel safe mentally and physically?’ Before beginning any events, we will practice how to spot and belay one another so that these activities can be done as safely as possible. If you have any questions about how you will be protected during an event, be sure to

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ask. By understanding the safety system to be used with each event, you can better decide if you want to participate.

“Please let Facilitators know of any medical concerns or conditions that should limit your involvement. If you have any health concerns, or if you have any needs to help you stay healthy during the activities, let a Facilitator know, either now or privately before the events begin.”

The Full-Value Contract© is a personal and interpersonal agreement built on value for each person and for the group as a whole. It helps each participant feel comfortable with what he or she agrees to do or declines to do.

Three commitments form the Full-Value Contract©: ● Work together as a group and strive to achieve individual and group goals. ● Adhere to safety and group behavior guidelines. ● Give and receive feedback, both positive and negative, and strive to change behavior when it is appropriate.

Be Here - Be Safe - Be Respectful - Set Goals - Be Honest - Let Go & Move On

Processing / Debriefing and Facilitation

The Experiential Process

Experiential Education Model and Questions

• Experience-Doing the activity Publish - Talk about the actual activity (What?). • What did you do in this activity? 13

• What was the goal/objective of this activity? • What was the process you went through to accomplish this activity? • Slide Show Process - Dig deeper in the activity (So What?). • Why was the group successful/unsuccessful? • What were the roles that individuals played in this activity? • What roles were necessary for the success of this activity? • How did you develop your plan of action? • How well did you execute your plan? Generalize - Apply the activity to the subject (Now What?). • How will this group continue to use teamwork to accomplish activities in the future? • How can you apply what you learned today in other situations? • What specific skills will you improve as a result of this activity? • In what ways does this activity apply to you as a student? Apply - The individual takes the new information and can use it in their own lives.

Processing and Facilitation

• Processing - When a group as a whole and as individual members begins to relate events encountered during the adventure experience to situations in their own environments.

• What is the role of a Facilitator? • To assist the group in discovering what they have experienced • Not telling them what they have experienced (Do not turn it into a lecture • Clarifying and focusing comments • Providing helpful information • Calling attention to details that may have been overlooked by group • Helping the group make an action plan (in extended situations) • The Facilitator is … • Constantly looking for opportunities for participants to understand how their behavior affects the performance of the group. • Looking for teachable moments (practice being observant) • Encouraging participants to be more than they thought possible • Encouraging participants to think in new ways • Encouraging participants to consider additional factors (Help the group grow) • The performance of the group belongs to the group, not the Facilitator • Carpe diem - do something new, growth, learning and excitement comes with change • It is important, if you are the primary Facilitator, to always work with the other Facilitators. • Failure is sometimes the best teacher

“Tell me, and I will forget. Show me, and I will remember. Involve me, and I will understand.”

~Chinese Proverb~

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• Six Levels of Facilitation 1. Letting the experience speak for itself--learning and doing. 2. Speaking for the experience--learning by telling. 3. Debriefing the experience--learning through reflection. 4. Directly frontloading the experience--direction with reflection. 5. Framing the experience--reinforcement with reflection. 6. Indirectly frontloading the experience--redirection before reflection.

The Basics of Starting a Discussion - Ground rules for a great discussion: • Personal or sensitive information stays in the circle and is not to be repeated to friends, family, or others. • There will be absolutely no put downs, sarcasm, or humor directed towards or at the expense of another person. • There is no such thing as a dumb question, comment, or opinion. Everyone has the right to ask or say what he or she wants as long as it is appropriately expressed. • Individuals can be encouraged to talk, but no one is forced to talk. • Out of respect for the speaker, only one person talks at a time. • Be sure that you have prepared your basic questions ahead of time. • Try to get as many people talking during the first few minutes of the discussion as possible. • Do not be afraid to let the discussion go off track as long as it is filling needs. Participants may have a better idea of what is relevant to them than you do. Use another question to refocus the discussion rather than pointing out the fact that the discussion is off track. • If the class is in excessive agreement, play the devil’s advocate to stimulate critical thinking. • Don’t be afraid of silence.

Question to Avoid: • Questions that have a right or wrong answer. • Questions that can be answered ‘yes’ or ‘no’. • Long wordy questions where the meaning is forgotten before you even stop asking. • A question within a question. • Questions that are ‘either’ or ‘or’. • Questions that have an obvious answer. • Questions that are too general or too vague. • Questions that the students do not have enough experience to answer.

Appropriate Questions: • Use questions that ask for opinions rather than facts. • Use an activity as a basis for the discussion so everyone has the same experience to draw from. • Have the students write down their opinions and then read them to the class for comments. • Ask for a comment from someone who has not contributed yet. • Ask a student what they thought of another student’s comment. • After class talk to students who are habitually quiet. Ask them some questions and when they answer, explain that those are worthwhile opinions and you would like to have them expressed so everyone can benefit from them.

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Debriefing/Reflections Reflections are the most useful part of the process but do not have to be done after every element. Look for teachable moments (when participants are most receptive) to do debriefing/reflections. These moments will be when all of the goals of the activity come together and are identified to the participants. The reflection is the first step to the next event. For these reasons, the reflection process must be done with as much purpose and forethought as the event itself. The process is as follows: ● Circle. Sit or stand in a circle. This makes everyone equal. ● Open-ended Questions. Ask questions that require the participants to think and to answer with more than one word. ● Time. Allow the group to discuss the issues and objectives of the element. Keep it upbeat and do not allow put-downs. Keep the discussion moving, and do not dwell on small issues. ● Objectives. Make sure that the objectives of the game are met.

Examples of reflection questions include the following. How did it go? How do you feel you worked as a group? Who were the leaders? What makes a good leader? Who were the followers? What makes a good follower? What is difficult about being a follower? Why is it important to have both leaders and followers? Did you have a plan? If not, why not? How well did it work? What would you do differently next time? How did you contribute to the success of the group? What specific instances did being different help or hinder the group from reaching its objectives? How can you increase your ability to respect and utilize personal differences? What did you learn about other group members? What did you learn about yourself? How can you use what you learned today in other situations? Describe in one word how you felt during the game. Did you have fun? Debriefing following each event can help partici- pants and groups reinforce what they have learned and apply that knowledge to future performance. A COPE instructor can facilitate debriefing with questions such as these: What was your goal for this activity? Who set the goal (an individual, a leader, part or all of the group)? How realistic was your goal? What was your plan for accomplishing the activity? How did you come up with the plan? Did everyone participate actively? Why or why not? What did you learn from this activity? What would you do differently next time? How does what you learned in this activity apply to what you do in school or work, in your group, or in your community? Open-ended questions from the facilitator rather than those that can be answered with a simple yes or no will help a group express their own ideas. If participants are shy about responding, the facilitator may encourage sharing ideas by telling participants, “This is what I saw and heard, and these are some of my impressions of your group doing the activity. What did you think about …….” 16

SECTION 2 JUST FOR FUN - WARM-UPS / ICE BREAKERS

This is where the fun begins for big and small groups. These activities are mobile and can be done almost anywhere in camp - and at any time. Use them to start the day, get acquainted or when a group has some downtime to spare. Here are some to choose from:

• Categories – Divide the group using simple binaries. • Everybody Up – Trust your partner to stretch out and elevate yourself. • Hoop Circle – Circle the Circle – Pass the hoops without letting go of hands. • Helium Hoop / Rod – What goes up, must come down • Human Knot – Hold on and untangle without letting go • Infinite Circles – Handcuffs – A simple rope trick that’s not so simple. • Name Game- Group Juggle to Warp Speed – How many objects can you keep in the air? • Peek-a-Who – Drop the wall be the first to recognize your neighbor • Serpentine – guide the group to form different shapes. • Sit On My Knees - Please! – Form a lap for your partners and sit. • Speed Rabbit – Pick an animal and strike a quick pose. • Warm-Up Circle – Enter the circle and lead the group in any exercise. • Yurt Circle – The Clock – Join hands in a circle, lean and stretch. • Chase Games Bear/Hunter/Ninja – Face the enemy and see who wins. Steal The Bacon – An old timer every kid should know. Asteroids – Move through space without crashing or getting zapped. • Relay Games Four-Way Traffic Jam – Listen to the caller and cross safely as a team. Giant Tic-Tac-Toe – Giant team relay with hoops and beanbags. Spokes - An energetic relay that tests your focus and speed. • Tag Games Amoeba Tag – Get tagged and add onto the moving blob. Hospital Tag – Get tagged and hold the spot – get 2 and you’re down. Elbow tag – Hook up with a team and someone is now the chaser. Tusker – Join the blob, but add a stinger to tag others. Everybody’s It – Just what it says. Get tagged and kneel down. Trust Activities – Willow In the Wind, Cookie machine, Low Trust Falls. • Large Group Games Kajabe Can Can – An amoeba that can dodge obstacles – or you’re out. Noodle Hockey – Water noodle hockey sticks – don’t touch the ball. Evolution - Biggest Fan – A new take on Rock, Paper, Scissors. Biggest Fan –Lose at Roshambo and now you’re a fan.

ICEBREAKERS People have got to get to know each other. Sometimes we assume that just because we

17 share some common traits we’ll get to know each other, and that’s just not true! These games are great for introductions and getting to know people in new environments.

TRUSTBUILDERS These activities teach togetherness and interactivity, emphasizing success through cooperation. They are the pinnacle of cooperative games, and must be facilitated carefully and considerately, with ample thought and preparation for the reflections.

WARM-UPS Stretch it out, get your heart-rate, start to focus on the day….All of these are reasons to get a group playing hard right at the start. You can also use these games as an assessment tool – who’s a player and who’s not, what physical limitations do we have in the group, do we need to modify/front load activities to accommodate people?

What Are Cooperative Games? Cooperative games emphasize participation, challenge and fun rather then defeating someone. Cooperative games are fun, cooperative, challenging games in which the group is confronted with a specific problem to solve. Games can be used to demonstrate and teach leadership skills to people, which helps to promote the growth of trust and problem- solving skills in groups. Games demonstrate a process of thinking about experiences that helps people learn and practice responsibility. Some of the classic games we participated in as children are classic because of the play emphasis. There may be competition involved, but the outcome of the competition is not sitting out or losing. Instead, it may involve switching teams so that everyone ends up on the winning team. Some people avoid calling them "games," choosing "activity," "challenge," or "problem" instead. Whatever a group chooses to call them, these games can boost our efforts to create powerful, lasting community change.

Which Games Should We Play? Many people use games as an introduction or a closing to their activities. It’s a good idea to add them throughout your day, between or as a part of a larger event. Games are a great way to break up the monotony of a long day's learning, or a hard day's work. They are also a great way to keep groups busy. You may want to play a game to reinforce teamwork after a bad day (because they happen) or play a game to relieve some group stress or build the scenario to work through a problem. Games are actually tools that a skilled facilitator has at their fingertips in a time of need.

The Importance of Spotting

Start early to teach the basics of group safety. Trust games can be used to teach safety protocols like spotting. Spotting is the art of protecting a team member’s head and upper body from the impact of a fall. Spotting does not mean that you catch a person when they

18 fall. It merely means that you create a cushion, effectively slow down the fall or move with the direction of force. (See Section 4 Spotting For Safety for additional spotting instruction)

The following are pointers for teaching spotting: • Spotters should stand in a balanced position, holding hands up in a “ready position,” or as some say “bumpers up”. • Effective spotting requires that all participants pay close attention to what’s going on. • Supervise spotters closely. The leader must model spotting. • To be effective spotters, participants must have a high degree of trust. Horseplay or teasing/joking about not catching someone has no place in your program. It takes away from the feeling of trust. • Practice spotting with participants before they actually need to use the skill in an activity. • Some activities may require a minimum number of 2 spotters and depending on the activity, more spotters may be necessary. • A good spotter shares the responsibility of spotting equally. It is easier and safer to work as a team when spotting.

Spotting Commands Participant – “Spotters Ready?” Spotters – Get in Spotting Position Spotters – “Spotters Ready.” If Doing Trust Falls Participant – “Falling.” Spotters – “Fall On.” If Moving Towards Peril Participant – “Climbing.” Spotters – “Climb On.”

Tips For Facilitators This guide can assist you in facilitating the activities your group needs and to share them with other people. This isn’t an expert’s guide that is set in stone; each activity should be altered to meet your group’s needs and situation. When you use these games, the role of the facilitator is very important and must be intentional.

TIP 1: Be a Facilitator Presenting games as important and meaningful is challenging for the most experienced facilitators. A facilitator’s job has three parts: lead the activities, guide the reflection, and be enthusiastic. Enthusiasm is contagious! Keep debriefing simple and straightforward. Often, the mood of the facilitator will set the tone for the entire group. So above all be positive and have fun with the activity, with the session, and with the players.

TIP 2: Create Guidelines & Goals Have participants create ground rules or guidelines before you begin the games.

19 Brainstorm potential rules and write them down – but avoid too many rules. There are three essential guidelines: • Safety First • Challenge By Choice • HAVE FUN!

TIP 3: Think about Framing & Sequencing The purpose of the games is often set during the introduction, or framing, of the activity. The activity may be introduced as a story, creating a magical place where dangerous things can happen without teamwork. For a more mature group, games can be introduced as metaphors, alerting the participants to look for deeper meaning. Another important consideration is the order in which you play games, or sequencing. If a group has never played together, it might be important to do icebreakers and to “soften” the personal space bubble. If they are more comfortable with each other, try “bursting” the bubble, and get deep in your activities. Try to put complex activities after less challenging ones, to build a sense of accomplishment.

Sequencing Activities

• Start with Ice Breakers and/or Warm-Ups that reinforce the Full Value Contract • General Supervision – Ropes Course Facilitator must be accessible to all participants • Continually assess/re–evaluate group development • Initiative/Activities – Move from simple to more complex activities • Specific Supervision – Ropes Course Facilitator must be able to render close supervision • Establish Trust – Begin with more directed activities with sequential development from low elements to high elements. Modify the activities if necessary. • Continually re–evaluate safety • Process after each activity • Low Elements • High Elements • Final debrief /closure – transference of metaphors and review of goals ï Send the participants away with a sense of accomplishment

TIP 4: Reflect, Reflect, Reflect One way to highlight the role of games is in the reflection after the activity. An easy way to see the relevance of reflection is to picture games as a circle: you start with an explanation of the activity, framing its purpose and goals to the group. The activity progresses, with the facilitator taking a more hands-on or less guiding approach as needed. Finally, the group reflection helps participants see how they met the goal, and to envision the broader implications.

20 Fun and Games

Categories

Game Description: Divide the group into Safety Issues: None really. large or smaller groups by calling out categories and having the entire group Facilitator Role: Play along and help keep them motivated. mix up by finding others in the same category. Debrief Topics: See how well people Objective: Ability to split groups without respond to silly instructions and how willing they are to “buy-in” to what’s them knowing it’s taking place. Also get to about to take place. know something new about yourself and others. Props: Category Cards

Category Examples: • Clasp your hands and fold your thumbs. Is your right or left thumb on top? • Fold your arms. Is your right or left arm on top? • Which leg do you put in your pants (shorts) first? • Are you wearing jewelry? Wristwatches and wedding rings don't count. • When you clap, is your right or left hand on top? Parallel hands? ' • When you tap your foot to music, do you use the right or left foot? • Do you print or use cursive when you write a letter? • Using your index finger as a pencil, draw an imaginary circle in the air. Does your finger travel clockwise or counterclockwise? • Again, using your index finger as a pencil, draw a profile of a dog. Is the dog facing right or left? • Which is your dominant eye? (Do dominant eye test procedure.) Make a triangle with your fingers at arms length. With both eyes open, center this triangular opening on a distant object — such as a wall clock or door knob. Close your left eye. If the object stays centered, your right eye (the one that's open) is your dominant eye. Do it again, but this time close your right eye. If the object is no longer framed by your hands, your right eye (the one that's closed) is your dominant eye. • With which eye do you give a spontaneous wink? • Thinking of clearing a ditch or low fence, off which leg do you jump? • Standing, facing the foot of the bed, on which side do you get in? Which side do you sleep on, if you sleep with someone else? • What is your shoe size? • Are your earlobes connected or not? • In what month were you born? • Can you roll your tongue? Can you turn your tongue upside down?

21 • Can you roll your “R”s. • What is your astrological sign? • What is your blood type? • After a store purchase, do you count your change or not? • How many blood-related siblings are there in your family counting yourself? • After taking bread out of the bread bag, how do you reseal the bag? Spin? Fold? Which direction do you spin the bag?. Or, do you spin just the top? • When you apply a "twistie" to the top of a plastic bag, do you turn the twisty clockwise or counterclockwise? • When you lick an ice cream cone, which way do you rotate the cone? • When standing casually with your hands in your pockets - front or back pockets? • Do you pull toilet paper off the top or bottom of a roll? • Do you pronounce tomato with a long or short a? Same question with aunt? • When you insert your mail into a mailbox, do you check to see if the mail has dropped, or do you just pop the envelopes into the slot and leave? • Do you pick up pennies from the ground or ignore them? • Do you shower primarily in the morning or at night? • When you perform the isometric exercise of trying to pull your joined hands apart, is your right or left hand on top? • Do you generally wear auto seat belts or not? Do you put the seat belt on before or after you begin driving?? • If someone asks you to turn around, which way do you turn? • When you sit down on the ground, which hand touches the ground first? When you get up do you use the same hand? • Which way do you swirl liquid in a glass? • When you open an envelope, do you use a letter opener (knife), or tear it open?

22

Everybody Up

Game Description: Face to Face – Have Objective: Do something that seems two people of approximately the same impossible while stretching out. Instruct size sit on the ground facing each other so participants to refrain from touching the that the bottoms of their feet are ground with their hands. touching, their knees are bent, and they Safety Issues: Watch for obvious are tightly grasping each other’s hands or wrists. Challenge the pair to pull mismatches and help rearrange pairs as needed. Use legs and not backs. Do not themselves into an upright standing bounce. Be careful of shoulders and backs. position without touching the ground or If it’s too wet to sit we won’t do this. Clear tipping over. the area of obstacles. Back to Back - Stand back to back with a Facilitator Role: Keep them engaged. No partner and interlock elbows. One leans over and allows their partner to dangle standing around – Spot if you can’t participate. Help spot and brace slipping and stretch. Next, sit back to back with arms locked and stand up as a team. feet. Keep challenging them to move to larger groups. Now find another pair, and as a group of Debrief Topics: What is a paradigm shift. 4, stand up. Now 8 – Now 16 – Now The solution to the problem changes as everyone. Variation – Lift Off – Sit facing the group size grows. How willing are you each other. Put your feet against each to stay committed to something even other. While pressing feet together, try to get your butts off the ground. though it looks impossible or difficult to

23 do? Lead a group discussion in the Props: None Needed strengths and weaknesses of the group’s method. Have the group explore the possibility of a better or different way to achieve the challenge.

Hoop Circle / Circle The Circle

Game Description: Groups of 10-20 are the circle with only one hoop between arranged in a circle holding hands. 2 hula any two participants. hoops are placed over the hands of one person. Get the hoops around the circle in Participants form a line and grasp the hand of the person directly in front who opposite directions and back to their original position without letting go of has placed one hand between the legs. Without releasing their grasp, hands, and as quickly and efficiently as participants maneuver a hoop over each possible. Yes – at some point they cross directions. person from one end of the line to the other and back again. Variation – Speed Hoop Circle – Groups Rotate hoops in opposite directions, using will compete against each other to see which Group can master the skill the best. slightly smaller hoops (in diameter) in one direction. One chance to blow-off steam and compete with another group. OR - Break Objective: Learn to work together to the circle and place two or more hoops in solve a simple problem.

24 Safety Issues: People can get tripped up the group used to master the activity? and lose their balance. How do they handle competition? How does competition fit within your goals? Facilitator Role: You can be in the circle Have the group explore the possibility of or help facilitate from the outside. a better or different way to achieve the Debrief Topics: How do they give challenge. feedback and help? What were the skills Props: 2 large hula hoops.

Helium Hoop - Helium Pole - The Incredible Flying Pole

Game Description: A small group is maintaining contact with the underside of arranged in a circle. The facilitator is in it, the tendency will be for the hoop to the middle of the circle with a hula hoop rise rather than lower. held horizontally and level. Everyone places one finger under the hoop to Variation: Arrange the group in a straight line or two lines facing each other. Place a support it at shoulder height. Make the tent pole on the extended fingers at shape of a gun with your finger and shoulder height. Fingers should be thumb – the thumb cannot contact the alternated with group members standing hoop. Without removing anyone’s finger from the hoop, lower the hoop to the opposite (zipper fashion). The pole is laid across the fingers lengthwise. ground. As the participants attempt to lower the hoop to the ground while

25 Participants cannot touch the pole with the hoop for the first try. When they any other part of their body and they release the hoop, it will immediately start must maintain the contact between their to rise. Do this a couple of times. After 2 index finger and the bottom of the pole at tries, move outside the circle and control all times. Place a large washer on each it from the outside. end of the pole. They must remain on the pole to succeed. Make sure no one hooks the hoop/pole in anyway – the hoop/pole has to remain on top of the extended finger. Hooking or pulling the hoop/pole is a violation. Be as strict or casual about the touching rule as you like. The stricter you are, the more frustration can be created – anyone loses contact and you start over. Failure is an excellent teacher. They don’t need to accomplish this task in order to learn a lesson.

The facilitator may make suggestions, but it is best to have the group, stop, rethink the problem and start again.

Debrief Topics: You may want to Objective: To create frustration. To “ignore” touching in order to address an create a scenario where people have to ethics issue later – “So when you lost choose how committed they are to contact did you speak up? Why not?” As a following the rules. To create chaos so group, how did you deal with frustration? that some type of leadership emerges. To As an individual? How did leadership observe the communication and decision emerge? What type was it? What other making patterns of the group. roles did people pay? If you use one of the “heavy” hoops, do they blame the hoop Safety Issues: Close quarters activity. Respect other people’s space. for their failure?

Facilitator Role: The facilitator starts in Props: 1 Hula Hoop per group. 1 Shock corded tent pole. the center, and casually presses down on

26 Human Knot Safety Issues: They could lose their balance and crash. Close-quarters activity. Game Description: Each group (12-15 Hands may pivot while in contact in order people) stands in a circle. Everyone puts to avoid twisting a wrist. When the knot one hand to the center and grabs the hand has been untangled, the arms of some of someone else. Now offer your other individuals may be crossed. This is an hand, but make sure you don’t grab the acceptable solution to the challenge. same person. Check to see if you have a continuous circle by one person Facilitator Role: You can be a part of it or squeezing their hand and pass the help encourage them to succeed without squeeze all the way around the group. If it giving them any pointers. You might ask does not, have the group let go with the questions that could help them to focus second hand a grab again until you end up on the problem. If time is running out, the with a complete circle. facilitator may allow the group to break one grip, untangle, and reattach again. Variation: Use Buddy Ropes. Do not let the group speak. Debrief Topics: Who takes over, who is willing to serve and sacrifice, who gets Objective: Without letting go of hands, frustrated? Good activity to see what the untangle the knot. Teambuilding, bending limits there are for a team’s ability to the personal space bubble, work together to solve a silly problem. communication. Props: None unless you choose to use Buddy Ropes (18-24” ropes)

27 Infinite Circles

Start Position

Solution Sequence

Game Description: Teams are divided stand there. Keep trying new ideas. If they into partnerships and must figure out get stuck, grab a partner and demonstrate how to separate their hands that are the solution very quickly so they see it looped together with rope that looks like can be done, but they may not have seen handcuffs. Loops are placed on wrists and the entire process. ropes are crossed. Have partners work on Debrief Topics: How long does it take to a variety of potential solutions to figure it out give up. Think outside the box for creative solutions. This can become an issue when Objective: Test problem solving skills, they start breaking rules on other pairs communication, investment in activities, saying, “We’re just thinking working with a partner. outside of the box.

Safety Issues: Avoid letting pairs get into Props: 1 pair of “handcuffs” per pair. compromising positions.

Facilitator Role: Keep pairs active. Encourage them to not give up and just

28

Mingle

Game Description: Have the group mill Safety Issues: Don’t let them get too about and lightly say Mingle, Mingle, physical. Mingle, as they walk around and gently Facilitator Role: Have fun. Do it several bump into each other. Call out a number times with random numbers just for fun and people need to grab each other as and then call the number you want. quickly as possible to form a group of that size. Debrief Topics: See how well people respond to silly instructions and how Objective: Ability to split groups without them knowing it’s taking place. Divide the willing they are to “buy-in” to what’s about to take place. Are they comfortable group into large or smaller groups by calling out any number, eventually ending grabbing a stranger? with the number of the group size you Props: None Needed want.

Name Game - Group Juggle – passed the ball, they fold their arms so they don’t get it again. Everyone needs to Warp Speed remember who tossed them the ball and Game Description: Variation 1 – Name who they pass it to so the same sequence Game – Start with one ball and pass it to of passes can be repeated. Keep doing it another person. When they catch the ball, over via the same sequence until they say their name and everyone everyone knows everyone else’s’ name. responds with saying “Hi ___!” They toss it Have the group mix up the circle a few to another person who repeats the times, but keep the same passing actions. Once a person has received and sequence. Try passing it backwards. Who

29 would like to see if they can say Objective Variation 3 – Let them figure everyone’s name? it out, but time becomes the carrot. Can we move around and rearrange? Everyone in the group must participate in the juggling of each object. Participants Variation - Group Juggle “Machine” – cannot pass an object to a person directly each player adopts a sound – beep, beside them. Works best if group will whoop, whee, yeow, pop, etc. – that they establish a pattern for passing an object make every time they pass a ball. and maintain that pattern through out the Safety Issues: Teach them that to challenge. succeed they need to make eye contact Objective: Variation 1 - To learn and communicate with their partners. Do everyone’s name and set up a passing not spike the ball or hit someone who’s sequence for the next game. not looking.

Game Description: Variation 2 – Group Facilitator Role: Keep it playful. Test Juggle – The Facilitator starts by tossing a their ability to stay committed to success ball in the same sequence. At regular and challenge their creative ability to go intervals the Facilitator adds another item faster. Play within the rules, but be to the passing sequence up to 5 or 6 items creative. Avoid directing them toward a going at once. solution. This activity can be ended at any time and readdressed later as needed. Objective: Variation 2 - See how many items can remain in the air and passed Debrief Topics: How serious do they get without dropping or colliding. Can a about getting to know each other. How complete sequence be achieved without serious do they get about jug- gling 6 drops? Can the sequence remain active? items successfully? Who starts to How long? How long can the group focus sabotage the process first. How long does without devolving into sabotage. it take to get an accomplice?

Game Description: Variation 3 – Warp Props: Box of balls – at least 6 per group Speed – How fast can you pass an item in – a large koosh ball is a good one to start the same sequence from start to finish? off with. Avoid hard objects like tennis Rule – The ball can only touch one person balls. at a time? Timing starts when it leaves the first person and stops when it touches the last person.

30

Peek-a-Who

Game Description: Split the group into Objective: A fun way to learn everyone’s two teams. Each team sits behind one side name. of solid vertical sheet so that they are out of the view of the other side. One person Safety Issues: None from each side will sit facing the sheet. When the sheet is lowered, the team that Facilitator Role: Get a volunteer to help says the name of the person on the hold the wall and control the pace of the opposite side first gets that player on game. Change rules and add variations to their team. The game ends when keep it exciting. everyone is on the same side. Debrief Topics: How well do you know Variation – Only the person at the wall your team? How invested were you in can call out the other person’s name. Have having your team win? the people at the wall put their backs to Props: 5x7 tarp. the wall and their team has to describe the person on the other side until they guess the name.

31

Serpentine

Game Description: The entire group Facilitator Role: Help to maintain order. joins hands and moves into new Create fixed points around the area that formations. Follow the leader. the group has to pass around. Watch for those who want to move from fun to Objective: Warm-up cardio activity. Just dangerous horse-play. follow along and pay attention to what’s happening. Usually to move a group from Debrief Topics: Was it safe? Were you a circle to lines or from lines back to a concerned about others, or were you out circle without telling them to. Can you to make it a wild ride? maintain the pattern? Props: None Needed Safety Issues: No crack the whip. Keep it safe for everyone.

32

Sit On My Knees Please out of control and for people to start falling. Spotters are needed. You know Game Description: Have everyone turn your people, so help to see if anyone with their right shoulder into the center needs to step out and help from the of the circle. Have the circle compress outside. until everyone is close enough together that there is no space between people. Put Facilitator Role: Help keep it calm and your hands on the shoulders of then safe - Help spot. Identify anyone with person in front of you. On the count of 3, health issues and get them to help spot or everyone will slowly and gently sit on the support others. Don’t let them just stand lap created by the person behind them. around and watch. Set the tone early that it is not acceptable to stand buy idly while Objective: Have the entire group sitting your team is working. on the lap of the person behind them. Stand up – do it again. Let go of the Debrief Topics: Do you trust those person in front of you and wave your around you? Are you willing to think hands. On the count of 3, take a small step outwardly and help others get this done? back with your left foot. Does it seem impossible to do at first? Was everyone focused on themselves or Safety Issues: Anyone with knee, back or those in front and in back of you as well. It shoulder problems may want to act as a takes 3 people for this to work. spotter. It’s very easy for this event to get Props: None Needed

Speed Rabbit

Game Description: Point to anyone and rabbit, elephant, giraffe. Lead facilitator call out one of 3 possible poses – rabbit, starts the game. After about 3 sample elephant, giraffe. That person and those tries, when someone messes up, they are on either side must strike the proper pose brought into the center to help speed up before the leader can say “Bumpity-Bump- the game by adding more leaders. After a Bump_Bump.” Whoever fails now helps bit, stop the game and add the “cow” or the leader pick on someone else. These other poses into the mix. people can replace the new losers Objective: Fun and foolishness. position or just keep adding more people to the center to increase the confusion Safety Issues: None really. and fun. While in the main circle, everyone is taught the 3 main poses –

33 Facilitator Role: Be a part of the fun and people on either side squeeze thumbs - roll-model a playful approach to learning. pretending to milk the cow

Debrief Topics: Watch for how “playful” Screaming Viking – the 2 side people people in your group are, and if they are a make rowing motions on the outside, and bit too up-tight or reserved. See who the the middle person bangs their fists on “super-players” act. their chest yelling

Props: None Needed Girl Scout – the 2 side people put their arms up on a diagonal and lean in to make Poses: Speed Rabbit – the middle person a house, and the middle person crouches puts arms straight up like giant ears, and down and says “want a cookie?” the 2 side people lean into the center and thump the ground with their outside foot. Moose – player holds two hands in front of face; partners place hands upon Elephant - the 2 side people make floppy player’s head to form antlers. ears, and the person in the middle makes a swaying trunk Road Kill – player squats down; partners place one foot on the player. Giraffe – Center person makes a long neck with one arm and the outside people bend No Evil - (hear no evil, see no evil, speak over and let their arms dangle like long no evil) - person to the left covers ears legs. with hands, middle covers eyes with hands, person to the right covers mouth Milking the Cow - person in the middle with hands holds hands with thumbs down, and the https://www.ultimatecampresource.com/ice-breakers/ice-breakers-low-activity/speedy- rabbit/

34 Warm-Up Circle

Game Description: Lead facilitator Safety Issues: Let everyone exercise to stands in the center of a circle and their own limits. demonstrates an exercise – cardio, large Facilitator Role: Help keep it moving. muscle, stretcher, etc. Do it for a couple Observe your teams and look for any minutes and have the entire group join physical limitations that might become an you. Point to anyone, and they come to issue later. the center and start a new exercise and lead for a couple of minutes. They point to Debrief Topics: Is fitness an issue that someone else and pass along the affects how we live? Do we all have some assignment. form of limitation that we need to Objective: Easy physical warm-up that address? involves everyone. Props: None Needed

Yurt Circles

Game Description: Entire group is in a orthopedic injuries. Unless it’s a shoulder, circle. They count-off by 2s. Join hands they should be able to participate. and stretch the circle so everyone’s arms Facilitator Role: Help spot and are slightly extended. On the count of 3, encourage the group to commit to the risk the 1s lean in and the 2s lean out. Stretch of really trusting by leaning into it. Help your arms, legs and back. On the count of identify health issues. Keep them engaged 3, everyone up and reverse the position – 2s in and 1s out. The result is a circle that in the activity. looks like the inside frame of a yurt. Debrief Topics: Did you trust your neighbors to support you? Were you OK Objective: Stretch out and loosen up. You have to trust those on either side of you. with possibly looking foolish and possibly crashing? You also have to stay rigid and not bend at the waist for it to work. Props: None Needed

Safety Issues: Don’t let it get out of control. Watch for people horsing around. Try to save anyone who looks like they are going to crash. Check for people with

35 Clock

Game Description: Once in a circle and Facilitator Role: Help keep it moving. still holding hands, mark a start/stop Observe your teams and look for any location. On “Go”, the group must circle physical limitations that might become an the clock and get back to their original issue later. positions as quickly as possible without Debrief Topics: Is fitness an issue that letting go of hands. affects how we live? Do we all have some Objective: Warm-up cardio activity. form of limitation that we need to address? Safety Issues: No crack the whip. Keep it safe for everyone. Props: None Needed

Chase Games – Bear/Hunter/Ninja, Steal The Bacon, Asteroids

Bear, Hunter, Ninja: Participants divide Note: Hunter kills Bear, Bear eats Ninja, into two even teams and move to and Ninja knocks-out Hunter. opposite sides of a playing area. Teams confer among themselves and decide Variation - Giants, witches, and gnomes - whether they want to act as a Bear, Giants chase witches, witches chase Hunter, or a Ninja. gnomes, and gnomes chase giants. Crows After reaching a decision, the teams and Cranes has all the same rules for set approach a line and stand back to back up. Randomly call out crows or cranes with the other team, with the line dividing and point to either team. Crows always them. On the count of three, they spin chase the cranes. around and make their sign/pose/action Objective: To get everyone on your team. (hunter, ninja, or bear). Whichever team “loses” (compare to rock, paper, scissors) Facilitator Role: Divide the group in half has to run back to the end of their zone and line up along the “middle line.” Select before the other team tags them. If a safe zones on each end. (Its like a mini participant is tagged, they have to join the football field with a 50 yard line and two other team. If both teams choose the same end zones. character then you laugh and start over.

36 Steal The Bacon: Two teams line up face Objective: Pay attention, be quick, and to face about 20 feet apart. Each team don’t be outsmarted. counts off – remember your number. An Variation – Call more than one number at object - “bacon” - is placed in the middle a time. of the field. When the Facilitator calls a number, the person from each team with Facilitator Role: Divide the group in half that number has to get to the center, steal and have them line up and count off. Be the bacon and get back to their side sure everyone gets a chance to play. before being tagged by their opponent. Note – both sides are trying to steal the Props: something for the bacon – dead bacon, so sometimes it becomes a bit of chicken? stand-off as to who is going to snatch the item and run away first.

Asteroids: 4 Hula Hoops are placed in a may only move to retrieve the balls to play area with designated boundaries. A reload the space stations. Also, space person is assigned to stand in each hoop – stations may pass the balls around. space station. These players have 2 balls each. All of the other players line up on Safety Issues: No headshots. Also keep an one side of the play area. On “Go” they eye on the balls so they don’t get lost. have to get to the other side of the field without being hit by a ball – lasers. If they Facilitator Role: Set up the scenario and are hit, they standing one spot with arms control the mayhem. Stop play as needed. out-stretched - asteroids- and try to tag Props: Hoops, soft balls, boundary players on subsequent passes. Note: They marker cones.

Relay Games – Tic-Tac-Toe, Spokes, 4-Way Traffic Jam

Game Description: 4-Way Traffic Jam – Game Description: Tic-Tac-Toe – divide Group divides into 4 teams – one goes to into 2 teams. Each team lines up behind a each corner of a square play area. On ”Go” starting line. Each team has 5 bean bags. each team has to cross to the opposite At start, one person from each team runs corner. First team with all its players to the grid – 9 hula hoops laid out like a together wins. How you cross – eyes Tic-Tac-Toe grid. They drop a bean bag in closed, hop, skip, backwards, crab walk, any hoop and run back and tag a team wheel-barrow – the facilitator chooses. mate. First team to make 3 across wins The crazier, the better. the round.

37 Game Description: Spokes - 4 even one to touch the Facilitator 's foot gets a teams of however many players. Each point for their team. team forms a line, making a cross with the Objective: Great team activities. 4 teams. Players on each team are given a number (1 to however many are in each Safety Issues: Spokes can get a little team total). The Facilitator stands in bumpy and dirty, Traffic Jam can be middle of the cross and yells a number. dangerous if it gets out of control, and Players with that number leave their line Drunken Sailors can take some pretty and run 1 lap around the other teams. good spills. When they get back to their team, they crawl through legs of teammates and first Props: 9 Black Hoops, 5 bean-bags per team.

Tag Games –

Game Description: Rules are the same as are arranged in a circle. Two people are the traditional game of tag. “It” tries to tag chosen – one is designated “it.” The free everyone. When tagged, they either person can link up with any pair to avoid become ”It”, kneel down, link –up, hold being tagged. The person on the opposite their tagged spot, etc. side of the pair is now being chased by “It’. Rat Tails – Everyone has a Buddy Variation – Amoeba Tag – Everyone Rope in their back pocket. Try to take who is tagged links elbows with “It” and away ropes without losing your own. forms a big blob that chases everyone. Start more than one “It” so there are Variation – When a person is bumped multiple amoebas chasing people. Tusker from a pair, they now become “it” and the – Like Amoeba Tag, but the ends of the chase immediately reverses. blob have a foam noodle to hit people Objective: Great warm-up activities. with. Hospital Tag – When tagged, you have to hold the spot where you were Mark an area so there is a clear out-of- bounds border. tagged. Everybody’s It – Just that, When you are tagged, you kneel until the round Safety Issues: Make sure the field is same is over. Elbow (Missionary) Tag – Pairs from obstacles and tripping hazards.

38 Trust Activities Willow In The Wind – Pass The Body – Trust Circle

Game Description: A small team/group Objective: To teach the proper stands in a circle. A volunteer moves to commands and posture needed to spot the center and assumes the proper falling and the correct stance needed to make it posture: safe for the spotter and faller. • Feet together • One foot in front of another • Arms crossed and hands on • Arms outstretched, elbows shoulders or finger interlocked locked, fingers loose • Keep body straight • Ready and alert • Establishes contract with group • Use proper commands (see below) • Does a "trust lean" and allows Safety Issues: This requires a calm, him/herself to be "passed supportive atmosphere. If participants around" the group. are unable to genuinely sustain this kind The group assumes the spotting position of atmosphere, then look for a less serious and gets ready for the center person to tip over toward them – they may close their activity. There is the potential for physical eyes. As they fall over, the group gently and psychological injury. Spotters cannot passes them around or stands them play around. It’s very easy for this activity upright. The use of proper commands to start victimizing people or getting risky gets everyone ready. and careless. The center must stay Willow: "I am ready to fall. completely rigid for this to work. Spotters Spotters ready?” need to be gentle, assume proper spotting Group: "Spotters Ready." Willow: "Falling." stance, and pay attention. Group: "Fall On" Important: Ensure the group is tight,

Variation – Pass The Body – The group should-to-shoulder, arms outstretched. In sits around the person in the center with this position, hands should almost touch their feet against their ankles. While the person standing in the middle. This standing, the center person follows ensures that the initial fall will be very proper spotting commands and falls gentle. Gradually the group can ease back toward the spotters. They pass the body to allow a more expansive lean. Distribute around the circle. More commitment large and small people evenly, to avoid required. weak points in the circle.

Increase the size of the circle so that the faller has a greater distance to fall before being caught.

39 Facilitator Role: You can participate, but never place yourself in the center as the first volunteer. Let them practice and see how serious they take it. Be a roving spotter on the outside to start.

Debrief Topics: Do you trust your team? Are you willing to take risks with someone’s safety? How long does it take to forget and shift from learning to recklessness? As a debrief or an intervention if a group isn't creating a trusting atmosphere, ask the Willow to rate out of 10 how supported they felt by the group. This allows the facilitator to draw out more objectively how people felt supported and what else the group might do to be more supportive.

40

Cookie Machine – Mini Trust Fall

Game Description: Two rows of spotters Objective: The participant gains an about 2 feet apart face each other and increased level of trust, and the spotters zipper (alternate the positioning} of their learn how to catch a person falling several hands -palms up - at waist height, feet. making a support platform for a Safety Issues: Approximately nine volunteer. The volunteer stand with their spotters are required to perform this back to the lines and tips backwards – event safely. remain stiff. The group picks up the The ninth spotter stands at the end of the volunteer and shuffles them along the line to catch the faller’s head. Spotters “conveyer belt.” Members move to the must keep their heads up and watch the head of the line and continue to shuffle diver. Spotters must be ready to catch the the person as far as instructed. S potters participant’s falling weight. juggle the faller face up and lower the Facilitator Role: Have participants use person’s feet to the ground, gently raising proper commands. Ensure the area is the faller to a standing position. free of obstructions. Variation – With hands outstretched Debrief Topics: Lead a discussion on overhead, a participant takes a running trust, commands, spotting, and the need start and dives upward and forward, to shift spotting positions to catch a facedown, into the hands and arms of two falling person. lines of spotters.

41 Trust Trio

Game Description: Have participants Safety Issues: Instruct fallers to properly organize themselves into groups of four. grasp and position hands, arms, and Have two spotters kneel on the knee elbows close to their body. Position a closest to the faller while stretching the third spotter behind the first pair of other leg out to the side for stability. spotters. This spotter stands with one These spotters will catch the lower back foot forward and the other in back for and buttocks of the faller. With hands and stability. This spotter’s responsibility is to arms in the proper position, a participant use both hands to catch the faller’s upper falls backward into the hands of three body and both arms to catch the faller’s spotters and is gently lowered to the head. ground. Facilitator Role: Have participants use Variation – Allow the faller to fall proper commands. forward rather than backward. Debrief Topics: Lead a group discussion Objective: The participant learns to trust on trust, verbal commands, spotting, and the spotters and the spotters learn how to the importance of shifting positions to spot and to support the full weight of the spot effectively. faller.

Trust Levitation

Game Description: The participant falls the other spotters are progressively backward into the spotting team’s arms holding their hands in higher positions to and is lifted to head height then returned support the back and shoulder region of to the ground in a safe, controlled the body. manner. Once the spotters are safely A participant stands on the ground, or on supporting the participant, they will a low object about 1 foot high, with arms slowly lift the participant to above their crossed in a controlled falling position, head height. The spotting group will next and falls backward into the arms of two rotate 180 degrees while supporting the lines of spotters. participant and then slowly lower the participant to the ground feet first so that The two lines of spotters are facing each he or she is facing the opposite direction other with arms in front of their bodies in from the starting point. a zipper fashion. The two nearest spotters to the participant bend low and grasp the ankles and knees of the participant, while

42 Have the participants keep their eyes the area is free of obstructions and the closed throughout the event to learn trust team members have good footing. of their team. The spotter at the end of the line should Objective: The participant gains an support the head area of the participant, increased level of trust for the team positioned between the two lines of spotters to prevent the participant from

falling back- ward as the spotters lower the participant to his or her feet. members by realizing that the team as a Facilitator Role: Have participants use whole is able to lift his or her weight in proper commands. Ensure the area is any future challenge during low-course free of obstructions. events. The team realizes that through Debrief Topics: Lead a discussion of teamwork it can accomplish many things. trust of teammates, teamwork, and taking Safety Issues: Have the participants use care of teammates. the correct spotting commands. Ensure

Large Group Games Kajabe Can-Can

Game Description: Get the group into Safety Issues: Make sure no one is one large circle – hold hands, use buddy thrown to the ground or injured. Use soft ropes. Depending on how many are in the obstacles. More than one Facilitator may group, scatter a few plastic barrels or be needed. plastic garbage cans around in the center. Facilitator Role: You may need a whistle Without letting go. Everyone tries to get everyone else to bump into one of the to stop play. obstacles/cans. If you touch one, you’re Props: Buddy ropes, a referee whistle (it out. The last person out is the winner. gets loud) and 2-6 blue plastic barrels. Objective: Great fun.

43

44 Noodle Hockey

Game Description: Create a play area Safety Issues: Try to avoid pile-ups. More with designated boundaries and goals. than one Facilitator may be needed. Divide the group in half and give Facilitator Role: You may need a whistle everyone a half foam noodle - hokey stick. to control the action. When you see an Just like hockey/soccer, the object is to infraction, stop play and hold a face-off get the ball through the other team’s goal with 2 selected players. Bounce the ball in – no hitting the ball with hands, no kicking or carrying the ball with the to start play. Make sure goals are legal. noodle. Props: 1 noodle per player, one 4” ball, a referee whistle (it gets loud). Variation – Broom hockey

Objective: Win the game – Play hard, Nobody Hurt

45 Evolution

Game Description: A group version of Rock-Paper-Scissors / Roshambo. To start, everyone gets a partner and kneels down.

● Each participant begins as an “egg”. ● Each egg approaches another egg to play “rock, paper, scissors, shoot!” with; The winner graduates to chicken status, the loser stays an egg. ● The chicken has to find another chicken to play against, the egg finds another egg to play against. ● This pattern continues, using the evolution from Egg to Chicken to Chicken Hawk. ● Play ends when 5 people have become a Chicken Hawks or when play is stopped. ● Note: Each participant needs to act their status (i.e. waddle while crouched like an “egg”, cluck and flap their stubby wings as a chick, screech and fly like a chicken hawk). Participants can only contend against people of equal status (i.e. chicken vs. chicken, etc.). The loser of each match moves down in status (i.e. losing chicken becomes egg, winning chicken becomes hawk). Evolution - https://www.youtube.com/watch?v=DY9LVTdcuz0

Biggest Fan

Game Description: Another group version of Rock-Paper-Scissors / Roshambo. To start, everyone gets a partner and faces-off. They compete to win a 2 out-of 3 series of RPS. The loser now becomes the greatest fan ever of the person who just beat them. Their job now is to tout the superiority of their ”winner” and quickly get a match with another pair. The winner of the that pairing now has 3 fans, and so on until the until showdown of the final pair takes place with half of the entire group backing and cheering for their team.

Facilitator Role: Let the games begin.

46 Additional Games and Activities

Yeehaw! passed the turn goes back whoever last said “yeehaw”. How to play: There are three motions that go with an expression. “Yeehaw” Rules: When some one messed up or goes with the swing of a bent arm. missed their turn they are out. Whichever way the arm is pointing puts the direction of the game. “Hoe Variations: Ah So Ko is similar to yeehaw but with different movements barn” goes with arms making a roof and expressions. Ah is with your hand on the top of the head. If a “hoe barn” held straight at your forehead (like a is passed then whichever way the military person). So is the same arm game is going the turn skips one person and is passed to the next position held at your chest. Ko is a straight arm pointed to someone person in line. Last motion is “four- across the circle. Whoever you point shifter-gear-box” that goes with 4 low goes next and the game must be swings of the arm to the middle of the played in order of Ah So Ko, no mixing circle. When a “four-shifter-gear-box” is passed then the whole group does up of the words. https://www.youtube.com/watch?v=J the motion swinging while counting to Wok0lqiwTQ 4. After a “four-shifter-gear-box” is

Game props may be checked out from Shed 6 in the lower camp.

47 Resources - Games and Foolishness

Google – Ice-Breaker Games, Team Building Games, Minute to Win It, Project Adventure, etc.

Sources for you to see how they work –

Ultimate Camp Resource - https://www.youtube.com/channel/UCBJbzDKBuvnLosAiR0ppIPQ

• youthdownloads.com - Games

• https://teamcraft.com/team-building/ropes-challenge-programs/team- initiatives-program/team-initiative-activities/

• https://www.ultimatecampresource.com/ropes-course-activities/low-ropes- course-activities/

• http://commongroundadventures.org/team-building/low-challenge-course/low- challenge-elements/

• https://pa.org/gamse-activities.html

• Silver Bullets – Karl Rohnke - https://files.eric.ed.gov/fulltext/ED356918.pdf https://www.ccsoh.us/site/handlers/filedownload.ashx?moduleinstanceid=13999 &dataid=19638&FileName=PA2019.pdf

• https://www.peai.org/wp-content/uploads/2014/04/Handbook-of-Ideas.pdf

48 Section 3 TEAM CHALLENGES / PROBLEM SOLVING / INITIATIVE ACTIVITIES

Challenge Activities – On The Ground To Make You Think

Often called Initiative Tests, these creative scenario-based problems require that groups work together, communicate, build trust, lead each other and much more. Teams are built by living a common experience....”Remember when we.....?

These 20-60 minute challenge activities are a fun mix of physical and mental challenges based on whimsical scenarios. A program typically consists of a series of these activities that can be mixed in with a Low Ropes Element or two. Each activity gives the team an opportunity to practice effective problem solving in a fun atmosphere.

At the outset, the team gains agreement on the goal, how they’ll know when they’re successful, and then decide what they need to do to achieve it within a tight time limit. The team brainstorms solutions, identifies their action plan, and then works out the solution. Invariably, spontaneous and humorous situations occur that hold everyone’s attention, and makes for a memorable bonding event.

These activities are mostly mobile and can be set-up at a location of your choosing. Ask about other available activities. These activities involve very low levels of physical effort and emotional stress. Bottom line: people generally stay grounded and don't get winded doing these activities.

To plan out your program, you can look over the game descriptions and consider what experiences would be most valuable for your group.

Safety Guidelines All participants and group leaders must follow safety guidelines. Clothing should be loose enough to permit freedom of movement, but not so baggy that it could become entangled with equipment. Long sleeves and long pants are recommended . Clothing should be appropriate for the weather; layer clothing for cool/cold conditions . Sneakers or light hiking boots should be worn. No open-toed shoes, sandals, flip-flops, etc . Shoelaces must be tied at all times.

49 Long hair should be tied back. All sharp objects (pens, combs, etc.) should be removed. Remove all jewelry, including necklaces, watches, bracelets, and earrings. (Post earrings can be worn.) No large belt buckles or scarves should be worn. No gum, toothpicks, or other substances or objects should be in the mouth while participating . Demonstrate spotting techniques, and allow time to practice spotting if needed. Position at least one staff person near each element to assist in case of emergency. In all emergencies, follow a written site-specific emergency plan. Provide continuous supervision while participants are engaged in activities. Follow “safety precautions to consider” as described in your training. Terminate activities when unsafe weather, high winds, or any other conditions might present a hazard to participants.

Facilitator Roles Facilitators must follow all safety rules expected of initiative challenge participants. Facilitators must at all times set a good example. Facilitators should make no assumptions when it comes to safety. Check the obvious and double-check all critical elements and equipment prior to the start. Complete an SEE inspection (Structure –Equipment - Environment) prior to use. Give participants an environmental/safety briefing before starting activities. Frame the Event – Tell a story, and set the rules and let them plan. Ensure that the participants understand the briefing. If a group is larger than 20, you may want to consider splitting the group into 2 teams. Be quiet during the event and observe – make observations and formulate questions for the debrief.

ACTIVITY OPTIONS – Activities should be programed in a sequential order. They are listed here in alphabetical order for ease in locating them.

Fixed Elements Blind Maze / Blind Walk – Trust Walk Minefield Horizontal Spider’s Web / Fire-Escape / Laser Maze

Mobile Activities with props – May be set up anywhere in camp Blind Square / Polygon / House Blue Barrel O’ Fun Bull Rings-Stackers / Toxic Waste Dump Giant Jump Rope Key Punch / Speed Calculator/ Hungry-Hungry Human

50 Leaky Pipes Magic Carpet Pipeline -Channels-Gutterball Poison Peanut Butter River Crossing Rope Jousting The Maze Crossing / Grid Lock Traffic Jam Trolleys Hamster Wheel / Gerbil Crawl

Proposed Escape From Survival Island – Upper Camp Waterfront Survival Escape – Lower Camp

Blindfold Activities Blindfold Activities

Blind Walk – Trust Walk – Blind Maze

This activity simulates a guided adventure in rugged terrain, presumably dependent on a leader. The leader is a volunteer who is sighted and guides a blindfolded group, trailing in a line behind the guide through a woods and over obstacles that are described by the guide in a fantasy adventure. The group follows along and listens to the description for clues on what to expect and what to do. The leader can either be very focused on guiding each member of the group or give general descriptions to the person next to him, in the front - to be passed along. The blinded participants soon learn how much they need to depend on and support each other for their safety and success. The activity simulates how teams, typically with less information than their leaders, need to generate an additional element of initiative and leadership to support each other and be successful. Sighted leadership can change once or twice during the activity, allowing for different styles to be experienced.

Game Description: Participants is blind folded and then asked to hold hands. Staff leads them to an open area, where they are then separated and told individually, “follow the sound when you hear it, and put your hands up so that you do not run into anything.” Then one staff begins making noise using a tin bucket and rocks, shaking it so as to lead participants in circles. After a few minutes another staff member begins ringing the bell. This noise is quiet but consistent, and it doesn’t move. Once the participants reach the bell (the noise of choice) the staff member puts the participants hand on the rope and tells them to follow the rope.

51

SEE Inspection: Structure- Rope Environment- possible branches that could cause injuries, wildlife Equipment- Rope, bell, bucket with rocks, blindfolds

Props: Rope, Bell and bell dinger, Bucket with rocks, Blindfolds 300 to 500 feet of 3⁄8-inch multiline Make sure all equipment is present

Safety Issues: Participants will be going through rough terrain, make sure to relate to them the proper way to walk while blind. Hands out in front of you while walking with precaution. Remove large rocks, deadfall, and other debris from the area where the multiline is installed. Avoid areas with flying insects, ants, ticks, or poison ivy, poison oak, stinging nettles, etc. Put this element in a remote area where people or wildlife will not run into it in the dark, or take it down after each use.

Variations - This can be done many different ways. Either the whole group can be blindfolded with a seeing leader or half the group or pairs may assist each other. The group must rely on each other to make it through the obstacle course or along the walk. Participants are instructed to keep their eyes closed and follow the multiline from start to finish through a maze of various lines, some of which lead in the wrong direction. Optional: A third staff member can act as the adversary and try to get participants to come off the rope.

Facilitator Role: Run the multiline from tree to tree about 3 feet off the ground. The multiline may be simply wrapped around each tree to keep the multiline in place. Place the bell at the end of the element.

52 Install this element on relatively level ground so that participants are unlikely to fall.

Caution – Remember this is a “structured experience.” It’s up to the participants to draw personal lessons from these experiences. Don’t get carried away in your zeal to make it more than it is.

Issuing the Challenge to Participants 1. While keeping their eyes closed, participants are to maintain contact with the multiline from start to finish. 2. Let participants see the beginning of the maze, before they close their eyes. 3. The game ends when one or all participants reach the finish.

The blind walk can be a very spiritual experience. Be sure that your participants are in a spiritual mindset before doing this activity. This can be done by either singing a hymn or saying a prayer just prior to the activity. Also, frontload the activity as the spirit directs to help them gain the most from their experience. Walk your groups to where the blindfolds are and have them put on their blindfolds. Ask them to remain honest during this activity by not looking through their blindfolds. When they are blindfolded, have them join hands by grabbing their hand and putting it in another participant’s hand. Then lead the group by the hand to the open field near the entrance to the blind walk and separate each participant whispering in their ear to listen and follow when you let them go. Assign different staff to ring the bell, shake the can of rocks, make sure no one wanders off, or welcome them to the grove of trees. Returning participants can also have one of these jobs, though the job of welcoming them is strongly suggested to be left to the Facilitator. After a while and a few participants have made it to the grove, begin singing hymns to help the rest of the group come in. When all of the group is in the grove, process the experience. Be sensitive to participants desire to share and testify while still being conscious on time so as not to drag out the experience to the point where some participants are getting bored. Let the spirit speak for itself.

Suggestions for frontloading for this activity: Ask participants to have a question in mind that they can look for an answer to during this activity. Ask participants to be open to the spirit. Explain how it can talk to us in different ways. Pull aside participants who have previously done this activity and assign them roles. Explain the symbolism of their roles so they can invite the spirit into their role of the activity.

Suggestions for performing the activity: When you whisper in their ear, a good phrase to use would be “Wait here and then follow the distinct sound.” Asking them to wait will help to avoid having participants following the sound of your footsteps as you go to the beginning of the blind walk to get the bucket of rocks or start the bell. Also, the use of the word “distinct” can become clear to them when they finally hear the bell. The word “noise” has many

53 negative associations, so avoid using it if possible. When ringing the bell, wait for approximately 2 minutes until you start ringing the bell so that kids have time to follow the rocks for a while. After that, wait about 45 seconds between each ring of the bell. These rings can become more frequent if some stragglers have yet to follow the bell. Another job that can be assigned to either staff or participants who have previously done the activity is having one or two people stand along the line and pull participants off. Participants can be lead to a tree, or told there is an easier/better way, that they are too late, that they are going the wrong way, etc. If they remain at the tree and don’t find their way back to the line, have someone else go and lovingly direct them back to the line. Sometimes you can invite a finished participant to do this to enhance their experience. Strive to learn all of your participants names so that they can be called by their name when they arrive at the grove. This helps them feel more comfortable and welcomed and more receptive to a hug.

Debrief Topics: Not everyone will get a chance to share during processing, but a good way to get an understanding of everyone’s experience is by starting the processing with asking everyone to find one word to describe their experience. When asking participants to share their experiences, a good way to avoid receiving 20 renditions of how many trees they ran into, tell the participants that all have just experienced something every similar but what is different is what they have learned and taken away from the experience. Ask participants to share not only the experience they had, but the symbolism and gospel principles they learned that strengthened their testimonies. What were the obstacles that you faced? What are your thoughts about the differences in the sounds? How did you feel when you reached the rope/end of the rope?

This activity relates to the Holy Ghost and the Plan of Salvation. The bell can be the Holy Ghost and the bucket of rocks the “noise of the world” and the rope can represent the Iron rod. The happiness that they feel united at the end can represent the presence of God, and the love that he feels for us.

Horizontal Spider’s Web – Lazer Maze - Fire Escape youtube.com/watch?v=dljEuLV9g18

Game Description: All team members must begin on the same end of the web. In moving from one side to the other, no one may step on the web – it will wake the spider! Once a person steps inside a cell of the web and then steps out, leaving it unoccupied, that cell may not be used again by any one in the group. There may be no more than two feet in any cell at one time. If someone steps on the web or into a closed cell, they (or their whole team) must return to the beginning.

54

Objective: To move all members of the group safely from one side of the web to the other. Rules:

Variation: Starting from one end, participants must crawl under the web, pick a hole and stand up without touching the web. They can exit the web from any direction with group help but must not touch the web. Once a hole has been used, it is closed. Reverse it – step into a hole, move down through it without touching the web, and crawl out to safety.

SEE Inspection: Structure – Make trees are sturdy Environment – Remove any hazardous debris Equipment – 550 cord, premade web and connectors

Props: Horizontal spider web or tarp marked as a web. Suspend knee to thigh high. 4 stakes or fence posts.

Facilitator Role: Act as the referee, but also let the group self “police” to see if they are honest in their assessment of their performance or violations of the rules.

55 Variation – Laser Maze, The Cube A maze of P-cord can be strung throughout a grove of trees with high and low lines that have to be stepped over or crawled under without touching a “laser” beam.

The Cube is a PVC pipe square cube. Participants must pass through the cube, but may only use one entry and exit combination. Once that combination has been used, it is closed. 30 possible combinations.

Minefield youtube.com/watch?v=Yk6j1J2AccA

Game Description: Participants pair up as partners. Then one participant is blind folded and placed on one end of the course. The other participant stands on the other side of the course and using vocal commands guides the blindfolded participant through the course to the other side. The course is an open area with timbers enclosing the course. Allow partners a few minutes to plan what they will do. Once partnerships are chosen and in place, tell them to begin. The blindfolded participant will start to cross the minefield,

56 listening to the vocal commands of their partner. This is difficult because everyone is talking at the same time. The person giving vocal commands must direct the person crossing the field to help them avoid stepping on obstacles. If the blindfolded person steps on an obstacle, they must start over.

Variation – You can have a person that tries to distract the blindfolded person by giving them false commands. Once the blindfolded person has reached their partner, they trade places and repeat the activity. Partners may develop a unique communication system.

Objective: Create a good communication method between partners. Listen to and follow instruction. Learn to screen-out distractions.

SEE Inspection: Structure – Make sure logs and rocks are in place Environment – Dead trees, possible wildlife, dangerous debris Equipment – Blindfolds, tote full of obstacle props

Safety Issues: Teach participants proper blindfold etiquette; to put their hands up in front of them as the walk and to walk slowly with caution. Participants should take their time. There is potential for stubbed toes and or twisted ankles. Be aware of blindfolded people bumping into others and knocking them off balance.

Props: Blindfolds – 1 per 2 people. Lots of obstacles – orange cones, noodles, spots, etc.

Facilitator Role: The Facilitator plays a role in setting the level of challenge. Also consider coaching participants with communications methods after they have tried and failed. Be aware of people who have a fear of blindfolds. This is a VERY noisy game. Use it in the upper camp only.

Debrief Topics: How much do you trust your partner? Did they ever violate that trust? Did others try to confuse you? What ingredients go into trusting and working with someone? What communication strategies did you use? What did it feel like to be blindfolded? What other times in your life have you felt that way? How did it feel to guide your blind partner? Which did you like better, being blind or being the guide? Why? Blind people: was it hard to hear your partner? What else in the world is like that? What are things that drown out the voice we want to guide us? How do you “tune in” to the voice you want to hear and tune out the voices that are muddled and confusing? Were you able to concentrate on your partner’s voice? How confident were you as the leader/ as the blindfolded person? What made the difference? When blindfolded, were you able to submit to your leader’s directions? As the leader, were you aware of your responsibility to your partner?

57 As the leader, was it hard to manage your partner? What contributed to your success?

Key Words -Trust (Lord/Men) -Opposition -Responsibility -Difficulties -Limitations -Clear Directions -Unseen forces -Perspective -Influence

Mobile Activities with props – May be set up anywhere in camp

Blind Square / Polygon / House / Circle – You name a shape youtube.com/watch?v=Tgm328zgQqI

Game Description: During the first half of the activity, everyone in the group wears a blindfold. They are instructed by their facilitator to form a perfect shape, such as a circle, square or triangle. In the second half they can all be sighted while they form a more complex figure, such as a star. This activity is about coordinating leadership and sharing a "vision" to complete a project.

58 Gather the group into a large circle, Place the loop of rope on the ground inside of the circle at the feet of all of the participants. Tell the group to blindfold themselves, then pick up the rope. When the group is ready, tell them to form a perfect square with the rope. When they think they have succeeded, have them remove their blindfolds.

Objective: To form a geometric shape with a 50 foot loop of rope.

Variation – Have one person that is not in contact with the rope act as the director and have them move the group in the proper shape. Have the group pull out on the rope with their feet firmly planted. Experience how rigid the rope can get. ALSO – this process can be used to create the circle for the Toxic Waste Dump – make a circle, put it on the ground at your feet.

Safety Issues: Clear the area of obstructions. While sightless, participants must move cautiously to avoid injury. Participants losing their grip on the rope should put up both hands as protective “bumpers” for the duration of the activity

Props: Length of rope (loop of old climbing rope is designated in Shed 6), blindfolds for everyone. (Use neckerchiefs.)

Debrief Topics: Handicap awareness, teamwork, cooperation, communication

Debrief Topics: Each participant must hold onto the rope with at least one hand at all times, blindfolds are to remain in place until they feel they have completed the figure. How well did they comply with instructions? What did the group think the purpose of this activity was? How did being blind make you feel? Ask them to describe what happened, how well did the person perform? Why? How could the activity be improved? Lead a group discussion on the strengths and weaknesses of the group’s method. Have the group explore the possibility of a better or different way to achieve the challenge.

59

Blue Barrel O’ Fun

Game Description: Without the use of their arms, participants move a 55-gallon barrel, and it should not touch the ground from point A to point B. There are different options to make this activity more or less difficult. Facilitators can have participants be silent, or can split them into two groups, and have one group do it a different way than the first. Facilitators can have them start over if they drop the barrel. It is open to several options.

Objective: All together, participants move the barrel from one spot to another without the use of their hands using creative solutions.

Safety Issues: No walking on the barrel. Make sure barrel isn’t broken or cracked (to prevent someone from getting cut). This can be hazardous since the barrel is heavy.

Props: 55-Gallon barrel. For smaller participants, consider using a plastic barrel.

Facilitator Role: Don’t let this activity get out of control. Make sure the groups stays focused and avoids injuries.

Debrief Topics: Did you think this activity was possible when it was first presented? What limitations did you put on yourself-your group?

60

Bull Ring – Stackers youtube.com/watch?v=U53MvwedJKw

Game Description: Teams can only hold the p-cord attached to the bull ring and can only hold it on the outside of the knot. They must figure out how to pick up a ball resting on a ring that is balanced on a vertical pipe, using only the team ropes. They must lift the ball, move it across an obstacle course and replace it on another pipe. Points will be deducted for each drop off.

Objective: The challenge of this event is to carry a small ball using a metal ring and rope - ‘Bull Ring’ - through a series of obstacles and place the ball onto a goal. Run each group through several times with increasing difficulty by continually changing the rules during each run, simulating the effect of the constant changing environment and the need to continually adapt to change.

Variation – Time limits may increase stress level. A leader may or may not be assigned. Not designating one allows for more chaos. This activity can be made more difficult by transporting the ball around objects such as trees, tables, chairs and fences. Gentle slopes, stairways and narrow door- ways also provide additional challenges. Heavier and larger balls are more difficult to transport and harder to keep on the metal ring. You can accommodate more participants, and include the additional element of trust building by blindfolding the participants holding the string and assigning a sighted person to assist them while moving. If you have fewer participants than strings, just allow participants to hold more than one string.

61 To make it more challenging, once the group is moving, you can take away sight or talking from participants (ex: everyone wearing jeans can’t talk; if you are wearing flip flops you can’t see; take “speaking” away from folks who are talking or dominating the conversation) Once the group gets close to the goal, move it to another location (this will resemble “change” – you can use this when you debrief) Activity is over when they get the ball onto the post without knocking it over (feel free to adjust level of difficulty depending on the group needs)

Facilitator Role: Teams can only hold the cord attached to the Bull Ring and can only hold it at the end of the string. Make sure you have an open space to lay out the Bull Ring strings. Place the Bull Ring on one side of the area and have the group work together to pull all of the strings out like a sunburst. Once the Bull Ring is laid out, place a ball in the center of the ring or start with the ring around a post with a ball balanced on top. Place another goal post or multiple posts somewhere at the opposite side of the field.

Bull Ring utilizes physical movement and cooperation. Although initially quite easy, instructions and materials can be provided to help increase the difficulty on a whim. When your goal is to train participants to cultivate an appreciation for change/learning and its importance in the ever-changing world, then choosing Bull Ring will most certainly transform the mindset of your group.

Props: Bull Ring kit – ring with 20 strings: Variety of ball sizes – golf ball, tennis ball, earth ball; 2-4 pipe goals.

Debrief Topics: Themes may include: reliability, personal investment, self-policing, peer feedback, leadership, encouragement, communication, coaching, teamwork. What made this activity difficult? How did you compensate? Rate your communication effectiveness 1 to 10. Why? Was there one leader or more than one? Identify various leadership roles. Was anyone excluded? All included? Rate cooperation on a scale of 1 to 10? Teamwork? Frequently, when we feel a task is easily accomplished, we do not take the time to strategize about how it will be accomplished.

The art of cooperation is something we are taught as children. For some reason, many of us forget that lesson when we enter the front door of work. This exercise is designed to let participants experience how fun cooperation and teamwork can be. As with many of our exercises, this exercise simply cannot be accomplished without the effort of every person in the group.

More Variations – Stackers – replace the ring with a small bungie and 14 rope handles, and use it to see how many cups the group can stack before they fall over.

62 Props: For stackers, use a small set up with a bungie that will hold the cups. 12 red wooden blocks. For big writing, tie a felt marker with several rope/string handles. Pen and paper.

Big-Writing – Put a marker in the center and write a name or sentence as a team.

Toxic Waste youtube.com/watch?v=KmDJj3iTU_M

Game Description: Reduce the heat in the toxic waste container by distributing the contents into other containers without touching the containers, or spilling any of the contents. Do without anyone entering the contamination zone (rope circle). Hot Stuff - Three Mile Island - A "nuclear reactor" is represented by a circle on the ground, about twelve feet in diameter. In the center is the "reactor core" with some "fuel" inside. Smaller "containment devices" are located off to the side. Outside the reactor, in the "control room," are materials available to the team. The team is informed it has a short time to divide the fuel (some balls) into other containers to prevent a nuclear meltdown. No one can go into the reactor area. If the toxic waster bucket touches the floor, the entire group must start over.

63

Objective: The group will manipulate a bucket filled with small objects using ropes attached to the bucket. Creativity under pressure, identifying clear roles and responsibilities. Score the fastest time from beginning to end of task. This is a "hot" activity to demonstrate the need for clear roles and responsibilities, effective leadership, good communication, and shared problem solving to be successful.

Variation – Refer to the guidelines for Bull Ring for additional variations. At any time announce that conditions have escalated and you now have only ‘X’ minutes before meltdown begins.

Facilitator Role: You may designate a leader or leave it to the group to decide. You may let them talk. Some may have visual impairments due to steam or heat waves – blindfolds. These can be added during the event. How does the group handle new constraints?

Props – 3 5-gal buckets with 12 tennis balls or 3 #10 cans with golf balls, Elastic lifter kit with 20 rope handles Note, there is an elastic set-up for a #10 can/golf ball game and one for a 5-gallon bucket/tennis ball game, 12’ rope ring (40’ long), hula hoop containment marker. Make the rope ring using the Blind Square method (above). Place a hula hoop in the center to mark the containment area.

Debrief Topics: What happens when an unreasonably short and arbitrary time limit is added to the event? Is it easier with a leader or open discussion? Does time

64 affect the decision-making process? How do you handle added stress when faced with change?

Gang Trolleys

Game Description: Using the wooden trolleys with ropes coming out of them team must walk the trolley from point A to B without falling off. If they fall off a singing punishment of your choosing is given. Bonus points are given for speed, going backward, no one falling off, etc.

Variation – KPM Transit (Kinetic People Movers or Trolleys):(Managing multiple requirements to complete a task, focused execution, skill sharing, cooperation) An activity in which the team attempts to complete an assigned task on time, and to specs. The props are described to participants as trolleys that each person on the team needs to be standing on in order for their team to advance. A course area is set out for the trolley. Traverse the course backward. Add a third trolley. Blindfold, mute, or face some of the participants in the opposite direction.

Objective: The objective is for the team to finish at the exact time set, not early, not late, like an efficient trolley company. Participants need to effectively cooperate to make the trolleys work. If everyone isn't working in unison the system breaks down and mishaps can occur. Teams typically rise to the challenge and develop the coordination to be successful.

Safety Issues: Inspect the condition of boards and ropes. Use a smooth/soft, level area for this event. Important:

65 Facilitator Role: Mark the start and finish points. Place the trolley at the start point. Restrict players from placing trolley sections end-to-end or on top of one another. Once on the trolley, participants may not touch the ground. Assess a time penalty whenever a participant falls off the trolley.

Debrief Topics: Lead a group discussion on the strengths and weaknesses of the group’s method. Have the group explore the possibility of a better or different way to achieve the challenge.

Props: Two 4-by-4-inch beams, each 8 feet long and each having a 2 ½ foot length of rope attached to it every 12 inches

Variation - Hamster Wheel / Gerbil Crawl Game Description: Make a track out of a tarp or newspapers and move the group across the field without stepping out of the hamster wheel.

66

Giant Jump Rope

Game Description: 2 volunteers spin the rope. The group must move from one side of the rope to the other one at a time – pass through without jumping. Each person must pass through the rope with each beat of the rope. If anyone misses a beat or messes up, the entire group returns to the start and begins again. Those who have gone through go to the end of the line. Once the group successfully passes through the rope as individuals, the spinners have a count of 3 to change the direction of the spinning rope. – back doors to front doors. At the count of 3, the company has to be arranged to return to the starting point, but this time in pairs (2 at a time). If any pair fails or they miss a beat, the entire company goes back to singles and starts the entire process over. Once they pass 2s, then be ready for 3s, 4s, 5, 6s, 7s, etc. until; they get to half of the group at a time. They are always limited to the 3 beats to get ready to pass back through the rope, and anytime they mess-up or miss a beat, they go back to 1s.

Variation 1 – Once they have accomplished this task, do it again, but this time everyone goes in, jumps once and goes out. Only one beat between jumpers, or you start over.

Variation 2 – Have the entire group line up along the rope. Can you successfully jump once as an entire group?

Objective: To plan your timing as a group. To help or place those with limited skill in such a way as to help them succeed.

67 Props: There is a box with five 50’ jump ropes in Shed #6.

Safety Issues: Running through makes it easier for those who can’t jump. Turners need to be aware not to trip people. The gravel occasionally slides under foot, and people crash. Play hard, but be safe. Heavy people fall hard.

Facilitator Role You can be a spinner, or can let people who have limitations take on that role. Monitor speed of the rope so the task is manageable. How strictly you enforce the “start over” rule, or how far back you make them go can elevate the frustration level in a hurry. Failure is good.

Debrief Topics: Do the spinners have a role in working with the company to succeed? How does it feel to fail? How does it feel to succeed? What happens when you have someone in the group who struggles to succeed? How did it make you feel when failure was based on some- one not paying attention or doing their job?

Key Punch – Speed Calculator

Game Description: As a group, your objective is to go into the square one at a time, touch your number and get back out before the next person goes in and touches theirs. For a smaller group, each person has 2 numbers, so they must enter the box

68 twice during the event. Touches, with the hand, must be done in sequence as quickly as possible. To arrange the numbers, everyone is invited into the square. Place a number - face up - at your feet. Now move around until told to stop and place the other number on the ground. Step out of the box. Numbers may not be rearranged and must remain in the same place for future tries. If 2 people are inside the plane of the square at the same time, a 5 second penalty is added to the time. Numbers must be touched by hand.

Variation – For an added challenge (if one group gets real good with regular rules): do this without talking.

Objective: To move from the start line to the key pad and touch all the keys in the correct numerical order in the shortest amount of time.

Safety Issues: Participants must be careful not to run into each other.

Props: Poly rope for circle/square, 4 stakes, cards/spots numbered 1-50.

Facilitator Role: The facilitator is the time-keeper. Keep encouraging them to attempt to do it faster - teams should be able to get below 1 second per number. Do not com- pare times to other companies - you’ are your own competition. Watch for line violations and assess time penalties. Observe the planning process to see how the company communicates – who takes charge, who gets ignored, who mentally checks out of the process? While the group is focused on the activity and speed, the facilitator is observing how they work as a group and what their relationships might be like.

Debrief Topics: What sort of behaviors did I see? Is this how your group conducts itself in meetings? In what ways could you make your decision and planning processes more inclusive? How were people treated when they messed up or weren’t paying attention? How does it affect the group when people choose not participate in the decision making process and stand back in a critical posture? Is this a form of sabotage?

69

Variation - Hungry-Hungry Human

Game Description: A team must maneuver a blindfolded volunteer over a play area. They must retrieve as many items as possible as quickly as possible. Team may not step over the boundaries into the play area.

Objective: Using 3 ropes, lift the volunteer and maneuver them over the play area without stepping inside the boundaries.

Safety Issues: Don’t drop your volunteer

Props: 100+ items, 3 short ropes. Use the same boundary as Key Punch.

Facilitator Role: Keep it safe, Referee to be sure they work within the set limits.

Debrief Topics: Did you trust your team? How did you feel about them depending on you to do a good job? Was your goal speed or efficiency?

70

Leaky Pipes

Game Description: The group must pour water into a pipe to raise a ping pong ball inside and therefore to get it out. The pipe is leaky though and there is a challenge on how fast they can get the water into the pipe without losing it through the holes. This requires cooperation, planning, delegation and resource management.

Variation – Allocate two pipes per team. Reduce the number of cups. Limit the amount of water available in the bucket. Place obstacles in the way between the bucket and the pipe. Declare that the delegates cannot talk during the exercise and all communication must be carried out nonverbally. Hinder some members of the team in some way. For example, wrap both ankles of a person to prevent movement. Blindfold a person to prevent seeing. Wrap a left ankle of one person to the right ankle of another so that they must move together.

Objective: To fill the pipe with enough water to float the ball out. The team members must work cooperatively to float a ping pong ball up and out from the bottom of the pipe while plugging the holes in the pipe. All team members must take turns “hauling” water.

Safety Issues: Do it on a warm day near the pond. You will get wet.

Facilitator Role: Keep the group sizes between 6 and 10. Have them follow this procedure: Hold the pipe vertically with the closed off end at the bottom. Drop the ping pong ball into the pipe. It will rest at the bottom. Explain that their objective is to get the ping pong ball out. They must work as a team and use water to get the ping pong out. Ask them to place a bucket of water about 10m away. Distribute the cups to the teams.

They must follow these rules: You cannot tip or invert the pipe. You must collect the ping pong ball from the top of the pipe. The pipe and the bucket should remain where they are.

71 You must use the cups to transport water from the bucket to the pipe. You cannot exchange water with other teams. You cannot sabotage other teams. Allocate a maximum of 20 minutes for this exercise. Stop the exercise when the first team finishes. Declare the winner and give out a prize.

Debrief Topics: What was essential to get right in this exercise? Did you plan anything at the beginning? Did you decide on leadership and its role? How did you manage teamwork and resources? What did you think of the level of communication within your team? Did you have to update your plan as you went through the exercise? Was this easily communicated and accepted, or did it lead to confusion and lack of commitment? Was everyone in the team included and their opinions respected? Why the winning team succeeded? What were they good at? If you go through this exercise again, what would you do differently?

Props: One piece of PVC pipe (3-4’ in length) plugged at one end, with holes drilled in various places, a ping pong ball, several 8-9 oz. cups, a bucket of water.

72

Magic Carpet

Game Description: A group stands on a tarp (5’x8’). Everyone must remain on the tarp at all times. To start, they must start with the X on top and then, without touching any body part to the floor, they must turn the tarp over and end up with the X on the bottom. Participants stand on a tarp. The objective is to flip the tarp upside-down. The participants cannot step off the tarp they must stay on it all together.

Variation – The second challenge is to fold the tarp into quarters. The third challenge is to unfold it. Use a smaller tarp.

Objective: Participants stand on a tarp. The objective is to flip the tarp upside- down. The participants cannot step off the tarp they must stay on it all together.

Safety Issues: Protect everyone from falling. No stacking.

Facilitator Role: Do not explain to participants how to accomplish the activity.

Debrief Topics:

Props: 6x8 and 8x10 tarps. Mark one side of each tarp with a large X.

73

Memory Maze - Grid Lock

Game Description: Work out the hidden maze that will get Indian Jones and the entire group out of the collapsing Egyptian pyramid. One wrong step and anything might happen. Enter the maze and move one step at a time. If the buzzer sounds, you made a misstep, and must exit the maze via the same way you came in. If you miss the trail going out, the buzzer sounds again. The group only has “___” buzzes before the pyramid monkeys attack. Next in line takes their turn until everyone passes through the maze with buzzers to spare.

Group members must make attempts in order - one at a time. They can move forward, sideways, and maybe even backwards (Maybe) but not diagonally. Other participants must stay behind the start line and can only give help from that perspective. The whole things starts over when you use up your allotted buzzes - or not.

Variation – The maze may change after each failed attempt. Maybe change a square for some people to create the affect of unfairness in life.

Objective: 1- Situational Awareness. 2 – Effective communication. 3- Giving and Following Directions. 4 – Working in an unfair environment.

Safety Issues:

Facilitator Role: It’s tricky to keep things straight, so draw out a map to follow. The hardest thing to do is to watch the pattern on the map and the group dynamics at the same time. Use another staff to follow the map while you observe the group’s actions.

74 Debrief Topics: How does it feel to let the group down? How can people best help those who are struggling? How important is good / accurate communication? Is it hard to accept failure? What was the hardest part of this activity? How does it feel to live in an unfair work environment?

Props: Cargo net or tarp with a grid taped onto it. Papers to mark out a grid for the Facilitator to follow – map routes. Noise-maker.

75

Pipeline-Channels- Gutterball

Game Description: Set out props so that the distance from the boundary marker (the start) to the container (the goal) is 3–5 steps more than the number of participants (i.e., 12 people = 15–17 paces). Adding a “dogleg” (a path to the container bending around the obstacle) adds more challenge. Place the pipe sections and balls in the start area and assemble the group within this designated “work area.” Instruct the team that the balls, eggs, marbles, etc. represent products needing delivery to customers. For more ideas, see Variations section below. Any object dropped safely into the container represents a successful delivery. The only tools available to the team are the pipe sections. NO other props should be used for delivery purposes. For the first delivery, all members of the team must start behind the boundary marker until the object has been dropped into the first pipe section. Once the object is in the pipe, people are free to move anywhere. State that quality is crucial to the customer; hence, there are strict controls for transporting the products to ensure quality delivery. Give participants five minutes to plan how they will get the ball from one side of the designated area to the other, following the rules below: The ball may not touch the ground at any time No one may touch the ball at any time once it enters the channel Each person must be involved in the process of moving the ball If any of these rules are broken, the group must start over Objects may never stop, roll backward, be dropped and hit the ground, or touched by anyone after the first person places them into a pipe section Pipe sections may not touch each other

76 When a person has an object in the pipe, they may not move their feet, though they can move their arms and hands Once the object has left the pipe, they are free to move anywhere All members of the team assemble behind the line to start the next delivery

Variation – The activity can be made easier by modifying or eliminating some of the rules. For instance, you may allow the objects to move backward. A variation for additional complexity is breaking the area between the start and the container into sections with 2–3 people stationed in each designated area. People may not cross the boundaries into other areas. This dynamic tends to foster dialog about handling off-work and cross-functional communication and productivity. Instead of telling the team the objects and goal buckets represent “deliveries to the customer” and “successful deliveries,” have the group choose what the pipes, different objects, and goal buckets represent.

Objective: Pipeline provides participants an opportunity to plan and communicate as a team, to learn how to overcome difficulties together and to make changes to the original plan in order to complete a task. Additionally, it can be done with minimal materials if needed!

Facilitator Role: Explain the activity: The team has to work together to transport 15 marbles/balls from the start line to the container at the finish line. The catch:

77 they cannot use their hands to move the marbles! They must only use the provided PVC pipes as the method of transportation. Once they are ready, they can begin the activity. The facilitator will time how long it takes for the team to complete the task. If time permits, repeat this activity several times and give the team the chance to improve their times.

Quality issues are often challenging for certain groups. If their efforts do not produce success, overlooking infractions becomes easier. Be clear in your mind about how you want to manage infractions during the activity, either by pointing them out and enforcing the rules or keeping track of when and how infractions occurred for review as part of the processing stage.

Golf balls tend to be the easiest objects to control in the pipes. Providing the group with an assortment of objects makes the task more challenging. It illuminates the need for flexible planning and practice to adjust to changing dynamics when implementing a solution.

Debrief Topics: How did you feel about this task after hearing all of the rules? What process did your group go through in order to complete this task? Was the problem solving or the physical challenge more difficult for your group? Why? What types of situations are the most difficult to deal with when working as part of a group? What can you take away from this activity to overcome those difficulties in the future?

Props: U-Shaped tube halves (one per person), ping pong balls, golf balls, marbles. Can for goal – use the can that is in the props box.

78

Poison Peanut Butter River Crossing

Game Description: Give the team ____ carpet squares (or something similar) to use as "rafts". Each raft can only support one hand and two feet at any one time. Any more than that and it will sink (meaning a leader takes it away and it's no longer available to the group). If a raft is left untouched for more than a few seconds, it floats away (again, have a leader monitor for this and remove any rafts). If anyone in the group touches the water, the team must start again.

Variation – You will need to divide your group into two unequal teams. The majority are the bold explorers trying to cross the peanut butter river while the two-or-three-person minority are the crocodiles which live in the river. Crocodiles must stay in the river. The first explorer places his or her stepping-stone into the river, close enough for him or her to immediately step on it. An untouched stepping-stone can be grabbed by a crocodile and disappears from the game. Any explorers that fall in the river have to go back to the starting bank. The explorer team has to work out how they will use the stepping-stones to get from one side to the other. Stepping-stones can be picked up and moved to another part of the river as necessary. Remember: any unattended stone can be snatched away by a crocodile.

Objective: For this game you need two ropes to represent the banks of a river. The goal is to have the group cross the river. The game sounds simple, but it's great for team building, as it requires everyone to participate and contribute towards the goal.

Safety Issues: Play fair and guard against sprained wrists or ankles from stretching to carpet squares.

79 Facilitator Role: You are the umpire and what you say goes.

Debrief Topics: How to work with an adversary always pestering you. Plan to make sure you bring everyone with you. How to work with a group that has limited resources.

Props: Carpet squares, rope boundaries

TRAFFIC JAM

Game Description: Have one group stand on the spots to the left of the unoccupied center one; the other group stands to the right. Both groups face the middle. Use a fair method, such as flipping a coin, to determine which side will make the first move. The spaces should be one step apart.

Using only “legal” moves, two groups of at least four participants must exchange places on a line of spots. All members starting to the left of center should end up on the right, and all members starting to the right of center should end up on the left. 1. Individuals may move to an empty space in front of them. 2. Individuals may move to an empty space around one person who is facing them.

80 3. Backward moves are illegal. 4. Any move around someone facing the same direction as the mover is illegal. 5. Only one person at a time may move.

Variation – An arced version allows participants to see what is happening. Conduct the activity in silence. Set up a second Traffic Jam perpendicular to the first. Both lines must share the one empty space. (This is referred to as the “gridlock” version of the challenge.)

Objective: Work as a team to solve the puzzle. Persistence pays off.

Facilitator Role: Keep the group starting over. They will get frustrated. It is possible to do….be encouraging.

Debrief Topics: Lead a group discussion on the strengths and weaknesses of the group’s method. Have the group explore the possibility of a better or different way to achieve the challenge. Who best controls the activity? Did a leader emerge and how did he lead? How well did the group do and why? If you disagreed with the group, how did you deal with it? What did you like about this activity?

Props: Enough marker spots for each participant, plus one additional.

81

Survival Escape – Lower Camp

82 New Section 4

Low Ropes – Trust Your Team

Off The Ground and In Harms’ Way

Review The Importance of Spotting Section 2, P. 18

Spotting For Safety Proper spotting is the cornerstone of safety on low elements, so it deserves special attention here. Spotting involves both a technical skill, which is quite easy to teach and master, as well as an attitude, which can be much more difficult to develop. Spotting is defined as breaking a person’s fall in such a way as to help prevent injury either to the person who falls or to the spotter. It is a primary means by which safety can be managed and shared by a group. Spotting is essential in situations where participants attempting an element or an initiative game are less than their shoulder height above ground.

Spotters – Hands up, feet apart, in close, focused, ready to support

Spotting must be explained, demonstrated, and practiced before participants attempt any course activity. Facilitators can show spotters how to position them- selves so that if a participant falls, they can safely support the faller’s head, neck, shoulders, and torso. To accomplish this, each spotter must: ● Watch the person doing the activity. ● Have hands in the air with the palms turned outward or upward in a supportive position.

83 ● Maintain a solid stance by keeping one foot in front of the other and flexing the knees. ● Be prepared to move with the person being spotted so that the spotter is always in position to prevent a fall. ● Believe that the spotter will save a falling person even if no one else does. This might call for adjusting position to support the full weight of the faller.

Spotters must understand that “catching” someone means supporting the upper part of the body, especially the head, and easing that person to a safe position. Spotters are not expected to catch a falling person in midair—something that is impossible in most cases, even in a fall of just a few feet, and could result in injury to both parties. From the initial safety briefing, the staff should impress upon participants the importance of continually looking at the need for spotting and stepping in without being reminded. Spotting is an important part of the “Full Value Contract” for the group, and include spotting observations in the debriefing of elements. A group may not proceed to the low-course elements until the instructors are convinced that the participants will be effective spotters and will take spotting seriously. The technique of spotting is generally introduced early in the course, as part of an initiative game such as the Trust Circle (see Trust Activities Section 2, P. 38). Careful observation of the group during such an initiative can ensure that spotting technique has been mastered. The role of the spotter is to support the falling participant into a safe position. This is an important distinction for group dynamics: a participant winding up safely on the ground after a fall is not necessarily a spotting “failure.” Some of the important considerations for safe spotting are the following: ● Spotting begins before the participant steps onto the element and stops only after he or she is safely back onto the ground. Remember that many falls on low elements occur at the start or end of the activity. ● Spotters should continually watch participants and estimate the direction in which they are likely to fall. They can then position themselves accordingly. ● Participants who are not actively spotting should be away from the element so as not to give the illusion that they are available to help. ● Regardless of the distance to the ground, participants must never jump from an element. This is a major cause of sprained ankles on courses. Spotters always help participants to the ground.

Teaching Spotting Have the group practice proper positions.

Faller Position flailing of arms, which could injure • Hands crossed, fingers intertwined, spotters arms folded to prevent instinctive • Feet together • Head slightly back

84 • Back slightly arched • Stay alert and entirely focused on • Entire body straight and stiff as a participant being spotted board

Spotter Position • Fingers together and palms cupped to prevent finger injuries or poking a faller • Knees and elbows bent to absorb shock and allow for a response to a faller’s line of descent • Feet apart both side-to-side and front-to- back to provide better balance and stability • Be prepared to move (as the participant moves) to be in proper position

Review the verbal commands that establish a contract between a participant Participant Meaning “Spotters ready?” “I’m ready to start.” “Climbing!” “I’m ready to protect you.” “Falling!” “I’ll start up as soon as spotters give a go-ahead.” Spotters “Go ahead.” “Ready.” “I’m about to fall.” “Climb on!” “I’m prepared to prevent you “Fall on!” from falling.”

Practice! Have participants practice spotting with instructors observing and correcting, until they have learned the skill in these ways: ● In pairs or in 3s. ● In circles of five to 10 participants, with a faller standing in the middle of a circle.

85 ● The faller gives the proper commands, then falls once in any direction where the faller can be spotted by a single spotter. The group is collectively responsible for spotting the faller. Spotters should help their neighbors and move with the faller. Imagining being attached by a string to the faller often helps. Spotting Rules ● Spotters must be placed in positions where they will be most effective in preventing injury. ● Spotters must maintain their attention on the person being spotted. ● Spotters should keep their eyes on the torso of the person they are spotting and try to anticipate that person’s movements. ● Spotters may not applaud, as it is impossible to spot and clap at the same time. Hold applause for participants until they are off the element and safely back on the ground.

Safety Reminders • If you (the facilitator) ever feel the group is operating in an unsafe manner you must immediately stop the game. • People with knee, shoulder or back injuries should participate in another capacity. • Only the supplied equipment may be used. NOTE: Do not supply the group with any additional equipment - belts, boards, etc. • No stacking more than two people high (try to discourage any stacking, usually there are other alternatives). • No jumping off events. • Close-toed, low heel shoes are encouraged at all times, i.e. tennis shoes. • No one is to step in the middle of another person’s back or on the end of a bent knee. • Hair long enough to be pulled back must be pulled back and tied. • Jewelry of any type including watches and non-prescription sunglasses must not be worn and should not even be brought to the ropes course. • Be careful of glasses and contact lenses when participating in events. Restraining straps for glasses are suggested. • No gum, candy or other food items are allowed on the course. • No knives or other sharp objects are allowed on the course. • An accident report form must be completed for any injury. This does not include minor cuts, bruises, or abrasions that are inherent to the activity. • The facilitator should be made aware of any health problems participants have that may influence them on the course. This includes allergies to bee stings and poison ivy, as well as asthma, diabetes, heart condition, old injuries with chronic symptoms or recent surgeries.

NOTE: Avoid “horseplay” on these elements. They appear to be “safe” but can become hazardous with lack of proper supervision and training. Participants are to stay off all low elements without supervision.

86 Low Ropes - Upper Camp

Spider’s Web

Game Description: Participants help each other through a series of tangled strings resembling a spider’s web. Participants may not touch the strings. A touch will result in a penalty. “Your team is traveling through the Amazon jungle and the path you must take has a giant spider’s web across it. This Jurassic-sized spider is about to catch your group in her web!! There is no way around this so you must travel through the spider’s web without touching any part of it. If the web is touched, it alerts the spider and you are now lunch!”

Objective: The objective of the activity is for all to pass through one side of the Spider’s Web to the other. Certain provisions exist. First, if any participant touches the web, all participants must begin again. Second, after a participant passes through a hole, no one else is allowed to use the same hole again. The staff member marks the hole with a clothespin so participants are aware of which holes have been used.

Variations: Depending on the level of group functioning and the amount of time available for the element, this activity can be modified in several ways to make it more or less difficult. • There should be no talking or you can let only one person talk as the spokesperson. • If the web is touched, a penalty is incurred (up to facilitator, depending on

87 group’s ability). (Penalty can be: one person return, all return, after 3 touches all go back, time penalty. Only limited by facilitator’s creativity.) • This initiative does not lend itself to being timed. • If any participant touches the “web,” all participants must sing the “spider” back to sleep and the entire group must start over again.

SEE Inspection: Structure – Make trees are sturdy, provide plenty of bark for soft ground Environment – Remove any hazardous debris Equipment – Make sure the rope used as the Spider’s Web is entangled randomly, forming different sized holes for participants to pass through.

Safety Issues: Each participant plays a vital role in spotting or safely lifting others through the higher holds in Spider’s Web. They must have three minimum spotters on the opposing side of the web to safely catch the person passing through the hole. When lifting or spotting there always must be a spotter specifically devoted to holding the participants head. Once they have carefully passed to the other side of the web, team members must be sure they lower the person feet first to the ground. • Participants who are being lifted must be stiff and straight. • Only one person is to go through the web at a time. • No running and diving through the holes. • Must have 2 people on the other side of the web before someone is lifted and passed. • Never let go of a participant until he/she is safely on the ground – feet first (even if someone touches the web). Beware of kicking feet. • Never position a participant with their feet above their head. • One person is to be responsible for the head and shoulders for each lift. • When helping someone through, participants must avoid injury by keeping their backs straight and lifting with the power of their legs. No one may step on the lower backs or heads of teammates.

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Facilitator Role: Start out being very strict about watching and calling touches. Get more relaxed as the activity progresses and see if the group calls touches you don’t “see.” What are the ethical issues involved? How do we address the ethics of self- reporting? Be available to spot or stop things if a person gets into a potentially hazardous position.

Debriefing Topics: This one is fun and can also invite a good discussion about honesty, teamwork, trust and more. Did you ever feel like you were not going to get through? What were some barriers you had to overcome to accomplish this activity? What are some webs in your life? How can others help you get through? How did the size of the hold influence your decisions? How was your planning geared to your specific group? Who was given the most responsibility in this activity? What are things in your life you should not touch? Name some consequences you may deal with if you touch? When danger is near, how do you deal with it? There will be “webs” in your life. How do you plan to get through them? How can you help others? Key Words -Decisions -Don’t touch -Limitations -Consequences -Influence -Danger -Responsibility -Goals

Props: A frame of multi-line has an interlaced shock cord center that forms a large web that is connected between two trees. Within the web are approximately 20 holes/openings large enough to fit a person through. Sufficient clothespins are needed to mark used holes that participants pass through. 40 foot rope for alternative process. A signal bell or noisemaker used when touches are seen.

T.P. Shuffle - Log Jam

Game Description: Participants randomly line up on a 20 foot horizontal log laying on supports on the ground. The top may only be about 18" above the ground, yet it is a real challenge when the group has to balance on the log and then half must switch ends with the other half. And who knows what kind of restrictions the facilitator might impose on the group, or on those who end up touching the ground?

89 Objective: Participants stand on a log all together shoulder to shoulder. Once participants are lined up staff explains that they must place themselves in a specific order (i.e. birth date, height, alphabetical order of first or last name, etc.) without talking or falling off the log. In the same or reverse order.

Variations: They then must arrange themselves in order (oldest to youngest, tallest to shortest, etc.) without stepping on the ground. Nobody can talk during the activity! Added rules, such as completing the activity blindfolded or with one arm, create a great debrief opportunity on team communication, leadership styles, or group resources. Two parties must change ends as quickly as possible. Assess a time penalty for every touch of the ground.

SEE Inspection: Structure – Make sure log is sound and does not roll Environment – Remove any hazardous debris Equipment – None

Safety Issues: Explain to participants that safety is first (it’s OK to step off log to be safe). Try not to pull others of if you decide to get off. The log may get slippery on wet/muddy days. Since everyone will be on the log, the facilitator needs to be actively spotting and watching for people who might fall. If moving quickly along the length of the log, alert the group to the possibility of a turned ankle and suggest to temper their enthusiasm with care. ●Provide spotters as needed ●No stacking ●Move slowly across log ●Use participants for spotting if needed ●Facilitator will spot movements on log

Facilitator Role: Once participants are safely standing atop of log then explain directions. Participants should strive to figure out ways to get into the correct order without talking or falling off. If any participant either talks, trips off the log, pushes

90 someone else off accidently or uses any other trees in the surrounding area to help them balance on the log the team must all go back to their beginning order and start the game over.

Debriefing Topics: Lead a group discussion on the strengths and weaknesses of the group’s method. Have the group explore the possibility of a better or different way to achieve the challenge. A great debrief opportunity on team communication, leadership styles, or group resources. New skill mastery. Were you careful when trading places; considering the risk for yourself, others, and the entire group?

Props: Blindfolds if needed

Trust Fall – Elevated

Game Description: From a standing position on a platform about 3-4' off the ground, a team member falls backwards into the arms of their teammates. It sounds simple, but it is one of the most mentally challenging elements we have... so much so that only High School and above may do it.

Objective: The Trust Fall really does demonstrate the importance of trusting one another. The Trust Fall is an advanced low course element. Participants must have completed at least several trust events before attempting this event. It should be sequenced toward the end of a low course program

Variations: Try it with a Catch net. Have the faller keep their eyes closed or open.

91 SEE Inspection: Structure – Platform must be sturdy – No higher than you expect the group can handle. Environment – Remove any hazardous debris Equipment – None required

Safety Issues: This element has a great potential for serious injury – do not FOOL around. Faller must assume proper position to avoid flailing arms. Only High School and above may catch. • The catchers must be properly positioned before a faller backs to the edge of a table, or chair or platform no more than three feet off the ground. • Catchers form two lines facing one another, their heads back and turned toward the faller. Catchers should have their elbows and knees bent to absorb shock and reduce strain on their back. • Catchers establish the correct position by alternating hands with the person across from them. (Form a zipper) - DO NOT Grasp Hands! • The faller must keep hands and elbows folded in front. See the trust events. • The faller must fall with feet together, knees locked, the body straight and rigid, buttocks pinched together, the back straight and the head back. This position can be practiced on the ground ahead of time. • The faller should not bend forward at the waist or sit down while falling. • Staff members can help a faller visualize how to keep the body rigid by telling the faller to keep the chin up and imagine being a straight tree or piece of lumber. Catchers must remove any large, sharp or valuable objects. Remove hats that block your vision. The catchers must be properly positioned before a faller backs to the edge of the platform.

92 Facilitator Role: The Ropes Course Facilitator will adequately and gradually prepare the group for this event by utilizing other trust events prior to this event. Participants must have completed at least several trust events before attempting this event. This sequence of events is designed to teach effective spotting as well as trust: Trust Duo, Trust Trio, Cookie Factory, Willow In The Wind, etc. Before the fall, a verbal contract of trust and commitment must be made between faller and catchers . This ensures that the catchers and the faller understand their responsibilities for each others’ safety. The catchers’ responsibility is to be in the correct catching position and to give their total attention to the faller. The faller’s responsibility is to keep the body straight like a board and arms and hands folded in. An example of the verbal contract: Faller: “Spotters ready?” Catchers: “Spotters ready.” Faller: “Falling.” Catchers: “Fall on, (faller’s name)” The Ropes Course Facilitators will help a faller visualize how to keep the body rigid. When there is one Ropes Course Facilitator for the group, the Facilitator should be spotting at the head of the zipper. The Ropes Course Facilitator double-checks the positions of the catchers.

Debriefing Topics: Lead a group discussion on teamwork and trust. Ask what skills were learned. Discuss the skills that were important to completing this event.

Props: A solid platform. It could be a picnic table or truck tailgate if an established platform is not available.

Wild Woosey – Team Crossing

Game Description: Two Participants, using each other for support, balance on two suspended cables slightly above the ground. The objective of the activity is to get as far as possible on the cables. The cables gradually widen as the participants move farther along the course.

Objective: Grasping the bar, leaning on each other for support and shuffling on their separate cables, the two advance down the line as the “V” shape widens. The pair tries to go as far as they can using balance and trust between each other. When the pair finally loses balance and fall then the next pair begins.

Variations: Add elements of difference; height, weight, sex, likes and dislikes, and you have a true balancing act. Stress the issues of effort and vulnerability.

SEE Inspection: Structure – Cables set up in a “V” Shape slightly above the ground. Check all anchors. Check cable for excessive wear, damage or fraying. Environment – Remove any hazardous debris Equipment – Short bar for partners to hold on to

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The Badger Creek element currently uses cables rather than logs.

Safety Issues: Only one partnership is allowed on the cable at a time. Be sure spotters are in place as the partnership begins this activity. As participants proceed further along the cable be sure that two spotters are placed underneath the pair in a half bent position. Furthermore, two spotters must always be behind the participants in case they fall backwards. ●Spotter Ready - Spot participants as they climb onto the cables. ●No interdigitation or locking elbows ●No lunging/running ●Minimum of 2 spotters for each participant ●At least 1 spotter inside and 1 outside – preferably more spotters the better ●Use Bump-and-Go-Spotting ●Monitor the falls that can happen in all directions ●Helmets are recommended to help prevent injuries. Spotting for this event is best accomplished with the spotters supporting themselves by putting their hands on their knees.

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Facilitator Role: Staff puts participants into pairs. Go through commands of “Spotters are you ready?” “Yes, we are ready.” “Walking” “Walk On.” In turns have the pairs proceed onto the cables, only after four spotters are chosen (two protecting their backs and two underneath them in bent position.) In keeping with the time-honored technique of not offering instructions amidst the stumbling and fumbling (physical and intellectual) of participants, let a group spend some time trying to figure out the body gymnastics necessary to solve the problem.

Debriefing Topics: Indicate to the group that getting two connected people to the end of the event should be thought of as a group goal. Everyone should be thinking and working together toward this goal. A terrific trust-building activity, the bridge will get pairs to support each other in more ways than one! The rest of the group must work to keep it a safe journey. Partners lean on each other for support as they traverse the length of the cables. How far apart can they go?! This element is designed so that a challenge can always exist, despite size and/or experience. A participant once stated in a debrief that he never would have gotten to his true feelings about his goals if he hadn’t had the vigor of this activity to spur him on. How does the balance point shift as bodies commit and strength gives way to trust?

Props: Support bar. Two diverging cables that originate from the same support and are connected on the far end into two separate supports, approximately 12 to 14 feet apart. These taut cables are about 18 inches above the ground.

Proposed For Upper Camp

Donut Hole – King’s Finger – Bull’s Eye The Save the Baby Pole may be used in lower camp. But it is suggested that an additional pole be erected specifically for this event.

Game Description: Without using any props, members of the group must remove a tire/inner tube/hula hoop from the base of a vertical pole, lower it to the ground, and then place it back over the pole, lowering it again until it comes to rest at the base of the pole. The hoop must maintain contact with a group member until completion of the activity (no throwing of the hoop). The tire must be lowered to the ground, not dropped.

Objective: Work as a team to successfully complete a difficult task.

Variations: Use a story line to create interest. The group cannot use the same players in the same positions to remove the tire from the pole as were used to put it on. Challenge one or more players to participate in the activity using only one arm. Restrictgroupmemberswithin5feetofthe pole from communicating verbally.

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SEE Inspection: Structure – Inspect the condition and stability of the pole. Environment – Remove any hazardous debris Equipment – Inspect the tire for debris and insects.

Safety Issues: This element can be a serious challenge! This station requires a high level of physical support as participants are lifted into the air to remove the ring from the king's finger. Group members must spot for one another and watch for a fall in any direction. Caution the group to watch out for the tire if it falls. Participants higher than shoulder height should wear a helmet.

Facilitator Role: Watch for touches and see if the team self reports. Make sure that people are properly spotted.

Debriefing Topics: Lead a group discussion on the strengths and weaknesses of the group’s method. Have the group explore the possibility of a better or different way to achieve the challenge.

Props: Constructed using a utility pole or downed hardwood. Element height set for target population 8-10’. 1 tire. For younger or weaker groups you may choose to use an inner tube or a hula hoop.

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Tension Traverse – Mohawk Walk It is suggested that most of the events available on the Quad high ropes can be built at a low level that encourages team support in a better way. These are cable elements that require balance and team work and may be better suited for groups where strength may be an issue.

Tension Traverse Objective: Two participants step up onto the cable, one from each end. Using their ropes for balance, they approach each other. When they meet in the center, they can grasp hands and support each other as they pass, exchange ropes, and continue to the opposite end of the cable. Participants must return to the starting position if they touch the ground or lose their balance and are aided by spotters.

Equipment: Single cable set up about 18-24” above the ground. A single rope attached to a pole at one end -it doesn’t quite reach to the other end. Or an overhead cable can be added with a single rope suspended in the middle of the traverse.

Mohawk Walk Objective: Multiple cables can be added so an entire group can cross at rthe same time. Without touching the ground, the entire group walks as far as possible toward the end of the cable. All participants must be on the cable before any group member dismounts at the far end of the cables. If one participant falls from the cable, the entire group must start over.

97 Low Ropes - Lower Camp

Donut Hole – King’s Finger – Bull’s Eye Note: See Upper Camp elements for description. Save the Baby pole can be used as well.

Team Wall - Prison Wall Note: See High Beam and Portal (Proposed below) for alternatives that are lower and bit less strenuous.

Game Description: A popular addition to a challenge course experience, the Team Wall is one of the more difficult and exciting events on the challenge course. Arduous for the group throughout the whole exercise, the ultimate challenge usually comes at the end. How do you get the last person over? Every member of the team must get to the top of a 9 ft. smooth wall. Working together, people lift and pull each other up. To ensure safety, only 2 people remain on top, and everyone helps spot the current one climbing up. Certain provisions exist as the participants proceed. First, only three are allowed at the top of the wall. Second, once individuals go over the wall they are not allowed to assist in helping others ascend the wall but they can return to the ground and act

98 as spotters. Third, all who are not assisting at the wall or ascending the wall must be huddled together in proper spotting position (including those who have previously gone over the wall.) FRAMING THE METAPHOR: To physically move a group over a wall in an efficient and safe manner in the quickest time possible. The Wall provides that initially impossible challenge that’s both visual and physically imposing. You know, standing at the base of a blank wall, that you alone are not going to be able to scale this formidable obstacle by yourself, but ten to fifteen minutes later, your group pats itself on the back for having achieved the impossible.

Objective: The purpose of the activity is to send all participants over the wall in the quickest time possible. This one is a challenge, but a real growing experience. It takes some athletic skill for the first and last few people, but most groups can work through it. Don’t underestimate the capabilities of a group.

Variations: There is no speaking allowed. If staff chooses participants cannot use any outside objects, only themselves. Limit those who have done it before – blindfold, break an arm, etc. The group cannot use props from the environment. Once a participant has gone over the wall, the climber may return to the other side to help spot, but may not otherwise participate. Limit the number of participants required to cross to complete the activity (group goal). Provide a set of, “magic wings” for the group to use at their discretion, or at the Ropes Course Facilitator’s discretion. If framed in terms of issues facing the group, such as communication, The Wall then represents a solid lack of it. The goal becomes the defeat of non-communication.

SEE Inspection: Structure – Check wall for slivers and soundness. Ladder should always be secured to the back of the Wall. Lock it when not in use. Environment – Remove any hazardous debris

99 Equipment – Ladder, Prussic loops, rope (only by trained people)

Safety Issues: The Team Wall is an advanced low course element. Participants must understand how to spot. All who are not ascending the wall must be spotting at all times. Be sure that more than three people are never at the top of the wall. As participants descent the ladder, someone must be steadying the ladder. Participants are not allowed to stack more than one on top of the other. Those on top of the wall cannot bend down over the wall farther than their waist. Do not suspend anyone upside down. Do not grab clothing or belt loops for support. No grabbing the side of the wall and do not fingers in cracks.

Spotting must be strictly enforced. Spotters must anticipate a fall in any direction. Spotters must be aware of kicking feet. Spotters form a U–shaped spotting group with a second row to ensure safety at the top of the wall. Participants on top of the wall must have both feet on the platform at all times. Participants are not to position their rib cages across the top of the wall while lifting. If a participant says, “That hurts,” immediately stop whatever is being done.

Facilitator Role: Facilitators should always be ready to assist participants if a situation becomes dangerous. Facilitators must be watching those ascending and descending at all times to check for accurate spotting and safety over the wall. Provide extra spotting support. If the group fails, try lower elements like the High Beam or Electric Fence. Trained facilitators may a prussic loop or rope to assist the group.

Review the use of commands and spotting procedures. Inform participants of the need to spot people climbing down the ladder from the platform. Agree to have only two people on top of the wall and one in transition Stress proper lifting and supporting Do not allow the use of personal items like belts or other items of clothing Remind participants about effects of fatigue on the body. Be watchful for over–extended efforts by group members. Agree upon a code word, i.e., “Stop” or “Freeze.”

Debriefing Topics: Have the group explore the possibility of a better way to achieve the goal. Ask what skills were learned. Discuss the skills that were important to completing this event. How do you react when you come up to a wall in life? What qualities help you up and over the walls? How do you feel when you conquer you wall and reach your goal? Who is your life line on earth? What strengths do you rely on?

100 How do you react when someone needs your helping hand? Key Words -Difficulties -Don’t let go -Faith -Strength -Goals -Reach out to others -Life line -Barriers

“What obstacles stand in your way, that keep you all tangled up?” “Are there walls in your life between your friends, or members of your family?” When everyone is over, get them to think about breaking down or conquering those personal walls. It sure helps having other people give you a hand to get over.

Props: The Team Wall can be any height, but 10’ or 12’ is most common (depending on participant size). Ladder, Prussic loops, rope (only by trained people) - helmets for all participants

Proudy’s Landing – Nitro Crossing

Game Description: Each member of the group must swing on a rope swing across a "bottomless chasm," and step onto a 3 ft. square platform. The swing is small, but the space on the platform runs out as the whole group piles on. If anyone falls off, everybody goes back! Each member must get across without knocking off the "trip wires" or "falling into the chasm." Everyone must be supported on the platform for 5 seconds to succeed. For Nitro Crossing, they must also take a container of liquid without spilling it.

Objective: First retrieve the rope that is hanging in the middle of the ‘swamp’ or ‘pit’. The group succeeds when all participants are on the platform.

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Variations: Different attachments can be used on the rope to make this an inclusive element for all ages and abilities. Another part of the challenge is the variety of obstacles or goals that can be placed on the ground on either side. Fragile boundaries, islands, balance beams, or small landing pads can be placed around the swing and worked into the challenge. Add to these a bucket of water, and a great challenge awaits!! • Accomplish the task with nonverbal communication. • Have the group return across the ravine. • Split the group into two teams and have the teams cross the ravine in opposite directions. • Impose a disability on any participant who lands in the ravine (use of only one arm, for example). • Place a large ‘All Aboard’ platform on the ‘swing to’ side. The entire group must swing and land on the platform. • Place a platform on the start side as well as the finish side. The entire group needs to stay on the platforms for the whole activity. • Place 4 platforms around the swing rope (like the 5 on a dice) so that the platforms are equal distance form the rope. The group splits itself evenly on the platforms. The task is for each participant to end up on a different platform. This is done for the quickest time.

SEE Inspection: Structure – Check swing rope and cable. Look for rotting wood or loose boards Environment – Remove any hazardous debris Equipment – support loops

102 Safety Issues: Work within the strength limits of the participants. Rope burns and face-plants are very real possibilities. ●No stacking is allowed. ●Only hang onto the rope, do not wrap or tie it around the hands or feet. ●No running and jumping for the rope (rope burn is a real concern). ●Monitor rope hitting participants ●Lift with legs and not back ●Facilitator and 1 participant spot swinger ●Place Knee (preferable) or tip of foot in loop ●The rope cannot be tied directly to anyone. ●Do not allow anything to be thrown across the ravine. ●Only one person on the swing rope at a time. ●Do not allow the group to tie a loop in the bottom of the rope as feet can become stuck. A large knot is okay

Facilitator Role: At the start, let the rope hang straight down. The rope must be retrieved without anyone entering the ravine. Spot in the center of the chasm area. Support heads as some can’t hold their own weight. Spot participants at the unload area, but do not stand in the direct swing path. Lead a group discussion on the strengths and weaknesses of the group’s method. Have the group explore the possibility of a better or different way to achieve the challenge.

Debriefing Topics: This one is always a blast, and can have a great discussion about leaving no-one behind, breaking down barriers, and more. Why did teamwork help you to success? To those who had trouble, how did you feel when you made it across? How did you feel when you helped others?

103 How do goals help us chart our course? What plan helped you retrieve the saving rope? How do the actions of others affect your plan? What sacrifice did you make so all could fit on a safe Island? How do you feel when others don’t listen to your council? What influences cause us to sink into dangerous waters? We can always find a ‘safety rope’ if we are in tune. What and who are our “Safety Ropes”? Great things are accomplished by working together. How do you give your ‘all’ when you are needed in a group? Will you help save your friends? At what cost?

Key Words -Goals -Sacrifice -Planning -Destination -Saving devices -Sinking -Listen

How did the group support one another? How did they handle penalties? Did the strong empathize with the weak? Did they take adequate time to plan? Who controlled the event? Did the event create any conflicts? How did the company innovate?

Props: Trip line and support posts. Foot loop and prussic attachment. Bucket for Nitro Crossing. Attach a disk on the bottom of the rope or hand loops for a better grip.

Disk Jockey – Air Drop

Game Description: Use the same element as Prouty’s Landing but make the designated landings available to people of various skill/strength levels.

Objective: One at a time, all members of a group swing over a chasm and land on an unoccupied, designated spot/zone on the other side. If anyone misses a spot/zone or lands in an occupied zone, the entire group must start over. The group works as a team to complete this event.

Variations: Use rubber spots to mark landing zones. Let everyone place their own spot according to what they think they can accomplish. Do it again and challenge yourself a little more by placing the spot further away. Use black hula hoops and open the landing areas to less congestion.

Props: Round rubber spots, black hula hoops

104 Save the Baby

Game Description: A ring forms a 40 ft. diameter circle full of "lava." In the middle is a small “island”. On the island there is a baby doll, and a tree stump. The team only has a long rope, and must work together to "save the baby!" Standing outside a circle, the group must devise a method of retrieving randomly placed objects from inside the circle. The group is provided a 75-100-foot length of heavy rope. Neither the rope nor any person may make contact with the ground inside the circle.

“Inside of the boundary is a pit of molten lava containing lava sharks, acid pools, and more. The only safe zone is a small is- land with a tree on it. A baby fell into the pit and miraculously landed on this island. Go save her.”

Objective: The objective of the activity is to save someone or something from the inside of the circle. Participants are no allowed to step inside the circle and they are only allowed to use the rope. If using the participant to be saved, the participant needs to act as if he or she is unconscious.

Variations: Only the leaders may speak. No one may volunteer input without being specifically asked. No one may move without being directed. To do anything without direction means elimination.

SEE Inspection: Structure – Inspect the pole for soundness Environment – Remove any hazardous debris Equipment – Inspect the rope

105 Safety Issues: The team must support the rope securely. Be sure to use an approved rope. A spotter may accompany the rescuer inside the circle as a spotter only. Protect their head.

Facilitator Role: Have the team line up in order by who is the most vocal and who is the quietest. Allow them to do this on their own. Ask if they are sure of their placement before proceeding. Pick the 2-3 least-vocal as leaders and instruct only them on what is going to take place. They must: lead the activity as a team; they have to initiate any conversation or action. They must specifically direct action from anyone, or the facilitator will “banish” the violator.

Debriefing Topics: Do you ever feel like your effort is unimportant? What can you do to include other people in you activities? And how can you help them feel like their effort is important? What anchors do you depend on in your life? How important is it to be aware of our surroundings? Why were you able to accomplish this activity? Share how you have accomplished something with “strength in numbers”?

Key Words -Lifeline -Strength in numbers -Anchor -Planning -Support -Awareness of surroundings -Trust -Unseen help

Quiet people may have capabilities that may be undiscovered. Leadership may take many forms. In-put may be volunteered or requested. How does that differ? Being forced to observe can be frustrating.

Props: Requires at least one mature tree or fixed anchor point. One thick rope and a “Baby”.

Whale Watch

Game Description: Most folks can balance a see-saw with two people on a playground, but add ten more team members and the challenge becomes the Whale Watch. Entering one or two at a time at the midline of a low platform balanced on a flat fulcrum, members of the group must arrange themselves on the platform decking without causing either end to dip down and touch the ground.

106 Objective: The Whale watch is designed to help strengthen group through challenge, cooperation and communication, the low ropes is an ideal activity for youth or adult groups. The entire group must find balance on the giant seesaw. To increase the challenge, they must switch sides or move around a circle or all dismount without the platform touching the ground.

The Whale Watch imitates the rocking back and forth of a ship. The objective is to have the group perform various functions on the platform without allowing the edges of the platform to touch the ground. Sample Story Lines · Your group is the worthy crew of a commercial whale watch ship. As deck hands, there job is simply to do what the captain says, without tipping the boat. · The first thing the group needs to do is line up in the very center of the boat (above the fulcrum of the boat) and await their orders. · Once the group lines up, apologize for not being clear on the instructions. They must line up by age. Or height. Or whatever you choose. · Once the group has completed this task, advise them that they must report to their stations on either end of the ship. Divide the group in half however you like. · Once the group is separated on either end of the boat, apologize for giving them the wrong stations. They must switch sides. · When in place, you can give one side a bucket of water and tell them that they must make a chain from one end of the boat to the other and begin to bail out the extra water that has collected in the hull of the boat.

107 · Feel free to add you own challenges before having them exit the boat - without capsizing it. Some facilitation tips: · This is a great universal activity. It is very challenging and fun, and participants with all levels of physical ability can be successful. · You can blindfold folks, or make the group silent, to increase the level of difficulty. · If you have time, have the group sit and eat lunch on it.

Variations: Front load the experience by making it appear to the group that they have to get on the platform from the ends. Let them discover the fulcrum point on their own. Facilitation variations can lead to blindfolded or temporary disabilities for an even greater challenge.

SEE Inspection: Structure – Check the platform for cracked or loose boards or protruding screws. Make sure the planks are properly placed to prevent a foot entrapment. Environment – Raise the platform to check for wildlife such as snakes or skunks that may have taken refuge or shelter under the platform. Equipment – None

Safety Issues: ●Spotters only at the fulcrum point ●No stacking ●No running / lunging ●No bouncing

Facilitator Role: Before you begin. Be sure that the whale watch is properly balanced, so no ends are touching. The group should be standing off to the side.

108 Debriefing Topics: Lead a group discussion about the strengths and weaknesses of the group’s method after each variation attempted. Have the group explore the possibility of a better or different way to achieve the challenge.

Props: None

Proposed For Lower Camp

The High Beam - The High beam or the Port Hole-Portal are being proposed as an alternative to The Team/Prison Wall for groups with limited strength and abilities. They are easily constructed at a minimum of cost.

Game Description: One at a time, move all members of a group up and over the beam. Once over, a person cannot return to the other side to help. Two helpers are allowed on the beam itself.

Objective: The group must work as a team to complete this event.

Safety Issues: Participants may not touch the trees or upright poles. Helpers cannot pull on climbers’ clothing. A person’s head must always be higher than the feet. Participants stepping off the beam must land feet first. Watch out for kicking feet. Spotters should be positioned to protect each climber and any helpers on the beam. Prevent climbers from falling backward by spotting them in such

109 a way that their feet will not swing under the beam.

Variations: Attempt the activity without verbal communication. One team member must go over the beam without touching it. Let the group decide whether to cross the beam at the high end, low end, or in the middle.

Port Hole – The Portal Game Description: The Titanic lives again! The ship is sinking, everybody off!! The only lifeboat waits on the other side of the porthole! Just going through the tire can be enough of a challenge for some groups, but add that smoke has gotten into everyone’s eyes and all but one or two are blind!! Can the “sighted” crew lead the “blind” passengers to safety?

Objective: The group must get everyone through a suspended tire. Each participant must pass through the tire without using the ropes or cables for support. The last participant through the tire cannot be helped through, but can be helped to the ground.

Safety Issues: ●Do not grab hardware ●Minimum of 4 hands spotting ●Monitor accidental clothing removal ●Use Zipper Spotting ●Facilitator spots the side with the least amount of participants Each person must land feetfirst. Participants’ heads must be kept higher than their feet. No one may be thrown through the tire. Beware of kicking feet.

Variations: Accomplish the task with nonverbal communication. Allow participants to be passed through the porthole feet first only.

Track Walk – Artesians – Zig-Zags It is suggested that balance activities built at a low level encourage team support in a better way. These are ridged rail elements that require balance and team work and may be better suited for groups where strength may be an issue.

Track Walk - Zig-Zags Objective: Together, team members traverse a series of wooden balance beams. The entire team must traverse the beams from one end of the track walk to the other. The group must start over if any member touches the ground. The team learns to work together to prevent group members from losing their balance.

110 Equipment: Beams are fixed to posts in a designated pattern. Issuing the Challenge to Participants Instruct

Safety Issues: Do not allow running. Position one spotter on each side of each participant moving on the beams.

Variations: Start from the opposite end. At the instructor’s signal, the group must reverse its direction. Half of the team begins at each end of the beams. Participants must pass one another to reach the far end.

Artesian Beams Objective: Together, group members must traverse a trail of posts set at varying distances from one another, utilizing a supply of 3-by-6-inch beams to span the gaps between the posts. The group will discover that the beams will fit between the posts in only one sequence. The goal is for the group to move as a team so that everyone completes the event together. Group members may not touch the ground beyond the first post. If anyone does touch the ground, the entire group must begin the challenge again.

Equipment: Six permanently placed posts, 3-by-6-inch beams of various lengths, each cut to-fit between two posts. Ensure that the beams will fit slots in the posts and not slip out. Check and clear the area of hazards. Stack the beams at the starting point of the event and place in random order at angles to one another.

111 Safety Issues: Participants may not throw beams. Anticipate group falls. Everyone should step down from the last post rather than jump off. Facilitators and participants who are finished should spot.

Variations: If a beam touches the ground, the group must start over. The group must carry all the beams with them from the beginning to the end of the challenge. Have group members refrain from verbal communication. Use a story line to create interest.

Low Cables – Heebie Jeebie It is suggested that by using existing poles – ie. Powere Poles - 2 low cable elements can be built that encourages team support in a better way. These are cable elements that require balance and team work and may be better suited for groups where strength may be an issue.

112 Low Ropes - Mobile

A-Frame Crossing

Game Description: Similar to Blue Barrel o' fun, but instead of moving a barrel, an 8 foot wooden A-frame is used, bringing different challenges. It is classified as a Low Ropes element is because one participant is suspended off the ground and may require spotters for safety.

• The A-frame must maintain at least one point of contact with the ground at all times, and never more than two points of contact. • Only one person can make bodily contact with the A-frame apparatus, while avoiding contact with the ground. • Other participants must stay at least 10 feet from the A-frame when it is in us . Instructors can explain that this 10-foot minimum is necessary because of the radiation hazard involved with an A-frame of this sort. • The ropes may not touch the ground between the start and finish lines.

Objective: One participant stands inside the A on the horizontal member while four to six additional participants control the ropes for support. With practice, teams can walk the A-Frame and rider across a field - from point A to point B (about 30 feet) using five 18’ ropes. Use multiple A-Frames to have a race or meet in the middle and swap riders!

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SEE Inspection: Structure – Inspect the A-frame. Check the frame for splintering or cracking Environment – Remove any hazardous debris. Mark the start and finish lines Equipment – Inspect the ropes

Safety Issues: Brief participants on the possibility of the A-frame tipping over. Tie an overhand knot in each rope 10 feet from the A-frame. Instruct participants not to get any closer to the A-frame than the knot. A helmet is recommended for the participant on the A-frame.

Facilitator Role: Debriefing Topics: Lead a group discussion on the strengths and weaknesses of the group’s method. Have the group explore the possibility of a better or different way to achieve the challenge

Props: A-frame. Six 18-foot ropes

All Aboard

Game Description: Group members must devise a way to share space on a series of low, nested platforms. A group of 12 to 16 people must all get onto a 2-3 foot- square platform so that no one is left touching the ground long enough to recite the Pledge of Allegiance. Can the whole group fit? All Aboard is a great early-on problem solving activity, which helps individuals get used to sharing their ideas AND their personal space! The initial platform may seem like an easy challenge, but the group is surprised again and again when the upper platforms are removed to reveal increasingly smaller ones!

114 Objective: At the end of the challenge, everyone must be off the ground without any part of anyone’s body touching the ground.

Variations: Use smaller platforms. Increase group size.

SEE Inspection: Structure – Check the platform for sturdiness and any hazards such as protruding nail heads. Place full body weight on the platform to ensure its stability. Check for splits along edges. Environment – Place the platform in an area clear of any obstacles that could injure a person who falls. Check for rocks, branches or other foreign objects. Equipment – Note- Badger Creek platforms are movable not fixed. They are placed on the ground rather than posts.

Safety Issues: Platforms are not secured to the ground and may tip when groups are dismounting. • Participants cannot lie on top of each other to form a pile. • Participants may not be on the shoulders or back of another. • Facilitators should spot the group.

Facilitator Role: Provide spotting as needed.

115 Debriefing Topics: Lead a group discussion on the strengths and weaknesses of the group’s method. Have the group explore the possibility of a better or different way to achieve the challenge .

Props: One 3-foot-square platform One 2-foot-square platform One 18-inch-square platform One 12-inch-square platform

Electric Fence – Short Circuit Game Description: The group must get everyone over an electric fence.

Objective: Use the resources and strengths of the group in a way that benefits the entire group and accomplishes the task.

Variations: This can be a timed event. Do it again. Can you do it faster?

SEE Inspection: Structure – Attach rope to trees or sturdy fence posts Environment – Remove any hazardous debris Equipment – Old rope. Avoid other props from the ground.

Safety Issues: The first one over may have spotters on the far side for safety. Do not throw anyone over the way. No Diving or jumping over. Participants must be placed over the fence so their feet touch the ground first.

Facilitator Role: Provide spotting support as needed.

116 Debriefing Topics: Why did your time speed up? Did you feel supported by the group? Did anyone’s input go unheeded?

Props: Length of old rope

Human Ladder – Ladder Shuffle Game Description: Using 2x2 wooden rungs held in the air, the group must move one person (A traveler) across an open area (60-75 feet) as quickly as possible. Once a pair has supported the traveler, they move to the head of the line and get ready for them to pass by again.

Objective: Work as a team and figure out how to do a job more efficiently. Just for fun.

Variations: Have the traveler walk. Have the traveler crawl higher off the ground.

SEE Inspection: Structure – None Environment – Remove any hazardous debris Equipment – Check rungs for slivers and cracking

Safety Issues: Avoid using the back. If the traveler is walking, the holders should place one knee forward and support their arms with their knee. If the traveler is

117 crawling, the holders can position their arms so that the rung is held close to the chest and just under the chin. The arms are held with the elbows down and tight to the chest.

Facilitator Role: Provide spotting support as needed.

Props: Assorted 2x2 wooden rungs

Islands and Bridges

Game Description: Can they make it from island to island without getting bitten by the HUNGRY ALLIGATORS that swim in-between? Where’s a crocodile hunter when you really need one? Using only a plank to aid them, the group must make it from island to island without stepping off. Is it an optical illusion, or are the islands getting smaller as they cross? Will that board fit between?

Objective: This challenge focuses on planning and communication. Islands consists of two or more larger raised wooden platforms with smaller platforms in the middle. The platforms are about 7 feet apart. The task is to get the whole group from

118 large platforms to the other large platforms via the small platforms using two board that by themselves aren't quite long enough. If anyone touches the ground, they may have to start again.

Variations: Start with half the group on each of the three end islands, then swap ends without touching the ground. Blindfold some participants. B. Prohibit some participants from speaking.

SEE Inspection: Structure – Check the islands for structural integrity. Check the boards for splinters. Environment – Remove any hazardous debris Equipment – 550 cord, premade web and connectors

Safety Issues: No jumping! Don’t throw planks. Spotters must be positioned throughout this event.

Facilitator Role: Watch for infractions and provide spotting as needed.

Debriefing Topics: Lead a group discussion on the strengths and weaknesses of the group’s method. Have the group explore the possibility of a better or different way to achieve the challenge.

Props: 4 and 6 foot 2x8” planks (there are 2 sets in Shed 6), assorted platforms.

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Swamp Crossing – Poison River – The Muse

Game Description: To build a moveable bridge using wooden beams and a short piece of rope supported above the ground on any of a staggered series of concrete blocks. The group must get all of its members from the starting point to the ending point, taking the beams and rope with them. FRAMING THE METAPHOR: While searching for rare pink porpoise eggs you discover that the trail to their location crosses a boggy swamp inhabited by saber- tooth beaver, sneaker snappers, and great white bog sharks. You have only “___” minutes to get the entire group across the swamp using the beams and the rope provided.

Objective: There is a trick that the group will quickly figure out. The concrete blocks are placed so that they cannot be spanned diagonally, but this fact is not given to members of the group. To cross the swamp, beams must be lowered onto the bog bumps situated in “random” order. Participants must balance on the beams and move the entire group from bump to bump without falling off. This is nature, so all things are not standardized - spaces vary, but let them discover that. Come up with a strategy that uses the materials you have to get everyone across. Beams must be lowered in place using the rope – avoid throwing them or the beaver will eat them if they touch the water.

120 This is not as straight forward as it seems – see diagram. There will be some creative problem solving required. You can suggest that they need to think outside the box, but within the rules to solve the problem. Those on shore are encouraged to give advice as needed, creating additional chaos.

Variations: Eliminate a beam or the rope if it touches - minimum of 2. Have the group transport a large box trap with them.

SEE Inspection: Structure – Select blocks with good edges and no cracks. Set them up so they don’t rock. Environment – Remove any hazardous debris Equipment – 550 cord, premade web and connectors Placement -

121 Safety Issues: Do not drop or throw beams; it damages them. Everyone will be on board, so spot and support each other. Avoid falls that may result in leg or ankle damage. Boards must overlap bumps by at least 3”. No jumping or carrying allowed.

Facilitator Role: Watch for infractions and spot as needed. Make sure the beams are securely placed on the blocks – minimum 3”. Let them flounder for awhile. If you need to assist them, do so by asking good questions and helping them to see in new ways rather than giving them the solution. Failure is an option.

Debriefing Topics: Creative problem solving. Perspectives. Working outside the box yet within the rules. What can we learn from failure? Are all problem as simple as they look? When someone is in a position to give advice does their differing perspective have weight? How do you adapt as the world changes? How did people handle waiting. Where do ideas come from? Many of these same principles apply when doing the Mine Field and Memory Maze.

Props: Can be installed permanently with sunken concrete blocks or designed to be portable for use indoors or out. 8-10 strategically placed blocks (see diagram) placement is key: Four 4x4x7’ beams: short (12-20’) length of rope or webbing.

122 The following procedures are from the most recent Badger Creek manual provided by BYU-I (2017). All of the descriptions need to be updated with new procedures, photos and inventories. Section 5 High Ropes – In the Air and On Belay

“The High Ropes Course emphasizes risk-taking, trust, and coaching. The challenges enable participants to expand their comfort zones—sometimes dramatically—and recognize fears that may block personal achievement. Each moment is rich with discoveries, whether a person is climbing, encouraging a team mate or “on belay.”

Although they appear to be an individual challenge, it’s important for those on the ground to stay focused, show support, and encourage those who are off the ground. Try to keep groups together and not allow them to wander off and forget about someone who might need their support.

HIGH ROPES – Climbing/Rappelling Tower with Dangle Duo Giant Swing Giant Zip Line Inclined Log/Cat Walk, The High Quad – 8 elements Power Pole

Ropes Course Safety Protocols S.E.E. Inspection: The first thing that any ropes course facilitator should do when approaching a ropes course to set up, or to use, is to perform a SEE inspection. S - - Structure E - - Equipment E - - Environment

Safety Check Routine, to be done before anyone climbs onto a ropes course. Harness Helmet Carabineers Knot

Standard Commands Climbing Commands Climber; “On belay?” Belayer, “Belay on.”

123 Climber; “Climbing?” Belayer, “Climb on.”

Lightning protocol for Ropes Course: If thunder is heard, descend from ropes courses immediately. Course can be used after 15 minutes with no audible thunder.

Rope Courses Boxes Check inside of boxes for the things that need to be in there. Do an S.E.E inspection on all ropes course parts. Check conditions of the ATC’s, carabineers, and ropes. Document everything.

Ropes Course Morning Set-up Certified person will be assigned to set-up one of the ropes elements on the day of scheduled use. Each element may be setup by a team of two or three staff members. When the last group finishes at a ropes course for the day, that staff is responsible for taking it down , documenting use and concerns, and securing the box.

Giant Swing Operating Procedures and Commands

Activity Summary: Participants sit in a harness suspended in the air attached to a pull-rope. The rest of the participants will hoist them up 35 ft. using the pull-rope. The participant releases him or herself and swing away.

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SEE Inspection: Complete the SEE inspection checklist located in the box. • Structure - Cables, poles, guy wires • Environment - Dead trees, possible wildlife, debris in swing lane • Equipment - A-frame ladder, 2 harnesses, 2 lanyards (main and backup) with webbing handle, six carabiners, 2 helmets, pull-rope, retrieval rope, a few short length, drop-ropes.

Set-Up: Tie the P-cord through one end of the rope and pull it through the SRD (pulley) at the top of the structure. Be sure the double-figure eight knot with bunny ears and fisherman’s tie-off is tied on the end of the rope furthest from the pole. Feed the other end of the rope through the pulley at the bottom. Attach both lanyards to the suspended cable using two auto-locking carabiners, one carabiner on each lanyard. The carabiners should end up facing opposite directions and also facing downwards. Attach a carabineer to the end of each lanyard. To this carabineer attach another carabineer with a piece of webbing. Position an A-frame ladder below the lanyards so it is prepared for group use.

Orientation -Safety is the responsibility to the facilitator and the participants -Proper use of equipment (how to put on a harness, how to use a carabiner, how to put on a helmet) -Proper care of equipment (don’t put any equipment in the dirt, don’t let the ropes touch the ground)

Safety Provisions -Four-point safety check: helmet, harness, knot, and carabineers locked -Participant must give the commands to proceed -Ladder must be laid on its side, away from the swinging area when the swing is in use. -Swing lane must be clear before a participant swings (i.e. no ladders or people in the swing area) -When climbing ladder, use spotters positioned with their legs apart and arms up. If the participant or facilitator were to fall, the spotter would be there to catch them.

Event Procedures Participant is secure in harness and staff member completes a four-point check before ascending ladder with them. Participant gives the following commands: Participant: “Spotters, are you ready?” Spotters: “Yes ______, we are ready” Participant: “Climbing?” Spotters: “Climb on” Participant climbs up one side of the ladder and staff member climbs up the other side of the ladder. Clip both carabineers into the front of the harness. After doing a squeeze check on the carabineers, the staff member has the participant do a “sit check,” where the participant sits in the harness and floats freely, without touching

125 anything else for support. The sit check is to ensure the participant is attached securely to the swing. Staff member then takes pull rope and attaches it to the participants harness by making a Munter Hitch with the webbing handle. Instruct the participant to hold on to the webbing with one hand, NOT two hands. The participant then sits in his harness, and steps off the ladder. Move ladder away from the participant and lay it flat on the ground on the mound of dirt, clearly away from swing lane. Participant gives the following commands once everyone is away from swing lane: Participant: “Swing lane clear?” Belay team: (making sure that lane is clear of obstacles) “Swinging lane is clear” Remaining group members hoist participant up. Participant gives commands before swinging: Participant: “ Swinging?” Belay team: “Swing on” Participant releases by letting go of the webbing and swings. After participant has significantly slowed down swinging the staff member stops them by grabbing and holding onto the webbing. Ladder is moved into place so the participant can safely stand. Staff member goes through spotter commands before ascending ladder: Staff Member: “Spotters are you ready?” Spotters: “Yes, ____ we are ready” Staff member climbs up the ladder and unhooks participant. The facilitator and participant then descend the ladder.

Wrap-up -Put equipment away in the proper way and location -Record the number of uses on each rope; Report any near misses or rescuers -Note and report any structural repairs or equipment that needs replaced -Pick up trash and haul trash to dumpster; replace trash liners when done

Need current photos of all ropes and attachment points, group pulling rope, etc.

Photos of P-cord retrieval rope and tug line

126 Giant Zip Line – Not in service at this time

Zip Line Operating Procedures and Commands

Activity Summary: Participant will climb up to the top of the zip line platform while on belay. After, they have fully ascended, they are hooked into the zip line. Once cleared, they will zip to the bottom platform where they will be hooked to a descent belay rope. They will climb down from the bottom platform.

SEE Inspection: Complete the SEE inspection checklist located in the box. • Structure - Cables, poles, guy wires • Environment - Dead trees, possible wildlife, debris in swing lane • Equipment - Thirteen carabiners, 7 helmets, one belay rope, 8 harnesses, 2 Gri-Gris, one webbing length, 3 lobster claws, 6 lanyards, 2 ladders, and 6 trolleys.

Set up Put on a harness and obtain lobster claws, belay rope, a carabiner, and a Gri-Gri. Using the lobster claws, climb up the pole by hooking into the bolt hangers. Once you have reached the top, thread the rope through the Gri-Gri and then use the carabiner to clip in the Gri-Gri onto the eyebolt located on the opposite side of the pole from the platform. Both sides of the rope should be touching the ground before you descend. Once you have descended, tie a double figure-eight knot on the appropriate side of the rope (you need to test the Gri-Gri from the ground for the direction it auto-locks).

Orientation -Safety is the responsibility to the facilitator and the participants

127 -Proper use of equipment (how to put on a harness, how to use a carabiner, how to put on a helmet) -Proper care of equipment (don’t put any equipment in the dirt, don’t let the ropes touch the ground

Safety Provisions -Four-point safety check: helmet, harness, knot, and carabineers locked -Participant must give the commands to proceed -Zip lane must be clear before a participant zip (i.e. no people in the zip area, zipStop has been reset) -Each participant must have a throw bag with him or her, regardless of weight

Event Procedures Participant Preparation and Ascent: Facilitators go through the four-point safety check with participant and then the participant relays the following commands: Participant: “On Belay” Head Belayer: (instructor makes sure the rope is tight and the team is ready) “Belay on” Participant: “Climbing” Head Belayer: “Climb on” The participant then climbs to the zip line platform.

Participant Zipping: Once the participant reaches the platform, the Facilitator clips them into the zip line, they relay them on belay. After they have hooked them into the zip line, they relay the following commands with the facilitator at the bottom of the platform: Upper Facilitator: “Zip lane clear” (to the lower facilitator) Lower Facilitator: “Clear” (zip lane is only clear if the lower facilitator is ready and the zipStop has been reset) The upper facilitator then unhooks the participant from the belay rope, but not until the zip lane has been cleared. Upper Facilitator: “Zipping” Lower Facilitator: “Zip on” The participant then zips to the bottom platform.

Participant Descent: Once the participant reaches the bottom platform (the facilitator may have to pull them in using either the rope hooked to the zipStop or the throw bag rope) the facilitator clips them into belay rope in preparation for their descent. Once the participant is hooked into the belay rope, he or she can then be unhooked from the zip line. The participant walks down the stairs to the ladder and climbs down the ladders to the ground. Once on the ground, the participant gives the following commands to unhook: Participant: “Off belay” (to the facilitator) Facilitator: “Belay off”

Wrap up: -Put away equipment in the proper way and in the proper location -Record the number of uses on each rope; Report any near misses or rescues -Note and report and structural repairs or equipment that needs replaced -Pick up trash and haul trash to dumpster; replace liners when done

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Inclined Log – Cat Walk Operating Procedures and Commands

Activity Summary: While on belay participant walks up an inclined log attempting to balance without using the belay rope. When they reach the top of the log (20 ft.), a facilitator clips them onto the belay rope of the horizontal log making sure to use proper commands (commands listed in course procedures). Participant then continues to walk across horizontal log. Upon reaching the end of the log the participant turns around and returns to the middle of the log. Participant is then lowered to the ground.

SEE Inspection: Complete SEE inspection checklist located in the box. • Structure - Cables, poles, guy wires • Environment - Dead trees, possible wildlife, debris in swing lane • Equipment - Nine Carabiners, one ladder, two belay ropes, two anchor webbings, three ACT’s, two helmets, seven harnesses, lobster claws.

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Set Up Lower the incline log with a chain hoist to the ground. Unhook the chain hoist once log is lowered. Tie the P-cord through one end of the rope and pull it through the SRD at the top of the structure, repeat on second rope. Next, tie the double figure eight on the side of the closest to the logs (inclined and horizontal) on each rope. Clip a carabineer through the knot end and set up an ATC with a carabineer on the opposite end of the rope. Use a girth hitch to tie the webbing onto the rapid link located on the anchor cable. Clip a carabineer onto the webbing to use as an anchor. Attach the two carabineers on the rope to the anchor’s carabineer, pull tight, and lay the excess rope across the attachment point to keep it off the ground. This should be done for each rope.

Safety Provisions -Four-point safety check: helmet, harness, knot, and carabineers locked -Participant must give the commands to proceed -Spotters must be used as the participant begins walking up the inclined log; spot the participant until their feet reach the spotters eye level -Make sure to tension the anchor on each belayer when a participant is descending.

Event Procedures Belay Team: Belay team consists of three people. The belay team should stand close together, about an arms distance away. All members of the belay team must keep both hands on the rope at all times, and make sure the rope is always tight. The first belayer is head belayer and is responsible for communication with the participant. They belay from a harness using and ATC as a belay device. The PBUS (pull, break, under, slide) method is used to ensure proper belaying. The middle belayer feeds the rope to the last member on the team. The last belayer tends the rope, using a butterfly coil to keep it off the ground. In the event of a fall, the head belayer and middle belayer push the rope towards the ground to brake the participant’s fall.

130 Participants Preparation and Ascent: Facilitators go through the four-point safety check with participant and then the participant relays the following commands: Participant: “On Belay” Head Belayer: (instructor makes sure the rope is tight and the team is ready) “Belay on” Participant: “Spotters are you ready?” Spotters: “Yes we are ready” Participant: “Climbing” Head Belayer: “Climb on” Once the participant is climbing the other participants spot until the climber reaches eye level. The participant then climbs to top of inclined log.

Participant Descent: Once the participant reaches the top of the inclined log the facilitator clips them into the belay rope of the horizontal log. They do so using the following commands: Facilitator: “On belay” (to horizontal log head belayer) Head Belayer (horizontal log): “squeeze check the new rope and show me they are separate” Facilitator: “Squeeze check good” Head Belayer (HL): “Belay on” Facilitator: “Off belay” (inclined log head belayer) Head Belayer (inclined log): “Belay off.” (Have facilitator feed rope down) Participant then walks the length of the log and returns to the center to be lowered down. The head belayer should use similar guidance as outlined below to keep the participants safe during the descent: Head Belayer: “Stand facing me with your feet shoulder width apart. Keep your knees straight and sit back into your harness. Keep your feet on the log until your head is below your feet. Head Belayer lowers participant carefully to the ground. Participant: “Off Belay” Instructor: “Belay Off”

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Wrap-Up: -Put equipment away in the proper way and location. -Record the number of uses on each rope; Report any near misses or rescues -Note and report and structural repairs or equipment that needs replaced -Pick up trash and haul bags to the dumpster; replace the trash liners when done

Need current photos of all ropes and attachment points.

Photos of carabiner/belay change system

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Power Pole - Leap of Faith Operating Procedures and Commands

Activity Summary: Participant climbs up a 20 foot pole using a ladder and staples attached to the pole. When the participant reaches the top they must balance and stand straight up. Once they’re at the top they jump off being secured by a belay team.

SEE Inspection: Complete SEE inspection checklist located in the box. • Structure - Cables, poles, guy wires • Environment - Dead trees, possible wildlife, debris in swing lane • Equipment - Nine carabiners, one lanyard, one ladder, two belay ropes, one pull rope, two ATC’s two helmets, three full body harnessed (small, medium, large), lobster claws, webbing (for ladder frap)

Set Up Take the ladder and lean it against the middle pole (which is the power pole that participants will climb) and frap the ladder to the pole. Tie the P-cord around one end of the rope ad pull it through the SRD at the top structure, repeat on second rope. Tie a double- figure eight on each rope, closest to the middle pole. Clip the carabineer through bunny ears on each knot. Pull the other end of the rope (rope closest to the belay pole) though the ATC, connect carabineer through the ATC and rope, and attach to eyebolt. Repeat on second rope. Attach a carabineer through each double-figure eight knot. Next, opposite and opposing, attach each carabineer to the lanyard (this is the carabineer that will attach to the participants harness). Pull the belay ropes until lanyard is suspended in the air within arm’s reach. Coil extra belay rope and lay over the eyebolt. The lanyard and pull rope can be dangled through the ladder to keep it from swinging in the wind and off the ground, respectively.

Safety Protocol -Four-point safety check: helmet, harness, knot, and carabineers locked

133 -Participant must give commands to proceed -Participants shouldn’t hold onto the lanyard when they reach the top if they are afraid they can hang onto their harness. Be aware that the lanyard isn’t wrung awkwardly by the participant’s face. -Facilitator with pull rope understands the responsibility to keep participant from swinging back into the pole

Event Procedure Belay Team: Belay team must consist of at least three people, however, four is preferable. The belay team should stand shoulder to shoulder, keep both hands on the rope at all times, and make sure the rope is always tight. The first belayer is the head belayer and is responsible for communication with the participant. The middle belayers feed the rope to the last member on the team. The last belayers tends the rope, using a butterfly coil to keep it off the ground. In the event of a fall, the head belayer and middle belayers push the rope toward the ground to brake the participant’s fall.

Participant Preparation and Ascent: Participant is secured in a full body harness. Clip participant onto lanyard through both of the back loops of their harness. Instructor should go through the four point check and then proceed to let the head belayers give commands with participants: Participant: “On Belay” Head Belayers: “Belay On” Participant: “Climbing” Head Belayers: “Climb On” Participant climbs up the pole using the ladders and staples, in order to jump off the pole in a forward position they must turn around the pole halfway point.

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Participant Decent: Once they reach the top encourage them to come to a standing position, if they are scared, sitting is also acceptable. The participant then gives the jumping commands: Participant: “Jumping” Belayers: “Jump On” Once commands are given belay team is at the ready to pull up a little slack when the participant jumps. Participant is safely lowered to the ground.

Wrap-up -Put equipment away in the proper way and the proper location -Record the number of uses on each rope, Report and near misses or rescuers -Note and report any structure repairs or equipment that needs replaced -Pick up trash and haul trash bags to dumpster, replace trash liners when done

135

Climbing Tower Operating Procedures and Commands

Activity Summary: Participants will climb up a 30 foot rock wall while on belay. Once fully ascended they will rappel back down.

SEE Inspection: Complete SEE inspection checklist located in the box. • Structure - Cables, poles, guy wires • Environment - Dead trees, possible wildlife, debris in swing lane • Equipment - Four carabineers, 2-4 helmets, two belay ropes, 4 harnesses, two ATCs, two long pieces of webbing (this is an anchor for the belay team.

Set-up Setup an anchor: Wrap a piece of webbing around the tree using a girth hitch just below or right at waist level. Clip the carabineer and ATC to the webbing. Setup the belay ropes: Tie the P-cord through one end of the rope and pull it through the SRD at the top of the structure. Tie the super 8. Pull the other end of the rope though the ATC and carabineer. Note: IF you are setting up in advance, clip the knot end of the rope to the anchor point, pull it tight, and secure the rope for future use.

Safety Provisions -Four-point safety check: helmet, harness, knot, and carabineers locked -Participant must give the commands to proceed -One person holds the ladder while the participant climbs onto the climbing wall. -Participants should never climb below another participant. If a participant starts on the right side of the wall, they should climb on the right side of the wall (If there is only one climber on the wall, then they can be more generous in their lateral movement).

136 Event Instructions & Procedures Belay Team: Belay Team must consist of at least three people, however, four is preferable. The belay team should stand shoulder to shoulder, keep both hands on the rope at all times, and make the rope is always tight. The first belayer is the head belayer and is responsible for communication with the participant. The middle belayer feeds the rope to the last member on the team. The last belayer tends to the rope, using butterfly coil to keep it off the ground. In the event of a fall, the head belayer and middle belayer push the rope towards the ground to break the participant’s fall.

Participant Preparation and Ascent: The instructor helps each participant put on a harness and helmet then clips participant onto the belay rope. Instructor goes through the four-point safety check with the participant: helmet, harness, carabineer and rope knots. When they are ready to climb, the participant will give the fallowing commands to their head belayer: Participant: “On belay” (instructor and head belay make sure the rope is tight) Head Belay: “Belay on” Participant: “Climbing” (instructor and head belayer look once more to check if the rope is tight) Head Belay: “Climb On” Participant begins by climbing the ladder up to the climbing wall. If the participant is climbing too quickly for the head belayer, they must tell them to slow down until the rope is tight. As the participant climbs, the belay team takes up all of the slack.

Participant Decent: Once the participant has reached the top (or where ever Challenge by Choice has taken them), everyone should give them a good cheer. Instruct the participant to not climb over the wall, but, rather, prepare for the rappel down. They should prepare by keeping their feet on the wall and, with their knees straight, sit back until they are in a sitting position (only the knees will be straight). They will then give the following commands: Participant: “Rappelling?” (Head belay and instructor make sure they belay team is ready for the rappel) Head Belay: “Rappel on” The participant then rappels to the ground. Participant: “Off belay? Head Belay: “Belay is off”

Wrap-up -Put equipment away in the proper way and location -Record the number of uses on each rope; Report any near misses or rescues -Note and report any structural repairs or equipment that needs replaced -Pick up trash and haul trash bags to dumpster; replace trash liners when done

137

Dangling Duo Operating Procedures and Commands

Activity Summary: Two participants work together to help each other up the 4x4 logs, each at differing heights. Once to the top, they repel down.

SEE Inspection: Complete SEE inspection checklist located in the box. • Structure - Cables, poles, guy wires • Environment - Dead trees, possible wildlife, debris in swing lane • Equipment - Two helmets, two ropes (not the ropes used for the climbing tower), and four harnesses

Setup You will need to use a ladder to unhook the rapid links that are holding the bottom log up. Once dangling, run the ropes up the SRD’s and tie a double figure eight knot on the side closest to the element. Put an ATC and carabiner on the other end of the belay rope for the belay team.

Safety Provisions -Four-point safety check: helmet, harness, knot, and carabineers locked -Participant must give the commands to proceed

138

Course Procedures Belay Team: Belay team consists of four people. The belay team should stand close together, about an arm’s distance away. All members of the belay team must keep both hands on the rope at all times, and make sure the rope is always tight. The first belayer is the head belayer and is responsible for communication with the participant. The staff members assigned to facilitate this activity are the head belayers. They belay from a harness using an ATC as a belay device. The PBUS (pull, brake, under, slide) method is used to ensure proper belaying. The middle belayer feeds through the rope to the last member on the team. The last belayer tends the rope using a butterfly coil to keep it off the ground. In the event of a fall, the head belayer and middle belayers push the rope toward the ground to brake the participants fall. The fourth person on the belay team acts as an anchor for the head belayer. They hold onto the back of the head belayers harness.

Participant Participation and Ascent: Facilitators go through the four-point safety check with participant. When they are ready to climb, the participant will give the following commands to their head belayer: Participant: “On belay?” (Instructor makes sure the rope is tight and belay team is ready) Instructor: “Belay On” Participant: “Climbing?” Instructor: “Climb on” Each participant goes through the following procedure with his or her respective head belayer. Participants will help each other climb to the top.

Participant Descent: Once at the top they will go through the following commands: Participant: “Rappelling?” Instructor: Rappel on” (instructors will slowly rappel them down) Participant: (once on the ground) “Off belay?” Instructor: “Belay off” As they are rappelling down, have a participant pull the dangling duo back so the participants don’t hit every ladder rung on the way down. This provides a smoother descent.

Wrap Up: -Put away equipment in the proper way and in the proper location -Record the number of uses on each rope; Report any near misses or rescues -Note and report any structural repairs or equipment that needs replaced -Pick up trash and haul trash bags to dumpster; replace trash liners when done

139 The Inter-net Operating Procedures and Commands

Activity Summary: While on belay two participants are lifted by other participants onto the inter-net. The two participants who are lifted up onto the inter-net then climb to the top of the net to touch the rope hanging from the top of the tower. After they reach their goal at the top they are then belayed down to the ground and the next participant follows the same procedure.

SEE Inspection: Complete SEE inspection checklist located in the box. • Structure- Make sure the net is in good condition; no tears or frays. Rapid links closed and connected to net. Guy wires, poles, climbing tower all in working condition. • Environment-Check for natural interferences with structure (ex. Trees or branches in the way or hanging off of the net or guy wires) and weather conditions • Equipment- Ropes, helmets, harnesses, carabineers, ATCs are in good condition Equipment Inventory: Four Carabineers, two ropes, two ATCs, helmets, and harnesses for participants and belayers

Set up: Tie the P-cord through one end of the rope and pull it through the SRD at the top of the structure, repeat on second rope. Tie the double figure eight with bunny ears knot on the side closest to the net on each rope. Clip a carabiner through bunny ears on each knot. Pull the other end of the rope through the ATC. Repeat on second rope.

Safety Provisions • Inspect rope as it is threading through the SRD. Inspect the ATCs and carabiners for excessive wear or damage • Belayer must have a person acting as an anchor • Participant must wear a helmet. Check participants harness, helmet, carabiners, and knot • All carabiners must be locked down and twisted back half a turn. • Belayer and participant must relay commands before the participant climbs (commands listed in course procedure) • When the participant reaches the top they must go into the fetal position in order to prevent the climber from getting tangled in the net as they descend.

Event Procedure: Put harnesses and helmets on participants. Make sure instructors have a harness, an anchor belay and rope tender. Clip participant onto the rope. Instructors go through the four point safety check with participant: helmet, harness, carabineer, and rope knot. Then have the participants go through commands with their belayer: Participant: “On Belay” (Instructor makes sure the rope is tight) Instructor: “Belay on” Once participant is on belay the other participants will raise the climber to the net. Make sure there are spotters surrounding the climber. The climber will then ascend the internet. Once the climber has reached the top they go into the fetal position so as to not get their limbs caught in the net. The belayer then slowly lowers the climber to the ground and gives the off belay commands. Participant: “Off belay” Instructor: “Belay off” Unclip participant from rope.

140

The Quad Operating Procedures and Commands

Activity Summary : The Jungle Jim is a combination of various elements elevated 20 feet off the ground. Participants climb up on one side and select various elements to cross to the other side of the course where they are belayed down.

SEE Inspection: Complete SEE inspection checklist located in the box. • Structure - Cables, poles, guy wires • Environment - Dead trees, possible wildlife, debris in swing lane • Equipment - Six twist-lock carabineers, one auto belay, one webbing length, eight helmets, eleven harnesses, eleven continuous belay claws, one lobster claw, one rescue rope, one rescue bag, and two ladders.

Set up : Set up and frap a ladder on each belay pole.

Safety Protocol -Four-point safety check: helmet, harness, knot, carabineers locked -Demonstrate how to use the continuous belay system -Participant must relay commands to facilitator before climbing

141 Event Procedures Participant Preparation and Ascent: Once the participant is ready to climb, they are hooked into the auto belay by the ground facilitator and then exchange the following commands with the facilitator on the platform:

Participant: “Climbing” Instructor: “Squeeze check” Participant: “Squeeze check good” Instructor: “Climb on”

The climbs to the JJ platform and the facilitator puts them on the continuous belay, unhooks the participant from the auto belay, and then sends them on the course.

When the participant has finished their last element, they come back to the middle platform. The facilitator will hook them to the auto belay, take them off the continuous belay, and them have the participant climb down the pole or rappel to the ground. Once on the ground, the participant unhooks from the auto belay.

Wrap-up -Put away equipment in the proper way and in the proper location -Record the number of uses on each rope; Report any near misses or rescues -Note and report any structural repairs or equipment that needs replaced -Pick up trash and haul trash bags to dumpster; replace trash liners when done

142 Charlie Chaplin / Tires 2 Line Burma Bridge 2-Line Bridge (Postman’s Walk) Kitten Crawl Heebie Jeebie Mini Zip-Line Multi-Vine Painter’s Beams

Power Pole https://www.youtube.com/watch?v=5NGL9q8caFY https://www.youtube.com/watch?v=KTT0_mF0UOw

Dangle Duo https://www.youtube.com/watch?v=qM7wPB__0CQ

143 Arial Rescue vs Cut-Away - Procedure Petzel Jag System

Updated Cut Away Procedure

144 Section 6

Sports and Other Activities

Gaga Ball

Game Description: GaGa Ball is a form of dodge ball that's normally played in a 'Pit'. The game's roots originated in Israel. The word 'Ga' means Hit or Touch, so 'Ga-Ga' means Hit-Hit. There are several variations on exactly how the game is played, but we find these rules to be the most common and fair, while keeping the game competitive and fun. Props: 8 inch dodge ball (Check out from Shed #6).

• Players start inside the GaGa pit and touching a side wall. • One player throws the gaga ball up in the air in the center of the pit. • As the ball bounces, players yell “Ga” as the ball hits the ground – 2 bounces. • On the third bounce the ball is live (“Ga-Ga-Go”). • Players can hit the ball with one hand, but cannot pick it up and throw it. Slap-hit the ball with your hand. • If the ball touches a player anywhere on or below the knee, that player is eliminated. This is regardless of who touched the ball last - sometimes a player gets themselves out by mistake! • A player cannot touch the ball two times in a row – the ball must first touch another player or the pit wall or it is called a “double touch” and that player is out. • Players can "dribble" the ball off the wall as many times as they want to setup their next shot as long as it touches the wall each time. • Players may not kick the ball since this means touching the ball below the knee. • If the ball is hit out of the pit, then the last player to touch the ball is out. • Players who are out must leave the GaGa pit immediately.

145 • The last player out is the winner and gets to start the next game. (If it seems to be taking too long for the last two players to end the game, the players waiting outside the pit can count down from 20 to end the game in a tie).

• Variations: Catching the ball in the air eliminates the person who hit it. Domination GaGa This variation is great for “leveling the playing field” among players of various ages and/or athletic ability. Gameplay is as above except that when a player gets “out”, any player who was previously gotten out by that player can re-enter the pit.

Mayhem GaGa Use up to 4 balls for this game (different colored balls work best to help keep track of “double touches”). Players may not see it coming!

Team GaGa Players stay on opposite sides of the pit (which can be re-shaped into a rectangle or even “figure 8”) and play until one team is totally eliminated. Getting each opponent out allows a teammate to re-enter.

Defender GaGa Each player picks a wall panel to defend from being hit by the others, like a goal keeper would. Keep score by number of hits and high score loses!

Disc Golf

Disc Golf has a full and very thorough set of formal rules as laid out by the Professional Disc Golf Association. These provide a standard framework for tournament play, but can be boiled down to a few principles that can easily be followed for recreational play.

146 Props: Discs may be checked out at Shed #6. Please return after use. Tee Throws - Each hole begins with a tee throw. Tee throws must be completed within or behind the designated tee area. Throwing Order - The player with the least amount of strokes on the previous hole is the first to tee off on the next hole. After teeing off, the player whose disc is farthest from the hole always throws first. Fairway Throws - Fairway throws must be made from directly behind the lie. A run-up and normal follow-through, after release, is allowed, unless the lie is within 10 meters of the target. Any shot within 10 meters of the target requires that the player not move past the lie until the disc is at rest. Unplayable Lie - Any disc that comes to rest above the ground is considered an unplayable lie. The disc must be thrown from the lie on the ground, directly underneath the unplayable lie, relocated to avoid damage to the vegetation. Completion Of Hole - A disc that comes to rest in the basket or chains constitutes successful completion of that hole.

Course Courtesy - Remain quiet and avoid unnecessary movements while others are throwing. Stand behind the player who is throwing until throw is complete. Help new players learn the rules. Allow faster groups to play through when possible. Pick up rubbish and put in proper receptacles. Do not alter the course (trees, bushes, etc.) in any way.

147

Corn Hole

Game Description: Every match is broken down into innings of play. During an inning of play, each player must pitch all four of their bags. An inning is never completed until all players pitch all four of their bags.

SINGLES CORNHOLE MATCHES • Two single players compete against one another until a single winner is determined. • Both players stay in their designated lane for the whole game. • Players start the game at the headboard and will alternate pitching bags until each player has pitched all four of their bags. • Players then walk to the end of their lane to the other court, take score, and resume pitching back to the other board. • The top of an inning is completed when the first player pitches all four bags; the bottom of the inning is completed when the remaining player pitches all four bags.

148 DOUBLES CORNHOLE MATCHES • Two teams, consisting of two players, compete against one another until a winning team is determined. • Each team will stay in their designated lane for the whole game. • Players at the headboard will alternate pitching bags until each player has pitched all four of their bags. • Players at the footboard will take score and resume pitching back to the other board. • The top of an inning is completed when both players pitching from the headboard pitch all four bags; the bottom of the inning is completed when the remaining players pitching from the footboard pitch all four bags.

SCORING The approved method of scoring for the sport of cornhole is “cancellation” scoring. In cancellation scoring, the points of one player cancel out the points of their opponent. Using this method, only one player/team can score in each inning. Bag In-The-Count (Woody): Any bag which comes to rest anywhere on top of the board. Each is worth one (1) point. Bag In-The-Hole (Cornhole): Any bag which is thrown through the hole or knocked through the hole by another bag. Each is worth three (3) points. Foul Bags – Refers to any bag that has not been determined as Bag In-The-Count or Bag In-The Hole or was designated a foul bag as the result of rules violation

PLAYER PITCHING ROTATION The player or team who scored in the preceding inning has honor pitching first in the next inning. If neither player or team scores, the player or team who pitched first in the preceding frame shall retain first pitch in the next frame.

FOUL BAG RULE VIOLATIONS The following are rule violations that must be spotted and called by a player or assigned judge. The penalty is to declare the bag a foul bag, which requires the bags to be removed from the court prior to resuming play. • Any bag pitched when the player has made contact with or crossed over the foul line • Any bag pitched when the player has started or stepped completely outside the pitcher’s box before the bag is released • Any bag not delivered within the 20-second time limit • A bag pitched from a different pitcher’s box than the first bag • Any bag that contacted the court or the ground before coming to rest on the board • Any bag that struck a previously defined object such as a tree limb, wire, indoor court ceiling, etc. • Any bag removed from the board before scoring has been agreed upon for that bag • The offending team (who touches the bags) forfeits all remaining bags and tallies the score of just the bags thrown before the foul was reported • The non-offending team tallies twelve (12) points as if they had thrown four Bag In-The-Holes (Cornholes) during the inning

149 • A bag that leaves a player’s hand once the final forward swing of the delivery process has started shall count as a pitched bag

DETERMINING WINNERS - TRADITIONAL 21 The game shall be played to the predetermined number of twenty-one points. The first player/team to reach (or exceed) that amount at the conclusion of an inning is the winner.

Rope Jousting – Hunker Hawser

Game Description: Try get all of the rope or pull your opponent off of their block. It’s balancing act in 3 directions – pull as fast as you can; suddenly let loose or yank your opponent so they lose their balance; don’t fall off the block. Place two blocks with rope handles on the ground approximately 10 feet apart. Lay a rope out on the ground with ends by the blocks. Have each participant get comfortable standing on the block, holding the end of the rope in their hands. On the count of 3, have each person take up the slack in the rope. The goal of each participant is to make the other one step off the block by taking up and letting out slack on the rope (and hopefully throwing your opponent off balance). May the best Hunker Hawser win!

Props: 70’ rope, 2 6x6 blocks – stored in Shed 6

Objective: Outsmart your opponent.

Safety Issues: Use gloves to avoid ropes burns, or be careful.

150 Facilitator Role: Make sure the center of the rope is in the middle of the 2 block platforms so each participant has ½ the rope on their side.

Variation: Have each participant stand on an block with one foot. Each player starts with the end of the rope in the hands. On go each player takes in rope as fast as possible until they start to pull on the other player.

Debrief Topics: Life is give and take.

Four-Way Tug O War

Game Description: Played just like it sounds Facilitator Role: Don’t let things get out of hand. Be safe.

I Am A Pioneer

Game Description: Great afternoon activity for a small group. Grab a handcart and fill it with the props box, shovel, and head out for adventure. Follow the instructions and complete the task at each station. Be sure to dry things out and return all of the props in working order for the next group.

Props: There are 2 sets in wooden boxes located in Shed 6. Fire Staring Kit - Brown tin/ flint and steel linen bag White flour sack dish towels- used as hot pad Pot for boiling water Shovel – get one from the missionaries Tarp

151 Rope – six hanks and six tent stakes Washboard Soap Block Laundry - clothing for washing - may leave to dry on trail

Please make sure each of these items are returned to the box before you park your handcart at the end of your journey.

I'm a Pioneer Challenge Station 1 Make a shower and latrine • Use a tarp and other supplies in box to make an enclosure • Dig a hole for the latrine Return equipment and tools to wooden storage box Fill in latrine and leave area as you found it.

Station 2 Wash clothes in the creek • Take your clothing item to the creek with the washboard and block of soap • Wash an item of clothing on the washboard, wring out and hang to dry Gather all tools and put back in proper containers and return to wooden storage box

Station 3 Make a shelter • Use a tarp and other supplies in the box to make the shelter • The tent should be big enough for a minimum two people Gather all tools and return to wooden storage box. Clean up camp spot

Station 4 - Maximum 15 minutes at this location – use an existing fire pit Build a fire without using matches or paper • Find some small dry twigs and kindling • Place in the fire pit • Put fire starter on the dry grass or twigs and some sawdust material • Using the flint and steel, strike towards the tinder • Gradually add small dry twigs to the fire until it can handle larger pieces

152 • Fill pot and place near fire • Bring water to a boil After water had boiled, put out fire and clean campsite area. Gather all tools and put in proper containers and return to wooden storage box.

Closing Meet for the end of day discussion and singing with your Handcart Company

Colter’s Run / Moroni Marathon

Game Description: The John Colter’s run is a staggered relay race in which the teams will be competing against one another in order to perform the tasks effectively and fast. The team to finish the fastest is awarded a number of points, however sometimes it’s the team that most effectively performs each task that ultimately wins. It is up the team to use unity, spirit and skill to complete the run.

Tasks: • Throughout the race the participants will use a match as their baton. This match will eventually be used for the fire starter; the key is to keep the match dry in order for the fire starter to use it. • Swim – The swimmer jumps or dives off of grate into the pond and then continues to swim to the shore. If a variety of strokes are used they can earn points for their team. • Canoe – Two participants will canoe to the end of the pond and then rotate around a buoy and return to the starting shore, making sure they always stay at the far side of the pond ( in order to make room for the rafters). • Raft – All participants come together for this station. As a team they have to agree upon how to build a raft that will stay together and float to the other side of the pond. Each team will be given a number of materials to use (rope, wood, flat boards, barrels), in addition the goal is to have some participants sit upon the raft and make it all the way across. • Bow and Arrow – The archer will have five arrows to attempt to hit the target. Once they have shot each arrow they pass off the baton to the runner. Points depend on how many arrows hit the target and where.

153 • Runner – The participant runs up the hill towards Mountain Man camp to the log cutters. It is important to note that the runner will be traveling through tall brush, it is best if they wear long pants and running shoes. • Log Cut – Two participants are required for this station. Once the runner passes of the baton the log cutters team up and cut through a log with a two person saw. Once the log is completely cut one of the participants will run down the hill to pass off the baton to the crawler. • Crawler – This participant crawls through an obstacle course made of the picnic tables under the pavilion. The crawler will pass through the tables in a decided order (for example up and down, up and down). • Fire Building – The last station, and perhaps the hardest, the participant must light a fire using the baton match. If the participant is unable to start the fire with this match they are allowed to use a new match or use flint and steel (however, this does dock points off their score). Horse Back or Mountain Bike Ride –The participant will be required to saddle a horse, ride through a figure eight obstacle course, unsaddle the horse and run to the next station in a timely manner. Bike riders complete a designated trail. *A facilitator is positioned at each station in order to award points and supervise the participants. The facilitator is allowed to award bonus points to their liking. **ALL participants must wear water shoes when entering the pond, canoeing or swimming.

Equipment: Swim – Personal Floatation Device (PFD) Canoe – PFD for each participant, one canoe, and two paddles Bow and Arrow –Bow, at least five arrows, and target Runner –None Log Cut –Log, saw horse, and two man saw Crawler – tables Raft – 3 barrels, 3 ropes, 7 flat boards, 11 round boards, 4 paddles, 1 tube, PFDs Fire Building – flint and steel, matches, kindling, wood chips/shavings Mountain Bike and Helmet – designate a course and flag it Horse Back Ride – A horse which is pre-bridled, a blanket, saddle, and barrels

The Story of John Colter’s Run John Colter is best remembered for explorations he made during the winter of 1807–1808, when he became the first known person of European descent to enter the region which later became Yellowstone National Park and to see the Teton Mountain Range. Colter spent months alone in the wilderness and is widely con- sidered to be the first known mountain man. Colter teamed up with John Potts, a former member of the Lewis and Clark Expe- dition, in the region near Three Forks, Montana. In 1808, Colter and Potts set out from Fort Raymond to negotiate trade agreements with local nations. While lead- ing a group of eight hundred Flathead and Crow Indians back to the trading fort, Colter’s party was attacked by a mass of Blackfeet numbering over fifteen-hun- dred. The Flatheads and Crows managed to force the Blackfeet into retreat, but Colter suffered a leg wound from either a bullet or arrow. However, this wound was non-serious as Colter quickly recuperated and left Fort Raymond with Potts once more the following year.

154 In 1809, another altercation with the Blackfeet resulted in John Potts’ death and Colter’s capture. While going by canoe up the Jefferson River, Potts and Colter encountered several hundred Blackfeet who demanded they come ashore. Colter went ashore and was disarmed and stripped naked. When Potts then refused to come ashore he was shot and wounded. Potts in his turn shot one of the Indian warriors and died riddled with bullets fired by the Indians on the shore. His body was brought ashore and hacked to pieces. After a council, Colter was motioned over, and told in Crow to leave, and encouraged to run. It soon became apparent that he was running for his life pursued by a large pack of young braves. A fast runner, after several miles the still-naked Colter was exhausted and bleeding from his nose but far ahead of most of the group with only one assailant still close to him. He then managed to overcome the lone man: Again he turned his head, and saw the savage not twenty yards from him. Deter- mined if possible to avoid the expected blow, he suddenly stopped, turned round, and spread out his arms. The Indian, surprised by the suddenness of the action, and perhaps at the bloody appearance of Colter, also attempted to stop; but ex- hausted with running, he fell whilst endeavouring to throw his spear, which stuck in the ground, and broke in his hand. Colter instantly snatched up the pointed part, with which he pinned him to the earth, and then continued his flight. Colter got a blanket from the Indian he had killed. Continuing his run, with a pack of Indians following, he reached the Madison River, five miles from his start, and, hiding inside a beaver lodge, escaped capture. Emerging at night he climbed and walked for eleven days to a trader’s fort on the Little Big Horn. In 1810, Colter assisted in the construction of another fort located at Three Forks, Montana. After returning from gathering fur pelts, he discovered that two of his partners had been killed by the Blackfeet. This event convinced Colter to leave the wilderness for good and he returned to St. Louis before the end of 1810. He had been away from civilization for almost six years.

155

Night Walk

Game Description: Create a sequence of stations to get kid out under the night sky.

Sight Photographic Memory – Kim’s Game -several objects covered-uncover them for a moment-how many did you see? Night Vision-talk about cones and rods-see in grays at night Astronomy-take a look at the stars – set up the telescope – located in LC Count the Stars-make a monocular with your hand-count the stars within the space- imagine the amount throughout the entire sky!!! Staring-Partners-10 feet away facing away from each other-one turns around-the other turns when they feel they are being stared at. Silhouettes-Look at the silhouettes-identify trees. Light-at night there is still some light-what are the light sources? 360-turn slowly in a complete circle-what do you notice? Watch the Horizon-while walking

Smell Smell Bag-can use bags, cups, or just hand the material around-in a circle Smell the ground Night smell vs. day smell-how does night smell distinctly different?

Touch Feel Bag-Pass around several items-try to identify them at the end Hug-a-Tree Activity Follow the Leader-blindfolded

Hearing Big Ears

156 Pebble Pitch-drop pebbles in a bucket with water a little ways from the group-how many pebbles do you hear? Follow My Voice-with eyes closed have the participants follow you while you hum, sing, etc. Clap Echo-clap together-how many echoes? How long does it take to hear them?

Scriptures & Thoughts Alma 30:44 Moses 6:63 D&C 128:23 D&C 104:14 Moses 2-Creation vs. 26-28 Abraham 3-5:Creation

President Kimball Oct. 1975 Priesthood Session “Brethren, 225,000 of you are here tonight. I suppose 225,000 of you may become gods. There seems to be plenty of space out there in the Universe. And the Lord has proved that he knows how to do it. I think he could make or probably have us help make, world’s for all of us, for every one of us 22,000. Just think of the possibilities, the potential. Every little boy that has just been born becomes an heir to this glorious, glorious program.”

Water Based Activities

Game Description: There are a number of games that can be played at the waterfront. Canoes – put a piece of duct tape on each of the canoes. It’s an open free-for-all to see which boats can grab the most tape from pother boats. The last boat with tape on their boat wins. Battleship – Try to fill the other boats with water and sink them. Raft Building – use blue barrels, ropes and poles and move someone across the lake without them getting wet.

Play Leaky Pipes – see Team Challenges

157

\ Archery

Game Description: Schedule the range for groups of about 12 people. When assigning someone to manage the range, they must attend a brief orientation to the equipment and the range rules provided by the missionaries.

Instruction: Provide basic instructions for beginners. Standing position How to hold the bow – left and right handed How to knock an arrow Finger placement and string pull How to aim Proper draw, anchor, hold and release How to recover an arrow from the target

Range Safety: Safety is everyone’s responsibility. Each shooter will observe and comply with the following rules: • Arrows shall remain un-nocked and safely stored at all times except when the shooter is in position on the firing line and the range is clear to fire. • Nocked arrows will be pointed in a safe direction at all times, they will be pointed directly down-range and BELOW the horizon at all times. Under no conditions will a shooter point a nocked arrow above the horizon while drawing the bow. • Regular cease-fires are called by the Range Official. When a cease-fire is announced, all bows must be brought to rest, arrows un-nocked and safely stored, and shooters must remove themselves from the firing line.

158 • Only AFTER all shooting has ceased and all shooters have removed themselves from the firing line, may shooters proceed down-range to retrieve their arrows. • The Range Officer who has called the cease-fire is personally responsible for safely ending the cease-fire by insuring all shooters have returned from down- range and that the range is again clear. • Each shooting position on the firing line has a corresponding target directly down-range. Each shooter must shoot ONLY at the target provided or an approved paper target, which has been properly hung on the target directly down-range from his position. • Under no conditions will more than one arrow be nocked on the bowstring. • Crossbows, broadheads and blunt tipped arrows are not allowed on our ranges. • The hierarchy of authority on the ranges is; The Range-master is the final word on everything. • Each shooter is required to observe and comply with any other rules posted on the range. Follow generally accepted archery safety standards and use good common sense. • Shooters who deliberately shoot anything but the target will be asked to leave the range.

Range Rules - Know and obey all range signals. Keep your arrows in your quiver until you are told to shoot. Only use the arrows the instructor gave you. Remember what they look like. Always keep your arrows pointed down or towards the target. If you drop an arrow, leave it on the ground until you are told to get it. Always walk at the archery range. Always be absolutely sure that the path to the target and beyond is clear. Only release the bow string at full draw when there is an arrow on the string. “Dry firing” is when you release the string without an arrow. This may cause damage to the bow and can cause personal injury. Secure all loose clothing, remove bracelets, necklaces etc. Tie your hair back. Always treat your archery equipment with respect. Always treat your fellow archers with respect. When you are finished shooting, step back from the line so that others can see that you are finished. If you cannot find your arrow within a reasonable time, please return to the waiting line so as not to hold up other archers. Never nock, draw, or release an arrow when someone is downrange. Remain quiet to allow others to concentrate on their shooting.

Range Signals (Whistle Commands) - Always remain behind the waiting line until your hear the appropriate signal. You should be prepared to step up to the line with your bow, arm guard, and finger tab.

Archers Ready - means to step up and straddle the shooting line. Have all of your

159 equipment ready, but keep your arrows in their quiver. You can rest the bottom tip of your bow on your shoe to protect the tip and rest your arms. Get Set - means you are clear to nock an arrow Begin Shooting – each bowyer should be given 3 arrows to shoot for each round. Once they have fired thier arrows, step back from the shooting line and place the bow on the bow rack. Wait for the next command. Range is Clear - means you are clear to walk down range and retrieve your arrows. You should only hear this command after all archers are done shooting and are all behind the shooting line. For everyone's safety, only one archer should pull arrows at a time when sharing a target face.

Suggestions for Activities Close to Camp

Bike Trail

Ashton to Tetonia Rail Trail Access to this non-motorized/bike only trail is a five-minute drive to Felt from Badger Creek Camp. If you want a shorter ride to a very scenic view, trailer bikes to the parking lot north of Judkins, the trail to the Bitch Creek Trestle is a little over two miles north of the parking lot. The trestle is well worth the walk or bike. Ashton to Judkins Map Link https://assets.ctfassets.net/0zgxt7dr8w8s/rDNW93ta1SZv6sovkDNHe/8f98a5df1f c0a4070ae654ce7e891f21/Judkins-Tetonia-Section4.pdf Judkins to Lamont Map Link (Includes the Bitch Creek Trestle) https://assets.ctfassets.net/0zgxt7dr8w8s/42vSLfcmyr1X1x3RXvebOi/1688b9da9 6ea1bd2339b0c8f04d838e1/Lamont-Judkins-Section3.pdf

Hiking Trails Decoster Trail Access from Dry Ridge Road, Rammell Mountain Road, Pinocle Road or Jackpine Loop Road. A little used, rugged backcountry trail with deep descents into creek bottoms and scenic vistas from ridgelines. Used mostly by serious mountain bikers. Fourteen miles one way, but can be done in shorter segments because it transects with several Forest Service Roads. Link to topo map: https://www.topozone.com/wyoming/teton-wy/trail/decoster-trail/

South Leigh Canyon Trail Access following Highway 33 straight east out of Tetonia. Turn left (north) at State Line Road and follow Forest Service road to the end. A scenic easy hike in the canyon bottom. For those who want a more strenuous hike take the Andy Stone or Tin Cup Trails up to Granite Basin (a little over 8 miles one way). Interesting trail because of numerous small stream crossings. It can be challenging to keep feet dry in early summer.

160 Link to topo map http://recreation.tetoncountyidaho.gov/uploads/South%20Leigh%20to%20Granit e%20Basin%20Trail.pdf

Green Lakes/Granite Basin Loop Trails Very scenic views of valley, and lake basins. Strenuous with significant elevation gain. See the directions to the trailhead and description of the trails in the link below. http://www.hikingwalking.com/destinations/wy/wy_gt/driggs/green_granite/gre en_granite_detail

South Badger Canyon Trail A scenic remote canyon, accessed off of Pinocle Road. Steep descent down to canyon floor. Some details, including GPS coordinates for trailhead are in the link below. http://recreation.tetoncountyidaho.gov/south-badger-creek-to-deadhorse-pass

Trails further from camp Trail Strenuous 13-mile round trip hike to the top of Table Mountain. Full details are in the link below. http://www.hikingwalking.com/destinations/wy/wy_gt/driggs/table_mountain/ta ble_mountain_detail

Devil’s Staircase Trail Strenuous 10-mile round trip hike in Teton Canyon. Full details are in the link below. http://www.hikingwalking.com/destinations/wy/wy_gt/driggs/devils_staircase

Darby Wind Cave Trail Heavily traveled strenuous 6-mile round trip hike. Very scenic. Must have equipment and experience to explore more than the entrance of the cave. Full details in the link below. https://www.theoutbound.com/wyoming/hiking/hike-darby-canyon-to-the-wind- cave

Packsaddle Lake Trail The biggest challenge is driving into the trailhead. Four-wheel drive and high clearance vehicles are recommended. There are several ways to access the lake so study the route you want to take carefully. A short hike, less than one mile down to the lake. Fun swimming. Lots of mosquitoes in early to mid-summer. Full details in the link below. https://www.theoutbound.com/idaho/hiking/hike-to-packsaddle-lake

Water Activities Away from Camp

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Canoe Rentals

Hawkes Canoe Rental is close by on Highway 33 west of Tetonia. See the link below. https://rentcanoes.com/

Upper Teton River

Need some skill practice in maneuvering boats in moving water through river bends. More challenging during high water in spring and early summer. Below is a link with a river map and estimated float times. Do not float hazardous sections downstream from Harrop Bridge (Highway 33 bridge over Teton River). https://www.tetonwater.org/get-out/recreation-map/

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