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There are six stations listed, but you can adjust the number based on how many people are participating. There should be a facilitator per station, but if needed, you can have one or two facilitators at the first few stations and then have them move to the next set of stations.
Youth should use the powers they really have (teamwork, leadership, kindness) as well as their superpowers (levitation, telekinesis, super strength) to move through the obstacles – as a facilitator, you can help them to use their superpowers as needed (e.g. aid in telekinesis by moving that gym mat just a tiny bit closer!).
Spider Web:
-Set up: create a spider web out of rope or twine. This works best between two trees, but could be done elsewhere, as long as it was stable and there was no risk of the poles collapsing. The spider wen should be made with holes large enough for youth to move through. Ideally, for younger youth, all of them should be accessible from a standing position and should not require anyone to be lifted. If you have created holes that require people to be lifted through, make sure to have mats underneath to protect from falls!
-Activity: Explain that the Evil Spider Lord has created a web to stop the team of superheros! Each team must safely move through the spider’s web.
-Modifications: Added challenges can include a poisoned web (anyone who touches the rope while moving through the web must walk back to the other side and try again), or a wormhole web, where every time a hole is used, it closes up and cannot be used again!
Hot Chocolate River:
-Set up: create a “river” on the floor. You could use a tarp to represent the river, or lines in the dirt or pylons to mark the shores of the river. Find objects that could be used as “marshmallows.” These objects will be stepped on – gym mats, newspaper pieces, or foamy sleeping mats would all work. If you’re inside, make sure to choose something that will not easily slip out from under someone’s feet!
-Activity: Count Chocula has tried to stop the team of superheroes by flooding this area with his hot chocolate river! They must get to the other side safely. Using the marshmallows, they must work as a team to get everyone across.
-Modifications: Added challenges can include melting marshmallows (marshmallows can only be used once before they melt away), or the chance to earn more marshmallows if they are struggling!
Climb the Mountain:
-Set up: find something for all of the youth to try to climb on as a team. This activity can really be adjusted based on the ability of the group. A milk crate will offer a challenging obstacle for everyone to climb, whereas a play structure will be much easier!
-Activity: Everyone on the team must safely climb to the top of the mountain to try to scout out their next station! Participants should work as a team to climb to the top of their designated obstacle.
-Modifications: the difficulty of this challenge lies in the size of the mountain. The smaller the mountain, the harder it will be to get everyone on it safely.
Secret Code:
-Set up: create a secret code for the youth to crack. This is also something that can be adjusted based on the youth’s skill level (and ability to read). Using Morse code, a pigpen cipher or even a pattern that they need to solve are all great ways to do this activity. If you print the code on paper and then laminate it, you can use dry erase markers on it and reuse it!
-Activity: present the youth with their code. Depending on the size of the group, you could even split them into smaller groups and give them a couple of codes to work on. Once they have solved the code, they can open the door!
-Modifications: this activity is easy to modify, based on the skill level of the group. If you have youth who are not able to read, patterns of colours, shapes or even lights make a good secret code! Create a pattern and ask the youth to figure out the next four items in the pattern to unlock the door.
Save the Magic Toad:
-Set up: using lines in the dirt or on the floor, pylons or tape, create a circle on the ground. This circle is quicksand and the youth cannot step in it! In the centre of the circle, place the magic toad (a toy frog would work well). Place the toad in a plastic cup. The youth are given string and elastic bands and must rescue the toad.
-Activity: Explain that the magic toad has been trapped in quicksand! In order to proceed on their adventure, the youth must rescue the toad. The only supplies they have on hand are string, elastic bands, and some plastic cups. The easiest solution is to tie strings to the elastic, stand around the circle holding the strings and use the strings to pull the elastic open. Then, place the elastic over the cup and gently release the strings to let the elastic tighten around the cup. As a team, use the strings to pick up the elastic and cup and move the toad to safety. If the toad and cup fall over, you must start again!
-Modifications: this activity might be hard for younger Beavers, especially those who have difficulty with fine motor skills! In order to make this activity easier, you can pre-make the elastic/string rescue system, so that the youth just have to figure out how to use it. You could also allow them to use their super powers, but only if they figure out how to use them as a team and include everyone!
Help the Small Island of Lake Big
-Set up: There should be a small tarp on the floor (you can fold a bigger tarp for this) that is just big enough to fit the whole team on it. This activity works best outside, as a tarp may slip and slide around on a gym floor!
-Activity: The superheroes have arrived at Lake Big! Small Island on Lake Big is experiencing a drought and cannot grow anything! The bottom of the island has nice, fertile soil for growing. The superheroes must flip the island and help the soil! As a team, the superheroes should stand on the island and flip it over without stepping off. [For more details, see Tarp Flip activity]
Final task: The Magic Plate
-Set up: have a paper plate or piece of paper per team, as well as paint or drawing utensils.
-Activity: Each hero should dip their hand in paint and add their handprint to their team’s plate or paper. For a less messy version of this, they can trace their handprint and put their name in it, or even draw themselves as a superhero!