Three Tiers of Adventure
Venturing’s Three Tiers of Adventure are designed to challenge and engage crew members to experience adventure and be real tests of leadership. Each level provides crew members with an opportunity for personal growth, leadership, and skill development by taking on new challenges with experiences that you would not have otherwise encountered.
Venturing’s three levels of adventure provides crew members with opportunity for leadership personal growth, and skill development. A well-balanced crew activity program will include activities and adventures in all tiers. The use of Tier II and Tier III adventures is important because of the degree of planning and preparation required to organize and carry them out.
An abbreviated extract from the Handbook for Venturers:
Tier I adventure
- Little preparation or planning; little or no prior skill development; less than one day duration (not overnight); not far outside comfort zone. Typically, these adventures are good crew fun or recruiting activities and easily accommodate guests. Examples include bowling night, watch-and-learn STEM night, a trip to a natural history museum, and a climbing wall activity.
- Tier I adventures may be stepping stones that lead to implementing a Tier II or Tier III adventure.
Tier II adventure
- Some planning or preparation is required; some prior skill development may be desirable or even required; less than four days; outside the standard range of activities. Examples include organizing and running a Special Olympics event, staging a music and dance event for a nursing home, a weekend canoe trip or camping trip, and a three-day crew road rally.
- Tier II adventures can serve as shakedown events that lead to Tier III adventure.
Tier III adventure
- Extensive planning, preparation, and skill development required prior to participation; at least four days duration; mentally and physically challenging. Tier III adventures are highlights of the program year, and may take place once or twice annually. Your crew will invest considerable time and energy in preparing and carrying out a Tier III adventure. Examples include a 50-mile backpacking trip, planning and directing a science-themed Cub Scout day camp, trip to a weeklong arts festival, New York City museum tour, organizing a sports camp for disabled youth, participating in an international Scouting event, and organizing and participating in programming at a BSA high-adventure base.
- Your Advisor should be consulted to confirm the tier of adventure being implemented.
Differentiating Tier II from III
Generally, a Tier II adventure lasts from two to four days duration and a Tier III adventure lasts for four days or more. When an event of fewer than four days is considered a Tier III adventure, it should reflect these criteria:
- The planning needed to carry out a shorter event is comparable to that of a longer event.
- The preparation needed to implement the activity is similar to the preparation needed to implement a longer event.
- The opportunity to challenge the activity chair and the members of the crew is similar as to what would take place during an activity of longer duration.