0:00 · 10 min
Gathering: tallest tower
Give the Scouts who arrive first something to do, so the meeting starts the moment they walk in.
- Put scrap cardboard, painter's tape and two pairs of safety scissors on the gathering table.
- The task on the card: build the tallest thing that stands on its own before the opening.
- Scouts join whichever table has room, so nobody waits alone for the meeting to start.
0:10 · 5 min
Opening
Flag ceremony, Scout Oath and Scout Law. The same five minutes every week, run by the Scouts.
- The denner calls the den to order and leads the flag ceremony.
- Say the Scout Oath and the Scout Law together. New Scouts read from a card and nobody makes anything of it.
- One sentence on tonight's adventure, Into the Wild, and the one thing everybody will get done.
0:15 · 5 min
Talk time
Den business while everyone is still sitting down, and a look at what is coming.
- The two dates parents need: the next den meeting and the next pack event.
- Ask who already did part of Into the Wild at home, and write the names down so it gets recorded.
- Take one question from the den. Answer it or say when you will.
0:20 · 12 min
Activity 1: Visit a place with a variety
Close requirements 1 and 2 of Into the Wild.
- Line the visit or the guest up a week ahead and tell them the den has fifteen minutes and one ask: "Visit a place with a variety of wild animals".
- During gathering, have each Scout write one question on an index card so nobody freezes.
- Every Scout asks their question, then the den thanks the guest in its own words.
- Then requirement 2: set the materials out on a second table and let them build "Create a model of your animal's ecosystem" while you move between the two.
Requirement 1
Requirement 2
0:32 · 12 min
Activity 2: Investigate how your animal coexists with other
Close requirements 3 and 4 of Into the Wild.
- Put the answers where the den can find them: three stations, a set of cards, or a chart for "Investigate how your animal coexists with other animals in the wild".
- Give the den five minutes in pairs to work it out, then bring the answers together on one sheet.
- Go round the circle so every Scout says one answer out loud in their own words.
- Then requirement 4: give the den five minutes in pairs on "Describe how humans interact with your chosen animal's ecosystem", then take one answer from every Scout.
Requirement 3
Requirement 4
0:44 · 11 min
Activity 3: Discover how wildlife management benefits your animal
Close requirement 5 of Into the Wild: Discover how wildlife management benefits your animal.
- Put the answers where the den can find them: three stations, a set of cards, or a chart for "Discover how wildlife management benefits your animal".
- Give the den five minutes in pairs to work it out, then bring the answers together on one sheet.
- Go round the circle so every Scout says one answer out loud in their own words.
Requirement 5
0:55 · 5 min
Closing
End on time, and make sure every Scout leaves knowing what they finished.
- Cubmaster's minute: one short thought tied to what the den just did. Sixty seconds, no lecture.
- Read back what got finished tonight, requirement by requirement, so the Scouts hear their own progress.
- Send the den off with the den yell, and catch the parents who need to hear something at pickup.
What to bring
- Tonight's requirement list, printed, with a box to tick per Scout
- A clipboard and pen for sign-offs as they happen
- Cardboard, painter's tape and safety scissors
- A field guide or printed identification cards, and two magnifying glasses
Plan this meeting for your own den
This plan does not know your Scouts. DenBuddy does: import your den from Scoutbook
Plus and the planner starts from the requirements each Scout is actually missing,
keeps the block times, and turns the agenda into the record sheet afterwards.
Plan Into the Wild
Create a free den
Youth protection is built in: Scouts have no accounts, check-in is done by a parent
from a public link, and nothing DenBuddy does writes back to Scoutbook.