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Wolf Elective adventure 2nd grade

Adventures in Coins requirements (Wolf)

Adventures in Coins is a Wolf elective adventure with 7 requirements. Below is what each one asks in plain language, and a sixty minute den meeting plan that works through them: a gathering activity, the opening, the activity blocks, and what to say in the closing.

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Adventures in Coins requirements

Paraphrased for planning. Read the current wording in the handbook or Scoutbook Plus before you sign anything off.

  1. Handbook requirement 1

    Identify different parts of a coin.

  2. Handbook requirement 2

    Find the mint mark on a coin. Identify the mint where the coin was made and the year.

  3. Handbook requirement 3

    Choose a coin that interests you, and make a coin rubbing. List information next to the coin detailing the pictures on it, the year it was made, and the mint where it was made.

  4. Handbook requirement 4

    Play a game or create a game board with your den or family where you can practice adding and subtracting coins.

  5. Handbook requirement 5

    Play a coin game.

  6. Handbook requirement 6

    Create a balance scale.

  7. Handbook requirement 7

    Do a coin-weight investigation.

Ready to run

A 60 minute den meeting for Adventures in Coins

Five kinds of block in the order that works: something to do on arrival, the opening, den business, the adventure work split into chunks a Cub Scout can hold attention through, and a closing that names what got finished.

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, Adventures in Coins, 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 Adventures in Coins 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 · 9 min

Activity 1: Identify different parts of a coin

Close requirements 1 and 2 of Adventures in Coins.

  • Put the answers where the den can find them: three stations, a set of cards, or a chart for "Identify different parts of a coin".
  • 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 2: give the den five minutes in pairs on "Find the mint mark on a coin", then take one answer from every Scout.

Requirement 1 Requirement 2

0:29 · 9 min

Activity 2: Choose a coin that interests

Close requirements 3 and 4 of Adventures in Coins.

  • Show a finished example first so every Scout can picture "Choose a coin that interests you, and make a coin rubbing" before they start.
  • Set materials out at two or three tables so nobody stands waiting for the scissors.
  • Move table to table while they work and ask each Scout to tell you what they are making and why.
  • Give a five minute warning, then have every Scout hold up what they made and say one thing about it.
  • Then requirement 4: set the materials out on a second table and let them build "Play a game or create a game board with your den or family where you can practice adding and subtracting coins" while you move between the two.

Requirement 3 Requirement 4

0:38 · 9 min

Activity 3: Play a coin game

Close requirements 5 and 6 of Adventures in Coins.

  • Mark the play area and walk the rules through once, slowly, before anyone runs.
  • Play one practice round and one for real so "Play a coin game" gets a fair try.
  • Rotate teams between rounds so the same Scout is not last twice.
  • Close with the sportsmanship question: what did somebody else do well tonight?
  • Then requirement 6: set the materials out on a second table and let them build "Create a balance scale" while you move between the two.

Requirement 5 Requirement 6

0:47 · 8 min

Activity 4: Do a coin-weight investigation

Close requirement 7 of Adventures in Coins: Do a coin-weight investigation.

  • Read the requirement to the den in plain words: "Do a coin-weight investigation".
  • Work it in pairs or small groups for most of the block while you move between them.
  • Bring the den back together and have each Scout tell you what they did.
  • Mark requirement 7 off as each Scout finishes rather than trying to remember afterwards.

Requirement 7

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
  • Paper, markers and a few pencils
  • Cardboard, painter's tape and safety scissors
  • A ball, four cones and a whistle
  • A mat or a clear stretch of floor, and a timer

Worked out from the requirement text. Swap anything you already have in the den box.

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 Adventures in Coins Create a free den

How the planner works

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.

How youth data is handled

Questions about Adventures in Coins

How many requirements does Adventures in Coins have?

7. Each one is a single thing the Scout does. Check the current wording in the handbook or Scoutbook Plus before you sign anything off.

Is Adventures in Coins required for Wolf?

No. Adventures in Coins is a Wolf elective. A Scout needs the six required Wolf adventures plus at least two electives, and this one can be part of those two.

How long does Adventures in Coins take?

The plan on this page runs 60 minutes and covers 7 of the 7 requirements. Most dens spend two meetings on an adventure, because somebody is always absent for the first one.

Can a Scout finish part of Adventures in Coins at home?

Any of it can be. Nothing in Adventures in Coins is marked as family-only work, so a Scout who misses the meeting can finish with a parent and you record it when the family tells you.

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Plan the meeting your den actually needs

Import your den from Scoutbook Plus, see who still needs what, and build the agenda from the gaps. One den is free, forever, and your Scoutbook records are never touched.

Free for one den. No credit card. Works with Scoutbook Plus.

Adventures in Coins is a Scouting America adventure and the requirement text is theirs. The wording here is paraphrased for planning and may be behind the current handbook year, so use the official Wolf adventure page or Scoutbook Plus as the source of truth. The meeting plan is DenBuddy's own. DenBuddy is an independent tool and is not affiliated with or endorsed by Scouting America. Cub Scouts, Scoutbook and adventure names are trademarks of their respective owners.