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.
Yours in Venturing,
Venturing Literature Development Task Force