Venturers is the fourth section of Scouting, for youth (males and females) aged 14-18 years. Venturer Scouts is a do-it-yourself mix of fun, adventure and personal challenge that brings together like-minded young people from all walks of life.
As a Venturer, you may find yourself exploring wilderness Australia, camping above the snowline or diving on coral reefs. You could be abseiling into a limestone cave or climbing a sheer rock face. Perhaps you’ll learn white water kayaking or ride your mountain bike on an expedition across real mountains.
Whatever your challenge, there will be trained and highly experienced adults to guide you through the experience, to teach you the necessary skills and safety techniques. Venturers get the opportunity to travel overseas and to organised activities, to live with a different community to provide service to others.
It gives young people the opportunity to take part in a range of activities that teach important life skills – while having fun and keeping active! Each Venturer collects special badges to demonstrate their skills and achievements and has the opportunity to achieve the Peak Award – the Queen Scout Award before moving onto the Rover section.
Venturers look wide by:
- Discovering and exploring independence
- Broadening their perspectives
- Securing their interests and priorities in life
- Relying strongly on peer support
- Taking on more responsibilities
- Seeking purpose, challenge and risk
Meeting Dates and Times
Our Venturers meet on Sundays from 3-6pm during term time, either at the Boatshed or the Hall. Venturers also occasionally meet at other locations and times for special activities. There is usually at least one camping opportunity and one extra weekend activity each term. Meeting dates and locations are outlined in a term program which is set by the Venturer Unit Council.
Youth Led, Adult Supported
Each Venturer Unit is supported by Adult Leaders who mentor the Venturers in their physical, intellectual, social, emotional and character development. In the Venturer Section, the program is predominantly youth-led – Venturer Scouts take charge over their Scouting experience and adult leaders and members will only be involved as mentors, advisers and supporters.
The Patrol System
Our Venturer Unit is slightly smaller than our Cub and Scout Unit, but still works within the patrol system (small teams of Scouts who work together to develop skills). In each patrol there is a Patrol Leader (a bit like a House Captain at school), and an Assistant Patrol Leader (a bit like a House Vice-Captain). Patrols are led by a Unit Leader (a bit like the School Captain).
The Unit Leader, Patrol Leaders and Assistant Patrol Leaders are members of the Unit Council, who meet regularly (at least once a term), to create a program that is adventurous, fun, challenging and inclusive, to plan and review activities, discuss the award scheme needs of members, and to solve problems together.
The Venturers Program
Venturer activities are planned by the Unit Council once a term, and ad hoc, using the Plan > Do > Review method and the Challenge Areas of Personal Growth, Outdoors, Creative and Community. This aids in the development of great programs and a shared responsibility for the running of activities and for providing opportunities for learning. Venturer Programs are planned and developed by Venturers with Adult Leaders providing a mentoring role. Activities might include:
- Multi-day hikes and camps etc.
- Canoeing, sailing, power boating, scuba diving and other water activities
- Hiking, biking, rock-climbing and other weekend activities (usually one per term)
- Visiting unique and unusual places (museums, observatory, SES)
- Games and sporting activities
- Practical skills such as first aid, cooking, setting up camp, tying knots
- Outdoor skills such as orienteering, learning to read maps and use a compass
- District and Region activities such as Dragon Skin and Sirius Cup
New Chums (youth new to Venturers) are given the opportunity to trial our program prior to becoming invested (being sworn in as a Venturer). Investiture normally takes place 6 weeks after a new chum has first attended a unit meeting or activity, and once an Adult Leader is satisfied that the new chum is ready to be invested. Parents are invited to attend this important occasion.
In order to be invested, a Venturer should:
- have an understanding of the history of Scouting and why it is special
- know a little about the award scheme including personal progression
- understand some of the symbols and traditions of Scouting
- show a knowledge, understanding and acceptance of the Scout Promise and Law
- know and understand the salute, demonstrate the Scout sign and left handshake
- be ready with a Venturer Shirt
There is a checklist here to help you keep on top of this.
At the investiture, new chums will be presented with the group scarf and a white woggle, a 1st Sailors Bay cap as well as badges to put on their shirt including the World Scout badge, Australian Scout Flag badge, Region badge, Group badge, Unit badge and Patrol badge. A badge placement diagram can be found here to help you know where to sew your badges.