In the Cub Scout programme "Adventure Quest" we use the Lands of Adventure as a symbolic framework to represent the SPICES. Each land has a member of the six associated with it. This model Cub Scout has some special characteristics which relate to one of the Spices. When the Pack selects a land it becomes their home for that particular programme cycle. It suggests a theme for the cycle but does not limit the Pack to the SPICE associated with the land.
For example The Pack may select the Kingdom of the Celts.
The focus is on the Social aspects of society as Celtic people were very community based. We learn in this land how to care for each other using the skills we are good at, developing them further, helping others learn them and acquiring new skills.
The Six learn that by combining their different skills and working together the community grows stronger. The Six may choose one Cub Scout like the model Cub Scout to be the leader, King or Queen for this programme cycle, thus creating leadership opportunities within the Six.
When the Pack plan an activity such as a camp; the camp site might be called a rath or crannóg.
They may dress like the Celts, look for Celtic games or adapt existing games with a Celtic theme. North, South, East and West may become Ireland, Scotland, Wales and Germany which are some of the countries where the Celts lived.
Although the Pack is looking at the Social aspects of Celtic life it is important to develop in other areas.
While the Cub Scouts may have all of one side of the Social travel card clicked while in the Land of the Celts a number of the other SPICES objectives may be achieved. We may use the other travel cards like a "train ticket "to temporally leave this land to explore another objective of a different Spice which is recognised by checking the appropriate travel card.
The Celts were also a warring people, battles often took place between kingdoms. In a game of protecting the flag in their fort or crannog, which they have built, the Cubs may explore the area of "staying safe" or "what harms me" which are Physical Spice objectives.
The lands are suggested themes and the map has some un-named areas allowing other lands to be selected. The Pack may choose another planet like Mars. The Pack then choose who and what Spice to associate with this land.
The learning objectives for each Spice are on 3 edges of the travel card. More information on each is in the Scouters Handbook. The Cub Scout will identify in agreement with the Scouter how and when they have achieved the objective.
When one side of a travel card is completed the Cub Scout is awarded a bead for that Spice. When all 6 beads are achieved they are traded for a travel badge. At all times the Adventure Skills are considered e.g. the crannóg in the forest may be the shelter the Cub Scout built as part of their camping skills. Or they could build a Special Interest Badge into their activity.
In summary the basis of the Cub Scout Adventure Quest is that the Cub Scout will journey through different lands using their imagination and creativity to acquire and share skills. Use of the Travel Cards ensures that a learning objective is achieved by the Cub Scout. The beads and badges are a form of recognition and progression.