One meeting, one build, one thing to take home.
Youngest scouts (K to grade 2) can...
- Build tall and rebuild taller with Straw Structures, or bring an air-powered creature to life with Monster Mouths.
Middle grades (grades 3 to 5) can...
- Invent moving contraptions with Linkages, engineer a rolling course with Mazes, or launch and re-launch with Flying Machines.
Older scouts (grades 6 and up) can...
- Wire a working circuit into a car they designed with Electric Vehicles, explore pneumatics with Monster Claws, or build a machine that draws by itself with Drawbots.
Youth leading younger scouts can...
- Run a Spark as a service project or a den activity. The Leader Playbook is written so an older scout can lead it after making one themselves.




