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Camp Activities

Broken Fax Machine

Set up:

· Unit/camp is divided into three teams (each has an isle)

· Each Team (isle) is divided into 3 groups (rows-one table per team in each row)

o Each team (isle) is divided into 3 tables

· The first 2 tables in each isle has multi- colored random “stuff” on it from arts and crafts to do random decorations.

o (i.e. paint/glitter/feathers/foamies/cotton balls/tissue paper/washable markers/pipe cleaners…)

· The first table in a row has a stack of words (word side facing down & numbered side facing up)

· The last table in a row has a stack of paper and a marker.

How to play:

· The object of the game is like broken telephone but visual.

o Row #1:

§ The first table in a team’s isle, when the host says go turns over the first camp word (person/object) has 2 minutes (until the end of the song) to decorate the volunteer camper/staff into that fax (person/object). (They must not say the word out loud.)

· This fax (camper) is being “sent” from table to table on a dining hall cup trolley with a hanging sheet on either side being held up by staff so the other teams cant see them.

o Row #2:

§ When the music stops, the fax (camper) is pushed down their isle to the second table.

· There they try to figure out what the word was, based on the look of the fax.

§ When the music starts again the second table continues decorating the fax accordingly.

o Row #3:

§ When the music stops the last table has 1 minute to brainstorm what the fax says.

§ They then write it on a piece of paper.

o Conclusion of the Round:

§ The host counts to 3… the sheets drop so all teams can see all faxes

§ The first row and final row hold up their faxes.

§ Any team that has a match gets a point.

Notes:

  • At the end of each round the tables rotate down their isles so that each group has a chance to try each job.
  • Each round a new camper/staff who volunteers get to ride the fax machine!!!
  • In the end the team with the most points wins.
  • Trick…you can have as many or few rounds as you want depending on time.

Get off the Couch

Prep:

  • Divide unit into 3 teams (however best suits the needs of your kids)
  • Get supplies/props
  • Set up the room with the table at the front by the stage.
  • 3 couches in a semi-circle around them.
  • Props available on display on the table.
  • Sign up in visible spot: “Get off the Couch”
  • Assign a M.C.
  • Music (TV tunes) on CD

How to play:

  • Each round volunteers from the team compete for the “Couch Potato” item of their choice.
  • Rotate volunteers so that everyone gets a chance to participate.
  • Some rounds include the whole team.
  • To start each round everyone must yell “GET OFF THE COUCH!!!”
  • ***Note: If the program is going to late you can eliminate rounds.***
  • The winner gets to watch a T.V. show in the staff lounge/video with tv (To be arranged with the Unit head)

Items towards becoming the ultimate couch potatoes:

  1. T.V.
  2. Converter
  3. Bag of Chips
  4. Bag of Pretzels
  5. Bottle of pop/Jug of Juice
  6. Pillow
  7. Blankie
  8. D.V.D. player
  9. T.V. Guide

T.V. Questions

(*Note: Depending on the unit feel free to change or eliminate shows as appropriate)

(*Note: You may only pick one of each type of item)

Round One:

  • Each team has 5 minutes to create the opening of one of the following shows:
  • Judges judge the most realistic.

· The Simpsons

· Friends

· Scooby Doo

· Zac & Cody

· Cory in the house

Round Two:

Name that T.V. tune

  • Play a song
  • The first team to have their hands up gets to guess.
  • The team with the most songs wins the round.
  • If the team guesses it wrong another team can steal.

Round Three:

  • How many Couples can you get right?
  • You read out the first name and they write out the other.
  • The team/s with the most couples right wins.
    • Ross & Rachel (Friends)
    • Fred & Wilma (Flinstones)
    • Ned & Maude (Simpsons)
    • George & Jane (Jetsons)
    • Daphne & Fred (Scooby-doo)
    • Will & Grace (Will & Grace)
    • Bree & Rex (Desparate Housewives)
    • Seth & Summer (OC)
    • Spencer & Heidi (The Hills)
    • Derek & Merrideth (Grey’s Annatomy)

Round Four:

List as many characters as you can. (With paper and pen) choose a show.

The team with the most for each character wins an item.

OC Friends Simpsons Jimmy Newtron Sponge Bob

Round 5:

T.V. Trivia (Write down answers and the team to get the most wins)

  1. What is the name of the coffee shop from friends (Central Perk)
  2. What is Spongebob’s best friends name? (Patrik Star)
  3. What does the “J” stand for in Homer J. Simpson? (Jay)
  4. Who runs the Kwik – E- Mart? (Apu)
  5. What is Maggies catch phrase on the simpsons (She doesn’t have one)
  6. Where does Fred Flinstone Work (The quarry)
  7. Where does George Jetson work (Spacey Sprokets)
  8. What is spiderman’s name (Mary-Jane Watson)

Round 6:

  • Sharades
    • Ask for a volunteer from a team their will be one for each character
    • Give the first volunteer a character to impersonate and the team has to guess it! When the team guesses it then the next volunteer gets the next word…and so on.
    • The first team who gets through all of the characters wins the round.
    • Give
      • Bart Simpson
      • Teletubbie
      • Care Bear
      • Braceface
      • George Kastanza
      • Scooby Doo
      • Power ranger


Bart Simpson

Teletubbie

Care Bear

Braceface

Barny

Scooby Doo

Power ranger

Bart Simpson

Teletubbie

Care Bear

Braceface

Barny

Scooby Doo

Power ranger

Bart Simpson

Teletubbie

Care Bear

Braceface

Barny

Scooby Doo

Power ranger

Bart Simpson

Teletubbie

Care Bear

Braceface

Barny

Scooby Doo

Power ranger


List as many characters from The Simpsons as you can:

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Man Tracker

 

Goal: For your team to get to the most areas around camp without being caught by the Man Tracker (Staff on Bikes or by foot with waterguns/sponges…that are dressed as the Man trackers)!!! So you want to be fast, strategic, and sneaky

 

Each team of cabin group (or groups of 5ish) are given

1) 20 rubber bands to wear. If they are caught they have to give up a rubber band.

2) a colored paper listing the obstacles around camp. (numbered 1 through 40) -…more than they could possibly do!

 

Staff will stay with each team to ensure rule following and safety

 

The teams must get to the area of camp and find the hidden envelope. The hidden envelope contains enough stickers of the same number for each team. (note: sticker numbers correspond to the numbered areas on the colored paper). They take one of the numbered stickers and stick it on the area on the colored paper beside the name of the area. Then they must hide the envelope with the remaining stickers so that the next team can find it! Go to another area and find the envelope…etc.

What if the team is caught?

 

If the “Man Tracker” hits any member of the team with a water gun, the staff of that team must give up a rubber band. Then they are given a 5 minute head start to run and get lost again. ! (If you have a no running rule you can replace the watergun with rock paper sizzors.

The winner is the team who has the most areas stickered off. If there is a tie…the winner goes to the winning team with the most rubber bands!!!

*Note…each team must have a watch…synchronize…must be back before a certain time. At that time someone on bikes will go around and collect envelopes. For every minute your team is late after a sound…you lose one rubber band.

 

 

Sample of the sheet that you copy on colored paper to hand out one per team.

Playground 1 Cabin #6 21
Shower house 2 Woodwork Porch 22
Laundry porch 3 Pottery Porch 23
Cabin #12 4 Office Picnic Tables 24
Tuck Shop 5 Farm 25
Cabin #23 6 DOF office porch 26
Swim Beach 7 Nurse’s Porch 27
Pay Phones 8 Outside kitchen sink 28
Flower bed 9 Porch of Dininghall 29
Fish Porch 10 Lifejacket rack 30
Out side sail shed 11 Yetta’s Place 31
New Dance Hall 12 Pavillion 32
Riflery 13 Spectrum 33
Theatre 14 Ski 34
A&C 15 B&P house porch 35
Sports shed 16 Baseball bleachers 36
Bike shed 17 Guest washrooms 37
Tripshedporch 18 Motel porch (April) 38
Senior’s fire pit 19 GaGa court 39
TheatreBathroom 20 Bunny beach 40

Scavenger Hunt Around Town

Scavenger hunt around town, as follows (&, incidentally, I've included a version of this with my Lead Staff this past 2 summers at Camp CAMP to help acquaint them with the local area around CAMP-a very fun and successful addition to the training week festivities!):

We had about 50 youth and divided them into 4 teams... You'd probably need 6 for a group your size. Each team had a driver/chaperone and a 15-passenger van, plus a pick-up truck & driver with a couch in the back (couches loaned by local furniture store(s)).

Each team had a list of places and a digital camera. They had to take a picture as described on the list, including their whole team on/around the couch. Places were like
- on the steps of the courthouse
- with a Wal-mart greeter
- with a firefighter
- with a police officer
- on a tennis court
- with a pet
- at a shopping mall

Etc., etc.

It is always really fun, has a spirit of friendly competition, provides smaller group bonding, gets people out and about in the community, and also draws attention in the community to your "cause." You might equip each team with camp brochures, pens, magnets... Whatever! They can give those out to the people they meet at the various places they stop to take photos. And the couch part is just an extra layer of fun! I've also known people to send teams out with those giant inflatable alligator rafts!

Brandon G. Briery

Programs for Teen Boys

Ideas from Listserve

Casino night, 50’s theme with taffy pull, old fashioned games like pin the tail on the donkey, twister, Food Network Night – have you ever watched “Chopped” baskets with secret ingredients that have to come up with a meal – or get plain cakes donated and them make crazy cakes like on “Ace of Cakes” or Cake Boss…

Melissa McNichol

We did a winter in-door "olympics" - with things like - who can build the tallest paper cup tower? who can keep a balloon in the air the longest using only their head? who can eat the most saltines without a cup of water?  who can build a boat that floats using only toilet paper?  who can decorate a cupcake most creatively?  etc...

Dennis DePaul

Campers compete against insects, ect.  Do you know how far a grasshopper can jump?

Maureen Didion

7 Minutes in Heaven (The tuck shop)

Object of the game…

To get your cabin, as a group, in the dark (Blindfolded) to the tuck shop from a set location. (make sure the cabin’s start point is equal distances from the tuck shop. (i.e. locations in the Grove)

The first cabin to reach the tuck shop gets to have 7 minutes in the tuck shop (supervised to eat/drink whatever they want.) The first group that gets there has to read the included contract and sign it with blood (just joking) – maybe red paint and a q-tip. (The rest of the unit comes and gets a high five.)

 

The following Programs would be great to use with large groups.

 

LARGE GROUP PROGRAMS
 

7 Minutes in Heaven (AKA The Tuck Shop)

  That's Impossible
  Broken Fax Machine
  Get Off the Couch!
  Mantracker

CAMPFIRE TRADITIONS (COCA-I 2009)

Campfire can be a showcase for the entire camp (not just for the guy playing “Kum Ba Yah” on his guitar).  It’s the perfect way to close the day as a group, share highlights of the day, and get everyone “on the same page” for tomorrow.  A good campfire is well-planned – even if most of the campers don’t know it – and follows a pace that helps transition the campers to bedtime.  And all it takes is a few key people, a simple outline, and a roaring fire!  (With a bucket of water close by…)  This is a very simple guide – for more detailed information and suggestions, contact Dave Smith at dsmith@specialove.org.

Structure

Campfires can be a “free for all” (which works for sing-a-longs and other group-oriented purposes, but may not provide enough structure for longer periods of time) or you may elect to use teams or tribes (or a similar system) to keep things organized.  In either case, it helps immensely to have someone in charge of the overall production.  Call them the “Big Chief” or whatever title you choose, but make sure they’re comfortable in the role.  Other key people include the “Fire Bringer” and the song leader(s).  (See “Key Roles” on the back.)  Use these people to fill in the spaces between team/tribal presentations.

Team/Tribal Meetings

If you have the flexibility in your schedule, team/tribal meetings are a great way to prepare for the evening campfire program.  They are normally held on any day that campfire is scheduled and let the campers learn songs, yells, skits and other tribal presentations, make new friends, prepare for afternoon/evening competitions and other activities, and develop tribe spirit.   (Helpful hints for team/tribal leaders during meetings are in the “Key Roles” section.)  It is often effective to have teams/tribes prepare a different type of presentation each night – e.g. yells (which are easier to come up with) on opening night, songs on the second night, skits on the third, challenges on the fourth, etc.  Some camps also choose to assign each team/tribe a different type of presentation each day so the campfire includes one song, one yell, one skit, one challenge, etc.

Campfire Components

Variety is the spice of the life and a good campfire can be as light-hearted or as serious as you want.  Often part of the program (usually the first half or so) is of a lighter vein, while the conclusion embodies the more serious – a good combination.  The climax comes with the closing – a good story or other inspirational number.  Here are some possible components:

 

  • Requests for camper input (council laws, nature/weather reports, etc.)
  • Tribal songs, yells, and other presentations
  • Songs and stories (usually led by staff volunteers)
  • Skits and stunts (including physical or mental challenges)
  • Schedule review and other camp updates/news
  • Claiming of honors (campers/staff recognize each other’s good deeds)
  • Challenges from director to be good campers
  • Closing song

 

Key Roles

The Big Chief (Campfire Leader) should plan campfire with team/tribal leaders, as well as with the Fire Keeper and Song Leader(s).  He/she should be comfortable leading the campfire but should share the spotlight and even redirect it as necessary to let as many campers/staff shine as possible.  The campfire leader should also:

 

  • Make a list of things to do at campfire – songs, activities, etc. – plan ahead
  • Set a schedule (even if it’s a simple “cheat sheet”) and keep the pace*

 

*Use songs and tribal presentations to pace the campfire from high to low

 

  • Leader’s tone should be friendly and understanding, serious only when trying to make a serious point, such as at the conclusion of campfire
  • Speak loudly and clearly but don’t try to shout down campers/staff
  • Don’t be the whole show, be part of campfire but “one step removed”
  • Establish quitting time and keep it in mind as the campfire progresses

 

The Fire Keeper is in charge of lighting the fire and keeping it at an optimum level for light (since the fire is usually the only source of light to see everyone else) and safety.  He/she should also:

 

  • Check the wood supply well in advance and make sure it is dry
  • Build a campfire that is safe and effective (do not add accelerants!)
  • If using “magic” starting techniques (remote switch, etc.), be SAFE!
  • Tend the fire so as not to disrupt the flow of campfire (be invisible)
  • Have more wood than you think you’ll need!  (You can always save it.)

 

The Song Leader(s) help control the pace/tone of campfire and should use songs in a way that helps build momentum and then eases everyone down at the conclusion.  They should focus on songs that are easy to learn at the outset and let tribal leaders review more complicated songs during team/tribal meetings for use later in the week.  They should also:

 

  • Know songs beforehand and teach them in manageable “bites”
  • Keep a list of songs handy and know the favorites of group
  • Be ready – anticipate what song you’ll lead next and be ready to do so
  • Watch the mood of campfire – and the Big Chief!
  • Song leaders don’t need to be talented – just enthusiastic!  For song lyrics and samples, go to http://www.specialove.org/Camp%20Songs.html or www.ultimatecampresource.com/site/camp-activities/camp-songs.html

 

 

Team/Tribal Leader(s) help run team/tribal meetings and should:

 

  • Observe and know what is going on with teams/tribes all week
  • Suggest ideas and compromise – let campers take the credit
  • Help keep order during the meetings and at campfire
  • Know the campfire environment (physical space, safety limitations)
  • Use tact – be firm, fair and friendly.

 

 

Team/Tribal Captain/Chief (elected by tribe) is usually an older camper who:

 

  • Helps keep order during meetings and at campfire
  • Encourages team/tribal members to contribute talents, ideas, etc.
  • Addresses the Big Chief/Leader on behalf of the team/tribe and asks permission to present songs, yells, etc.

 

 

 

 

CAMP FANTASTIC CAMPFIRE PROGRAM

 

TRIBE ORGANIZATION AND CUSTOMS

We use the tribe system in all Special Love events.  Tribal leaders will determine each tribe’s name during staff orientation.  The tribes colors are:

 

  1. Green
  2. Blue
  3. Red
  4. Orange
  5. Purple (Big Feet)

Camp Language:  ‘How How’

We say ‘How How’ to show appreciation.

Tribe Officers:

Chief

Scribe

Song and cheer leader

Fire Keeper

 

Chiefs are selected prior to camp by the camp director.  Each tribe selects the other officers.

 

PLANNING THE PROGRAM

The Camp Fire is the showcase of Camp Fantastic.

The successful Camp Fantastic campfire is the well planned program.  It is the program which the campers themselves understand, plan for and carry out to their own enjoyment and satisfaction.

The type of program should be agreed upon at the meeting of the campfire committee.  This includes the Big Chief, the camp director, the asst. camp director, tribal chiefs and any other persons who are on the committee.  Following this the chiefs meet with their tribes to work out their portion of the campfire program.  Often much talent is hidden among their tribe members.  To ferret out this talent and to encourage its owner to use it at campfire is the responsibility of the tribal chiefs.  In the representation of each tribe there are boys and girls, who sing, play musical instruments, do challenges, tell stories, etc.  To build the tribes part of the program around these talents is a safe way to begin.

 

TRIBE MEETINGS

Held daily after lunch

They provide opportunity:

  1. To learn tribe songs and yells
  2. For members to become acquainted
  3. To plan stunts and challenges for campfire, or to prepare part for other evening activity
  4. To select teams for afternoon recreational events
  5. To develop tribe spirit

 

How do you work with chiefs and scribes to get ready for campfire?

  1. Observe and know what is going on all week.
  2. Suggest and compromise
  3. Ask for new ideas and suggestions
  4. Know what you have to work with as far as physical atmosphere is concerned.
  5. Use tact – be firm, fair and friendly.

 

CAMP FIRE PROGRAMS

Variety is the spice of the life of the Camp Fantastic Camp Fire program.

It may be one of the light-hearted fun, or it may be as serious as you may please.  Often a part of the program is of a lighter vein, while its completion embodies the more serious – a good combination.  The climax comes with the closing – a good story or other inspirational number.

What may be included in council circles?

  1. Laws of the council
  2. Scout reports
  3. Tribal songs and yells
  4. Stories (legend, tall tales)
  5. Special songs
  6. Pretty and funny stunts
  7. Physical or mental challenges
  8. Special reports
  9. Camp Fantastic history
  10. Claiming of honors
  11. Challenges from director to be good campers
  12. Closing song

PLAN

Plan with chiefs: plan more than you need, make sure you have a Fire Keeper.

CONDUCTING THE CAMP FIRE

  • Plan with chiefs: plan more than you need, make sure you have a Fire Keeper.
    • Setting
    • Facilities
    • Safety
  • Check council circle area personally
  • Check wood supply
    • Type of wood
    • Dryness
  • Make a list of things to be done in council circle
    • Activities
    • Things you want to get across
    • Songs
  • Know how you are going to run through activities
    • Set quitting time:
    • Have time in mind
    • Quit when ebb is high.
  •  

CONDUCTING THE CAMP FIRE

    The key to a good council circle is the Big Chief

    Song leader, work very close with that person

    Song leader is valuable

    Know songs

    List of songs – know and use favorites of group

    Be ready – anticipate

    Watch mood – study your Big Chief

    Be alive on the council rock

    Not too serious, except when trying to put across a point.  Be friendly and understanding

    Keep things moving

    Speak loud and clear enough for all to hear, but do not try to shout down campers

    Make the best of situations.  Personal criticism of an individual can affect entire camp.

    Give variety to campfire in the way you do things

    Opening council circle:

    Song – active to quiet – not too fast

    Opening remarks before fire is lit

    Some activities may be conducted before lighting the fire (it is usually dark when we start)

    Make it an impressive ceremony

    Closing council circle:

    Close with a challenge to the campers or foot for thought, a bit of philosophy, poem, etc., makes a good closing

    Climax the day

    Prepare for bed

    Quit on time and with interest high

    FIRES

    1. Make sure the wood is dry and fire keeper is prepared

    2. Do not build fire too early in the afternoon, as it will draw dampness

    3. Magic fires – use with care, avoid fire from heaven, Great Spirit lighting fire, etc.

     

    SUGGESTIONS FOR BIG CHIEF

    1. Do not try to be whole show

    2. Plan well

    3. Be alive, patient and understanding

    4. Study other people, observe how they work and what things click

    5. Be a part of the camp, but remain on a plane just above campers

    6. Camp Fire is a show window of camp

    7. Sense mood of camp – be alert for situations

    8. Know your age group work accordingly

     

    SINGING

     

     

     

    LAWS OF THE COUNCIL CIRCLE

    There are certain laws, or rules, which govern the conduct of those who sit in a Special Love Camp Fire. These are spoken of as "Laws of the Camp Fire." All campers should be familiar with and obedient to them. The most important laws are the following.

    1 The Camp Fire Circle should remain unbroken (Campers sit with elbows touching. When doing so they make better medicine)

    2, The word of honor is sacred

    3. Silence is observed while another is speaking.

    4. Only the Keeper of the Fire may cross the circle without first obtaining permission rom the Chief.

    5. Lights other than the camp fire are forbidden except by permission of the Chief.

    6. Wishing to speak, the camper rises, makes the Special Love sign and, says "O Chief", repeats his name, the name of his tribe, then waits for recognition before making his request.

    7. In expressing approval, campers say "How-How"

    8. Permission to leave the Camp Fire should be obtained from the Chief.  Likewise, If coming late to the campfire program, the camper should obtain the Chief’s permission before entering.

    NOTE: Laws of the Camp Fire are given soon after the fire has been lit.

     

    SONGS AND YELLS

    Each tribe composes a song and yell for the evening campfire program.

    CHALLENGES:

    As a starter, there is much merit in challenges. They are rather easy to do, hence afford an opening for the timid and inexperi enced to get started. >From ten to fifteen minutes devoted to challenges will lend a fine atmos phere to the campfire program.

    Challenges that call for physical prowess are usually the easiest ones to get new boys to participate. They like to show off their muscular skill and strength.

    What makes a good challenge (what are the characteristics of a desirable challenge?)

    1. Originality

    2. Safe

    3. Short

    4. Wide participation

    5. Demonstration

    6. Nothing is impossible

    7. Not a trick (depends on mood)

    8. Entertaining

    9. Clear explanation

    10. Visual

    11. Athletic type

    12. Suited to age group

     

    STUNTS, FUNNY OR SERIOUS

    What makes a good stunt (what are the characteristics of a desirable stunt?)

    1. Entertaining – primary purpose

    2. As many participating as possible – not a mass thing

    3. Originality – new ideas

    4. Easily seen and heard

    5. Preparation and props simple

    6. Material on level of audience – all ages

    COUNCIL FIRE STORIES

    The Council Circle with its brightly burning fire, or with its dying embers, makes an, impressive setting for story telling.  And many, are the stories that are so told.

    Insofar as the Special Love Camp Fire program is, concerned stories may make up an important part of it. Campers like to indulge in a short story telling contest. They are particularly fond of doing "tall" stories, stories of their adventures, and others.

    Another use made of stories is at the conclusion of the campers' part of the Council Fire, program. A good story is a fitting climax--ah opportunity to add a wonderful bit of inspiration, or to present a challenge.

    The Camp Fire story need not be elaborate or long. In fact, a simple, short story expertly done is often preferable. The good storyteller makes his story live in the imagination of his listeners.

    In choosing a story to tell, the general theme of the evening program should be kept in mind. In addition, too, it is well to remember the needs of the campers themselves. .

    Some of the good stories for Camp Fire use are stories of the outdoors. They may be stories of animals, of trees, of places, of people.  Many of the good stories of the world are legends, and beautifully suited for Council Fire use

    THE FIRE

    The fire is an important feature of a good Council Circle program—one of the "make or break" items. Good fire builders are scarce in any camp. The sole purpose of the fire is to provide LIGHT with a minimum of heat. Consequently, the wood used should be dry and of the light-providing type. When split into small pieces and fed frequently to the fire, best re sults are obtained.

    A wise Chief will have the wood supply and preparations for the fire checked ahead of time. Such action pays big program dividends.

    The Log Cabin council fire is one of the safest and best for the camper to use.

    The fire should be so laid that starting is a simple and easy process. Dry material—fuzz-stick, shavings, etc. —should be placed in a convenient position to the lighter.

    LIGHTING THE FIRE

    When time for lighting the fire comes, the Chief may merely ask for silence while Fire Keeper does the lighting. Or, he may choose to make a few prelim inary remarks about the day's activi ties, the surroundings, etc., ahead of the lighting. This is a grand time to do a bit of ''stage-setting" for an im pressive beginning. Every chief should plan definitely, what he is to do at this time. It will be well invested.

     

     

     

We begin by wrapping the leather strips all the way around our hoop. We do not tie the leather wrapping down with the leather, instead we use the waxed thread (or substitute). We tie one knot on the first wrap, and another knot when we have completed the circle. We tie the end of the waxed thread (or substitute) around the hoop where we tied the last piece of leather wrapping.

We begin to spiral our thread around the hoop leaving about two inches of thread between each wrap. We should have approximately 13 peaks when we complete our first round.

Now going in the center of the first space which we left (on the thread), spiral again. We must make sure that we pull the thread taught each time.