Name and Purpose
- Summit uses the parachute air bubble as a shared ‘mountain’ for volunteers to climb.
- Players build trust, cooperation, and timing while holding steady for their teammates.
a.k.a.
- Parachute Mountain, Air Dome Climb
Age / Group / Time / Space
- Ages 8-14 | 10-30 players | 10-15 minutes | Large flat open space, indoors or outdoors, with clear overhead space
Materials
- One large parachute
Quick-Run Card
- Circle up and hold the parachute edge with both hands.
- Step in one pace, pull the fabric taut, then step back to fill it with air.
- Two volunteers step onto the dome from the edge while it holds its shape.
- Edge holders keep the fabric steady and taut.
- Climbers count to five aloud, then step off carefully back to the edge.
Setup and Boundaries
- Clear the area under and around the parachute of trip hazards.
- Signal: one short whistle to pause; two to stop.
- Staff position: two staff members positioned near the dome edge to support climbers stepping on and off.
How to Play
- All players stand in a circle, holding the parachute edge with both hands.
- Together: step in one pace, pull taut, then step back to push air into the dome.
- Hold the dome steady. Staff check that it is stable before inviting climbers.
- Two volunteers at a time step carefully onto the dome from the edge, one foot at a time.
- Edge holders keep the fabric firm and steady. Call encouragement.
- Climbers count aloud to five, then step back off carefully to the edge.
- New volunteers go next. Rotate until everyone who wants a turn has one.
I-OPt Options
- A (Active): Volunteer to climb the dome.
- S (Support): Hold the edge steady and call encouragement to climbers.
- Q (Quiet): Hold the edge gently and focus on keeping steady.
- O (Observer): Watch and count aloud with climbers; join climbing on a later round.
Inclusion Adaptations
- Players who prefer not to climb can always contribute as edge holders; their role is essential to the activity.
- Staff assist with balance if a climber needs a steadying hand while stepping on or off.
Stewardship Moment
- Fold parachute together as a group after play.
- Reflection: ‘The climbers only made it up because of everyone holding steady. What does that remind you of?’
Consent
- Pre-brief: ‘This game has a climbing option on top of the air dome. For those not comfortable with height or balance challenges, holding the edge is just as important to make the dome work.’
- Mid-game check: After the first climbers, pause and ask for a thumbs up, sideways, or down.
- Opt-out/re-entry: Climbers can step off at any time. Edge holders can volunteer to climb on the next turn.
Risks and Mitigation
- Climber loses balance: staff stationed at the edge to offer a steadying hand; dome is low to ground.
- Dome collapses suddenly: remind edge holders to hold firm; staff call ‘Hold!’ if dome starts to deflate.
- Rushed stepping on or off: staff call ‘Slow and steady’ before each climber steps on or off.
Warm-Up Suggestions
- Parachute wave: practice filling the parachute with air and holding it steady on command.
- Trust lean: partners stand back to back and take turns leaning slightly on each other.
Debrief Questions
- What? ‘What happened when everyone held the edge steady? What happened when they did not?’
- So What? ‘What made it feel safe enough to climb?’
- Now What? ‘When do you need others to hold steady so you can take a risk?’
Cleanup and Reset
- Fold parachute together as a group.
- Check ground for any hazards.
- Return parachute to storage.
