- Daily schedule
- Daytime programme – how it works
- Daily programme – activity sessions
- Preparing for activities
- Mini WINGS
The WINGS activity programme is at the heart of the Jamboree experience, offering an exciting mix of challenge, creativity, teamwork and adventure for all participants. Activities are delivered across a series of themed Guilds, each bringing together a range of experiences designed to inspire, stretch and entertain throughout the week.
Activities and entertainment will run across daytime and evening, ensuring there is always something happening at WINGS.
Daily schedule
Your day will be structured as follows:
| Activity | Time |
| Site opens and breakfast in subcamps | 7:00 |
| Morning activities | 10:00 – 12:30 |
| Lunch period | 12:30 – 14:00 |
| Afternoon activities | 14:00 – 16:30 |
| Evening meal in subcamps | 18:00 – 19:30 |
| Evening entertainment: | 19:30 – 22:00 |
| Return to subcamps and quiet time | 23:00 – 06:30 |
Daytime programme – how it works
Daytime activities are organised at a subcamp level, helping groups stay together whilst ensuring everyone experiences a full range of Guilds across the week. All attendees will be allocated to 1 of the 10 activity groups, and you’ll stay in this group all week. Each day, your activity group will take part in 2 daytime Guild activities: 1 in the morning and 1 in the afternoon.
To make this work:
- Your entire subcamp will be split into 2 halves; this creates 2 activity groups per subcamp.
- Each half will be allocated a different guild activity for the morning session.
- In the afternoon, the 2 halves of the subcamp/activity groups will swap the Guilds with each other.
This means that by the end of the day, all participants within the same subcamp will have taken part in both Guilds.
Across the week, this pattern will continue as your subcamp rotates through the different Guilds, ensuring a balanced and varied programme for everyone.
At least one responsible adult should accompany their group to the activity zones.
Please note that the Voyagers Guild is located off‑site, and transport will be provided. Departure and return times will be staggered, and your group’s specific timings and extra information will be shared at your Subcamp meeting the evening before. For some groups, this will include taking a packed lunch to eat off‑site and this will also be confirmed in advance.
Subcamp meetings for group leaders, are an important part of each day. Programme team/guild leaders will often attend to share key information about the following day’s activities.
Please make sure your group has a representative at each meeting, so you don’t miss any important updates.
Daily programme – activity sessions
The activity guilds
For WINGS 2026, the programme is delivered through a series of activity Guilds, each offering a distinct theme and set of experiences. These Guilds may include activities focused on technology, enterprise, movement, adventure, skills, teamwork, fun, survival, water and creative challenge – all carefully designed to balance energy, learning and fun.
Within each Guild, participants can expect a mix of:
- Hands‑on challenges
- Skills workshops
- Team experiences
- Opportunities to try something new
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The Voyagers Guild (off-site water zone) Where paddles meet waves and legends are born. Command your katakanu, steer your raft, and ride the waters with courage. Here, warriors of water unite in skill, balance, and adventure. |
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The Survivalists Guild (backwoods zone) Archers and keepers of fire, food, and forest lore. In these wild woods, you’ll track, build, cook, and craft the skills of old. Masters of flame and forest, you are the realm’s true trailblazers. |
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The Artisans Guild (craft and construction zone) A haven for makers, dreamers, and doers. Here, imagination is shaped into reality, with paint, wood, and craft. From humble hands come noble wonders, as apprentices rise to artisans. |
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The Wheelwrights Guild (wheels zone) Where motion meets mastery. Riders of wheels and racers of steel, this is your proving ground. Test your speed, skill, and daring as you race, spin, and glide to glory. |
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The Bards Guild (performance zone) Jesters, drummers, storytellers, and performers, this is your stage. Whether with music, movement, or laughter, here you shine brightly, bringing rhythm, joy, and spectacle to the realm. |
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The Merchants Guild (enterprise zone) In the bustling heart of the marketplace, trade and enterprise thrive. Here, creativity meets strategy as you strike bargains, craft solutions, and master the art of exchange. |
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The Adventurers Guild Explorers, seekers, and wanderers, this is your calling. Unlock the mysteries of the land, follow forgotten paths, and piece together riddles of the realm. Every step leads to discovery. |
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The Waverider’s Guild (on-site wet zone) Where splashy battles and watery trials await. Adventurers will clash with sponges, solve riddles, and embark on colour-soaked quests. Within these spirited grounds, only the boldest who embrace the drenching chaos, claim victory. |
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The Scaler and Miners Guild (Climbing and Caving zone) Deep in the cliffs and caves, only the boldest dare to climb higher and dig deeper. Here, courage meets strength as you conquer heights, master the stone, and uncover the hidden secrets of the earth. |
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The Challengers Guild (on-site dry zone) Step forward, brave knight, and test your mettle! From daring games to daunting battles, this is where teamwork, speed, and spirit are forged. Win or lose, every challenge makes you stronger. |
Preparing for activities
To ensure everyone can fully enjoy the programme, please note the following applies to all activities:
- Bring a refillable water bottle (clearly marked with your name) to every activity session
- Be prepared for the weather (sun cream, sun hat, waterproofs as appropriate)
- Wear closed‑toe footwear, such as trainers or walking shoes, crocs and flip flops will not be allowed. Wet shoes for water related activities are optional.
Please note that at least one responsible adult should accompany their group to all activity zones.
- If your group is on an On-Site activity zone you will need to supervise as you would usually we would also be grateful if you could help supervise, or run, some of the activities, for part, or all, of the session. Full instructions will be provided. Please make yourself known for the Guild Leader on arrival to be assigned a task.
- For Off-Site Water (Voyagers Guild) please be advised that only ONE Leader per group will have an allocated seat on the bus to accompany your young people.
- For Adventurers and Survivalists Guild, which are both offsite activity zones (within walking distance), leaders should accompany young people as per your organisation’s ratio guidelines.
Some Guilds have specific clothing requirements:
| Guild | Clothing requirement |
| Adventurers guild | Weather appropriate clothing and sensible footwear |
| Artisans guild | Weather appropriate clothing and sensible footwear |
| Bards guild | Weather appropriate clothing and sensible footwear |
| Challengers guild | Weather appropriate clothing and sensible footwear |
| Merchants guild | Weather appropriate clothing and sensible footwear |
| Wheelwrights guild | Weather appropriate clothing and sensible footwear |
| Scalers and Miners guild | Weather appropriate clothing and sensible footwear, no flip flops or crocs. Long sleeves and trousers, are advised but not required, bare arms and legs may get grazed. |
| Survivalists guild | Weather appropriate clothing and sensible footwear, no flip flops or crocs. Long sleeves and trousers as bare arms and legs may get grazed by confined spaces in the cave bus. |
| Voyagers guild | Weather appropriate clothing and sensible footwear. A change of clothes and shoes, a towel. |
| Waveriders guild | An old set of clothes that you don’t mind being stained in a colour run. Recommended in addition to the clothes used in the Voyager’s guild as they may not dry in time. |
| Mini WINGS | Weather appropriate clothing and sensible footwear |
Mini WINGS
Mini WINGS is our special mini‑jamboree for our youngest adventurers; Rainbows, Squirrels, Beavers, Brownies and Cubs (ages 4–10).
Taking place on selected days during the week, Mini WINGS brings the magic of WINGS to life through a fun‑filled programme of activities, creativity and play – all perfectly designed for younger participants.
While you’re at WINGS, you may see these young adventurers exploring the site, taking part in their own scaled‑down quests and activities. You might spot future knights, eager explorers, or royal jesters beginning their journey into the WINGS story.
When it will take place
Mini WINGS will run on:
- Monday 27 July
- Tuesday 28 July
- Wednesday 29 July
Each day follows a simple, adventure‑filled schedule:
- 09:00 – Arrival and check‑in
- From 09:30 – Opening ceremony and activities begin
- 12:30 – Lunch
- Afternoon – More activities and adventures
- 16:00 – Closing and goodbye
Mini WINGS is all about first experiences, big smiles and unforgettable moments – a wonderful introduction to the spirit of WINGS and the adventures that lie ahead.









