2D1N Ages 11–13 50 spots

Overcome. Will. Navigate.

A screen-free, hands-on camp where kids build who they are, learn to handle pressure, and leave with a plan for who they want to become.

What you're seeing at home

You're not imagining it.

Gives up too fast

The first "no" or wrong answer ends the attempt.

Follows the crowd

Chooses what everyone else is doing — even when it isn't them.

Big feelings, no brakes

Frustration and worry arrive faster than they can handle them.

These are skills, not personality traits. Skills can be practised.

The camp

Three things. Two days.

Overcome

your limits

Real challenges that are hard on purpose. Kids practise staying in it — and bouncing back when it goes wrong.

Will

build yours

Self-regulation skills they can actually use: notice the feeling, pause, choose the next move.

Navigate

your own

Teamwork and collaboration with a crew, then a personal plan for who they want to become.

Overcome

your limits

Hard stuff. On purpose. You've got this.

Will

build yours

Big feelings? Cool. Let's learn to drive them.

Navigate

your own

Your crew. Your call. Your plan.

Why "voyage"?

Life's a voyage. Here, they learn to steer their own boat.

Handle big emotions. Work with a crew. Choose a direction. Kids come home with self-regulation skills, real teamwork, and a plan that's future ready — theirs, not ours.

Two days that stay with them.

50 spots per intake. Ages 11–13.

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