FRONTIERSMEN CAMPING FELLOWSHIP OFFICER PROCEDURES AND GUIDELINES

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1 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE INTRODUCTION Chapter events are conducted with the participation of all FCF Chapter members to promote a district wide event for the FCF membership. Events that fall into this category are the Chapter Trace, Chapter Outing, Chapter Business meeting, Frontier Trek, Frontier Adventure, Buckskin Ceremony, Wilderness Vigil and Chapter Shooting or Archery events. PLANNING Chapter events are planned through the Chapter Staff and sanctioned by the National Royal Rangers office FCF outings such as Chapter Traces, National and Territorial Rendezvous are not to be conducted as a family camp where non-fcf members are in attendance. Traces, National and Territorial Rendezvous are designed for men and boys with seasoned Old Timers acting as their mentors. Districts may elect to host a special Family Camp open to Royal Rangers and their families which may have a variety of camping options, such as: St. Louie (modern tents), FCF type camping, travel trailers, tent trailers and very often, cabins. This is encouraged but should not replace other regular FCF events. Let s always stay focused on the purpose of FCF and the reason for FCF events: Discipleship of men and boys through Christian Friendship Demonstrating and teaching Leadership skills Demonstration and instruction of Woodsmanship skills, crafts and knowledge Encouraging Achievement through mentoring Building Courage through Christian character and faith in God Revision Date: March 2010 Page 1 of 22

2 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE THE CHAPTER TRACE Trace is a term used by the early frontiersmen to describe a former presence or existence such as Daniel Boone s Trace referring to a trail or footprint established by him during his repeated passage through the wilderness. The FCF Trace is a Chapter event held one or more times annually that provides a frontier camping setting with competitive events, demonstrations, primitive cooking, campfire stories and a spiritual message intended to help boys and men develop stronger Christian character and witness. These events should be fun for all who attend and build a strong fellowship among the FCF members. Traces are also used for advancement testing of Buckskin or Wilderness candidates (see Section 6.0 Advancements) and for Scout Election Testing. An embroidered patch for the Trace should always be provided by the Chapter to attendees. The design is left to the imagination and discretion of a Chapter FCF Committee. The patch should be approximately 2 x3 (small enough to fit the pocket of a boy s uniform) and most any shape except the Arrowhead shape which is reserved for National and Territorial events. Many Chapters order patches after the event to determine exact quantities and provide the opportunity to collect funds from Trace fees and the sales of additional patches. It is customary to purchase additional quantities that can be sold/traded to other Chapters or used to honor Territorial or National staff members when attending your events. The trace fee should include the cost of purchasing the patches. Patches are an important tradition that all Chapters should strive to provide to their membership. Chapter trace patches are a vital part of the national patch collecting tradition that has kept the interest of many boys and men in Royal Rangers. PLANNING A TRACE The term Rendezvous is reserved for National and Territorial events only and should not be used by FCF Chapters for their events. The term Trace is reserved for Chapter events. If an event is conducted for a Section or Division, the event is called a Hoorah. When planning a camp, there are certain guidelines and considerations which need to be followed. Physical Site: The site for the Trace must meet certain requirements. It must be isolated enough to be primitive, but accessible enough to be practical. It must answer, the following questions: a. Is it large enough to accommodate the number of FCF members expected? b. Is the route to and from the area likely to be cut off in a flood or heavy rain? c. Does the site drain well in case of rain or flash flood? d. Is the slope too steep for lodges or tents? e. Who owns or controls the land? Ranchers, farmers and owners of large parcels of land can often be approached about land for holding this type of event. The Bureau of Land Management and the United States Forest Service as well as the State Game and Fish Divisions may be helpful in locating a piece of land for the Trace. The site should be accessible to the average vehicle without a four-wheel drive. The access route should be public property so that private land- owners prevent access to the site. Hazards: The site should be inspected for hazards before the Trace begins. Plan ahead! Have a prepared plan Revision Date: March 2010 Page 2 of 22

3 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE organized in case of emergencies such as fire, flooding, etc. Have an available escape route planned. Encourage or require that each lodge or tent have a bucket, ax, and shovel nearby in case of fire. Camp Life: Participating in a Trace is both challenging and relaxing at the same time. The suspension of time, the primal concerns of good food, clear water, and a good night s rest under the stars, and the fellowship of the campfire all add to the feeling of stepping back in time. Make your Trace as enjoyable and relaxing as possible. Do this and your Trace will grow each year. Water: Water for drinking is an important consideration. Water will be needed for drinking, cooking, washing, and extinguishing fires. Your Trace may rely on natural water sources, or you may wish to bring in a large tanker truck full of water. These tanker trucks can be borrowed form the local National Guard Armory. You may want the individual FCF members to bring whatever water they will need. Wood: Wood for cooking and council fire will be needed often during the Trace. Wood should be available on site or FCF members should be instructed to bring their own firewood. Rules about cutting or the use of live trees as targets of any kind should be made clear at the beginning of the Trace. First Aid: While Traces are generally very safe, it is wise to be prepared for an emergency. Notify the local rescue squad of your intentions of holding a Trace. Having a vehicle ready to transport ill or injured persons to the emergency room may also save critical time later. Notify the nearest hospital of the Trace so that they may be prepared to deal with any emergencies that might arise. Parking: Space for a large number of vehicles must be planned. It is best when the vehicles can be close enough to be convenient for security checks and storage of unwanted gear, but far enough away that the vehicles are hidden from view. It is important to keep the camp area primitive in order to provide boys and men with the experience of the early 1800 s frontier. Bulletin Board: A chalk board can be a helpful addition to a Trace. The bulletin board can be used to: a. announce activities: 1) up coming events 2) cancellations 3) speakers, seminars or musical events 4) council fire b. alert members to hazards: 1) to call home for emergencies 2) identify safety concerns Sanitation: There must be an area or areas where the members have access to restroom facilities. Due to the remote nature of a Trace, restroom facilities may need to be constructed or you might rent portable facilities. Whether you construct or rent, special attention must be paid to the waste disposal or servicing of the portable facilities. Check with the land - owner to see what objections he may have with regard to disposal. Competition: All Traces have competition. The accepted competition traditionally held at Trace are: knife & hawk throw, black powder rifle shoot, archery shoot, flint & steel, horn blowing, outfits, shelters, cooking and Seneca run. You will need a score card for each member competing. Delegate the responsibility of staffing each event, to the different Sections within the Chapter. Let each Section bring prizes for their event. Follow the rules for competition which have been set by the National FCF Action Team. Revision Date: March 2010 Page 3 of 22

4 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE Speaker: Each day of Trace should end with a Council Fire. Consider having a guest speaker. Guest speakers add to the special nature of Trace. You need to schedule your speaker well in advance. You may consider asking regional or national FCF officers to speak at your events. Many of the better speakers have busy calendars. Decide on the honorarium before the Trace and present it to him prior to him leaving the Trace. The honorarium should cover his expenses to and from the event, as well as a gift amount. Scout Selections: Chapter Trace is where Scout Selection Testing is held for District Scout and Assistant Scout. Scout candidates should submit document 8.8 Scout application and 8.9 Scout Nomination form 30 days prior to the event the scout testing will take place. The election must follow the Scout Election Testing Procedure as detailed in Scout Testing Packet, document 3.15 of the procedures and guidelines. Qualified boys should download the scout application from fill out all information and mail back to the chapter president 30 days prior to the date of the trace. Young Bucks who apply must meet all prerequisites before being allowed to participate in the scout selection. Young men who do not make application before the 30 day deadline may not participate. Within the selection process the Young Bucks will be voted upon by the membership. Prior to the membership voting, allow all candidates to speak and have an adult sponsor speak on his behalf. The sponsor will list the boy s advancements, awards, accomplishments, extracurricular activities or other note worthy achievements. Staff: Adequate staff is important to the success of the camp. You will rely heavily on them for tasks critical to the Trace. Contact each person on staff and assign responsibilities in advance. Make sure each person is prepared well in advance of the camp start date. Below is a list of staff duties you will need to assign: Signs and parking Registration Advancement Testing Staff Cooks and Kitchen Competition Event Coordinators Competition Judges Range Officers Council Fire Builders (Scouts) Song & Worship Leader Sanitation Facilities Ushers & Election officials Announcement: Have an announcement written that tells the date, location, schedule, events, guest speaker, camp fees, and any other pertinent information. Include a map giving members directions to the physical site. Mail the announcement to the membership well in advance of the Trace date. Be sure that you send out the 8.8 Knife and Black powder permission forms to the chapter membership in your announcements. Planning Hints: Do not over plan your Trace. The FCF members will want to relax, chat, and enjoy themselves. Having a good mix between activities and free time is the key to a successful Trace. Do not underestimate the amount of work it takes to plan and organize one of these events. Start your planning early!! Do not allow your Trace to run itself. A too passive attitude will ensure a so who cares attitude among the members. Plan ahead, use a check- list to stay on top of things and do not try to do everything by yourself. Delegation is the key. Remember, if you delegate a task, you need to set a due date and follow-up on all assignments Revision Date: March 2010 Page 4 of 22

5 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE Competition Events CHAPTER TRACE STAFF ASSIGNMENTS Person in Charge Event Prizes YB/OT 1. Knife Throw _ 2. Hawk Throw _ 3. Flint & Steel _ 4. Horn Blow _ 5. Outfits _ 6. Rifle Shoot _ 7. Archery Shoot _ 8. Camp Site Judging _ 9. Cooking Competition _ 10. Trail Walk _ Range Officers Black Powder: Archery: First Aid Officer: Scout Testing Staff: Seneca Run Staff: Evening Council Fire and Morning Worship 1. Worship Leader 2. Speaker Revision Date: March 2010 Page 5 of 22

6 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE CHAPTER TRACE TENTATIVE SCHEDULE FRIDAY All Day Set up camp/registration 5:00 p.m. Evening meals will be on your own 7:00 p.m. Evening Service (in outfits) 9:00 p.m. Informal gathering at campfires for fellowship 11:00 p.m. Lights out SATURDAY 7:00 a.m. Morning meals will be on your own 8:00 a.m. Morning Devotions 9:00 a.m. Competition begins 12:00 Lunch 1:30 p.m. Seneca Run 3:30 p.m. Chapter Business meeting/awards/scout announcement 5:00 p.m. Young Buck Council 6:30 p.m. Dinner 8:00 p.m. Gather for evening Council Fire and Buckskin Ceremony SUNDAY 7:00 a.m. Wake-up 8:00 a.m. Breakfast 10:00 a.m. Morning Worship Trace will adjourn after church. Members may stay as long as they wish. Revision Date: March 2010 Page 6 of 22

7 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE CHAPTER COMPETITIVE EVENTS Chapter events are planned through the Chapter Staff and sanctioned by the National Royal Rangers office BLACK POWDER SHOOT BLACK POWDER CERTIFICATION All members who participate in the black powder shoot should be certified with the black powder rifle. It will be the responsibility of the Chapter President to see that his members get the training needed to become certified. The President should have a list of those members who are qualified instructors in black powder rifles. The Chapter President will follow the national guidelines for black powder certification. All instructors will be certified by the National Rifle Association or National Muzzle Loaders Rifle Association. The course taught to certify the FCF member will be the NRA or the NMLRA muzzle loading course. All black powder instructors must show proof that they are current in their certification. No member will be allowed to shoot unless he possesses a current Black Powder Shooters card, signed by a NRA/NMLRA instructor. The Chapter President and black powder instructors need to coordinate the training and schedule. Supplies such as powder, patch, shot, caps, rifles and targets need to be obtained well in advance of the training date. Shooters cards are to be obtained. Usually the instructor will have these cards. An additional charge can be assessed to those who take the black powder course in order to cover the cost of supplies. BLACK POWDER SHOOTING RULES & GUIDE EQUIPMENT RULES 1. ONLY flintlock or percussion muzzle loading single shot rifles may be used. Cap and ball revolvers and muzzle loading pistols may not be used. 2. Competitors must know their equipment and how to use it properly. 3. All equipment should be working properly before entering the match. 4. It is mandatory to wear safety or shooting glasses. 5. Only metallic open sights may be used. NO telescopic or peep sights may be used. 6. Black powder ONLY may be used. 7. Competitors should have their own cleaning and repair equipment. DUTIES OF RANGE OFFICER 1. The Range Officer is in complete charge of any FCF shoot or match. 2. The Range Officer must be obeyed promptly. 3. The Range Officer may disqualify any competitor or order his expulsion from the firing range for any violation of safety or misconduct. 4. The Range Officer is responsible for the safety of all shoots. QUALIFICATIONS OF RANGE OFFICER 1. Must be a member of FCF over 21 years of age. 2. Must have a complete knowledge of black powder muzzle-loading arms. 3. Must have a complete knowledge of range safety rules and commands. 4. Must be a reliable, mature and responsible person. 5. Must be certified by either the NRA or the NMLRA as a Range Officer. SCORING OFFICERS 1. It is the duty of the Scoring Officers to compare and tabulate scores of the FCF shoots. 2. A Scoring Officer may be any FCF member (boy or man) who has a knowledge of the match rules. 3. At least one FCF boy member on the scoring staff is recommended. Revision Date: March 2010 Page 7 of 22

8 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE DUTIES OF FCF PRESIDENT 1. If the shoot is in conjunction with a territorial or national event, these duties are assigned to the Territorial Representative or National President. 2. It shall be the duty of the District FCF President to appoint a Range Officer and Scoring Officers staff for any authorized FCF shoot match. 3. It shall be the duty of the FCF President to secure permission or authority to hold a shoot on private, state, or federal land. 4. It shall be the duty of the FCF President to check on any laws that may pertain to shooting in the area where a shoot is to take place. 5. It shall be the duty of the FCF President to see that proper back stops, warning signs, red flags, roped areas, guards, or whatever he may deem necessary for safety are present. 6. It shall be the duty of the FCF President to ensure that all Young Bucks who participate in shooting events have a current Black Powder permission form signed by the boys parents before he shoots. 7. The FCF President may delegate responsible adults to help him in his duties. 9. The shooters will be the only ones on the firing line. 10. Not shooting will be done at nay time without the Range Officer being on the range firing line and in full charge of the shooting. MATCHES 1. Rendezvous Shoot a. Three shots, standing at 25 yards, at special targets. (Target is on page 16 of this document.) Targets will be issued at time of registration. All three shots must be fired within a ten minute period. b. Scoring will be as follows: 10X for the center ring within bull s eye: 10 pts within first ring: 8 pts within second ring: 6 pts within third ring: 4 pts within fourth ring: 2 pts c. Patched round balls only will be used. 1. Buffalo Shoot a. One shot, offhand, standing at 25 yards at X target. The shot that hits in exact center of X is the winner. A tie requires a shoot-off until there is one winner. 2. Mountain man Aggregate Starting with an empty muzzle loader. a. One shot from over log rest, 25 yards, at mechanical turkey behind log. Shooter must gobble to make turkey show head above log, with three seconds for the shot. Ten points for a hit. b. One throw of tomahawk at a standard target. (See item 7 under Tomahawk and Knife Throwing Rules for scoring.) Distance, one revolution. c. One throw of knife at standard target. (See item 7 under Tomahawk and Knife Throwing Rules for scoring.) d. Start a flame with flint and steel. Points will be based on time. SHOOTING RULES 1. No loaded firearms are allowed in camp. 2. Load firearms at firing line only. 3. All black powder containers and powder horns must be capped or closed before firing. 4. At the cease firing command, no gun shall be discharged without permission of the Range Officer. 5. No gun shall be discharged until the Range Officer gives the Ready on right, ready on left, commence firing command. 6. Any person who sees any danger of unsafe condition may call Cease firing. 7. The muzzle of the rifle will be kept in the direction of the target or in the air until the firearm is discharged or unloaded. 8. Flintlocks safety shields must be used where competitors are standing side by side on the firing line. Revision Date: March 2010 Page 8 of 22

9 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE e. Patched round balls only will be used. f. Over-all score will be based on a combination of time and points. g. Other optional events may be included such as setting a trap or paddling a canoe a specified distance. PROHIBITED USE AND SALES OF FIREARMS The National Royal Rangers Office of the General Council of the Assemblies of God has adopted the following policy regarding the use and sales of firearms at any Royal Rangers activity: Firearms, including black powder firearms, may not be sold, awarded, traded, or conveyed by any means as personal property to anyone under the age of 21. This policy, however, will not prevent the person under age 21 from being in possession of black powder firearms at a Royal Rangers activity if the individual is properly supervised. Revision Date: March 2010 Page 9 of 22

10 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE TOMAHAWK & KNIFE THROWING RULES 1. All Young Buck participants must have a current Knife, Hawk and Black Powder permission form on file for the event to participate in the event. 2. Only one-bladed tomahawk may be used. 3. In the event of a broken handle or hawk, the contestant is permitted to return and complete his throws after repairs or replacement. However, he must start with his last throw (he cannot start all over again.) 4. Each contestant will have three (3) throws for both knife and hawk. 5. Minimum throwing distance is one revolution for the hawk. For the knife, distance shall normally be one revolution of the knife, but in no instance closer than 10 feet. 6. Target will be a round target on a cross section of a log. 7. Hawks and knives must hit and stick to target to qualify. 8. Scoring, using the standard target (20 x 24 diameter Log) will be as follows: X ring (2 diameter): 10X pts 1st ring (4 diameter): 10 pts 2nd ring (10 diameter) 5 pts 3rd ring (16 diameter): 2 pts 4th ring (outside 16 diameter): 1 pt FLINT & STEEL CONTEST RULES 1. Each contestant must furnish his own flint and steel, charred cloth (charred by the contestant), tinder or tow may be supplied or may be collected at the event site. This should be specified before the event. 2. Contestant must set his tinder aflame to qualify. 3. The contestant who produces a flame in the shortest time will be declared the winner. 4. Chapter should provide stopwatches for the judge to time the contestants. NOTE: Any point of instrument sticking inside the ring counts at the higher score. PROHIBITED USE AND SALES OF KNIVES The National Royal Rangers Office of the General Council of The Assemblies of God has adopted the following policy regarding the use and sale of knives at any Royal Rangers activity: Knives, including folding knives, may not be sold, awarded, traded, or conveyed by any means as personal property to anyone under the age of 18 who does not have written parental consent. The possession or sale of any knife that opens by spring action or centrifugal force (i.e. switch blades, butterfly knives, etc.) is expressly prohibited at any Royal Rangers activity. Revision Date: March 2010 Page 10 of 22

11 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE ARCHERY SHOOT RULES FCF members who compete in the archery completion should complete a basic archery training course, or complete the Archery Merit. RULES 1. All bows will be long bow or re-curve bows with open sights, compound bows are not permitted. No peep sights or sighting pins will be allowed. 2. Hand made bows and arrows must be inspected by the archery range officer for safety. If he deems a bow or arrows to be unsafe, it cannot be fired on the line. His decision is final. 3. All arrows will have field points. No broad head points of any kind are permitted. 4. String silencers are not permitted. 5. All arrows fired will be wooden arrows. No aluminum or carbon fiber arrows are permitted. Fletching may be feather or plastic. 6. Shooting will be finger release only. No trigger devices are permitted. 7. Shooters must wear a forearm guard to prevent injury. 8. Archers will be allowed three sighing shots prior to scoring. 2. The range officer or his designee will score the shot before the arrows are removed from the target. Any arrows that are removed before the shot is scored will receive a zero. HORN BLOW RULES 1. Each contestant must provide his own blowing horn. 2. Contestants are timed for the longest tone on a blowing horn. 3. The contestant who can produce a solid tone for the longest time will be deemed the winner. ARCHERY RANGE 1. Targets will be 80cm FITA face with ten (10) scoring rings. 2. Targets may be fixed to: a. Hay bales b. Large blocks of dense foam c. Olympic style target mats 3. The shooting distance will be fifteen (15) yards from line to target. 4. Archery Range Officers will hold a current National Archery Association Level 1 instructor certification. 5. Archery Ranges should be set up according to the instructions in the Adventure Rangers Archery Merit. SCORING 1. When the range officer opens the range, each archer will shoot 1 flight of five arrows. Revision Date: March 2010 Page 11 of 22

12 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE SENECA RUN The Seneca Run is a timed event that combines several of the individual events. The event uses a combination of the points scored for each station, and the speed at which the event is completed. SENECA RUN SUGGESTED FORMAT Starting line- Time starts as soon as the word go is given. Run to station 1. Station 1: Set beaver trap, run to station 2. Station 2: Throw Tomahawk until it sticks. Run to station 3. Points are placement in target after a single stick. 5 second rule applies. Station 3: Light a fire with flint and steel. 5 pts for flame, two for smoke, one for attempt. Run to station 4. Station 4: Load and shoot a muzzleloading rifle. One shot only, off hand at 25 yards. 10 ring target for score. If the contestant is unable to discharge his firearm, he is disqualified and must remain with his firearm until cleared. If shot is fired, run to station 5. Station 5: Throw knife until it sticks. Points are placement in target for a single stick. 5 second rule applies. Run to station 6, while running, blow a horn three times. Station 6: Set off beaver trap. As soon as trap is set off, time stops. Points for time are as follows: 1 st place: 10 pts 2 nd place: 6 pts 3 rd place: 4 pts 4 th place: 2 pts Participation: 1 pt Other trace activities that could be offered: Blanket throws Craft classes Informational classes on outfits, beads, etc. SHELTER COMPETITION The best period shelter competition is an event that judges not only the shelter, but also the layout, interior, cooking area, and items such as furniture and lighting. Only contestants who are owners of the lodge may compete. An evaluation form is found on page 18 of this planning guide. COOKING COMPETITION The cooking competition is considered by many one of the best competitions. Dishes cooked on site are judged for the following: Food o Looks o Smells o Taste Recipes Presentation Authenticity The Chapter will choose four judges (two chapter officers and two members) to judge each meal using the Cooking Competition score sheet found on page 17 of this planning guide. All points are added to determine the winner TRAIL WALK Chapters may choose to add another level of competition to the event by using the Trail Walk events. A cousin to the Seneca Run is the trail walk. This can vary greatly in skill difficulty and can be a most enjoyable event for FCF members to participate in. Suggested trail walk ideas can be found in the Chapter Trail Walk Guidelines document 6.2 Revision Date: March 2010 Page 12 of 22

13 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE OUTFIT JUDGING GUIDELINES Procedures 1. Members may download and print their preferred outfit category from Those categories include: a. Long Hunter b. Colonial c. Mountainman d. Voyageur e. Taos (Southwest) f. Military g. Professional 2. For Chapter events, all categories are lumped together, rather than hold individual contests for each. 3. Mark points you earn in each category 4. Total Points from each category, write in overall score 5. Return score sheet to judges 6. Report to designated place at the appointed time in full costume and accessories to be judged 7. Judges will use the Additional Points Form to evaluate each contestant (pages 14 and 15 of this planning guide). 8. Winners will be announced at the designated time Definitions 1. Handmade Made by hand with hand tools, not machines. This includes all items with the exception of cloth clothing items. Does not include assembly of prepackaged kits. Cloth items that are made by the contestant using a sewing machine may be considered as handmade. 2. Authentic Correct for the period of your outfit: i.e. No percussion rifle with 18 th century colonials. Judging Criteria 1. Your overall points from the score sheet will be your base. 2. Using the Additional Points Form, judges will add seven points per item which are handmade that were acquired by trading items which you have made. 3. We will add nine points per item which you have personally handmade 4. The additional points will be added to your base score. 5. At the judges discretion you may receive additional bonus points, (Based on a scale of 1-10, 1 being the least authentic, 10 being the most authentic) for overall appearance, including fit of clothing, authenticity, and quality of materials and workmanship. 10 points max 6. The judge s decision is final. Handmade/Craftsmanship Points Points will be given for each item that the contestant personally hand made. Items traded for that have been handmade will be awarded an additional 7 points, if the item that it was traded for was handmade by the contestant. Items that have been handmade by the contestant will be awarded an additional 9 points. Handmade items that were handmade and purchased or purchased will not receive any points. 1-5 points will be given for each item based on the quality of the craftsmanship, 1 being very rough, and 5 being museum quality Tie Breaker Should a tie occur, it will become necessary to determine who has the most authentic outfit. This evaluation should be based on historical documentation of the articles that the contestant is wearing, with references to those documents. For example, Rev. Joseph Doddridge wrote extensively about the longhunters of the cane tucks, their habits, clothing, and methods as a first hand account. Inventory receipts and military reports are also good documentation of the historical accuracy of certain items, such as the Journals of Lewis and Clark. The contestant who is able to produce the best information will be awarded 1 tie-breaker point. Chapters should encourage their members to download and print their own form prior to the event. However, the Chapter Scribe should have a number of forms for each category in addition to the additional points forms prepared for those members who do not have the ability to print the form. Revision Date: March 2010 Page 13 of 22

14 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE Outfits Additional Points Form This form is to be used by the judges to determine additional points for handmade items and craftsmanship for the Longhunter, Colonial, Mountainman, Voyageur and Taos outfit forms. Contestants will not fill out this form. Handmade Definitions: Items traded for that have been handmade will be awarded an additional 7 points, if the item that it was traded for was handmade by the contestant. Items that have been handmade by the contestant will be awarded an additional 9 points. Items that are handmade that have been purchased will not be awarded any points. Craftsmanship Definitions: If the item being judged has been handmade by the contestant it will be awarded from 1-5 additional points. Point Scale: 1- Very rough, beginners work 2- Working piece, improvements can be made 3- Good workmanship, pleasing to the eye 4- Fine quality, great care and detail have been observed 5- Museum quality, exceptional craftsmanship Categories 1. Shirt- Handmade 7 pts 9 pts Craftsmanship: Pants- Handmade 7 pts 9 pts Craftsmanship: Coat- Handmade 7 pts 9 pts Craftsmanship: Headgear- Handmade 7 pts 9 pts Craftsmanship: Shoes- Handmade 7 pts 9 pts Craftsmanship: Belt- Handmade 7 pts 9 pts Craftsmanship: Knife and Sheath- Handmade 7 pts 9 pts Craftsmanship: Hunting Pouch- Handmade 7 pts 9 pts Craftsmanship: Powder Horn- Handmade 7 pts 9 pts Craftsmanship: Rifle- Handmade 7 pts 9 pts Craftsmanship: Additional Items- Handmade 7 pts 9 pts Craftsmanship: Handmade Total Craftsmanship Total _ Bonus Points for Appearance: On a scale of 1-10, rate the appearance of the candidate, 1 being the least authentic, and 10 being the most authentic. Take into account the overall look of the candidate, and the historical accuracy of his total outfit. Revision Date: March 2010 Page 14 of 22

15 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE Military/Professional Additional Points Form This form is to be used by the judges to determine additional points for handmade items and craftsmanship for the military and professional forms. Contestants will not fill out this form. Handmade Definitions: Items traded for that have been handmade will be awarded an additional 7 points, if the item that it was traded for was handmade by the contestant. Items that have been handmade by the contestant will be awarded an additional 9 points. Items that are handmade that have been purchased will not be awarded any points. Craftsmanship Definitions: If the item being judged has been handmade by the contestant it will be awarded from 1-5 additional points. Point Scale: 1- Very rough, beginners work 2- Working piece, improvements can be made 3- Good workmanship, pleasing to the eye 4- Fine quality, great care and detail have been observed 5- Museum quality, exceptional craftsmanship Categories 1. Shirt- Handmade 7 pts 9 pts Craftsmanship: Pants- Handmade 7 pts 9 pts Craftsmanship: Coat- Handmade 7 pts 9 pts Craftsmanship: Headgear- Handmade 7 pts 9 pts Craftsmanship: Shoes- Handmade 7 pts 9 pts Craftsmanship: Belt- Handmade 7 pts 9 pts Craftsmanship: Side Arms- Handmade 7 pts 9 pts Craftsmanship: Pouches- Handmade 7 pts 9 pts Craftsmanship: Powder Horn / Flasks - Handmade 7 pts 9 pts Craftsmanship: Arms- Handmade 7 pts 9 pts Craftsmanship: Additional Items- Handmade 7 pts 9 pts Craftsmanship: Handmade Total Craftsmanship Total _ Bonus Points for Appearance: On a scale of 1-10, rate the appearance of the candidate, 1 being the least authentic, and 10 being the most authentic. Take into account the overall look of the candidate, and the historical accuracy of his total outfit. Revision Date: March 2010 Page 15 of 22

16 Frontiersman Camping Fellowship 25 Yard Black Powder Target Name Young Buck Old Timer Score

17 FCF Cooking Competition Score sheet Name: Young Buck Old Timer Breads/Rolls Looks _ Smell_ Taste Main Dish (Meats, Stews, Soups, etc.) Looks _ Smell Taste Side Dish (Must submit two) Looks _ Smell Taste Dessert Looks _ Smell Taste Food Score 60 pts Max Recipe submitted 10 pts Presentation 15 pts Authenticity 15 pts Total (100pts max) Rules- All dishes must be made on site. No precooking is allowed. Items from each category must be prepared for evaluation. Food: Items will be graded on: o Looks: Does the item look good to eat, and have an appealing appearance? o Smell: Does the dish have a pleasing aroma, with no burned odor? o Taste: Is the dish palatable, does it have a good flavor? Is the food hot? (temperature) Each of the three categories will be graded on a scale of 1-5, for a maximum score of 15 points per category. A maximum score of 60 can be achieved. All dishes must be home made on site, meaning no boxed mixes, or pre-made crusts or shells, frozen or canned goods may be used. Breads, cakes, or anything that for ease of use would involve a mix, must be made using separate ingredients. Vegetables and fruits used must be fresh. Recipes: A recipe and cooking instructions for each item must be submitted with your dishes. Presentation: Dishes will be judged for meal presentation. o 5 pts for arrangement o 5 pts for color o 5 pts for overall appeal Authenticity: Is the dish a period authentic dish for the FCF time period? All dishes should be of the same time period, and should be noted for the following: o 5 pts for documentation of the recipe o 5 pts for serving the dish on period tableware (not in the cooking pot) o 5 pts for cooking in a complete FCF outfit A panel of 4 judges (two chapter officers and two members will judge each meal.) Contestants may prepare portions for each judge, rather than each judge be served a complete meal. But for the presentation, a full plate must be prepared.

18 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE Frontier Campsite Judging Participants will be scored on a variety of criteria that can be attributed to a primitive frontier campsite. There will be a total possible of 100points with the top scoring Please pick up a red streamer at Registration and display at your campsite to indicate your campsite as one to be judged. Name: YB OT Shelters There will be 30 points that can be earned with respect to the presentation of an authentic frontier shelter. Item 1 - Period Correct Shelter Score 20 pts possible Item 2 - Natural Material Score 5 pts possible Item 3 - Period Stakes Score 3 pts possible Item 4 - Wood Rope Sliders Score One shot (5 pts hit, lose 5 pts for miss) Items that will detract from score - zippers, synthetic materials, non-natural fiber ropes, plastic stakes, etc -1 pt per item, max of -5 pts. Shelter Total Lighting There will be 15 points that can be earned with respect to the presentation of authentic frontier lighting. Item 1 - Candle or Oil Lighting Score 10 pts possible Item 2 - Lamp Holder Score 3 pts possible Item 3 - Beeswax Candles Score 2 pts possible Items that will detract from score - kerosene, Coleman, propane, flashlights, etc. -1 pt per item, max of -5 pts. Lighting Total Furniture There will be 10 points that can be earned with respect to the presentation of authentic frontier furniture. Item 1 - Period Correct Table Score 3 pts possible Item 2 - Period Correct Chair Score 3 pts possible Item 3 - Storage Box Score 3 pts possible Item 4 - Misc - Coat Rack, Benches, etc Score 1 pt possible Items that will detract from score - screw, plywood, modern nails, aluminum, etc. -1 pt per item, max of-5 pts. Furniture Total Bedding There will be 15 points that can be earned with respect to the presentation of an authentic frontier bed and bedding. Item 1 - Period Correct Bed Score 5 pts possible Item 2 - Period Correct Mattress Score 5 pts possible Item 3 - Wool Blankets Score 3 pts possible Item 4 - Furs - Elk, Bear, Deer, etc. Score 3 pts possible Items that will detract from score - sleeping bags, plywood, foam, synthetic materials, etc. -1 pt per item, max of -5 pts. Bedding Total Cooking There will be 20 points that can be earned with respect to the presentation of an authentic frontier cooking gear. Item 1 - Cook Irons Score 3 pts possible Item 2 - Dutch Ovens Score 3 pts possible Item 3 - Period Authentic Utensils Score _ 3 pts possible Item 4 - Tin, Copper, Iron Pots Score 3 pts possible Item 5 - Period Authentic Food Present Score 3 pts possible Item 6 - Tin / Wooden Plates Score 3 pts possible Item 7 - Flint & Steel Present Score 2 pts possible Items that will detract from score - aluminum, stainless steel, matches, plastic ware, etc -1 pt per item, max of -5 pts. Cooking Total Miscellaneous There will be 10 points that can be earned with the presence of miscellaneous authentic frontier campsite items. Points will be awarded for items such as: water barrels, buckets, traps, furs, primitive games, trade items, primitive hygiene items, woven baskets, etc. Outfit Total Additional Notes: 1. Wearing a period authentic outfit will be required to participate in this event. Overall Score Revision Date: March 2010 Page 18 of 22

19 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE Event Registration Form Name FCF Name YB/OT FCF Level- F/B/W Paid Duplicate as necessary Revision Date: March 2010 Page 19 of 22

20 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE Trace Sales Report Item Sold Qty Price Purchased By Cash/Check Total Amount Total Sales Revision Date: March 2010 Page 20 of 22

21 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE Scribe/Company Clerk Financial Report Chapter Year_ Assets Cash in the bank $ Income from Dues $ Income from Sales $ Other Income $ Lifetime Membership $ Total Assets $ Liabilities Amounts owed for $ Amounts owed for $ Amounts owed for $ Amounts owed for $ Amounts owed for $ Subtract Liabilities from Assets Total Liabilities $ Total Assets/Liabilities $ Expenses Event Expenses $ Sales Expenses $ Other Expenses $ Subtract Total Expenses from Total Assets/Liabilities Total Expenses $ Total Net Profit/Loss $ Officer Signature Date This should be prepared and forwarded to the Chapter President 30 days prior to the Chapter Business Meeting for review before presenting to the Chapter membership during the business session. Revision Date: March 2010 Page 21 of 22

22 6.0 EVENTS 6.1 CHAPTER TRACE PLANNING GUIDE Business Meeting Agenda This is a suggested basic agenda for conducting a Chapter FCF Business Meeting. These are the basic elements that should be included. Additional items may be added as necessary. Opening Remarks by Chairman AGENDA Opening Remarks by President Prayer President calls meeting to order Scribes reads minutes of last business meeting Old Business Any unfinished business will be reviewed and acted upon at this time. New Business New business items should have been submitted to the chapter 30 days prior to the business meeting for consideration at the time of the meeting. Those items that have been submitted will be reviewed at this time. Financial Report The chapter Scribe will present a financial report to the membership for review. Trappers Brigade Review Committee The Trappers Brigade Review committee will present their yearly report that should include: Total hours reported by members Number of YB advanced in TB Number of OT advanced in TB Any information on TB service opportunities, Pathfinder trips, etc. Open Discussion Adjournment Revision Date: March 2010 Page 22 of 22

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24 6.0 EVENTS 6.2 TRAIL WALK GUIDELINES Guidelines and Rules for THE TRAILWALK Welcome fellow Frontiersmen! The TRAILWALK is a set of guidelines for black powder and frontiersmen skills events. Events for the black powder shoot will be selected from this guide. Get to know the rules and prepare to compete! Introduction There are two trail walk types that can be used at an FCF event. The first is designed to give FCF members the opportunity to hone there shooting skills. The second is designed for the non-shooter. Read on Pilgrim. BLACK POWDER TRAIL WALK SEVERAL DIFFERENT SHOOTING POSITIONS. MANY TYPES OF TARGETS SET ALONG A SENIC TRAIL. USE A PAPER TARGET FOR A TIE BREAKER. BRING YOUR SMOKEPOLE AND THOSE EAGLE EYES. THOSE WHO CAN T SHOOT CAN JUST WALK ALONG AND ENJOY THE FUN OF JUST WATCHING THEIR COMRADES SHOOTING. WET-POWDER TRAIL WALK THIS MEANS NO SMOKEPOLES. EVENTS INCLUDE TOMAHAWK, KNIFE, SPEARS, BOW AND ARROWS, AND OTHER FORMS OF PROJECTILES. COME WITH A KEEN EYE AND A GOOD ARM. Other Great Events to Consider: DISCUSSION AND EDUCATION ON PERIOD OUTFITS AND ACCOUTREMENTS o GREAT HELPS AND HINTS ON WHERE TO FIND INFORMATION AND HOW TO USE IT. CRAFT CLASSES - YOU MAKE IT & YOU TAKE IT HOME! o CLASSES COVER INFORMATION AND SKILLS ALONG WITH APPLYING WHAT THEY LEARN. KITS ARE PROVIDED FOR EACH PERSON. CLASSES MAY INCLUDE, KNIFE MAKING, BEADING, LANTERN MAKING AND MORE. Revision Date: March 2010 Page 1 of 6

25 6.0 EVENTS 6.2 TRAIL WALK GUIDELINES BLACK POWDER TRAIL WALK 1. Tie Breaker: A paper plate with a cross center will be used as the Tie-Breaker in the event of a tie for the overall shoot. This will be --Off Hand. 2. Double Bit Ax & Pigeon Shoot: A throwing round will be used to place the double bit ax in with handle up. Two clay pigeons will be placed on each side of the ax. You will have to shoot for the center of the ax, and split your ball so that each half will break both pigeons. Breaking one pigeon is 1 point. Break both pigeons for 3 points. 3. Feather Shoot: This event will have a log or pole standing up right with feathers sticking into the log. You have to shoot and Break off a feather in order to score 2 points. A hole in the feather, or part break score is 1 point. This will be (Rest) position. 4. Ace-Deuce Hawk: The throwing round will have Aces, and Deuces stapled to the round. The back of the cards will be facing you so you can't see the card point value. If you stick an Ace: 1 point score. If you stick a Deuce: 2 point score. This is a Hawk event -one throw, no practice throws. 5. Egg Shoot: Raw eggs will be tied to a string approx. 5' off the ground at approx 15 yards distance. If you shoot and break the egg, one (1) point scored. If you miss the egg, you get to eat it. You guessed it, "raw". Sitting shooting position (Don't miss) 6. Silhouette Shoot (Pig): This is a silhouette of a metal pig. You must shoot and hit the pig for a (1) point score. If you miss, you don't have to kiss the pig but 0 points scored will make it bad enough on you. 7. Sucker Shoot: A log or pole with suckers stuck in it and similar to the feather shoot, you have to shoot and break off the sucker at the stem or break the sucker. (1) point scored. If you miss, no you don't get to eat the sucker. Off - hand shooting position. 8. Steel to Steel Knife and Hawk Throw: You must throw and stick your Hawk and then your Knife. The scoring as follows: Steel-to-Steel not more than 2" apart = 3 points. Steel-to-Steel 2" - 4" apart = 2 points. Steel-to-Steel 4" - 6" apart = 1 point. 9. Card on Edge Shoot: Cards will be on edge facing you at approx. 15' - 20'. You must shoot and cut in half the card. (1) point scored if you cut it in half. Close off-hand shoot. 10. String Cross Shoot: A wood frame with string cross hanging from a tree. You have to shoot and break both strings. Both strings (2) points one string (1) point scored. Rest on cross-sticks shooting position. 11. Charcoal Shoot: This is similar to the egg shoot, with the Charcoal briquettes hanging from a string. You must shoot the briquette off the string. If you hit the briquette (1) point scored. This is a sitting shooter's position at approx. 25 yards. Revision Date: March 2010 Page 2 of 6

26 6.0 EVENTS 6.2 TRAIL WALK GUIDELINES 12. Hawk and Dot Throw: A small black dot will be in the center of the throwing round. The scoring will be as follows: Stick your Hawk 0-2" from Dot - 3 points. Stick your Hawk 2-4" from Dot - 2 points. Stick your Hawk 4-6" from Dot - 1 point. 13. Silhouette Shoot Spinner: This is a timed event. You use one of your lead ball and drop it into a PVC track. You must then put a cap on and shoot the Spinner silhouette before the lead ball reaches the bottom of the PVC track. (1) one point if you hit the spinner before the lead ball reaches the bottom of the track. Off-hand Shooter's position. 14. Knife Throwing event: The throwing round will have balloons stapled to it. You have one throw with your knife to pop a balloon. (1) one point if you pop a balloon. 15. Swing Log Hawk Throw: The throwing round will have two ropes tied to it and will swing back and forth. You must throw your Hawk and stick it in the moving throwing round for (1) point. Range Officers/Trail Walk Officers: Will take the groups, not less than (2) and no more than (6) in each group, through the Trail Walk. Your Range Officer will be in charge of Safety and Judging for points. Please read the NMLRA Shooter's/Black powder rules prior to participating in Trail Walk events. SHOOTING RULES minute relays-5 minutes to post target. 2. Hip rest position for off hand will be allowed. 3. Firearms to be loaded and capped or primed only on the firing line and only when the range is open and a range master is on duty. 4. There will be no practice targets except those printed on the 6-Bull. 5. Spotting scopes and binoculars will be allowed. 6. Targets must be completed in one relay with the exception of a mechanical breakdown. Range Officer must be notified prior to end of relay. 7. No loading directly from horn or flask. Measurer must be used. 8. Only one target for score may be posted in each relay. 9. Targets must be posted as printed. 10. All targets will be scored "O" if blank or not turned in. 11. Shooting glasses and ear protection are required. No exceptions! 12. Young Bucks must have adult supervision in the shooting areas. 13. Cross-Sticks may be driven into the ground. 14. The Range Officer must verify any cross firing, double holes, etc., before the target is pulled. Revision Date: March 2010 Page 3 of 6

27 6.0 EVENTS 6.2 TRAIL WALK GUIDELINES 15. Any POSSIBLE target must be verified and signed by the Range Officer before the target is pulled--unverified possible targets will be penalized 5 points. (Possible targets have all shots in the 10 ring) 16. Open iron sights only. (No shades or hoods) 17. Patched ROUND BALLS only. 18. No artificial rest except where indicated. 19. The Range Officers shall have full authority on the firing line at all times. 20. The President and staff may rule on any unexpected event. 21. All shooting boxes will be at least six feet from firing line. 22. No more than one competitor may use the same firearm in the same relay, or trail walk. 23. Every shooter must have a current NMLRA (National Muzzle Loaders Rifle Association), NRA shooters card, or an approved equal by the National FCF office. 24. Young Bucks under 18 years of age must have a parent consent form signed by the parent or guardian allowing them to participate in shooting events. 25. Anything not covered under General Rules or Individual Range Rules will be governed by National Muzzle Loaders Rife Association regulation. Questions should be directed to the President and FCF Staff. MARKING AND SCORING All marking and scoring will be done in accordance with the NATIONAL MUZZLE LOADING RIFLE ASSOCIATION RULES & REGULATIONS, booklet, page 3, item C paragraph C-1 through C-15. Revision Date: March 2010 Page 4 of 6

28 6.0 EVENTS 6.2 TRAIL WALK GUIDELINES WET POWDER TRAIL WALK Hawk and Knife Throwing Events Hawk-n-Card: Tack Aces and Deuces to round with face turned in. Throw from no closer than one revolution, approximately 12- twelve feet. If you call card and hit that card you will receive double face value. If you don't hit your card, but hit another card you will receive one-half point. If you don't call a card but throw and hit one you will receive its point value only. If you call a card and hit it and card next to it you will receive both values (double your card and face value of second card). Point Value Ace: One (1) point Deuce: Two (2) points Hawk-n-Balloon: Tack Balloons to round. Throw from no closer than one revolution, approximately 12- twelve feet. If you call a color and hit it, you will receive double balloon value. If you call a color and don't hit it but hit another color, you will receive one-half point. If you don't call a color but hit one you will receive one point. If your hawk leans against a balloon but doesn't pop, you will receive one point. To hit a balloon means to pop it. Point Value Yellow: one (1) point Green: two (2) points Blue: three (3) points Red: Four (4) points Hawk-eye: Tack a "Big Bull" target to round. Throw from no closer than one revolution, approximately 12- twelve feet. Throw at center of target to receive point value of largest ring cut. Point Value X ring: five (5) points 10 ring: four (4) points 8-9 ring: three (3) points 5-7 ring: two (2) points All others: one (1) point Revision Date: March 2010 Page 5 of 6

29 6.0 EVENTS 6.2 TRAIL WALK GUIDELINES Make-a-stake: Cut a stake at least twelve (12) inches long. Cut stake with hawk. Point one (1) end of stake with knife. Drive stake at least three (3) inches into ground. Point should be at least two (2) sided and two (2) inches long. Point Value 15 seconds or less: four (4) points. 16 to 30 seconds: three (3) points 31 to 45 seconds: two (2) points 46 to 60 seconds: one (1) point Over 60 seconds: no point Steel to Steel: Throw knife or hawk from no closer than one revolution, approximately 12- twelve feet. If you stick both, you will receive point value on how close they are. If you stick only one (1) you will receive one half point. Point Value 2" or less: four (4) points 3" to 5 : three (3) points 5" to 7 : two (2) points Over 7 : one (1) point Knife-n-Hoop: Tie a bicycle wheel (without spokes) six (6) feet in front of round. Throw knife from no closer than one revolution, approximately 12- twelve feet. Throw knife through hoop and stick in round. Point Value Through hoop and stick: one (1) point. Knife-eye: Use same rules as for hawk-eye. Definition and Suggestion for a Throwing Hawk and Knife. HAWK: There are three main types of Throwing Tomahawks. They are pipe hawks, the spiked hawk, and a rounded back, known as the squaw ax. Handle should be as long as comfortable and be balanced to the type of hawk head you choose. KNIFE: Should be long enough to give you maximum control. The suggested minimum length is 11" and the maximum 16". The recommended length is about 13" to 14" overall. Should be of sufficient weight to penetrate target. It is recommended the knife weigh one ounce for every inch in length. The balance point should be in the center or one inch back of center. Knife will be thrown from the handle and not the point. No exceptions. Knife can be of any design you choose. We would like to see your throwing knife to be useable other than just for throwing, although not required. Revision Date: March 2010 Page 6 of 6

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31 Longhunter Read through each category Check off each point designation you have earned. Add up your total points for each category. Add up the total points for the entire sheet, and then bring your judging form and all costume items to judges for final approval and possible bonus points. Name FCF Name_ Chapter Young buck Old Timer 1. Shirt a. Plain, simple made (linen, homespun, or linsey/woolsey) No calico 10 pts i. Buttons made of horn or wood or pewter- add 2 pts b. Hand sewn- YES NO Total Points (12 pt Max) 2. Pants a. Choose one i. Drop front or French fly knee breeches made of heavy linen or homespun 8 pts 1. If made of leather- add 1 pt 2. Buttons made of pewter- add 1 pt ii. Breech cloth made of trade wool or leather-8 pts 1. If breech cloth is decorated- add 2 pts b. Leggings- Choose one i. If leggings are made of leather- 6 pts ii. If leggings are made of trade wool- 4 pts c. Choose one i. Leather leg ties- add 2 pts ii. Woven or wampum leg ties add 4 pts d. Hand sewn- YES NO Total Points (20 pt Max) 3. Coat/Waistcoat a. Choose One i. Colonial Great Coat made of wool 10 pts ii. Shooters or Hunters frock made of coarse linen or buckskin 10 pts iii. Woolen matchcoat with blanket pin 8 pts b s style waistcoat- sleeved or un-sleeved 10 pts i. If waistcoat has Pewter buttons- add 5 points ii. If waist coat has fabric covered wood buttons- add 8 points c. Hand sewn- YES NO Total Points (28 pt Max) 4. Headgear a. Flat hat, Canadian hat, Fur hat, Scottish bonnet or Civilian tricorn 10 pts i. Decoration- feathers, cockade, etc. add 5 pts b. Handmade- YES NO Total Points (15pt Max) 6.3 Longhunter Outfit Judging Form- Page 1 of 21

32 Longhunter 5. Shoes a. Woodland Moccasins, Shoe packs, soft sole 10 Points b. Handmade- YES NO Total Points (10pt Max) 6. Belt a. Woven sash 5 pts i. Made of wool yarn- add 5 pts b. Leather belt with large brass or iron buckle 10 pts c. Handmade- YES NO Total Points (20 pt Max) 7. Knife and Sheath a. Boschoper s, Rifleman, scalping or hunting knife- 10 pts b. Leather sheath 5pts c. Handmade- YES NO Total Points (15pt Max) 8. Hunting Pouch- Choose one a. Leather or animal hide 10 pts b. Haversack 7 pts c. Handmade- YES NO 9. Powder Horn a. Authentic powder horn- cow or buffalo 2 pts i. Woven strap- add 2 pts b. Matching flash horn 2 pts i. Woven strap- add 2 pts c. Scrimshaw 2 pts d. Handmade- YES NO Total Points (10pt Max) Total Points (10 pt Max) 10. Rifle a. Flintlock rifle or smoothbore (Pennsylvaina, Kentucky, or Tennessee long rifle, Jager or Fusil, or English smoothbore, or any other flintlock that fits the mid 18 th century period) 10 pts i. Frizzen stall- add 5 pts ii. Cows Knee to cover lock- add 2 pts iii. Tampion for barrel- add 3 pts b. Handmade- YES NO Total Points (20 pt Max) 6.3 Longhunter Outfit Judging Form- Page 2 of 21

33 Longhunter 11. Additional Items Add two points for each additional item and check the box to the left if the item was handmade by the contestant. Write in the total points in the space. Trade knife and sheath Belt Axe Necklaces Flint and steel with tinder box Burning glass Corn Boiler Salt Horn Spoon (horn, wood, or pewter) Powder Measure Flint wallet Canteen (no gourds) Tankard or horn cup ID Staff Woolen socks Frontier glasses Bee Box Bag mould Melting Ladle Bullet Bag Compass Total Points (40 pt Max) Total Score (200 pt Max) These points will be added by the judge using the Additional Points Form from document 6.1 Additional points for handmade _ Additional points for craftsmanship _ Bonus for overall appearance _ Total Overall score _ 6.3 Longhunter Outfit Judging Form- Page 3 of 21

34 Colonial Read through each category Check off each point designation you have earned. Add up your total points for each category. Add up the total points for the entire sheet, and then bring your judging form and all costume items to judges for final approval and possible bonus points. Name FCF Name_ Chapter Young buck Old Timer Style a. Choose one i s ii s 1. Shirt b. Choose One i. Work shirt- made of linen, cotton, fustian, or muslin, colors were white, also printed and checked pattern of red/white, or blue/white 10 pts 1. Pewter or wooden buttons- add 2 pts ii. Formal shirts with a ruffled jabot and ruffled cuffs 10 pts 1. Cuff links made of pewter buttons- add 1 pt 2. Black neck stock made of linen, velvet, or satin- add 1 pt c. Hand sewn - YES NO Total Points (12 pt Max) 2. Pants a. 18 th Century Colonial knee breeches w/ fall or fly front and very baggy seat (wool, linen, heavy cotton) Brass or pewter buttons at hip & knees, leather or cotton straps w/buckle at knee 10 pts b. Hand sewn- YES NO Total Points (10pt Max) 3. Coat and Waistcoat (both apply here) a. Waistcoat i. Sleeved or un-sleeved, proper length for era, made of wool, linen, or cotton- 15 pts 1. If waistcoat has pewter buttons- add 3 pts 2. If waistcoat has fabric covered wood buttons- add 4 pts b. Gentleman s style coat i. Oversized cuffs, proper length for era, made of wool, linen or cotton- 15 pts ii. If coat has pewter buttons- add 3 pts iii. If coat has fabric covered wood buttons- add 4 pts c. Handmade- YES NO Total Points (38 pt Max) 6.3 Colonial Outfit Judging Form- Page 4 of 21

35 Colonial 4. Outer Coat a. Choose One i. Wool watch cloak 12 pts ii. Colonial style fringed rifle frock made of linen or cotton duck 10 pts b. Hand sewn- YES NO Total Points (12pt Max) 5. Headgear a. Choose One i. Cocked Hat (Tricorn hat) 10pts 1. With cockade- add 5pts ii. Round hat 10 pts 1. With decoration- feathers, ribbon, etc.- add 5 pts b. Handmade- YES NO Total Points (15pt Max) 6. Shoes a. Choose One i. Colonial style buckle shoe (leather with brass buckle) 10 pts 1. Knee socks (woolen) 5 points ii. Turn down riding boots (Paul Revere style)- 15pts b. Handmade- YES NO Total Points (15pt Max) 7. Knife and Sheath a. Colonial style hunting knife (wooden or bone handle)- 10 pts b. Leather sheath 10 pts c. Handmade-Knife - YES NO Total Points (20pt Max) 8. Hunting Pouch a. Hunting pouch of leather 10 pts i. Tooling or button decoration, No beads or quills add 5pts b. Handmade- YES NO Total Points (15pt Max) 9. Powder Horn a. Authentic powder horn- cow or buffalo 2 pts i. Woven strap- add 1 pts b. Matching flash horn 2 pts i. Woven strap- add 1 pts c. Scrimshaw 2 pts d. Handmade- YES NO Total Points (8 pt Max) 10. Rifle a. Flintlock rifle (Brown Bess, Kentucky, Tennessee or Pennsylvania long rifle, Fusil, English fowlers, or any other flintlock that fits the 18 th century style 10 pts i. Frizzen stall- add 5 pts b. Handmade- YES NO Total Points (15 pt Max) 6.3 Colonial Outfit Judging Form- Page 5 of 21

36 Colonial 11. Additional Items Add two points for each additional item and check the box to the left if the item was handmade by the contestant. Write in the total points in the space. Throwing knife and sheath Tomahawk Hawk sheath Flint and steel with tinder box Burning glass Patch Knife Salt Horn Linen Haversack Powder Measure Ball starter block Wooden Canteen Tankard or goblet ID Staff Leather gun case Spectacles Penny knife Powder Measure Betty Lamp Compass Flint Wallet Total Points (40pt Max) These points will be added by the judge using the Additional Points Form from document 6.1. Total Score (200pt Max) Additional points for handmade _ Additional points for craftsmanship _ Bonus for overall appearance _ Total Overall Score _ 6.3 Colonial Outfit Judging Form- Page 6 of 21

37 Voyageur Read through each category Check off each point designation you have earned. Add up your total points for each category. Add up the total points for the entire sheet, and then bring your judging form and all costume items to judges for final approval and possible bonus points. Name FCF Name_ Chapter Young buck Old Timer 1. Shirt a. Voyageur style shirt (linen, cotton, fustian, muslin) Colors were white, also printed and vertically stripped cotton In one or two colors were common. Calico 10 pts b. Hand sewn- YES NO Total Points (10 pt Max) 2. Pants a. Choose One i. 18 th Century Voyageur knee breeches with drop front or French fly and very baggy seat (canvas duck, wool, linen, corduroy) worn with leggings, -OR- 19 th Century Voyageur long pants with drop front and baggy seat (canvas duck, wool, linen, corduroy) - 10 pts 1. Pewter buttons for either of the above breeches- add 5 pts ii. Breech Cloth (worn with leggings) 1. made of leather- 5 pts 2. If made of trade wool- 3 pts b. Leggings- Choose One if breech cloth or knee breeches are worn i. Indian style buckskin leggings (reach from moccasin vamp to mid thigh and were held up with woven garter tie just below the knee and a leather tier cord to the waist)- 10 pts ii. Leggings made of trade wool- 8 pts c. Hand sewn- YES NO Total Points (25 pt Max) 3. Coat a. Wool Capote 10 pts b. Hand sewn- YES NO Total Points (10 pt Max) 4. Headgear- Choose One a. Knitted toque (common colors were red, green, & blue) 10 pts i. Made of wool yarn- add 2 pts ii. Adorned with trade silver- add 3 pts b. Top hat, Scotch cap, Balmoral, Military flat cap 10 pts i. Made of fur felt, or trade wool, or wool tartan- 2 pts ii. Adorned with trade silver, ribbons, feathers, etc. - 3 pts c. Handmade- YES NO 6.3 Voyageur Outfit Judging Form- Page 7 of 21

38 Voyageur 5. Shoes a. Woodland Moccasins, soft sole 5 Points b. Woolen stockings worn with moccasins- 5 pts c. Handmade- YES NO 6. Sash and Garter set a. Woven wool sash 10 pts i. Matching garter set- add 5 pts b. Sashes and garters made of wool yarn- add 5 pts c. Handmade- YES NO 7. Knife and Sheath a. Voyageur style utility camp knife- 5 pts b. Leather sheath 5 pts i. If Fringed- add 5 pts c. If sheath is heavily beaded or studded 5 pts d. Handmade- YES NO 8. Hunting Pouch- Choose one a. Canvas haversack 10 pts b. Voyageur style buckskin pouch 15 pts i. Heavily beaded front- add 5 points c. Handmade- YES NO 9. Powder Horn a. Authentic powder horn- cow or buffalo 2 pts i. Woven strap- add 2 pts b. Matching flash horn 2 pts i. Woven strap- add 2 pts c. Scrimshaw 2 pts d. Handmade- YES NO Total Points (15 pt Max) Total Points (10 pt Max) Total Points (20 pt Max) Total Points (25 pt Max) Total Points (20 pt Max) Total Points (10 pt Max) 10. Rifle a. Flintlock rifle or smooth bore (Correct for period) 10 pts i. Frizzen stall- add 3 pts ii. Cows Knee- add 2 pts b. Handmade- YES NO Total Points (15 pt Max) 6.3 Voyageur Outfit Judging Form- Page 8 of 21

39 Voyageur 11. Additional Items Add two points for each additional item and check the box to the left if the item was handmade by the contestant. Write in the total points in the space. Throwing knife and sheath Horn Cup Tomahawk ID Staff Trade Silver Necklaces Leather gun case Flint and steel with tinder box Woolen knee socks Burning glass Portage collar Patch Knife Longhandles Salt Horn Bullet Bag Horn Spoon Compass Powder Measure Trade Bead Necklace Flint Wallet Gage d amour-minus pipe Total Points (40 pt Max) Total Score (200 pt Max) These points will be added by the judge using the Additional Points Form from document 6.1. Additional points for handmade _ Additional points for craftsmanship _ Bonus for overall appearance _ Total Overall score _ 6.3 Voyageur Outfit Judging Form- Page 9 of 21

40 Taos Trapper/Southwest Style Read through each category Check off each point designation you have earned. Add up your total points for each category. Add up the total points for the entire sheet, and then bring your judging form and all costume items to judges for final approval and possible bonus points. Name FCF Name_ Chapter Young buck Old Timer 1. Shirt a. Common work shirt drop sleeve pull over (linen, canvas, cotton, onasburg, ticking)- 10 pts i. Dress, fancy, made of silk, could have embroidery add 5 pts b. Hand sewn - YES NO Total Points (15 pt Max) 2. Pantaloons/Britches (Choose One) a. Calzoneras (Drop front breeches) made of wool, linen, wide corduroy, Lindsey/woolsey Split leg to the hip with conchos or buttons closures 10 pts i. Made of leather - add 5 pts ii. Worn with white calzoncillos (pantaloons) or white longhandles under garment 5 pts b. Broadfall or Fly front trousers made of corduroy, leather, bleached cotton 10 pts i. Reinforced seat- add 5 pts ii. Fringe and pinking decoration- add 5 pts c. Hand sewn - YES NO Total Points (20 pt Max) 3. Coat/Jacket a. Choose One i. Short New Mexican jacket, with brocade accents- 10 pts 1. Concho or buttons- add 5 pts ii. Long duster made of canvas or wool 10 pts 1. If made of leather- add 5 pts iii. Linen Hunting Frock- 10 pts 1. if made of leather- add 5 pts b. Hand sewn - YES NO Total Points (15 pt Max) 4. Headgear a. Choose One i. Flat crowned wide brimmed hat with stampede cord 10pts 1. Worn with silk kerchief on the head - add 5 pts ii. Wide brimmed palm straw hat- 10 pts 1. Worn with silk kerchief on the head- add 5 pts iii. Fur style cap 10 pts b. Handmade- YES NO Total Points (15 pt Max) 6.3 Taos Trapper Outfit Judging Form- Page 10 of 3

41 Taos Trapper / Southwest Style 5. Shoes a. Choose One i. Tall rounded toe riding boots with or without mule ears 10 pts 1. Spanish spurs with plain spur straps- add 10 pts ii. Leather or wool botas with Navajo style hard sole moccasins 10 pts 1. Adornments on botas- add 10 pts iii. Lace up Brogans- 8 pts b. Handmade- YES NO Total Points (20pt Max) 6. Belt/Sash a. Wide leather belt with buckle(s) 10 pts b. If decorated with conchos 5 pts c. Woven sash made of vermilion, blue or other appropriate color 5 pts d. Handmade- YES NO Total Points (20pt Max) 7. Knife and Sheath a. Choose One i. Santa Fe style spear point quillion knife- 5 pts ii. Butcher knife or trade style knife 5 pts iii. Double edged dagger 5 pts b. Leather scabbard, could have tacks 5 pts c. Handmade-Knife - YES NO Total Points (10 pt Max) 8. Hunting Pouch/Possibles Bag a. Leather or animal hide 10 pts b. Belt bag with just enough room for shooting gear 10 pts c. Handmade- YES NO Total Points (20pt Max) 9. Powder Horn a. Authentic powder horn 2 pts i. If horn is buffalo horn- add 1 pt ii. If horn has been flattened add 1pt b. Matching primer horn 2 pts i. If horn is buffalo horn add 1 pt c. Scrimshaw i. Powder horn or primer 1 pts d. Carving or Engrailing i. Powder horn or primer- 2 pt e. Handmade- YES NO 10. Rifle a. Authentic muzzle loading rifle 10 pts i. If rifle is a flintlock add 5 pts b. Handmade- YES NO Total Points (10 pt Max) Total Points (15 pt Max) 6.3 Taos Trapper Outfit Judging Form- Page 11 of 3

42 Taos Trapper / Southwest Style 11. Additional Items Add two points for each additional item and check the box to the left if the item was handmade by the contestant. Write in the total points in the space. Throwing knife and sheath Tomahawk w/sheath Trade Silver necklaces Flint and steel with tinder box Burning glass Patch Knife Quirt Gourd canteen Silk Neckerchief w/ fancy slide Lariat Bullwhip Horn Cup ID Staff Leather gun case Frontier glasses Brass Tinder Tube Powder Measure Beaded Neck Pouch Flint Wallet Powder Measure Total Points (40pt Max) These points will be added by the judge using the Additional Points Form from document 6.1. Total Score (200pt Max) Additional points for handmade _ Additional points for craftsmanship _ Bonus for overall appearance _ Total Overall score _ 6.3 Taos Trapper Outfit Judging Form- Page 12 of 3

43 Mountainman Read through each category Check off each point designation you have earned. Add up your total points for each category. Add up the total points for the entire sheet, and then bring your judging form and all costume items to judges for final approval and possible bonus points. Name FCF Name_ Chapter Young buck Old Timer 1. Shirt Choose one f. Frontier Style shirt (linen, cotton, muslin, calico, or wool) 7 pts g. Buckskin war shirt (cowhide, buckskin, moose, elk, buffalo) 10 pts i. If shirt has beaded decoration (rosettes and strips) add 3 pts ii. If shirt has quilled decoration (rosettes and strips) add 5 pts h. Hand sewn or laced- YES NO Total Points (15 pt Max) 2. Pants- Choose one i. Frontier style pants (wool, cotton, duck, linen, ticking, corduroy) 4 pts i. Drop front or French fly add 4 pts j. Fringed leather pants (cowhide, buckskin, moose, elk, buffalo) - 12 pts i. Beaded decoration- add 2 pts ii. Quilled decoration- add 3 pts k. Hand sewn - YES NO Total Points (15 pt Max) 3. Coat - Choose one l. Fringed leather coat made of buckskin, moose, elk etc. 10 pts i. Beadwork, quillwork, or other decorations add 5 pts ii. Fringe Decoration add 5 pts m. Wool Capote 10 pts i. Embroidery (moose hair, silk, or other) add 3 pts ii. Fringed decoration add 2 pts n. Buffalo Robe 10 pts i. Bead or quill decoration add 5 pts o. Hand sewn or laced- YES NO Total Points (20 pt Max) 4. Headgear- Choose one p. Felt hat (round crown plainsmen felt hat, tricorn, toque Top hat, NO cowboy hats) 6 pts q. Fur hat (Real fur such as fox, bear, coyote, raccoon, skunk, wolf, etc. NO rabbit) 10 pts i. Quill, bead, or feather decoration add 5 pts r. Handmade- YES NO Total Points (15 pt Max) 6.3 Mountainman Outfit Judging Form- Page 13 of 21

44 Mountainman 5. Shoes- Choose one s. Plains style moccasins -10 pts i. If moccasins are beaded add 3 points ii. If moccasins are quilled add 5 points t. Saddle boots 6 pts u. Paul Revere Style Boot (turndown cuff) 6 pts v. Handmade- YES NO Total Points (15 pt Max) 6. Belt w. Wide leather belt with buckle (2 ½ -3 inches wide) 10 pts i. Brass buckle- 2 pts ii. Forged buckle- 4 pts iii. If beaded or studded add 1 pts x. Handmade- YES NO Total Points (15 pt Max) 7. Knife and Sheath (throwing knife does not count here) y. Frontier style knife- 5 pts i. If knife was hand forged add 5 pts z. Hand made leather sheath 5 pts i. If sheath is heavily quilled, beaded or studded add 5 pts aa. Handmade-Knife - YES NO bb. Handmade-Sheath - YES NO Total Points (20 pt Max) 8. Hunting Pouch- Choose one cc. Canvas haversack 5 pts dd. Leather or animal hide 10 pts i. Beaded decoration add 3 pts ii. Quilled decoration add 5pts ee. Handmade- YES NO 9. Powder Horn ff. Authentic powder horn 2 pts i. If horn is buffalo horn- add 1 pt gg. Matching primer horn 2 pts i. If horn is buffalo horn add 1 pt hh. Scrimshaw i. Powder horn and primer 2 pts ii. Carving or file work i. Powder horn or primer- 1 pt jj. Handmade- YES NO Total Points (15 pt Max) Total Points (9 pt Max) 6.3 Mountainman Outfit Judging Form- Page 14 of 21

45 Mountainman 10. Rifle kk. Percussion rifle 7 pts ll. Flintlock Rifle 10pts mm. Points here count for percussion or flintlock rifles i. Stud work add 5 pt ii. Inlay silver or brass 5 pt iii. Additional decorations (beads, feathers, rawhide, etc.)- add 1 pts nn. Handmade- YES NO Total Points (21 pt Max) 11. Additional Items Add two points for each additional item and check the box to the left if the item was handmade by the contestant. Write in the total points in the space. Throwing knife and sheath Canteen (no gourds) Tomahawk w/ sheath Horn Cup or Noggin Choker ID Staff Flint and steel with tinder box Fringed Leather gun case Burning glass Frontier glasses Patch Knife Capper or Flash guard Salt Horn Long handles Horn Spoon Bullet Bag Powder Measure Gauntlets Personal Pouch Trade Bead Necklace Total Points (40 pt Max) Total Score (200 pt Max) These points will be added by the judge using the Additional Points Form from document 6.1 Additional points for handmade _ Additional points for craftsmanship _ Bonus for overall appearance _ Total Overall score _ 6.3 Mountainman Outfit Judging Form- Page 15 of 21

46 Military The Military category is for those who have chosen to depict themselves as an officer or enlisted man, soldier or sailor of the French and Indian War, Revolutionary War, War of 1812, Texas Revolution, Mexican American War, or other battles fought within our time period ( ). Any military uniform between 1740 and 1840 will be judged using this form. Due to the diversity of the outfits that can be presented in this contest, it is important to note that providing documentation to the judges will impact the final score of your outfit.. Read through each category Write in the type of item that you will be judged on in the space provided, then check off each point designation you have earned. Add up your total points for each category. Add up the total points for the entire sheet, and then bring your judging form and all costume items to judges for final approval and possible bonus points. Name FCF Name_ Chapter Young buck Old Timer Outfit Explaination 1. Shirt Type a. Period style correct for military unit- 5 pts b. Appropriate adornments- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Hand sewn- YES NO Total Points (16 pts Max) 2. Pants/Leggings Type a. Period style -correct for military unit- 5 pts b. Appropriate adornments- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Hand sewn- YES NO Total Points (16 pts Max) 3. Coat/Waistcoat/Jacket Type a. Period style -correct for military unit- 5 pts b. Appropriate adornments- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Hand sewn- YES NO Total Points (16 pts Max) 6.3 Professional Outfit Judging Form- Page 16 of 21

47 Military 4. Headgear Type a. Period style -correct for military unit- 5 pts b. Appropriate adornments- 5 pts c. Correct construction- 5 pts d. Provided documentation- 5 pts e. Handmade- YES NO Total Points (16 pts Max) 5. Shoes Type a. Period style- correct for military unit- 5 pts b. Appropriate adornments- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Handmade- YES NO Total Points (16 pt Max) 6. Belt/Lanyard/Frogs Type a. Period style correct for military unit - 5 pts b. Appropriate adornments- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Handmade- YES NO Total Points (16 pts Max) 7. Side Arms (Knives, daggers, etc. NO PISTOLS) Type a. Period style correct for military unit - 5 pts b. Appropriate construction- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Handmade- YES NO Total Points (16 pts Max) 8. Pouches/Haversacks/Packs Type a. Period style correct for military unit - 5 pts b. Appropriate construction- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Handmade- YES NO Total Points (16 pts Max) 6.3 Professional Outfit Judging Form- Page 17 of 21

48 Military 9. Powder Horn/Flask Type a. Period style correct for military unit - 5 pts b. Appropriate construction- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Handmade- YES NO Total Points (16 pts Max) 10. Arms/Rifle Type a. Correct for military unit - 5 pts b. Appropriate for outfit- 5 pts c. Appropriate adornments- 5 pts d. Provided documentation- 5 pts e. Handmade- YES NO Total Points (16 pts Max) 11. Additional Items Add two points for each additional item and check the box to the left if the item was handmade by the contestant. Write in items that you will be presenting to be judged. ID Staff Total Points (40 pt Max) Total Score (200 pt Max) These points will be added by the judge using the Additional Points Form from document 6.1 Additional points for handmade _ Additional points for craftsmanship _ Bonus for overall appearance _ Total Overall score _ 6.3 Professional Outfit Judging Form- Page 18 of 21

49 Professional The Professional category is for those with an outfit that does not fit the model of the specific categories of Mountianman, Colonial, Voyager, etc. Outfits such as a sailor, minister, doctor, blacksmiths, native dress, etc. will be judged using this form. Due to the diversity of the outfits that can be presented in this contest, it is important to note that providing documentation to the judges will be impact the final score of your outfit. Read through each category Write in the type of item that you will be judged on in the space provided, then check off each point designation you have earned. Add up your total points for each category. Add up the total points for the entire sheet, and then bring your judging form and all costume items to judges for final approval and possible bonus points. Name FCF Name_ Chapter Young buck Old Timer Outfit Explaination 1. Shirt Type a. Period style -correct for profession- 5 pts b. Appropriate adornments- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Hand sewn- YES NO Total Points (20 pts Max) 2. Pants/Leggings Type a. Period style -correct for profession- 5 pts b. Appropriate adornments- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Hand sewn- YES NO Total Points (20 pts Max) 3. Coat/Waistcoat/Jacket Type a. Period style -correct for profession- 5 pts b. Appropriate adornments- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Hand sewn- YES NO Total Points (20 pts Max) 6.3 Professional Outfit Judging Form- Page 19 of 21

50 Professional 4. Headgear Type a. Period style -correct for profession- 5 pts b. Appropriate adornments- 5 pts c. Correct construction- 5 pts d. Provided documentation- 5 pts e. Handmade- YES NO Total Points (20 pts Max) 5. Shoes Type a. Period style- correct for profession- 5 pts b. Appropriate adornments- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Handmade- YES NO Total Points (20 pt Max) 6. Belt/Lanyard/Frogs Type a. Period style correct for profession- 5 pts b. Appropriate adornments- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Handmade- YES NO Total Points (20 pts Max) 7. Pouches/Haversacks/Packs Type a. Period style correct for profession- 5 pts b. Appropriate construction- 5 pts c. Made of appropriate material- 5 pts d. Provided documentation- 5 pts e. Handmade- YES NO Total Points (20 pts Max) 8. Arms/Rifle Type a. Correct for profession- 5 pts b. Appropriate for outfit- 5 pts c. Appropriate adornments- 5 pts d. Provided documentation- 5 pts e. Handmade- YES NO Total Points (20 pts Max) 6.3 Professional Outfit Judging Form- Page 20 of 21

51 Professional 9. Additional Items Add two points for each additional item and check the box to the left if the item was handmade by the contestant. Write in items that you will be presenting to be judged. ID Staff Total Points (40 pt Max) Total Score (200 pt Max) These points will be added by the judge using the Additional Points Form from document 6.1 Additional points for handmade _ Additional points for craftsmanship _ Bonus for overall appearance _ Total Overall score _ 6.3 Professional Outfit Judging Form- Page 21 of 21

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53 6.0 EVENTS 6.4 FRONTIER TREK The Frontier Trek is designed to involve FCF membership to become more in tune with the Frontiersman of yesteryear. Dressed in period outfits, It will help the membership understand the lifestyle of the early American frontiersmen, using advanced cooking and camping techniques used by our forefathers. The Trek will begin with a group of members dressed in authentic outfits. Everything the member brings on the Trek he must carry. Everything worn or carried must be period correct to predate1840. Members will make the Trek as a group, walking into the wilderness a short distance or for several miles. Below are some considerations for planning a good trek. It is advisable to have a seasoned FCF member who has been on a trek to do a training for those who have not ever experienced a trek. The considerations that will be covered in this document are: What is necessary for a trek? What considerations should be made? What do you do on a trek? Gear and supplies Information to get started It is important to remember that everything that is taken on the trek is primitive in nature. No modern gear such as hiking boots, plastic bags, or any modern items are allowed to be brought or carried by any participant. (Considerations should be made for things like toilet paper, medications, bible, eyeglasses, etc.) The trek is lead by a Trail Captain, and he may appoint as many trail scouts as necessary to manage the group. Each group will also have an experienced trail guard that will bring up the rear of each group. Every morning of the trek, devotions should be brought by one of the members, and a spiritual thought/ devotion brought each evening. These assignments can be made in advance by the staff or by the trail captain on site. Revision Date: March 2010 Page 1 of 6

54 6.0 EVENTS 6.4 FRONTIER TREK What is necessary for a Trek? Experience and Physical Condition There are several items that are vital to conducting a good trek. When planning a trek you need to take into consideration the level of experience of those that will be participating in the trek, as well as the physical condition of those involved. Those who participate in the event should be in good physical condition, able to carry their own gear without assistance. In many ways, this is no different than a backpacking trip, so the physical requirements should be the same. Those who have back or neck injuries should really consider carefully the consequences of being on the trail and having an old injury prevent you from finishing the trek. Let common sense prevail here. For those who enjoy trekking, they will no doubt line up to take part and be ready to go 15 miles, but boys may not be so ready to take on such a venture. A trek should be planned to accommodate your weakest participant, not physically, but those with the most inexperience. Additional Treks may be planned for those who wish to participate in a more advanced trek. Have Knowledge of the Area As with any FCF event, the area in which it will be conducted should be scouted and reviewed by those who will be setting up the event. Hiking the trail prior to the event is a must! This hike will allow you to see where camping areas are, fire wood, water, etc. This preliminary review of the trail should also reveal any hazards that may need to be avoided. If permits or reservations are necessary, this would be the time to find out what the local regulations for that area are. Good Common Sense It is vital that when on a trek, let common sense reign. Do not allow yourself to fall prey to the idea that you have just not gone far enough, or more adventure awaits off the planned trail. Rain can become a challenge, but when it goes from bad to worse, understand when it is time to call it off. Know when it is time to go home. Trekking Companions It is romantic to think about the lone frontiersmen in the woods, all alone for months at a time, but the truth is that a lone frontiersman is a dead frontiersman. Never allow those participating in a trek to go alone at any time. FCF trekking parties should never be any less than three individuals. A good partner that you can trust is one of the most vital parts of a trek. Quality Equipment Much of the rendezvous gear that we have is good for just that- rendezvous. Much of that gear is not so great for frontier trekking. It is important that trekking participants understand what is good quality gear that will stand up to the rigors of a trek. A frontier trek gear list is included at the end of this document. Again, training here is the difference between a fun trek and a miserable one. Revision Date: March 2010 Page 2 of 6

55 6.0 EVENTS 6.4 FRONTIER TREK Considerations in Planning a Trek Time and Location Where will this trek take place? What time of year? These are important as they will dictate the needs of those who will participate. Some typical locations will include: State Trails, State Parks, and National Parks, National Forests. Make sure that you know what the local restrictions are for hunting and fishing. In some areas of the country, carrying of fire arms is not allowed. Make sure that any permits needed are obtained. Introduce yourself to the local rangers and explain what you are planning. Many times the rangers can help you through many of these obstacles. Time of year can be a factor as well. The fall is a wonderful time of year, but in some locations, the weather can turn cold and severe quickly. Rain can also be an issue if it not planned for. Be aware of hunting seasons if you are in national forests. If you are out during hunting season, be sure that the members of your trekking party are wearing blaze orange as per state regulations. Trail As has been mentioned before, the proposed trail should be walked prior to the event to make sure that the trail captain knows where the campsites are, where the water is, where the hazards are. This should not be a test of endurance, but an enjoyable experience for all involved. Well marked trails are the best. Cutting trails and moving across country should be avoided. Water Without water, there is no trek. When choosing your location, make sure that there is a good supply of water for cooking and drinking. Make sure that all water that is used from rivers, creeks and springs is boiled for 3-5 minutes before drinking. During the late spring and summer, it would be a pleasant surprise to plan for a swimming hole along the trail too. Ability The physical ability and experience of each member of the party should be considered. Will you have first timers, or will this be a group of seasoned trekkers on your event? Remember, plan for the most inexperienced of your group. Hazards Be aware of hazards that can arise such as wildlife snakes, bears, wild hogs and large cats, weather thunderstorms, flash flooding, lightening, extreme cold, and dangerous areas that have quick sand, sink holes, crevasse s, mine shafts, rapidly moving water. Use wisdom, don t end up on the six-o-clock news. Hunting/Fishing If the event is set up to do so, make sure that those who will be hunting or fishing have all the proper licenses and that the trail captain has checked to make sure that everyone has them on their person. As with any FCF event, make sure that everyone who will be shooting has a NRA or NMLRA shooters certification card, and that young bucks have a signed knife and black powder permission form for the event. If hunting will be taking place, be sure that all local regulations are followed, and every person understands the hazards involved with this type of event. Revision Date: March 2010 Page 3 of 6

56 6.0 EVENTS 6.4 FRONTIER TREK Types of Treks There are many different variations that can be utilized on a trek. Some options are: Hunting trek- A trek that relies on shooting game for each meal. No additional food is taken. Shooting trek- This type of trek can utilize animal targets that are preplaced in the animals natural habitat. Those who spot the animal first get the first shot. Those in the party who wish to fire a shot afterward may do so. Wet powder trek- A trek where no firearms are taken. All food and supplies must be carried. Could employ fishing if available. Exploration trek- This event would be a trail breaking event that will require a good map and knowledge of the area. Not a beginners event. Canoe Trek- Take your trekking knowledge and put it down river! This event can create its own set of difficulties to overcome, but the experience of canoeing while trekking can not be topped. Winter Trek- Strap on your snow shoes and get ready for some cold. A winter trek in the cold can be a great test of how well your winter gear is built. Those participating in this event should receive additional winter training such as WNTC, WJTC, or winter action camps before attempting. Additional Information There are many trekking websites that offer a great deal of information on frontier trekking. A google search of Period Trekking can result in many trekking websites. There are also several resources that should be suggested to FCF members who have an interest in period trekking: o A Pilgrims Journey Vol. 1 by Mark A. Baker o A Pilgrims Journey Vol. 2 by Mark A. Baker o The Book of Buckskinning series by Scurlock Press o The Long Hunters Sketch book o The Journal of Nicolas Cresswell o The Journals of Lewis and Clark Additional information can be found at: A Frontier Trek patch has been created for those who wish to participate in a Frontier Trek. This patch is available from the national FCF web store at Revision Date: March 2010 Page 4 of 6

57 6.0 EVENTS 6.4 FRONTIER TREK Frontier Trek Gear List A Frontier Trek is when you back pack all your gear in on your back. You usually will hike into the area on foot. Your gear should be as authentic as possible. Pre 1840 era. This includes your food, bed roll and primitive shelter. Following are some guidelines for your equipment, but your own research on your persona will be the best guide. CLOTHING 1. Leggings and breech cloth 2. Leather pants - the less fringe the better 3. Drop front cloth pants 4. Knee breeches 5. Calico or linen shirts 6. Hunting frock 7. Moccasins: center seam, puffy seam, etc. 8. Hat: felt, wide brim; voyagers; silk or linen scarf; fur hat or tricorn. 9. Sash to go around waist, tie knot in back, garters if wear leggings. ACCESSORIES FOR YOUR SHOOTING POUCH 1. Powder horn 2. Loading block 3. Compass 4. Priming horn 5. Bullet bag 6. Tow for cleaning rifle or patches 7. Cow s knee (lock cover if it rains) 8. Screwdriver 9. Bullet mold 10. Ladle 11. Mainspring vise 12. Bag of flints 13. Ball puller 14. Folding knife 15. Vent pick and brush PACK METHOD 1. French Knapsack 2. Improved Knapsack 3. Basket Pack 4. Canvas Backpack 5. Snap Sack Research on this will help guide your decision. KNAPSACK OR BACK PACK ITEMS 1. Tin pot with cornmeal, brown sugar, salt and pepper, could be a corn boiler. 2. Leather pouch holding a sewing kit, which includes: scissors, linen thread, sinew, beeswax, assorted needles in antler tip or wooden tube, pieces of leather and linen for repairs 3. Soap (castile soap) and boar bristle toothbrush in linen Pouch. 4. Folding skillet with cloth sack containing slab bacon. 5. Chunk of chocolate and muscavado sugar. 6. Dried corn in linen pouch 7. Cloth sack of dried meat (jerk) 8. Fish kit containing fishing hooks, split sinkers, fishing line, linen or sinew 9. Tow for cleaning rifle, starting fires in a pinch, scrubbing a frying pan 10. Fire starting kit: flint and steel, a bird s nest, dried cottonwood bark, charred cloth, short beeswax candles, candle wick that has been dipped in beeswax 11. Tin of lard, grease, beeswax for greasing moccasins 12. Two flat creek stones for sharpening knives and axe 13. Antler whistle on leather thong 14. New Testament 15. Coil or extra thongs for trapping or moccasins SHELTER AND BED ROLL 1. One or two blankets 2. Ground cloth 3. Diamond tent shelter 4. Canvas sleeping bag 5. Water container (Wooden, copper or steel canteen) 6. Rifle 7. Belt axe (tomahawks are OK, but don t work as well) FOOD ITEMS 1. Slab bacon 2. Jerky 3. Dried corn 4. Chocolate 5. Cornmeal 6. Beans 7. Dried berries 8. Nuts 9. Wild rice 10. Block tea, etc. 11. Whatever you catch or shoot Revision Date: March 2010 Page 5 of 6

58 6.0 EVENTS 6.4 FRONTIER TREK The Frontiersmen Camping Fellowship Frontier Trek is designed to advance the art of frontier experimental archeology. As an FCF er participates in each trek, he will learn more about the trials and lifestyle of those who lived on the very edge of the frontier. Below are some suggested preparation guidelines for participating in a frontier trek. After you have completed at least one overnight trek, you can wear the FCF Frontier Trek patch on your dress uniform, utility uniform or vest. 1. Read the book A Pilgrims Journey Volume 1 by Mark Baker. 2. Develop your own period trekking gear to fit your trekking persona. 3. Participate in at least 1 overnight trekking event. Revision Date: March 2010 Page 6 of 6

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