Camp Geronimo 2018 Leaders Guide
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TABLE OF CONTENTS Welcome...................................................................................... 2 Camp Arrival................................................................................ 3 Check-In....................................................................................... 4 Vehicles & Campsite..................................................................... 5 Weekly Schedule........................................................................... 6 Leaders, Flag & Uniforms............................................................. 7 Dining Hall Information............................................................... 8 Merit Badge Program.................................................................... 9 Merit Badges.............................................................................. 11 Mert Badge Schedule Sessions 1-4............................................... 21 Merit Badge Schedule Sessions 5-7.............................................. 22 Adult Leader Training................................................................. 23 Brownsea Island Adventure for New Scouts................................. 23 Brownsea Island Schedule........................................................... 24 SR Mountain Man Program for Older Scouts.............................. 25 Programs, Activities & Events..................................................... 26 Check-Out.................................................................................. 29 Camp Awards............................................................................. 30 Hiking Opportunities.................................................................. 31 Solo Hike Challenge................................................................... 33 Night Eye Trails.......................................................................... 34 Hours of Operation & Services.................................................... 35 Religious Services & Advancement.............................................. 36 Order of the Arrow..................................................................... 37 Campsite Duty Schedule............................................................. 38 Campsite Guidelines................................................................... 39 General Camp Info..................................................................... 41 Camp Geronimo Map................................................................. 42 1
WELCOME Welcome Scouts and Scouters to Camp Geronimo! Camp Geronimo is a traditional Boy Scout Resident Camp, that has been in operation for more than 60 years. At 5200 feet above sea level and surrounded by one of the world’s largest Ponderosa Pine forests, Geronimo is tucked in at the base of the historic Mogollon Rim north of Payson. This area was a favorite place of famous author Zane Grey. Grey wrote many adventure style books, some of his most famous covered the early years of the territory that would eventually become the State of Arizona. Geronimo is a place of fun and tradition, that 2nd and 3rd generations of scouts from some of our local scout units look forward to each summer. We offer many traditional camp merit badges at our Sunday to Saturday camp. Our schedule is packed full of different activities for your scouts, as well as for the adult leadership. We also boast a high adventure style program for your older participants. The 2018 program has a few changes from previous years, which we are excited to share with you. Come check us out! On behalf of the Grand Canyon Council, Boy Scouts of America, the Staff at Geronimo would like to thank you, the committee member, scoutmaster, or parent, for your time and dedication to the positive development of the youth in your charge. Cameron Farr Steve Munoz Camp Director Program Director BSA MISSION STATEMENT The mission of the Boy Scouts of America is to prepare young people to make ethical and moral choices over their lifetimes by instilling in them the values of the Scout Oath and Law. GRAND CANYON COUNCIL MISSION STATEMENT The mission of the Grand Canyon Council camping program is to provide each Scout with a memorable and challenging outdoor experience. The Grand Canyon Council enriches the fundamentals of Scouting through unique opportunities for leadership and educational growth. All programs and activities will be guided by the principles of the Scout Oath and Law. ABOUT THIS GUIDE This Camp Geronimo Leaders Guide provides important information that you will need to plan and prepare for your summer camp experience. It will also be your guide during your stay at camp. You will find our Code of Conduct, Mailing address to Camp Geronimo, and information regarding our new Scoutmaster Training Program. We also have included daily schedules, Merit Badge information, fun camp activities like hikes and the Polar Bear Swim, and other fun things to look forward to. Please check for any program changes and updates at our website: www.campgeronimo.org 2
CAMP ARRIVAL BEFORE LEAVING HOME Make sure each youth and adult brings: • Part A, B and C of the BSA Annual Health and Medical Record signed by a physician and parent or guardian. • A copy of the Family Insurance Card attached to the medical form. • If taking medications, the Scout’s parents and the adult leaders attending should follow procedures enclosed in this publication. • Any allergies or dietary restrictions, are noted, and supplemental food is packed (if needed). • All personal gear. EARLY ARRIVALS Units planning to arrive on Saturday should submit an Early Arrival Form found in the camp Administrative Guide. No programming or food is available on Saturday. All program areas are off limits, please plan accordingly. Meal service in the Dining Hall begins Sunday evening with dinner. When you arrive on Saturday, you will be greeted by Ambassador Staff at the Gatehouse and will receive information regarding the check-in schedule for Sunday. Please plan to arrive no earlier than 1:00PM. PROGRAM IDEAS FOR SATURDAY Once your campsite is setup, the following activities are suggested: • Work on a service project in camp or on the trails. • Build some Pioneering projects in your site. • Take an overnight hike or camp out on one of the many Rainbow Trails. • Do a NIGHT EYE TRAIL and/or Totem to Totem Hike. • Spend quality time with your troop. 10 pm – Lights Out 3
CHECK-IN SUNDAY CHECK-IN The official check-in process begins on Sunday at 1:00PM and runs until 4:30PM. Units should arrive between those times. You will be assigned a staff tour guide at the parking lot when you arrive. You will then send an adult leader with the following information to the Dining Hall. • 2 copies of Troop rosters (all Scouts and Adults) printed from online registration site. • BSA Health Form parts A,B and C for all Youth and Adults • Check to pay any outstanding balance • At check-in, you will receive: • A colored wristband for each Scout and Adult in your unit’s contingent (these serve as a meal ticket and identifier). • Information on our Brownsea Island Adventure, if you have participants in that program. • Our camp “Site Information Binder” which contains important forms and schedules for you to reference and use throughout the week. • Information about our leader training schedule and how to register for classes with costs. CAMP TOUR FOR FIRST TIME PARTICIPANTS A courtesy Camp Tour begins when your unit arrives after 1:00PM on Sunday. Your unit will be escorted to their campsite and given a short amount of time to unload gear only. One car at a time is allowed in camp so please consolidate gear into the fewest vehicles possible. The Scouts in your unit will need to change into swim suits and prepare for swim check. Your Troop Guide will show you more of the camp on the way to the pool. SPECIAL DIETARY NEEDS On Sunday, any Scouts or Adults with special dietary needs should visit with the Head Cook to discuss accommodations that the camp can make for their diet. The unit is responsible for the management of participant allergies. If a Scout or Adult in your unit has an intolerance or allergy that requires special food items, please provide those items to our kitchen staff on Sunday. Parents may call ahead one week prior to their son or daughter’s arrival to discuss any concerns. 4
VEHICLES & CAMPSITE VEHICLES, TRAILERS, AND PARKING No riding outside of a vehicle’s enclosed passenger compartments, ever. This means no rides in the bed of a truck, on hoods, trunks, fenders, or tailgates. • Seatbelts must be worn at all times • The speed limit is 10 mph while in camp. • Only one vehicle at a time will be allowed in during check-in. • Please do not drive into the campsites, stay on the road and parking areas. • Once you are done at your campsite, return your vehicle to the parking lot. All vehicles must be backed in. This is in case of an emergency evacuation. • With the exception of camp vehicles and vehicles authorized by the camp director, no vehicles will be allowed in camp. Please plan accordingly if your unit is swapping leaders throughout the week. CAMPSITES The campsites consist of two person tents on platforms, Adirondacks (adult sleeping area) with bunks without mattresses, picnic tables, latrines, wash stands, flag poles, drinking fountain type bubblers, and hose bibs with hose. • After checking in, each troop must pick up TP, cleansers, trash bags, shovel, broom, rake, and an American flag from the Commissioners Shack. • Your campsite is your home for the week, so work at making it comfortable by bringing extra items such as camp chairs, cots, awnings, stoves, lanterns, scoutmaster hammocks, troop banners, troop flags, patrol flags, tables, etc to dress it up. • If your troop exceeds campsite capacity, please bring your own tents. Plan on bringing tents for Adult Leaders. • No trailers are allowed to be parked at or near campsites. This policy is in place as a health, safety, and liability precaution. • No vehicles are allowed to stay in or near campsites overnight, except under conditions of disability and then only with Camp Director approval. • When fires are allowed, only build them in the provided fire rings. It’s everyone’s responsibility to keep the tents and camp equipment in good shape. 5
Basic Daily Schedule Monday Tuesday Wednesday Thursday Friday Saturday Sunday Polar Bear at 5:15 Polar Bear at 5:15 Polar Bear at 5:15 Tenderfoot Run at 5:15 6:00 AM Reveille to 6:05 am Reveille to 6:05 am Reveille to 6:05 am Reveille to 6:05am Reveille at Reveille at 6:00 at 6:00 at 6:00 6:00 6:20-6:55 1st Shift Breakfast 1st Shift Breakfast 1st Shift Breakfast 1st Shift Breakfast 1st Shift Breakfast 7:00-7:10 Flags Flags Flags Flags Flags Continental Breakfast 7:10-7:45 2nd Shift Breakfast 2nd Shift Breakfast 2nd Shift Breakfast 2nd Shift Breakfast 2nd Shift Breakfast 8:00-8:50 Merit Badge 1 Merit Badge 1 Merit Badge 1 Merit Badge 1 Merit Badge 1 Troops Out of Camp Church Services WEEKLY SCHEDULE 9:00-9:50 Merit Badge 2 Merit Badge 2 Merit Badge 2 Merit Badge 2 Merit Badge 2 By 10:00 am 10:00-10:50 Merit Badge 3 Merit Badge 3 Merit Badge 3 Merit Badge 3 Merit Badge 3 11:00-11:50 Merit Badge 4 Merit Badge 4 Merit Badge 4 Merit Badge 4 Merit Badge 4 12:20-12:55 1st Shift 1st Shift 1st Shift 1st Shift 1st Shift 12:55-1:30 2nd Shift 2nd Shift 2nd Shift 2nd Shift 2nd Shift 2:00-2:50 Merit Badge 5 Merit Badge 5 Merit Badge 5 Merit Badge 5 Merit Badge 5 Check In 1-4:30 PM 3:00-3:50 Merit Badge 6 Merit Badge 6 Merit Badge 6 Merit Badge 6 Merit Badge 6 swim checks and totin 4:00-5:00 Troop Time Troop Time Troop Time Troop Time Troop Time things 5:00-5:40 1st Shift Dinner 1st Shift Dinner 1st Shift Dinner 1st Shift Dinner 1st Shift Dinner 1st Shift Dinner 5:50-6:00 Flags Flags Flags Flags Flags Flags 6:00-6:40 2nd Shift Dinner 2nd Shift Dinner 2nd Shift Dinner 2nd Shift Dinner 2nd Shift Dinner 2nd Shift Dinner Mogollon Monster Emergency Drill @ Main 6:45-9:00 PM Opening Campfire Open Program Areas Open Program Areas Closing Campfire Story @ Spade House Campfire Ring 6
LEADERS, FLAG & UNIFORMS LEADERS MEETING There will be an opening leader’s meeting on Monday at Noon down at the Commissioners Shack. Come and have a BBQ Lunch, and receive important information for the week. Following that, there will be leader’s meetings at the same location at 11 AM on Wednesday, and Friday. These meetings are an important source of information and a time to ask questions of our senior staff members. Please send at least one representative from your unit to each meeting. Senior Patrol Leaders will meet immediately following the Emergency Drill on Sunday. After that they will meet on an as needed basis throughout the week with the Camp Ambassador. GENERAL ASSEMBLIES / FLAG CEREMONIES One of the great camp traditions at Camp Geronimo is the camp-wide General Assembly/Flag Ceremony. These assemblies will be your opportunity to show off your Troop spirit by looking sharp in full uniform and by creating spirit yells while you are waiting for the assembly to begin. General announcements will also take place at that time. Troops will be given the opportunity to lead the morning and evening Flag Ceremony. ***Full Field uniform for the evening camp-wide ceremonies. 2nd Shift Units on this side will go in through the South Door 2nd Shift Units on this side will go in through the North Door 1st Shift Units will line up behind the 2nd Shit Units in no required order UNIFORMS Why do Boy Scouts have a uniform? For the same reason a football team or baseball team does. A uniform gives a sense of group identity, team spirit, and purpose. It also helps to promote equality from the start among members within a group. At camp, the official Scout uniform is appropriate dress at any time during the week. We ask units to wear a full Field uniform to all evening Flag ceremonies, Dinners, Chapel services and campfires. ***Full Field uniform consists of: Scout shirt with appropriate patches, Scout belt and pants or shorts with scout socks. Neckerchiefs and hats are up to the discretion of the troop, but must be uniformly present or absent. Please Note: Do Not wear uniform when your troop has KP duty. 7
DINING HALL INFORMATION MEAL TIMES Geronimo has two meal times. Flags are in between breakfasts and dinners and are a time where important program announcements are made. Units are asked to wear Class A to dinner. Class B is recommended for breakfast and lunch since many activities are going on directly following these meals. First Shift Second Shift Breakfast: 6:20AM - 6:55AM 7:10AM - 7:45AM Lunch: 12:20PM - 12:55PM 12:55PM - 1:30PM Dinner: 5:00PM - 5:40PM 6:00PM - 6:40PM Meals will be served in shifts scheduled during the following times: Troops in sites 1-15 will eat during Second Shift. Troops in sites 16-29 will eat during First Shift. CAMP KP DUTIES Each Troop has the responsibility of serving on Kitchen Patrol (KP) duty. Scouts must wear long pants and closed shoes when working on the food service line. One Adult is required to be on the line with the younger scouts. All Adult Leaders must be with their Scouts during each of their KP assignments. Please do not wear uniforms to KP duty. KP DUTIES Under the direction of our great kitchen crew, your duties include, but are not limited to the following: 1. Report to KP on time, 30 minutes prior to regular meal time. You will eat, then start your duties as directed. 2. Smile and provide friendly service – Remember the Scout Law! A scout is helpful, friendly, courteous, kind and cheerful. 3. Some of the responsibilities you will have are: • Serve food to the campers. (remember to wear long pants) • Clean the tables. • Sweep & mop the floor. • Empty trash cans in the dining hall. • Pick up any litter on the outside of the Dining Hall. 8
MERIT BADGE PROGRAM Summer camp has traditionally been viewed as a convenient place where Scouts can earn several merit badges in a short amount of time. During your stay at Camp Geronimo you will see that we offer not only merit badges but much, much more. During their week at camp, Scouts will grow mentally, physically, and spiritually as they interact with their peers in a safe and positive environment that revolves around recreational swimming, hiking, shooting, campfires, and games. Though advancement is still integral to your summer camp experience, we encourage and offer opportunities for much more than organized lessons. We encourage all our units to take advantage of these opportunities. MERIT BADGES All badges will be taught based on the requirements found in the most recent edition of the BSA’s requirement book. Please check to make sure your merit badge books contain the same requirements. Campers seeking to take a merit badge must pre-register online through the registration system for our morning Merit Badge classes. It is the responsibility of each Scout to choose and prepare for each merit badge that he wishes to take in advance of his week at camp. Prerequisites exist for many of the badges and are outlined in this guide. To prevent partials, please make sure your Scouts come to camp with these prerequisites completed and appropriate proof of completion (i.e. examples of their work or a note from their Scoutmaster). To ensure quality and safe instruction, class sizes are limited according to the number of instructors, equipment, and other factors. We also offer additional merit badge opportunities in the afternoon, where scouts can earn additional merit badges as well. Please note, not all merit badges will be offered in the afternoon. Please refer to our Merit Badge listings for those offered. Remind Scouts to complete prerequisites prior to camp. Our Merit Badges are tracked online through the registration system. You do not need to bring Blue Cards with you. You will receive an electronic print out of the Merit Badges your scouts have completed or not completed when you check out. You will then receive instructions, regarding electronic bluecards, in your troop check-out packet prior to leaving camp. DIFFICULTY SCALE Advanced Badge: badges in this category are the most difficult to complete at summer camp due to the course content, number of prerequisites, and expected ability level of the Scouts. Advanced badges are highly recommended for your oldest Scouts who are First Class and above. Moderate Badge: badges in this category can be easily earned at camp by experienced Scouts but have a few prerequisites to complete at home. Basic Badge: badges in this category have few, if any, prerequisites. These courses are excellent for Scouts of all ages and ability levels. 9
MERIT BADGE PROGRAM CONT. Geronimo provides many separate classes each week as part of its camp program. From Basketry and Nature to Archaeology, Horsemanship, and a multitude of Eagle Required badges, the Geronimo program provides a diversity of choices for your Scouts. Here are answers to some frequently asked questions about our merit badge program: How do Scouts signup for badges? Units will sign their Scouts up for badges using the online registration system. Units will receive an email prior to the April 15th merit badge system launch. Instructions will be provided regarding merit badge registration. Do Scouts have to take both hours of a 2-hour class consecutively? Yes. Scouts must take both hours of a two-hour class sequentially and may not divide up those hours. Two-hour classes include Horsemanship, Rifle, and Climbing, among others. Are there classes that are not merit badges? Yes. Beginner Swimming, and Mile Swim are all skill certifications and not merit badges. Open Swim, offered each day, is also not a badge or certification. Do Brownsea Island Scouts do any merit badges? Yes. Brownsea Island is a half day, all-week program focused on imparting Scouting’s essential skills and methods onto your newest Scouts and getting them requirements for Scout through First Class. Because of the program’s focus, Scouts in Brownsea do not have much time to earn merit badges. However, BSI Scouts will have an opportunity to earn two optional badges as part of the program in the afternoon. How do I make changes to my Scouts’ schedules? Changes can be made online until the Friday prior to arrival at camp and with the Program Director at camp during check-in. Merit Badge Prerequisites and Fees? Please read through the merit badge descriptions at the end of this guide. If a scout wishes to complete the merit badge at camp, then he must provide evidence of completing the listed prerequisites! Kits and supplies can be purchased at our Trading Post. 10
MERIT BADGES AQUATICS Our Pool and Lakefront areas provide Scouts with many opportunities to swim, boat and enjoy the water. Merit Badges teach essential watercraft skills, including swimming, lifesaving, canoeing and rowing. POOL Swimming (Advanced) As one of the Eagle required merit badges, Swimming is a leisure activity, a competitive sport, and a basic survival skill. Scouts who earn this badge will learn about safety when swimming and diving, how swimming can contribute to overall fitness and health, and gain some basic competitive swimming skills. Prerequisites: Physical strength and endurance required. Pass the BSA Swimmer test. COMPLETE Second Class requirements 5 a-d, First Class requirements 6a-e. Lifesaving (Advanced) The main purpose of the Lifesaving merit badge is to prepare Scouts to assist those involved in water accidents, teaching them the basic knowledge of rescue techniques, the skills to perform them, and the judgment to know when and how to act so that they can be prepared for emergencies. Prerequisite: Physical strength and endurance required, a 400-meter swim is the first requirement and those not able to complete will be asked to switch to a different merit badge class. Pass the BSA Swimmer Test. Must have completed the Swimming MB to take Lifesaving. Scouts must be First Class or higher in rank. Evidence of rank (Scout Handbook with notations or Scout uniform with rank patch affixed) must be presented. MUST BE PREPARED for requirement #9 by bringing CLEAN street clothes: shoes, socks, long pants, belt and a long-sleeved shirt. Swim trunks must be worn under clothes. Dirty shoes/garments are not allowed in the pool. LAKE Canoeing (Moderate) For several centuries, the canoe was a primary method of travel for explorers and settlers. Today, it remains an important part of the wilderness experience and an enjoyable leisure activity that teaches communication, teamwork, and physical fitness. Prerequisites: Physical strength and endurance required. Pass the BSA Swim Test, Must have completed the Swimming MB, MUST BRING an additional pair of tie on shoes that can get wet. 11
MERIT BADGES CONT. Rowing (Moderate) Using oars to propel a boat has evolved from a basic means of transportation to a competitive sport and an enjoyable method of exercising. It is more technical than canoeing and kayaking. Prerequisite: Must be 13+ to participate. Physical strength and endurance required. Must pass the BSA Swim Test. MUST BRING an ADDITIONAL pair of tie on shoes that can get wet. Some time to practice needed. General Aquatics Area Notes • At the pool and the lake, strict safety procedures are adhered to by the Staff. • Campers must qualify as Swimmers during the BSA swimmers test in order to take any of the Aquatics Merit Badge classes. This needs to be at done at Camp during swim checks. • The pool and the lake close at first sight of lightning or sound of thunder, and opens 30 minutes after last occurrence. Open Lake Time The lake is open for boating activities on Tuesday-Friday from 2:00PM to 4:00PM. Participants must pass BSA Swim Test to use a canoe or rowboat. (This includes Adults!) Open Pool Time The pool is open Tuesday - Friday from 2:00PM to 4:00PM for open swimming, water games, and other fun pool activities. During open program Pool Staff offers Swim lessons, Mile Swim and Snorkeling. Please see Site Information Binder for times. HANDICRAFT The Handicraft area offers an excellent opportunity for Scouts to learn Scout crafts and demonstrate their artistic skills. Many merit badges require kits to be purchased. These items can be purchased directly at the camp Trading Post. Art (Basic) Scouts will learn to express their ideas and tell a story using pictures in two-dimensional art, specifically drawing and painting in various medias. They will also learn how these fields relate to fine art. Prerequisites: Bring a note that confirms the scout has visited a museum. 12
MERIT BADGES CONT. Basketry (Moderate) Scouts will learn how to create 2 kinds of baskets, as well as a campstool. Baskets and basket-weaving projects make great gifts for family and friends. Kits are required and can be purchased at the Trading Post. Scouts are required to weave one round and one square basket. Additional time is required to complete merit badge. If necessary, we do have materials you can borrow. Game Design (Moderate) This is an interactive and fun merit badge that allows Scouts to create a board or card game and market it. Prerequisites: if possible, bring your favorite board or card game to camp. Leatherwork (Basic) This is a great badge for younger Scouts, allowing them to demonstrate their skills like hand-stitching, lacing, and braiding and learn how to preserve and protect leather items so they will last a lifetime and beyond as they make their own knife pouch. Kits required. BRING 2 yards of vinyl lace or leather lace or Paracord (braiding material) to class. Metalwork (Advanced) Scouts will begin their work on this merit badge by learning about the properties of metal, how to use simple metalworking tools, and the basic metalworking techniques before concentrating on the more intricate skills of one of four metalworking options. Must be 14+. Physical strength and endurance required. Closed toe shoes and jeans required. Pottery (Moderate) Scouts are provided with an introduction to pottery making, enabling them to gain skills and understanding from actually creating their own pottery projects with hands-on production from start to finish. This is a messy craft so be prepared to get your hands dirty. Pulp and Paper (Basic) Paper is everywhere in our lives. Every year in the United States, more than 2 billion individual books, 24 billion newspapers, and 350 million magazines are published on paper. Learn to make the stuff! 13
MERIT BADGES CONT. Woodcarving (Moderate) Wood-carving involves learning safety with wood carving tools, basics of design, material selection and technique. This merit badge introduces Scouts to an enjoyable hobby that can become a lifetime activity. This is a great way to teach your scouts about knife safety. Prerequisites: Totin Chip (bring to class) Kits required. BRING to EVERY class a small sharp (1 1/2 - 2 in.) lock-blade pocket knife, Woodcarving kit, Wood Square, and Totin’ Chip. Kits and wood available at the Trading Post. HEALTH LODGE In addition to providing quality care, the health officers also teach merit badges to enrich Scouts’ knowledge of first aid, and emergency preparedness. Emergency Preparedness (Moderate) Scouts are often called upon to help because they know first aid and they know about the discipline and planning needed to react to an emergency situation. This helps a Scout to be prepared by learning the actions that can be helpful and needed before, during, and after an emergency. Prerequisites: #1 EARN the First Aid merit badge prior to class. 2c (will likely need to complete after camp) COMPLETE requirements #6c, #8a, #8b (bring a photo of your kit) #8c prior to camp; and BRING a signed statement verifying completion. First Aid (Moderate) Caring for injured or ill persons until they can receive professional medical care is an important skill for every Scout. With some knowledge of first aid, a Scout can provide immediate care and help to someone who is hurt or who becomes ill. Prerequisites: BRING a small first aid kit ready to show to the Health Lodge Staff. Have First aid requirements completed for Tenderfoot 4a- d, Second Class 6a-e, and First Class 7a-f. 14
MERIT BADGES CONT. NATURE The Nature area offers a variety of merit badges and programs for a wide range of Scouts’ interests about the outdoors. With our new combined Merit Badge packages, your Scouts can learn about multiple similar topics when they sign up. Astronomy (Moderate) The summer night skies at Camp Geronimo are astounding. Staff will help point out constellations and numerous objects through our state of the art telescopes. Scouts will learn the basics of astronomy, including the relationship between the sun, moon and earth drawing different phases of the moon and the Big Dipper as it appears to rotate in the night sky. Two observation nights stargazing and additional work are required. Tuesday and Thursday evenings meet at 8:15pm at the telescope north of the Main Campfire Ring. Bird Study (Moderate) Scouts will identify and observe the bird population at camp. Scouts should bring a pair of binoculars and a field notebook. Bird Study classes start at 6:20AM each morning and participants plan to attend 2nd Breakfast Shift. Environmental Science (Advanced) Scouts will get a taste of what it is like to be an environmental scientist, while making observations and carrying out experiments to investigate the natural world. Additional work is required to complete Merit Badge. Prerequisites: COMPLETE and BRING requirement 3e to Camp. Pay close attention to the wording of the requirement. Maturity, high level of concentration, ideally for Scouts 13+. Fish & Wildlife Management (Moderate) Scouts will learn the importance of wildlife, fish and animals, and sustainability, best practices for management, and issues facing fish and wildlife populations. Prerequisites: Req. 5 & 7, signed off by adult leader. 15
MERIT BADGES CONT. Forestry (Moderate) Scouts will explore the complexity of a forest and identify species of trees and plants and the roles they play in a forest’s life cycle, discover some of the resources forests provide to humans and come to understand that people have a very large part to play in sustaining the health of forests. This badge requires mature levels of concentration, plus charts and plans. A plant walk is also required to complete merit badge. Scouts should bring a notebook in which to keep leaves for identification. Geology (Moderate) Geology is the study of the Earth. Scouts will learn geologic processes that continue to change our planet. They will have an opportunity to focus on either Surface and Sedimentary Processes, Energy Resources, Mineral Resources, or Earth History. This badge requires a mature level of concentration. Prerequisites: Req. 5(c) collect 10 different rocks or minerals. Record in a notebook and label each with its class and origin, chemical composition, and list its physical properties. Bring notebook to camp with photo of collection. Insect Study (Moderate) In earning the Insect Study merit badge, Scouts will glance into the strange and fascinating world of the insect. There, they will meet tiny creatures with tremendous strength and speed, see insects that undergo startling changes in habits and form as they grow, and learn how insects see, hear, taste, smell, and feel the world around them. Prerequisite: TBD Mammal Study (Basic) This is a good introductory badge for younger Scouts as they learn about mammals big and small. They will do a report and conservation project. Nature (Basic) This badge is an excellent survey of all the ecological fields. 16
MERIT BADGES CONT. Plant Science (Moderate) Plant scientists use curiosity and knowledge to develop questions about the world of plants. They try to answer those questions with observations and experiments in the laboratory and in the field. To earn this merit badge, Scouts will explore three of the most important plant science specialties: agronomy, horticulture, and field botany. Prerequisite: TBD Reptile and Amphibian Study (Moderate) Develop knowledge about frogs, lizards, snakes and more leading to an appreciation for all native wildlife. Understanding the life cycle of a reptile or amphibian and keeping one as a pet can be a good introduction to natural history; and knowing about venomous species can help Scouts to be prepared to help in case of an emergency. Prerequisite: TBD Soil and Water Conservation (Moderate) It is the duty of every person to learn more about the natural resources on which our lives depend so that we can help make sure that these resources are used intelligently and cared for properly. There is a great deal of discussions on erosion, water cycle and management. Service Project is required to complete merit badge. Prerequisites: BRING work gloves. Space Exploration (Moderate) Space is mysterious. We explore space for many reasons, not just because we don’t know what is out there, it is vast, and humans are full of curiosity. Each time we send explorers into space, we learn something we didn’t know before. Scouts will have the opportunity to build and launch a water rocket as part of the badge. Prerequisites: BRING 2-liter soda bottle to make rocket. Weather (Moderate) Weather can be unpredictable. With this merit badge, Scouts will come to understand the differences between weather, climate and meteorology. Learn basic forecasting name several weather- related outdoor safety rules, draw the water cycle, and make a weather instrument. 17
MERIT BADGES CONT. OUTDOOR SKILLS Outdoor Skills focuses on traditional Scouting fun. Learn about Indian Lore, help make a monkey bridge or weather rock stand when you do Pioneering, have hands on experience of cooking in a Dutch oven while doing Cooking and try to find our camp geocaches with Geocaching. Outdoor Skills will also offer evening programs that test and instruct Scouts in their cooking skills, knot tying, and creativity with Duct Tape. Archeology (Moderate) This badge surveys the skills, education, and tools used by archaeologists. Scouts will take part in hands-on activities and lessons to see how we can learn from the past. (Combined with Indian Lore) Cooking (Advanced) Scouts will learn principles of cooking that can be used both at home or in the outdoors, about food safety, nutritional guidelines, meal planning, and hands on methods of food preparation, and will review the variety of culinary (or cooking) careers available. Prerequisites: Complete requirement #4 Home Cooking and #6 d, e & f Trail/Backpacking meals prior to camp or Merit Badge will not be completed. Geocaching (Moderate) Geocaching describes a hiding place on planet Earth - a hiding place you can find using a GPS unit. This badge has Scouts use a GPS unit to locate and find geocaches around the camp. GPS units are provided, however, participants are encouraged to bring their own GPS units. Prerequisite: create an account at geocaching.com Indian Lore (Basic) Scouts will learn about Native American culture and play different games. They have the option of making item of Native American clothing, making and decorating three items used by a tribe, or make an authentic model of a dwelling used by any Indian tribe. Kits available at the Trading Post. Prerequisite: COMPLETE and BRING to camp requirement #12in order to give a written or oral report at camp. (Combined with Archeology) 18
MERIT BADGES CONT. Orienteering (Advanced) Scouts have used maps and compasses to find locations and plan journeys for decades. Here they will learn how to use a compass, orient a map and set up and run an orienteering course. Prerequisites: Please bring an orienteering compass. Scouts will need basic knowledge of map and compass. KNOW and PRACTICE your knots. Pioneering (Advanced) Scouts with a knowledge of ropes, knots, and splices have one of the oldest of Scouting’s skills around. We will build fun camp projects like monkey bridges and towers. Project kits available at Trading Post. Know the knots required for Tenderfoot through First Class. Participants will need to use time outside of class to complete their projects. Please bring a pocketknife and gloves. Safety (Easy) Knowing about safety helps Scouts to make the right choices and to take the best actions to avoid accidents by making informed choices in their everyday activities and to respond appropriately during an emergency situation. Search and Rescue (Moderate) This badge teaches the skills and terminology associated with search and rescue. Prerequisite: Req. 5 (may be completed online). Signs, Signals and Codes (Moderate) The Signs, Signals, and Codes merit badge will cover Morse code, ASL, Braille, signaling, trail markings, and other nonverbal communications. Wilderness Survival (Moderate) In their outdoor activities, Scouts learn what clothing and gear they need, to make good plans, and do their best to manage any risks. But sometimes, something unexpected happens. When things go wrong, the skills of wilderness survival can help make everything right again. This badge requires an overnight trip. Scouts should bring a backpack, sleeping bag, and ground cloth. Shelters are not built at camp sites. Scouts should bring a backpack, sleeping bag, and ground cloth. PREPARE and BRING a small survival kit to camp to fulfill requirement #5. Suggested for First Class or above. 19
MERIT BADGES CONT. CLIMBING TOWER Climbing (Moderate) Climbing is not a sport that requires tremendous muscular strength; it demands mental toughness and the willingness to practice hard to master a set of skills. The adventure of climbing can also provide a new way to enjoy the outdoors. Suggested for Scouts 13+, Class size limited. This badge is physically challenging and requires a strong knowledge of knots, first aid, and safety. A strong, sturdy pair of comfortable (not brand new) hiking boots are highly recommended. There will be opportunities during the week for anyone to climb. SHOOTING SPORTS Our Shooting Ranges provide Scouts with the opportunity to safely learn from expert instructors in the fields of rifle, muzzel loading, and archery. Open program sessions will allow Scouts to enjoy open shooting with a cost only for muzzel loading ammunition. Scouts will participate in a safety lecture prior to any shooting activity. Due to the high popularity of these badges, please do not register Scouts that already have the merit badge. Archery (Advanced) Archery is a fun way for Scouts to exercise minds as well as bodies, developing a steady hand, a good eye, and a disciplined mind. This merit badge can provide a thorough introduction to those who are new to the bow and arrow—but even for the experienced archer, earning the badge can help to increase the understanding and appreciation of archery. This is a difficult badge to master so it is highly recommended that Scouts taking archery have some prior experience. Scouts will likely need to take time out of class to qualify. Recommended for older Scouts 13+. Extra Time may be needed at the range for practice to achieve the required scores. Rifle or Muzzel Loading (Advanced) Scouts can develop their shooting skills while learning safe practices. They will learn parts of a rifle, and tell how they function, plus identify and demonstrate the five fundamentals of shooting a rifle all in the safety of our range. This is a challenging badge, extra time may be needed at the range for practice to achieve the required scores. Option A is .22 Rifle and Option C is Muzzle Loading. Scouts may only take one or the other, NOT BOTH. Class size is limited. 20
MERIT BADGES CONT. HORSE CORRALS Horsemanship (Moderate) This is a fun but time-consuming badge. Transportation to the horse pens is provided by unit leaders in personal vehicles. Travel time is included in the 2-hour course time. Prerequisites: long pants and closed-toe shoes, some scouts may have difficulty mastering all the skills in one week. TRADING POST Salesmanship (Basic) Scouts learn self-confidence, motivation, friendliness, and the persistence necessary to overcome obstacles and solve problems. Sales can offer a challenging and rewarding career for those who enjoy interacting with people from all walks of life. OTHER TRAINING American Red Cross Training (Adults) Geronimo is proud to offer Adult & Child CPR/AED with First Aid Basic training as well as Wilderness First Aid. For more information, reference the Scoutmaster Program Guide Beginner Swimming (Basic) Focused on passing the Beginner and Swimmer swim tests. This course involves one-on-one instruction to help Scouts become comfortable with the water. This is not a merit badge. BSA Lifeguard (Advanced) This course is extremely physically demanding and recommended for older Scouts and adults only. Participants will spend the entire day at the waterfront. Prerequisites: 15+ and CPR Professional certification. (CPR pro is offered at camp only if we have an instructor available) Mile Swim (Advanced) This BSA award recognizes advanced swimmers. The mile swim is achieved over four, one-hour sessions. Prerequisite: Pass the BSA Swim Test 21
2018 Camp Geronimo Merit Badge Schedule SESSIONS 1 through 4 5:15 AM - Polar Bear Tues. through Thurs. - Tenderfoot Run on Friday 6:00 AM - Reveille 6:20 AM - First Breakfast and Bird Study (attends 2nd Breakfast) 7:00 AM - Flags 7:10 AM - Second Breakfast Nature Handicraft Outdoor Skills Shooting Sports Aquatics Health Lodge Other Offerings 8:00 Environmental Science Basketry Cooking: 8-9:50 AM Archery Lifesaving: 8-9:50 AM First Aid Climbing (13+): 8-9:50 AM Fish & Wildlife Metalwork (13+) Pioneering Rifle: 8-9:50 AM Swimming Emergency Prepardness Horsemanship: 8-9:50 AM Forestry Leatherwork Search and Rescue Muzzle: 8-9:50 AM Canoeing Plant Science Pottery Wilderness Survival Rowing Reptile Study Wood Carving 9:00 Environmental Science Art Cooking: 8-9:50 AM Archery Lifesaving: 8-9:50 AM First Aid Climbing (13+): 8-9:50 AM Geology Leatherwork Archeaology/Indian Lore Rifle: 8-9:50 AM Swimming Horsemanship: 8-9:50 AM Nature Metalwork (13+) Pioneering Muzzle: 8-9:50 AM Canoeing Salesmanship (at Trading Post) Reptile Study Pottery Wilderness Survival Rowing Weather Wood Carving 10:00 Environmental Science Leatherwork Cooking: 10-11:50 AM Archery Lifesaving: 10-11:50 AM First Aid Climbing (13+): 10-11:50 AM Astronomy Metalwork (13+) Orienteering Rifle: 10-11:50 AM Swimming Emergency Prepardness Horsemanship: 10-11:50 AM Forestry Pottery Signs, Signals, Codes Muzzle: 10-11:50 AM Canoeing Insect Study Pulp & Paper Wilderness Survival Rowing Space Exploration Wood Carving 11:00 Environmental Science Game Design Cooking: 10-11:50 AM Archery Lifesaving: 10-11:50 AM First Aid Climbing (13+): 10-11:50 AM Astronomy Leatherwork Geocaching Rifle: 10-11:50 AM Swimming Horsemanship: 10-11:50 AM Geology Metalwork (13+) Pioneering Muzzle: 10-11:50 AM Canoeing Mammal Study Pottery Safety Rowing Space Exploration Wood Carving 12:20 First Lunch First Lunch First Lunch First Lunch First Lunch First Lunch First Lunch 12:55 Second Lunch Second Lunch Second Lunch Second Lunch Second Lunch Second Lunch Second Lunch 2:00 Environmental Science Art Cooking: 2-3:50 PM Archery First Aid Fish & Wildlife Basketry Geocaching Rifle: 2-3:50 PM MERIT BADGE SCHEDULE SESSIONS 1-4 Mammal Study Leatherwork Signs, Signals, Codes Plant Science Pulp and Paper Wilderness Survival Space Exploration Wood Carving 3:00 Environmental Science Basketry Cooking: 2-3:50 PM Archery Emergency Prepardness Nature Game Design Archeaology/Indian Lore Rifle: 2-3:50 PM Reptile Study Leatherwork Orienteering Soil & Water Metalwork (13+) Search and Rescue Space Exploration Pottery 22 Please Note: Merit Badges that are Italized in Red are the 2nd half of a 2 hour class that starts an hour earlier. Scouts WILL NOT be able to schedule another class during that time.
2018 Camp Geronimo Merit Badge Schedule SESSIONS 5 through 7 5:15 AM - Polar Bear Tues. through Thurs. - Tenderfoot Run on Friday 6:00 AM - Reveille 6:20 AM - Bird Study 6:45 AM - Flags 7:00 AM - Breakfast Nature Handicraft Outdoor Skills Shooting Sports Aquatics Health Lodge Other Offerings 8:00 Environmental Science Basketry Cooking: 8-9:50 AM Archery Lifesaving: 8-9:50AM First Aid Climbing (13+): 8-9:50 AM Fish & Wildlife Metalwork (13+) Pioneering Rifle: 8-9:50 AM Swimming Horsemanship: 8-9:50 AM Forestry Leatherwork Search and Rescue Muzzle: 8-9:50 AM Canoeing Plant Science Wood Carving 9:00 Geology Art Cooking: 8-9:50 AM Archery Lifesaving: 8-9:50 AM First Aid Climbing (13+): 8-9:50 AM Nature Leatherwork Archeaology/Indian Lore Rifle: 8-9:50 AM Swimming Emergency Prepardness Horsemanship: 8-9:50 AM Reptile Study Pottery Wilderness Survival Muzzle: 8-9:50 AM Canoeing Salesmanship (at Trading Post) Weather Wood Carving 10:00 Environmental Science Leatherwork Cooking: 10-11:50 AM Archery Lifesaving: 10-11:50 AM First Aid Climbing (13+): 10-11:50 AM Astronomy Metalwork (13+) Orienteering Rifle: 10-11:50 AM Swimming Emergency Prepardness Horsemanship: 10-11:50 AM Insect Study Pulp & Paper Signs, Signals, Codes Muzzle: 10-11:50 AM Rowing Space Exploration Wood Carving 11:00 Astronomy Game Design Cooking: 10-11:50 AM Archery Lifesaving: 10-11:50 AM Emergency Prepardness Climbing (13+): 10-11:50 AM Mammal Study Leatherwork Geocaching Rifle: 10-11:50 AM Swimming Horsemanship: 10-11:50 AM Soil & Water Pottery Safety Muzzle: 10-11:50 AM Rowing Space Exploration Wood Carving 12:20 Lunch Lunch Lunch Lunch Lunch Lunch Lunch 2:00 Environmental Science Art Geocaching Fish & Wildlife Basketry Signs, Signals, Codes MERIT BADGE SCHEDULE SESSIONS 5-7 Mammal Study Metal Work (13+) Wilderness Survival Plant Science Wood Carving 3:00 Geology Game Design Archeaology/Indian Lore Nature Leatherwork Orienteering Reptile Study Pottery Pioneering Space Exploration Pulp & Paper 23 Please Note : Merit Badges that are Italized in Red are the 2nd half of a 2 hour class that starts an hour earlier. Scouts WILL NOT be able to schedule another class during that time.
ADULT LEADER TRAINING Camp Geronimo is proud to offer a wide array of beginner and advanced courses for our adult leaders. From SM/ASM Specifics and Introduction to Outdoor Leader Skills. Camp Geronimo has a dedicated Scoutmaster Program Director, ensuring that the adult leaders in your unit have plenty to do. Scoutmasters also have the opportunity for fun activities like our Scoutmaster Top Shot Competition, Hillbilly Golf, and Friday night Pinewood Derby after campfire. For more on our Scoutmaster Program please read the Scoutmaster Program Guide. BROWNSEA ISLAND ADVENTURE for New Scouts Brownsea Island Adventure is the “NEW” Camp Geronimo first year camper program. Dividing the participants into patrols that work with an experienced Scout (Life or Eagle) throughout the week, Brownsea Island teaches Scouts the essentials of Scouting in a fun, interactive, and competitive program. The Brownsea Island program is a model for first year camper programs around the nation and has been shown to help units retain Scouts for longer, making your unit stronger. Scouts in Brownsea Island will be in the program all day and should register for it in all time blocks during online registration. BSI Scouts may take merit badges in the afternoon sessions. For more information, please read the Brownsea Island Leader Guide located under forms on the Camp Geronimo webpage. 24
MONDAY TUESDAY WEDNESDAY THURSDAY FRIDAY Who Am I Nocturnals You're Outta Here The Square Knot on EDGE Who Are We What's the Number for 911 My Buddy True North Why Knot 8:00-9:25 It's Just a Flesh Wound Topo the World To the Colors All Tied Up Once Bitten Surviving the Elements 9:30-10:00 Stave Ceremony Orienteering Competition First Aid Competition Knot Tying Competition 5-Mile Hike Can't Touch This Stave Decorating Totin' Chip Reach, Throw, Row, Go Wild Thing 10:05-11:50 Firemn' Chit PDQBALLS Shooting Ranges Outdoor Ethics Play With Fire PDQBEPPS 12:20-1:30 Lunch Lunch Lunch Lunch Lunch BROWNSEA ISLAND SCHEDULE 2:00-4:00 Merit Badges Merit Badges Merit Badges Merit Badges Merit Badges Bead Color Type of Skill
SR MOUNTAIN MAN PROGRAM for Older Scouts SPADE RANCH MOUNTAIN MAN • The concept of the program is to provide older Scouts with another alternative to the scheduled merit badge program. • The specific itinerary for each week will vary; the Scout will receive a schedule for the week when arriving at camp. • Scouts may work on selected badges through coordination with the SR Mountain Man Program Director. • For a Scout to participate in the SR Mountain Man Program, go to the Camp Reservation Site where you sign-up for Merit Badges. • Scouts can also sign-up with the Program Director during Check-in, providing space is available. Requirements • A Scout must be 14 years old to participate. • A Scout must be a First Class Scout. • A Scout must have had previous summer camp experience. • A Scout must be physically and mentally prepared for a week of hiking, camping, and backpacking. • A Scout enrolled in this program must complete all requirements and activities to receive all the recognition provided. This means participating in all activities. Activities There is a maximum of 12 Scouts who may participate each week. The Scouts will: • Hike • Cook Meals • Project COPE. • Backpack • Work the land • Paul Bunyan • Climb • Build pioneering • Reptile Wrangling • Rappel projects • Search & Rescue • Ride • Spade Ranch • And More! Overnight • Shoot • Aquatics Make sure your Scout has the following: • Sleeping bag with ground cloth • Water container(s) at least 2 liters • Backpack • Hiking shoes & socks • Personal mess kit 26
PROGRAMS, ACTIVITIES & EVENTS CAMP ACTIVITIES & SPECIAL EVENTS Monday—Opening Campfire An opening campfire will be held Monday night at the campfire circle above the swimming pool. This program will be provided by the camp staff for your entertainment and enjoyment. Line up by 6:45PM! Campsites 16-29 line up at the Outdoor Skills Area. Campsites 1-15 line up at the Trading Post. Both groups will be led to the campfire site by the Order of the Arrow. Thursday—Listen to the Legend The Legend of the Mogollon Monster is told by the Storyteller on Thursday evening at the Spade Ranch House at 7:30PM. Camp chairs are suggested due to limited seating. Snacks sold at Gatehouse before & after story. OTHER SPECIAL ACTIVITIES Tue, Wed, Thur (all 3)—Polar Bear Swim Brrr. The name Polar Bear is just what it implies: A cold swim in the morning. Those who enjoy a brisk swim first thing in the morning will join this elite group. The Polar Bear swim will be held Tuesday, Wednesday and Thursday from 5:15AM to 6:05AM for Scouts and Scouters who dare. Segments will be awarded to those who complete all 3 Polar Bear swims. Friday—Tenderfoot Run On Friday at 5:15AM those Scouts and Scouters who like to run, jog, or walk can attempt the run from the entrance gate at Shooting Sports back to the entrance gate at Shooting Sports. See MAP at Headquarters. 1. You will leave the gateway at Shooting Sports after getting your mark. 2. Proceed down the road through the parking lot to the south green gate that leads to the west side road. 3. Go around the gate, and cross the creek and continue on the road past Staff Hill, Campsite 2, and in front of the Nature Lodge (Get 2nd mark here). 4. Turn right past the Nature Lodge and go towards the Honor Fire and cross the bridge in front of the Commissioners’ Shack. 5. Pick up the Kumlin trail to the left of the Commissioners’ Shack and take it to where the east road and East Webber Creek join across from site 19. 27
PROGRAMS, ACTIVITIES & EVENTS CONT. Friday—Tenderfoot Run Cont. 6. Turn right and cross the creek and follow the East road back to the Shooting Sports gate and get your 3rd and last mark. An alternative start & end point is the West road by the Nature Lodge. Follow the same route. Segments will be awarded for completion of the course. Geronimo Geocaches • Geronimo • Trail to Eagle • Campsite Cache • Commissioners Cache • Creekside Cache • Pillars of Scouting • The Code Try one of the above courses with your GPS. See the Outdoor Skills Staff to get a coordinates sheet. We have several GPS units available for you to check out. If you have an issue with a cache, please come back and see the Outdoor Skills Staff for guidance. Once you complete the geocache, a segment is available for purchase at the Trading Post. “I Did It All” at Camp Geronimo • “It is impossible to do it all at Geronimo,”said the inexperienced Scoutmaster. “No, it isn’t,” said the worn out Scoutmaster and his senior patrol leader, “and we do it all at Camp Geronimo!” • Take the challenge to DO IT ALL and get recognized for it. • When you get to camp, we will give each of the leaders and Scouts a score card that lists activities to do at Geronimo, and if you do it ALL — and we mean ALL — then we will give you a cool “I DID IT ALL!” segment. 28
PROGRAMS, ACTIVITIES & EVENTS CONT. “I Did It All” at Camp Geronimo Cont. Here Is What Do You Have To Do. • Tie five basic knots in Scoutcraft (Outdoor Skills): Square Knot Bowline 2 Half Hitches Tautline Clove Hitch • Successfully complete your dining hall duties with smiles and enthusiasm • Complete the Tenderfoot Run • Complete 3 Polar Bear Swims • Hike a Night Eye Trail • Take the Levi Young Nature Trail • Hike a Rainbow Trail • Shoot a score at the Archery Range • Learn about pacing and find your pace at Outdoor Skills. • Shoot a score at the Rifle Range • As a troop, sing a song and give your troop yell at a flag ceremony or at a meal Pick-up extra “I DID IT ALL” CARDS at Headquarters 29
CHECK-OUT FRIDAY NIGHT FOLLOWING CAMPFIRE • Have Scouts pack all their gear except what they’ll need for Saturday morning. • Pack all troop gear. • Send adult representatives to the Dining Hall to double check your Merit Badge completion records. Area Directors will be in the dining hall to answer any questions and correct any potential errors regarding your Scout’s advancement. Upon returning home leaders may print blue cards from the registration site - instructions will be provided. • If leaving before 7:00AM on Saturday, set a time for your checkout inspection with your Ambassador prior to your departure. SATURDAY CHECKOUT • Checkout starts at 7:00AM. On Friday you will arrange a time with your Ambassador to inspect your campsie on Saturday. • A continental breakfast is served, when your Troop is ready, from 7:00- 8:30AM in the Dining Hall. • The site should be policed for trash and the shower facilities used by your unit should be checked for cleanliness before leaving. • Deposit all trash in the nearest dumpster. • After your campsite has been cleared by Ambassador the last stop is Headquarters to receive your health forms, merit badge report, and free patches. • Return all equipment to the Commissioner Shack, and return your Site Information Binder to the Headquarters building in order to complete your check-out procedure. 30
CAMP AWARDS Tonto Rim Tribe Award Since its inception, Scouts and Scouters in the Tonto Rim Tribe have provided many thousands of hours of conservation and worthwhile projects in camp promoting the long term camping experience and upgrading the program & physical condition of Camp Geronimo. The five positions in the tribe and the requirements for membership: Brave • Earn two merit badges • One summer at Camp Geronimo • Have advanced at least one rank from previous summer (Eagles • One hour of work on a service exempted) project • Hike one camp trail (minimum 1 • Earn one merit badge mile) and two 5 mile hikes • Hike one camp trail • Serve as program aide to a Warrior Ambassador or program area for two of the four hours of service • Earned Brave project work • Two summers at Camp Geronimo • Three hours of work on a service Old Ones project • Earned Brave, Warrior, Chief & • Earn one merit badge Medicine Man • Have advanced at least one rank • At least once, have earned a Polar from previous summer (Eagles Bear, Tenderfoot Run, or I Did It exempted) All Awards • Hike one camp trail (minimum 5 • Five summers at Camp Geronimo miles) • Lead your troop/patrol on at least one camp trail. Work with Camp Chief Commissioner to work out details • Earned Warrior • While at camp, serve in a leader- • Three summers at Camp ship position in your troop or as Geronimo a program aide in a specific area • Three hours of work on a service as assigned by the Camp Ambas- project sador, or participate in the Spade • Earned two merit badges Ranch Mountain Man program • Have advanced at least one rank • Develop and carry out the troop from previous summer (Eagles Big “G” project with your leader’s exempted) advice • Hike one camp trail (minimum 5 Tonto Rim Tribe progress cards are miles) available at Camp Headquarters. Medicine Man Segments will be issued to • Earned Chief each Scout who completes the requirements. • Four summers at Camp Geronimo 4 hrs of work on a service project 31
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