IUP@Belltown

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IUP@Belltown

IUP@BelltownIUP@BelltownIUP@Belltown
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What's Cookin'?
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Around the Bend
BELLTOWN STORE
How Do I?
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Welcome

There's much to see here. So, take your time, look around, and learn all there is to know about us. FRICOC believes in both clarity and common sense governance, so you will not find an exhaustive list of rules and regulations here, but where there are rules, they are strictly enforced.  Some examples: Jackwagons and assclowns are only welcome when they are welcome and will be removed when they are not.  Each of shenanigans and tomfoolery are both encouraged and forbidden, but are always forbidden when encouraged.  Carry on.

Find out more

unified CODE OF CAMP RULES and regulations

GENERAL CAMP RULES

well, at least a few of them.

Story Telling

101

Story telling is encouraged, as to both true and fabricated tales, so long as the teller of the tale tells no story to any person (a) to whom offense may be given, or (b) who may possibly retell the tale to any person to whom offense may be given.  The teller of any tale must be guided by the fundamental principles that Camp does no wrong, its owners and occupants do no wrong, and what happens at Camp stays at Camp.

Owner's Quarters

102

The  FRICOC wing, including the owner's quarters and owner's bathroom, is designated a private, limited access area.  Access is available by permission only.

Bunkroom Rules

103

The bunkrooms are for sleeping.  There are no reserved bunks.  There are presently 10 bunks available for use.  Please be mindful of others before  choosing a bunk.  If the number of guests exceeds the number of bunks, consult with the owners.

Music Rules

104

There is no designated DJ.  Try your luck.  You'll find out.

TV Rules

105

TVs are for Steelers, Pitt, Penguins, and Pirate games.  Watch something else, quietly, at your own risk.

Noise Ordinance

106

Noise is welcome until its not.  You'll know.  If you don't, you'll learn.

Back Porch Light

107

Enjoy the back porch light.  Until Jason goes to bed.  Then, don't.

Wood Decency

108

When you put the last log on the fire, get another load.

Wood Use

109

Feel free to burn any wood you've cut and stacked.  Otherwise, feel slightly less than free to burn any wood.

Parking

110

Park closer to Camp than the owners or anyone who has trouble walking.  You deserve it.  And, you deserve what might happen to your car when you do.

Showers

111

During buck season and bear season, guests may take up to one shower lasting a maximum of 8 minutes per day @ $10 per shower, subject to a penalty of $5/additional minute, and subject to a penalty of $100/additional shower.  Non hunters may not shower after 11:00 am on any hunting day unless all hunters have showered or elected to not shower.

Towels

112

Bring a towel and use your own towel or drip-dry.  One finger will be removed from those who use others' towels without permission.

Official Camp Story

113

"...like Grant took to Richmond" is recognized as the official story of Camp.  During any hunting season, campers may be required to recite the story.  Not knowing the story is no excuse for failing to tell it upon request.  Failure to comply may result in ouster.

Official Camp Song

114

"Indian Maid" is recognized as the official song of Camp.  During any hunting season, campers may be required to recite the song.  Not knowing the song is no excuse for failing to sing it upon request.  Failure to comply may result in ragging, dutch oven, or ouster.


OUTDOOR GAMES AND GAME ROOM RULES

House Rules

Poker - dealer's choice

201.1

Without unanymous consent from those at the table, dealer's choice prevails.

Poker - 5 card

201.2

Without unanymous consent from those at the table, 5 card poker rules apply.  Varieties of draw and stud poker, criss cross, night baseball, and wild cards are welcome.  Welcome exceptions include in-between, and others recognized by the owners.

Poker - nickel/dime

201.3

Without unanymous consent from those at the table, games are generally begun with a nickel ante.  Bets may be by nickel only unless a pair is showing, whereupon a maximum bet of a dime may be made.  Raises may be made in a denomination not to exceed the amount of the bet or a prior raise.  Exception:  In-between and cold hands may begin with a larger ante.

Poker - pennies

201.4

With the exception of agree-upon games of penny poker, no pennies are allowed.  Jerry is permitted to throw any pennies into the fireplace.

Horseshoes

202.1

Without unanymous consent from all players, games are played to 21.

Horseshoes - leaners

202.2

There are no "leaners," and there are no instances where 2 points are awarded for one horseshoe.

Horseshoes - suckers to the hobb

202.3

Losers always go first

Cornhole

203.1

Without unanymous consent from all players, games are played to 21.

Cornhole - grounded bags

203.2

If any part of a bag is touches the ground during or after a throw, that bag cannot count; however, grounded bags remain on the board until after all bags have been thrown during the turn.

Cornhole - winners have honors

203.3

Winners and higher seeded teams always go first.

Shuffleboard

204.1

Without unanymous consent from all those assembled in the game room, with 4 players the game is played to 21, and with 2 players the game is played to 15. 

Shuffleboard - near foul line

204.2

If the puck does not pass the foul line closest to the shooting player ("near foul line"), it is considered to be in the ‘illegal zone’ and is to be immediately removed from the table.  If the puck passes the near foul line, it is legal and will not be removed.

Shuffleboard - score zones and scoring

204.3

There are 4 score zones: 1, 2, 3, and 4.  To score, a puck must be on the board and beyond any opponent's puck on the board.  A puck need not be completely in a score zone to count, but if a puck is touching a line between two score zones, it is deemed to be in the lower score zone. 

Shuffleboard - one pointers

204.4

To count for 1 scored point, a puck must be in score zone 1.  To be in score zone 1, a puck must be (a)  completely beyond the foul line farthest from the shooting player ("far foul line"), and (b) not completely beyond the line beginning zone 2.

Shuffleboard - two pointers

204.5

To count for 2 scored points, a puck must be in score zone 2.  To be in score zone 2, a puck must be (a) completely beyond the line begining score zone 2, and (b) not completely beyond the line beginning score zone 3.   

Shuffleboard - three pointers

204.6

To count for 3 scored points, a puck must be in score zone 3.  To be in score zone 3, a puck must be (a) completely beyond the line begining score zone 3, and (b) not completely beyond the line beginning score zone 4.   

Shuffleboard - four pointers

204.7

To count for 4 scored points, a puck must be in score zone 4 and not be a hanger.  To be in score zone 4, a puck must be (a) completely beyond the line begining score zone 4.   

Shuffleboard - hangers

204.8

 A puck in score zone 4 that extends over the far edge of the board is a hanger and counts as 5 points 

Shuffleboard - no suckers / no honors

204.9

To determine which player/team will throw first, one player from each team throws one puck.  The team whose player throws the puck closest to the far end without going into the alley chooses whether to throw first or to defer.  The winning team or higher seeded team has first choice as to its color.

Most rules enforced by well armed mountain folk.

The Board

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