Program Areas - Activity Periods
Each full day (except for the first day of day camp sessions), campers attend 3-4 activity periods.  Activity Periods last about 45-50 minutes.  During this time, campers are taught a "program area" skill and practice that skill through activities.  On the first day, campers ages 9 and up choose which program areas they wish to take in a process called Arena.  Campers ages 6-8 (day campers) rotate several of the program areas throughout the sessions.  Participation in some program areas is limited by the results of the swim test, height, or age.  The program areas we typically offer are:

Archery
Arts & Crafts
Athletics
Canoeing
Dance
Drama
Fishing
Fun Times 
Kayaking
Nature & Camp Crafts
Project Adventure
Sailing
Snorkeling


In This Section:
Auburn YMCA-WEIU

Smorgasbord
In addition to the 3-4 activity periods that they attend every day, campers have the opportunity to try something new or different offered almost every day by our counselors at Smorgasbord.  At Smorgasbord, campers get to choose a program area they aren't signed up for but may want to try, like kayaking, or they may choose to go on a gully hike, play ultimate frisbee or arthurball, do some arts and crafts, or anything else our imaginations can come up with!
There are TONS of things to do at Camp Y-Owasco!  
At Camp Y-Owasco, we believe that every day should bring a new adventure to broaden horizons and build better bases in skillsvaluescharacter, and healthy social relationships.  We do this partially through our many activities!  All activities are supervised and facilitated by trained, qualified staff at all times.  
A d v e n t u r e   E v e r y   D a y
Cabin Activities
At camp, campers are put into cabin-groups, called "tribes."  These groups are our camp families, and are the most basic social unit at camp.  The tribes eat together, live together, work together, and, of course, play together.  Almost every day we have "cabin activity time" in which the counselors of the cabin/tribe plan and execute an activity to facilitate bonding and social interaction within the cabin group.  The options are limited only by our imaginations.  Examples of things that have been chosen in the past are: 

Teambuilding
Arts & Crafts Projects
Ninja-Monkey Dodgeball
Gully Hikes
Firebuilding
Shelterbuilding
Sports with another cabin
Service Projects
Ninja/Pirate/Secret Agent Training
Atomic Relays
Swimming or Boating (with lifeguards) 
Gaga
Unit Activities
At resident camp, and sometimes at day camp, campers are placed into "units." A unit is a group of cabins (tribes) organized by age.  Our units are Wampums (ages 6-8 - Day Camp only), Braves (ages 9-11) and Warriors (ages 12-15).  By splitting up our camp population into units, we are able to offer more age-appropriate programming in the evenings in the form of Unit Activities. Unit Activities are mid- to large-sized games.  Examples of Unit Activities are:

Braveheart
Themed Counselor-Hunt
Mortal Kombat
Flashlight Tag
Ugly Counselor Contest
Dutch Auction
Unit Relays
Super Mario Brothers (The real-life 
game)
Y-Owasco Idol
Are You Smarter Than a Camp 
Counselor?
Tribal Feud
All-Camp Events
There is at least one all-camp event per session.  An all-camp event is any activity that engages the entire camp community at once that doesn't have a theme.  All-camp events are things such as capture the flag, campfire, talent show, wacky relays, breakfast bonanza pancake relays, red rover (the modern, much safer version!) and much more!  
All-Camp Games
All-camp games are epic adventures that span all or most of the camp and involve every camper and staff person.  Generally, the cabins or units are competing with one another, or the enitre camp is working toward a goal.  There is typically a story behind the game and it can be quite the production. Examples of all-camp games are: 

Gold Rush
Alien Invasion
Zombies v. Humans
Harry Potter
King Arthur's Quest
Lord of the Rings
Time-Travelers
War of the Gods
Batman
Star Wars
Clue
Camp-opoly
CY-Olympics