Sovereignty Module: Live Off the Land

Complete Trapping, Snaring, and Wilderness Survival Food Procurement Guide
When supplies run out, the land provides. Trapping is 10x more efficient than hunting: traps work 24 hours a day while you do other tasks. This campaign covers every trap type, placement strategy, and animal processing technique.
Chapter 1: Trap Types by Target
| Trap Type | Target Animals | Kill/Capture | Materials | Difficulty | Effectiveness |
|---|---|---|---|---|---|
| Deadfall (figure-4) | Squirrel, rat, marten | Kill | Rocks, sticks | Low | High |
| Snare (wire/cord) | Rabbit, fox, coyote | Kill or capture | Wire or cordage | Low | Very high |
| Pit trap (covered) | Large game, pig | Capture | Digging + cover | Moderate | Moderate |
| Spring snare (lifted) | Rabbit, bird | Kill | Cordage + spring pole | Moderate | High |
| Conibear-style (body grip) | Beaver, muskrat, raccoon | Kill | Metal (manufactured) | Low (to set) | Very high |
| Fish trap (weir/basket) | Fish | Capture | Sticks, cordage | Moderate | Very high |
| Bird snare (perch) | Birds | Capture | Cordage + perch | Low | Moderate |
| Leg-hold (padded) | Coyote, fox, bobcat | Capture (live) | Metal (manufactured) | Moderate | High |
Chapter 2: Snare Construction
| Component | Material | Specification | Function |
|---|---|---|---|
| Loop (noose) | 20-gauge brass/copper wire or braided cord | Sized to target animal | Tightens around animal |
| Lock (one-way slide) | Wire twist or commercial lock | Prevents loop from loosening | Keeps animal caught |
| Anchor | Stake, tree, or drag (heavy log) | Must hold struggling animal | Prevents escape |
| Support (holds loop in position) | Twig, wire support, or notch in tree | At animal head height | Presents loop in travel path |
| Trigger (spring snare) | Notch system or toggle | Releases spring pole | Lifts animal (quick kill) |
Snare sizing: Rabbit: 3-4 inch diameter loop, 2 inches off ground. Fox/coyote: 8-10 inch diameter, 8-10 inches off ground. Deer: 12-14 inch diameter, 18-24 inches off ground (where legal).
Chapter 3: Deadfall Trap (Figure-4 Trigger)
| Step | Action | Details |
|---|---|---|
| 1 | Find flat rock (5-20 lbs depending on target animal) | Heavy enough to kill instantly |
| 2 | Carve vertical stick (upright): flat notch near top, chisel point at bottom | Holds system up |
| 3 | Carve diagonal stick (diagonal): notch at top (engages upright), flat end holds bait | Supports rock at angle |
| 4 | Carve horizontal stick (trigger): notch engages upright, end supports rock | Most sensitive piece |
| 5 | Assemble: upright holds diagonal, diagonal holds rock, trigger holds upright to horizontal | Forms "4" shape |
| 6 | Place bait on diagonal end (under rock) | Peanut butter, meat, seeds |
| 7 | Animal touches bait/trigger → system collapses → rock falls on animal | Instant kill |
Figure-4 principle: Three sticks interlock in a figure-4 shape. Any disturbance to the bait stick releases the trigger, dropping the deadfall weight. Adjust sensitivity by changing notch depth.
Chapter 4: Fish Traps
| Type | Construction | Target | Placement | Yield |
|---|---|---|---|---|
| Basket trap (funnel) | Woven sticks/wire, funnel entrance | All fish | Stream, river mouth | High |
| Weir (fence across stream) | Sticks/rocks channeling to trap | All fish | Across shallow stream | Very high |
| Trotline (multiple hooks) | Main line + dropper hooks + bait | Catfish, large fish | Across river/pond | Moderate-high |
| Gill net | Mesh net stretched across water | Size-specific fish | Across current | Very high |
| Crayfish trap | Wire mesh box, funnel entrance | Crayfish | Stream bottom, baited | High |
Funnel trap principle: Fish swim into wide funnel opening easily but cannot find the small exit hole to escape. Bait inside attracts fish. Check daily. One trap can catch 5-20 fish per day in productive water.
Chapter 5: Trap Placement Strategy
| Principle | Application | Why It Works |
|---|---|---|
| Trails (game paths) | Place snares on visible animal trails | Animals use same paths repeatedly |
| Funnels (natural narrows) | Set traps where terrain narrows passage | Forces animal through trap |
| Water sources | Set near streams, ponds, springs | All animals must drink |
| Den entrances | Set at burrow/den openings | Animals enter/exit predictably |
| Bait stations | Create bait pile, set traps around it | Draws animals to kill zone |
| Cubby sets (enclosed bait) | Build small enclosure with bait inside, trap at entrance | Forces animal to enter from one direction |
| Quantity over quality | Set 10-20 traps minimum | More traps = more consistent food |
Rule of 10: Set at least 10 traps/snares to ensure daily food. Expect 10-30% catch rate per night. 10 snares at 20% = 2 animals per day = survival food secured.
Chapter 6: Animal Processing
| Step | Action | Time | Details |
|---|---|---|---|
| 1 | Kill humanely if still alive (cervical dislocation for small game) | Immediate | Quick, clean kill |
| 2 | Bleed (cut throat, hang head-down) | 5-10 minutes | Better meat quality |
| 3 | Skin (cut around ankles, peel hide off) | 10-30 minutes | Save hide for tanning |
| 4 | Gut (open belly carefully, remove organs) | 5-15 minutes | Save liver, heart, kidneys (edible) |
| 5 | Rinse cavity with clean water | 2 minutes | Remove blood and debris |
| 6 | Butcher (separate into portions) | 10-30 minutes | Or cook whole (small game) |
| 7 | Cook immediately or preserve (smoke, dry, salt) | Varies | Don't waste: eat organs, make bone broth |
Calorie yield: Rabbit = 1,000-1,500 calories. Squirrel = 400-600 calories. Raccoon = 2,000-3,000 calories. Deer = 30,000-50,000 calories. Beaver = 3,000-5,000 calories.
Reference Card
- Set 10+ traps minimum: expect 10-30% catch rate per night
- Snare on game trails at head height of target animal (rabbit: 2 inches off ground)
- Figure-4 deadfall: 3 sticks + heavy rock = reliable kill trap from natural materials
- Funnel fish trap: fish enter easily but can't find exit. Check daily. 5-20 fish/day possible.
- Cubby set: enclosed bait forces animal to approach from one direction (into trap)
- All animals must drink: water sources are guaranteed trap locations
- Process game immediately: gut within 1 hour (bacteria multiply rapidly in body cavity)
- Quantity over quality: 10 mediocre traps outperform 1 perfect trap