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Home Oklahoma D-Day 2010
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Rules of Play |
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D-DAY 2010
RULES OF PLAY
D-DAY PRODUCTIONS SCENARIO EVENTS
NOTICE!!!!
MOST OF THIS AREA IS BEING REVISED: IF YOU SEE A HIGHLIGHTED AREA THESE ARE PREVIOUS RULES THAT WE ARE DISCUSSING AND ARE WORKING ON REVISIONS.
THESE CURRENT RULES ARE SUBJECT TO CHANGE!
Version 2.1© 2007
You are about to embark on the experience of a lifetime! You will be participating in the largest multi-hour/day paintball game in history. This event is of a magnitude never before achieved in the sport of paintball. You will be encountering such features as trench works, firebases, villages, HQ bunkers, gun emplacements, and much more. Props for D-Day will include: a fleet of real army trucks transporting players around the field, bazookas, mines, paint and smoke grenades, landing craft, tanks, APC’s (armored personnel carriers), and much, much more! We have gone to great lengths to bring you the largest paintball field in the industry, now with more than 700 acres in play!
Beginning in 2006, the entire game has been redesigned around more historically accurate objectives and field locations. In addition, units both Allied and German, have been renamed and redesigned to reflect greater historical depth and accuracy, as well as enhance the indentity and Esprit de Corps of the players involved with those units. Hand in hand with these changes, the way the game is scored has been improved to enhance the intensity and fairness of play along with a large host of improvements designed to take Oklahoma D-Day to the next level and beyond. An action packed 7-day Schedule of Events featuring WWII-themed mini-scenarios, many new special competitions, and more activities than ever before combine to make this not only the World's Largest Paintball Event, but the most awe-inspiring and unique paintball experience in the world.
We hope you will enjoy yourself.
The game itself will be explained in more detail throughout our web site. To ask questions directly to the D-Day Staff or veteran players of the game visit the official Oklahoma D-Day Forum
Here we will attempt to educate and inform you of all the standard rules of play and of the event in an effort to make your time here the most safe and enjoyable experience you have ever had playing paintball!
Due to the enormous importance of SAFETY at an event so large, ALL PLAYERS should familiarize themselves with all of the rules of play. You should also familiarize yourself with the D-Day map. When you sign your waiver, you will also be stating that you have READ, and UNDERSTAND these rules. For the sake of your safety and the safety of your fellow players, and the enjoyment of your visit to Oklahoma D-Day, it is important that you read and understand these rules.
This is a game to have fun, and for you to have a very memorable experience. Some elements of the game have been made to simulate realistic situations. Not everything can be realistic in a game such as this, but we have tried to implement an air of realism and autheticity that is beyond compare.
Above all, be safe and have the time or your life!
REGISTRATION: After you have pre-registered, you will receive a "draft card" in the mail. This will identify you as having paid your entry fee and give you your registration number. Bring the card with you when you come. If you lose your card or forget to bring it, please try and remember your number. When you arrive to the D-Day Adventure Park, you will need to check in at the Registration Building. You MUST sign a waiver at this time or have brought one with you that your parents have signed, if you are under 18, if you have not already sent one in with your pre-registration. Those who have not pre-registered, will do so now. Remember, pre-registration is at a discounted price! You will be required to fill out the registration form and sign a waiver. You will be required to fill out the registration form and sign a waiver. You can purchase paint tickets at this point as well, which you will redeem at select locations around the facility for your paint. The paint sales window is at the Registration building, too. Upon completing registration and check in, you will have the following: Wristband and paint tickets (if you chose to purchase them at that time) and a player's information packet. After checking in, you will need to proceed to the Orientation Tent. You will receive your hopper cover (required to participate in the games and many of the events) upon completing the orientation video/briefing.
CAMPING: We have over 100 acres for camping. There are 60 30 amp RV spaces and 8 50 amp RV spaces which must be reserved in advance, and for a minimum of 7 days. This is a family event, so no PROFANITY please. We appreciate, and expect everyone to act in an appropriate manner. There will be a lot of children at the event. Drinking of Alcohol will not be allowed anywhere on the field or the public areas. Any type of Drugs are expressly forbidden. If you become intoxicated, or are found using drugs of any kind, you will be expelled from the event. Remember, families with their children are present, and we are all here to have a good time. Please respect your neighbors, and keep any music or noise to a tolerable level. No loud music will be allowed after 22:00 (10:00pm) in the campsites. Also, keep in mind that generators are sometimes noisy, and respect others that may want to sleep. There is an All-Night Generator Area available for your comfort and convenience.
DO NOT go into ANY CAMPSITE other than your own, unless someone is there, and you are invited. Theft will not be tolerated in any way, shape, or form. You WILL BE ARRESTED if you break the law. Camp security will be tight. There will be uniformed, and plain clothes policemen and security personal on duty at all times.
NO FIREARMS, OR KNIVES (other than pocket knives) ARE ALLOWED ON THE PREMISES AT ANY TIME. Sheath knives, or cooking knives are allowed in your CAMPSITE FOR COOKING PURPOSES ONLY. Do not wear a sheath knife around the camping/vending area for any reason please, and do not take them onto the playing field.
NO GLASS CONTAINERS
Camp fires will be permitted only if a fire ring is used. There will be a lot of dead wood on the grounds, but it burns fast, and we recommend bringing some charcoal, and or some greener wood. There will be no cutting down of live trees!
PETS: Beginning in 2006, there will be absolutely NO PETS allowed on the facility. No exceptions.
ORIENTATION: Orientation is required to receive your hopper cover, which will denote what side you are playing on. Orientation will consist of a 20-30 minute video, followed by a short briefing and question/answer session. Orientation should not last over 45 minutes. THIS IS REQUIRED BEFORE YOU CAN PLAY, regardless or your experience level. There are the usual safety Issues, but orientation will also contain rules/situations unique to D-Day. There will be new Introductions into the game this year that even a D-Day veteran will need to know about.
PAINT: EVENT PAINT ONLY! Using non-event paint is grounds for immediate expulsion from the game and the grounds. Our sponsors spend their time and money promoting this event and providing prizes for it. In return for their generous support, we use their paint exclusively.
There will be multiple grades of paint available at the event, cost dependant upon grade. When you purchase a case of paint, you will be given 4 paint tickets. You can redeem these at any paint station. These will be located at the registration area, select dead zones on the field, and on the mobile air/paint stations. This will prevent you from having to store your paint in a tent, or carry 2000 rounds in your pod harness!
The amount of paint you use is directly proportionate to your style of play. Some will not even use a case for the entire event. While others will use several cases. You can always buy more paint. We will have plenty.
HPA/Co2: Co2 and High Pressure Nitrogen/Compressed Air will be available throughout the entire event. We will be able to fill your HPA tanks to 4500 psi at most of the mobile airstations set up around the field and camground. You must be sure your tanks are current on their inspection stamp/sticker. If we cannot read a stamp or sticker, your tank will not be allowed. Please have them inspected if you are not sure prior to coming to the event. This will keep you from having any ‘down time’, due to an expired tank. All tanks must meet the hydrostat requirements, which are: Five (5) years on all aluminum Co2 (12oz and over) or nitrogen bottles. Three (3) years on all Fiber Wrapped nitrogen bottles. All stickers/covers etc that are non-factory, must be removed for inspection of your bottle for damage. Any bottle that is considered to be damaged, will NOT BE FILLED, PERIOD. We will not take a chance of endangering you, or your fellow players with a tank that might not be safe. So be sure to check, and double check all your bottles before coming to the game!
CHRONOGRAPH/MARKER SPEEDS: Daytime game speeds will be a maximum of 285 fps. Night game speeds will be maximum of 250 fps. You will be expected to chrono before the game Saturday, at meal breaks, before the night game Saturday, and before the game Sunday. There will also be mini-games going on all week. This same rule holds true for anytime you are on the field during the week. A majority of the refs will carry hand chronos and will be spot checking speeds throughout the event. Markers that are shooting ‘hot’ are a serious safety hazard. A paintball traveling at 300+ fps can shatter a goggle lens. ‘Hot’ firing will not be tolerated, PERIOD. This safety rule is especially important for the night game because of the possibility of close quarters engagements.
All ZIP TIES must be removed from markers / bottles by Friday Night before chrono begins.
D-DAY FIELD: The D-Day field consists of 700+ acres in the rolling hills of NE Oklahoma. The terrain consists of everything from open fields, to ravines and creek beds. Trees are plentiful, and so is the underbrush (briars) in places. Be aware of your surroundings. Check what you are about to crawl through. With a field this large, it is very hard to keep poison ivy/oak off the field! And crawling into a briar thicket is not my idea of fun. Most of the playing areas are clear of heavy brush, but when traveling between objectives is when you might run into dense underbrush. The D-Day map is available to print off of the web site. The field does not have any‘boundaries’ per say except barb wire fences. There will be areas on the field however that will be roped, or wired off limits because of potential safety hazards, (ie: some of the cliffs on the east side of Vierville, etc.).
There will also be areas of the field cordoned off as "Mine Fields" which will serve as both obstacles and boundary markers. Any player, from either side entering an area designated by the staff as a simulated mine field will be called out as if hit.
DEAD ZONES: There will be several Dead Zones across the Field of Play. There will be dead zone refs at all dead zones. They will be responsible for safety and reinsertion. You will be reinserted at the top and bottom of the hour, every hour during play. There will be dead zones in each battle area. When you are tagged out, proceed to the nearest dead zone. It is important you know where they are located so you can get to them quickly and get back in the game. Select dead zones will have water, vending, paint, and air fills available. Take this opportunity to catch your breath, drink some water, and reload. It is very important to drink plenty of water during the event to prevent dehydration. We also recommend drinking electrolyte type drinks such as PowerAde, etc when you are off the field. When you are reinserted, make your way back to your unit. They may have moved by the time you get there, so have a map handy, and know your units objectives, and battle plans.
SPECIAL NOTE: There will be no engagement or gameplay allowed within 50 feet of a Dead Zone. All participants in play must stay at least 50 feet from the Dead Zones. Dead Zone "camping or ambushing" (sitting right outside a dead zone to ambush players as they reinsert) is not allowed. You cannot engage players leaving a Dead Zone until they have been signalled as "in play" by the referees.
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SAFETY
GOGGLES: GOGGLES, GOGGLES, AND MORE GOGGLES! Your most important piece of personal safety equipment are your goggles. You MUST keep them on at ALL TIMES when you are on the field. No exceptions! All goggles must be ASTM approved full face and ear protection. This is not an option. Even if you are not playing, you must wear goggles at all times you are on the field. During play, you can only remove your goggles when are within the safety netting of designated Dead Zones. No exceptions! The neck is also a very vulnerable area that has the potential for serious injury if not protected. We highly recommend some sort of neck protection. Whether it be a neck protector made for paintball, or a bandana and a turtle neck, it's up to you. Again, it is highly recommended to use neck protection.
BARREL BLOCKING DEVICE: YOU MUST HAVE YOUR BBD ON YOUR MARKER AT ALL TIMES WHEN NOT ON THE PLAYING FIELD. Beginning in 2006, only Barrel Socks/Condoms will be allowed. No Barrel Plug inserts. If you ever see anyone without a BBD off the field, don't hesitate to remind them to put it on. You have the right to expect others to respect your eyesight. Since we cannot be everywhere at all the times, we are asking everyone to help us enforce these 2 very important rules (Goggles On, BBDs). Remember the cardinal rule of paintball: PLAY SAFE!
HYDRATION The weather in NE Oklahoma during D-Day is typically hot and humid. Proper hydration and nutrition is VERY important to your safety at this event. The most common injuries at D-Day are heat / dehydration related. Even when inactive, it is important that you drink plenty of fluids (plenty of water and the occasional sports drink). This will help you maintain your hydration for the periods when you are active or hard at play. You are more than welcome to bring all the bottled water and sports drinks with you that you like to the event, or you can purchase them here onsite, or from retailers in the local area. The choice is yours. Drink early, drink often.
When playing, it is very important that you take water with you onto the field, and drink regularly while playing. It is much easier to maintain proper hydration by drinking plenty, and drinking regularly, then it is to rehydrate once you've encountered a problem. On the field, there will be water buffaloes filled with clean, potable water for drinking, but it is still STRONGLY ENCOURAGED that you take your own hydration source (such as a canteen or camel back) with you onto the field. Hand in hand with this, it is vital that you at least snack light during a long day of play. You certainly might not want to eat a heavily meal, but it is important that you eat something, such as the occasional snack bar, granola bar, or sports snack.
Drink plenty, drink when at rest, drink while in play. Eat regularly, and when in play, have an occasional snack. This will help ensure that your performance stays at it's peak and help you avoid the dangers of dehydration and heat related injuries. Please remember, this is a game. If you feel overheated or over-taxed, take a break. Find a cool spot, rest, drink, catch your breath, and then get back in there!
MARKER REPAIRS/TESTING: THERE IS ABSOLUTELY NO FIRING or DRY FIRING OF MARKERS ALLOWED IN ANY PUBLIC AREA WHATSOEVER. Beginning in 2006, there will be a designated marker repair station accessible in the campground where you can test fire your markers. Any repairs invloving dry firing / firing must be done at a chrono station, vendor site, or repair station, with a barrel blocking device on your marker at all times. YOU CANNOT FIRE YOUR MARKER AT ANY TIME EXCEPT AT A CHRONO STATION, MARKER REPAIR STATION, OR ON THE FIELD, PERIOD. You cannot fire your marker at your campsite, in the woods next to your campsite, or in your vehicle! Doing so is not only a safety hazard, but a blatant show of disrespect for other people’s safety. If you are found firing your marker in the camping area, or anywhere but an approved area, you may be asked to leave the event.
FIELD REFEREES: There will be no Player-Refs / Refs-In-Play. Only Staff Refs will be present on the field. Referees will be designated by bright Orange and Green Shirts. Orange Shirts are Field Refs, Green Shirts are Head Refs. Under no circumstances is anyone allowed to ARGUE with a referee. On the field, their calls are final, period. If you have a problem with a call, then take it to one of the Event Coordinators (Purple Shirts), or a head ref (Green Shirt). First and foremost, the Reff'ing staff is here for your safety! If you see any ref allowing any unsafe actions, please report him/her to the Event Coordinators (Purple Shirts). All referees will have numbers on the backs of their t-shirts that will identify them individually. REPORTING A REF FOR UNSAFE PROCEDURES BECAUSE HE CALLED YOU OUT, is bad sportsmanship, and will not be accepted. Remember, in an event this large, refs cannot always be at every firefight, nor always be available for a paint check. Their primary responsibility is safety. Play fair, play honestly, and if in doubt or need, call for a Ref. As D-Day Staff Members, they are there to assist you in any way they can.
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GENERAL RULES OF PLAY
For Special Rules and Requirements regarding Tanks, Anti-Tank Weapons, and Heavy Weapons, please refer to the TANK PAGE, and TANK APPLICATION .
TAGGED/OUT:
TAG: Any hit the size of a quarter or larger constitutes a ‘tag’. If ‘tagged’, you are out. ALL HITS THAT BREAK AND LEAVE A MARK THE SIZE OF A QUARTER OR LARGER COUNT AS A TAG! This means marker, hopper, pack gear, arm, leg, finger, toe! If you are carrying a ‘bazooka’ for example, and it’s hit, your out. Splatter does not count. Be a good sport when you are tagged and, put your barrel blocking device on, raise your marker, and go to the nearest dead zone. Get some water, wipe the sweat out of your eyes, and GET BACK IN THERE at the next reinsertion! THE EXCEPTION TO THIS RULE IS ANYONE (SNIPERS) WEARING A GHILLIE SUIT IS OUT IF HIT AT ALL, ANYWHERE. THE HIT DOES NOT HAVE TO BREAK.
Any amount of paint (speck, splatter, spot, etc..) from a paint grenade or paint mine hit counts as a tag. You are out. A spot the size of a quarter or larger is NOT required to count as a hit from a grenade or mine.
There will also be areas of the field cordoned off by the staff as "Mine Fields" which will serve as both obstacles and boundary markers. Any player, from either side entering an area designated by the staff as a simulated mine field will be called out as if hit.
Players will be mindful of "close shooting" and "overshooting." Try not shoot an opponet at point-blank range, and do not shoot an opponent more than is neccesary to get a hit / break. NO BLIND FIRING (firing your marker in a direction or location that you cannot see, such as around corners without looking).
Special Rules for Hits During the NIGHT GAME: During the night game, any hit or impact is considered out. It doesn’t matter if it breaks or not, your out. There cannot be any paint checks at night, so put your barrel blocking device in, raise your marker, and head to the dead zone.
WHAT TO DO WHEN HIT: (This is the procedure with the exception of a surrender, or barrel tag.) When hit, yell out ‘HIT’ in a loud voice. Place your barrel blocking device on your marker, and raise it as high as you can before getting out from behind your cover. Face away from where your enemies are firing from and exit the field by the fastest, safest route. Putting both hands in the air is a good idea as well, because it leaves no doubt as to your condition. Get out of the way fast if you are in an area that is under heavy fire. Head away from the fire! Do not talk, trade equipment, give equipment or ammunition to your teammates, or participate in radio chatter. You are ‘DEAD’, and dead men cannot do any of the above! Head to your nearest Dead Zone, and prepare for reinsertion. Get loaded up on liquids, ammo, and air!
PAINT CHECK: During the day games, if you are hit and not sure if the ball broke, call for a paint check by a ref. With 3000+ players on the field, there may not be a ref right next to you, so if a teammate is, ask him/her if your hit. If you are, then do the honest thing and call yourself out. Head to the dead zone and get ready to reinsert!
If you hear someone on the opposing side call a paint check, DO NOT ADVANCE on them while the ref is checking them out. This constitutes a foul, and the ref will call YOU out. The refs have been instructed to call you out, and enforce it, if you advance on a ‘paint check’ player.
BARREL TAG/SURRENDER: These are two separate situations, and will be addressed separately. They can occur in either the day or night game, but especially the later is more likely to happen in the night game.
Surrender: The surrender rule is also known as the 10’ rule. If you get within 10’ of someone and they do not see you, you can call out, “Surrender!”. At this point the other player has one of two options; They can call themselves out, raise their marker and surrender, or they can turn and fire on you. If they turn to fire, you had better be ready to fire yourself. This could create ‘quick draw’ situations, but calling for a surrender is considered a courtesy so as not to ‘light someone up’ when they are within 10’ to avoid a painful hit. When faced with this situation, surrender is reccommended, but it is your choice. The person calling for the surrender has out maneuvered you, and has done the honorable thing by asking a surrender. Be equally honorable and accept the option. Remember, if you call for a surrender, not everyone will, so be ready!
Barrel Tag: A barrel tag is when someone sneaks up on you, taps you with their barrel, and you are out. This is not an option. YOU CANNOT TURN AND FIRE, PERIOD! If barrel tagged, you must put your BBD on, raise your marker, and leave the field quietly. We stress quietly because the whole premise behind the barrel tag is, that someone has been stealthy enough to out-maneuver you without detection. That type of stealth deserves respect, and the respectful thing to do, is not give them away by yelling you're out. A barrel tag, or surrender is the only time you are not required to call out in a loud voice, “HIT”. By the same token, if you ‘Barrel Tag’ someone, just touch them with your barrel, and say “barrel tag”, don’t ‘JAB or HIT’ them with it.
To perform a Barrel Tag, you must have an assmebled, functional marker (no “barrel-only” barrel tags will be allowed).
Hopper Covers: You cannot conceal your hopper cover. Hiding your hopper cover with your hat, your ghillie, or any other device or material is prohibited. Holding your marker close to your side or behind your back does not constitute concealing your hopper cover, but expect doing so to get you shot by players who can’t readily identify you.
Leaving the Field or Entering a Dead Zone: If you leave the Field of Play (such as returning to camp) or you enter a Dead Zone for any reason (refreshment, supplies, restroom break, equipment repair), it is the same as calling yourself out. You will have to wait at the Dead Zone for the next reinsertion time (top and bottom of the hour) before you can go back into play. If you have left the field and return, you must first return to a Dead Zone and wait to go back into play on the next reinsertion.
If you time these breaks well (close to reinsertion times) you will not be out of play for very long.
REINSERTIONS Reinsertions will be guided by the Refs and will occur at the Top and Bottom of the hour, every hour during play. Example: Reinsertions will occure at 10:00am, 10:30am, 11:00am, 11:30am, etc... throughout the game. You cannot reinsert yourself into gameplay. You must await authorized reinsertion by the Referees. During Mini-Scenarios and other events, reinsertion times may vary.
SPECIAL NOTE: There will be no engagement or gameplay allowed within 50 feet of a Dead Zone. All participants in play must stay at least 50 feet from the Dead Zones. Dead Zone "camping or ambushing" (sitting right outside a dead zone to ambush players as they reinsert) is not allowed. You cannot engage players leaving a Dead Zone until they have been signalled as "in play" by the referees.
NIGHT GAME: The following rules are in effect during the night game: The night game can get very intense. Sometimes, firefights happen at very close quarters. That’s a real good reason to make sure you aren’t firing a ‘hot’ marker. All markers must be chrono’d at 250 fps or less. There are no paint checks at night. All hits count as an out whether the ball breaks or not. It is recommended that you carry a flashlight or glowstick with you in case of emergency, or if you get lost. This is a big playing field, and everything looks different at night! Paint grenades are ineffective at night, so don’t waist them, they don’t count.
The use of fireworks or pyrotechnics (other than approved smoke) by players is absolutely forbidden during the Night Game or any other portion of the event.
The use of high-powered spot lights is prohibited by players during the game. However, normal tac-lights and flashlights may be used during play.
If you are injured in any way, call out for a medic. There will be no ‘game’ medics / medic-roles at D-Day. Only real ones.
RADIOS: There will be tons, and tons of radios at D-Day. The staff will GMRS Channels 1-3 are reserved for instruction, directions, and emergency use. You can listen to these channels, even though it will serve no purpose for you to do so. DO NOT TALK ON THEM UNLESS YOU HAVE AN EMERGENCY. Do not jam, or otherwise tamper with these channels for any reason, or you will be expelled from the event. Everyone will be informed what these channels are, and if you have an emergency, please use them if there isn’t any staff near you at the time. Monitoring your enemies radio communications can give you valuable information, or devastating misinformation! There will be a ‘Game Coordinators’ channel. This channel is expressly forbidden to even monitor. If you are caught doing so, or someone reports you doing so, you will be expelled from the event, period.
PROHIBITED BEHAVIOR:
NO PHYSICAL CONTACT IS ALLOWED BETWEEN PLAYERS (with the exception of a barrel tap). No cursing, or unsportsmanship like conduct is allowed. If observed participating in any of these type behaviors, you will be asked to stop, or leave. Cheating is not tolerated. Don’t wipe.
Players will receive 2 marks (an ‘X’ drawn with a permanent marker) on their hopper cover as a warning before being ejected from the game. Wiping, shooting hot, serious unsportsmanlike conduct, the use of Non-Field Paint, or violation of the rules in any way as deemed excessive by the Staff, will be grounds to mark a player’s hopper cover. On the third offense and you will be expelled from the event. Three strikes and you’re out.
Public intoxication cannot be tolerated. You WILL BE EXPELLED FROM THE EVENT if you are caught outside your campsite and you are intoxicated.
The use of fireworks or pyrotechnics (other than approved smoke) by players is absolutely forbidden during the Night Game or ANY OTHER PORTION of the event.
Theft, destruction of property (both belonging to the facility and other participants), vandalism, disruptive or dangerous conduct will absolutely not be tolerated. YOU WILL BE EXPELLED FROM THE EVENT.
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EQUIPMENT
(On the field)
REQUIRED: (You must have the following items in order to participate in D-Day)
GOGGLES: ASTM approved, full face shields with ear protection on all goggle systems. Thermal lenses are recommended, as is a goggle fan. One or both are essential for the night game if you want to be able to see. Remember, you cannot remove your goggle on the field at any time, for any reason!
OTHER REQUIRED: BBD (barrel blocking device) Beginning in 2006, Barrel Socks/Condoms Only. No Barrel Plug inserts. You cannot bring a marker into a safety-netted Dead Zone without a BBD during play. Pants, shirt and shoes are required at all times on the field. Trigger guards. You cannot have an open trigger.
RECOMMENDED EQUIPMENT: Extra boots/shoes (the terrain at D-Day is ‘boot’ country), extra socks, plenty of non-alcoholic beverages with increased electrolytes such as sport drinks, lots of high energy/carbohydrates snack foods such as granola bars, first aid kit, and marker repair kit.
PROHIBITED EQUIPMENT: Full auto and burst shots will not be allowed for insurance reasons.
This event is Field Paint Only. Do not bring or play with paint purchased from another vendor or field.
Drugs, knives, bayonets, firearms, laser sights, spotlights, swastikas, crossbows, slingshots, waterballoon launchers, BB guns, airsoft guns, air horns, fireworks or pyrotechnics (except approved smoke grenades), unbreakable tripwires (such as piano wire), or shields of any kind. NO BRIGHT YELLOW, ORANGE, OR GREEN shirts are allowed on the field. These colors are reserved for the staff. If you are in doubt about something, ask the management and the Event Coordinators (Purple Shirts). We will be glad to help.
Beginning in 2006, out of respect for our friends in Germany the use or display of the German national flag will not be allowed. See example below:
MARKERS: Beginning in 2006, ONLY Sixty-Eight (.68) caliber markers, will be allowed at D-Day. This event is Field Paint Only, and we will only be selling .68 Caliber paint. Sixty-Eight caliber markers will be allowed only if meeting the following conditions:
The Bunker Management reserves the right to disallow any marker/delivery system if they deem it is unsafe.
No full auto/3 round burst. SEMI-AUTO ONLY. This ability must be able to be disengaged/disabled for the duration of the game, either by a lock-out device on electronic triggers, or by changing out the trigger frame to a non-electronic trigger. (Water and electronic triggers don’t mix well, and you may have the (unavoidable) ‘opportunity’ to experience water getting in your trigger frame).
ALL markers must be fired through one of the staff radar chronograph stations. Maximum velocity for daytime play is 285 fps, and night play is 250 fps.
Any marker that can adjust the velocity without tools, MUST HAVE a velocity lock-down device (tourney cap). The player must provide a VLD for their own marker to be able to play.
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OKLAHOMA D-DAY
TANK & ANTI-TANK RULES
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All tanks must be on site no later than Thursday Afternoon.
All tankers, AT gunners, and heavy weapon gunners will be required to attend a special orientation covering the new rules for 2008.
Inspection times are:
- Thursday at 2pm
- Friday at 3pm
Location is TBA.
All AT weapons and Heavy Weapons must be inspected at this time as well.
To ask questions directly to the D-Day Staff or veteran players of the game visit the official Oklahoma D-Day Forum
Tankers upon completion of their separate orientation will be issued the Kill Stickers, and their AT paint ticket to allow them to purchase AT paint.
TANK REQUIREMENTS:
- Tanks must have 360- degree visibility for driver. There must be safety netting for the windows so there will be clear visibility at all times. NO GLASS WINDOWS ALLOWED. ALL EXPOSED GLASS MUST BE REMOVED....OR COMPLETELY COVERED WITH APPROVED PAINTBALL NETTING, AND WINDSHIELD WIPERS MUST BE OPERATIONAL.
- Tank must be mechanically able to get around the field. Brakes must work for all tanks.
- Tank must have a hard flat surface that is either metallic (magnetic) or capable of a sticker to be stuck on all 4 sides. This is for the target system that will be used at Oklahoma D-Day.
- Tank MUST have official target system "kill stickers" afixed on all four sides of its chassis AT THE CENTERMOST POINT OF EACH SIDE, front, rear, passenger side, driver side. Stickers cannot be placed in random locations on each of the four sides in an attempt to confuse AT Gunners.
- Tanks must furnish their own 2 foot by 3 foot white flag to signal they are eliminated.
- Tanks MUST furnish their own fire extinguisher.
- Tank crew MUST have a watch or timepiece of some kind with them on the tank while in play.
- Tanks must show their team color by flying a 2 foot by 3 foot flag in a visible area with a 360 degree field of view. Red for German, Blue for Allies.
- Tanks MUST provide their own hole punch for punching "kill cards."
- Tanks must furnish their own standard office clipboard. Tank crews will be issued a chronograph check-off sheet, that will be signed by referees every time the tank is spot checked, and the velocity will be recorded. Chrono sheet and clipboard must be kept with the tank at all times while in play. (Tanks are often incorrectly singled-out as "shooting hot" by players on the field because of the sheer volume of fire most tanks put out in play. This step will minimize disputes from players and offer the tank crew a clear record that shows they are playing fairly in this regard).
- IMPORTANT NOTICE: A "kill sheet” will be issued for each tank by the Game Coordinator when its crew takes the required Tank Course. One sheet and one sheet only will be issued. It will be the responsibility of the Tank Commander to keep track of this sheet at all times once it has been issued to him. This is the sheet that will be punched each time your tank is eliminated and later scored for points. If you lose this sheet at ANY point during the event, your side (Allied or German) will be penalized 50 points - No Exceptions, No Disputes.
- Walking guides will be required to wear a hunter orange safety vest. This will denote them as neutral players when they are outside the vehicle.
- Target sizes are the same (circle/square) for Allied and German tanks. It is the sticker not the shape inside it that is the target. The stickers must be placed AT THE CENTERMOST POINT OF EACH SIDE (front, rear, passenger side, driver side) with a hard surface behind it. Stickers cannot be placed in random locations on each of the four sides in an attempt to confuse AT Gunners. Receiving "kill stickers" is the final step in the process of certifying the tank has passed orientation.
- At each tank entry point on game day, a REF will check each tank prior to them rolling onto the field to make sure that they have 100% of the required items and that their tank is 100% in compliance with the rules.
ALLOWED WEAPONS & WEAPON REQUIRMENTS:
- All markers, including the Main Gun / A-T Gun on tanks will comply with the basic standard for markers in play at Oklahoma D-Day. No full-auto, No 3 round burst, No RTs. SEMI-AUTO MARKERS ONLY.
- All tanks are strictly limited to a maximum of 2 markers firing from the tank plus their Designated Main Gun (2+1) as armament. Once the Anti-Tank paint supply of the main gun has been exhausted, it cannot be used as part of the tank's armament as a "machine gun" firing field paint unless one of the other two markers are withdrawn or removed. The number of allowed anti-personnel guns in use by the tank can NEVER exceed TWO (2).
- Tanks must designate one of their "2+1" markers as a Main Gun / A-T Gun if they wish to shoot anti-tank paint and have the capacity to knock out designated bunkers and other tanks. If the tank does not designate a Main Gun, then the tank is limited to a maxium of TWO (2) Anti-Personnel guns and the "Plus 1" marker for the Main Gun is forfeited. This Main Gun can be a marker, or a marker-in-a-tube (pzooka / mock cannon) type construction. It will be marked with a ribbon of flagging tape tied around the barrel where it is visible outside the tank. A tank may use full-sized hoppers on their Main Gun / A-T Gun. (A-T gunners as players on the field must use 10-round tubes in place of full-sized hoppers) A tank is not required to have a Main Gun / A-T Gun, however, if one is not designated, the tank will not be allowed to shoot anti-tank paint and will not have the capability to knock out other tanks and designated bunkers. THE "Plus One" MAIN GUN CANNOT BE USED AS A "THIRD" ANTI-PERSONNEL MACHINE GUN, which would give the tank an illegal 3 Anti-Personnel Marker Configuration.
- No paintball multi-round loads will be allowed in play, whether fired from homemade or commercially manufactured cannon. No loads firing multiple paintballs will be allowed of any kind.
- Only Scepter Combat Systems Launchers / Mortars firing standard Scepter paint grenades / mortar rounds will be allowed as mortars / grenade launchers fired from tanks.
RULES OF PLAY REGARDING TANKS & SAFETY GUIDELINES:
- Any hit on the target system of a tank (with anti-tank paint) that breaks the plane of the target with a quarter-sized spot or larger counts as elimination. The tank is out of play until the next reinsertion.
- Tank must never go faster than 5mph (walking speed).
- Players must yield right of way to tanks.
- Tank driver has the authority of a ref. He will be required to go through the tank course. Driver is neutral outside of the tank.
- Players are not allowed to block any road, for any reason, in any way, shape, or form.
- Tanks chrono at 285 fps and must chrono with refs before initially entering play and whenever spot checked.
- Tanks used as troop carriers are fine, but if the tank is eliminated, so are all the troops inside.
- Only tank kills are allowed. No disabling.
- Players inside tanks are immune to paintball hits.
- Players are to stay at least 10 feet from tanks at all times, and on all sides of the tank. That means 10 feet from sides, front, and back!
- Tanks are allowed to pull off the tank routes up to ONE VEHICLE LENGTH and stop to hold a position, support an assault, attack a position, etc...
- Tanks ARE NOT allowed to freely roam the field off the tank routes. When a tank pulls off the tank route, it MUST STOP and PARK.
- A tank must either be parked or following the tank route. It cannot move back and forth in an off-road position.
- A tank that wishes to park MUST be directed by a member of the crew that exits the vehicle and acts as a "walking guide."
- The walking guides will be required to wear hunter orange safety vests.
- The walking guide is NEUTRAL while guiding the tank and is NOT in play.
- If a tank is seen not using a walking guide then the ref staff will “X” the tank just like a player’s hopper - 2 “X’s” on the tank and it is out of game. See the procedures below for the proper way to pull a tank off of and back onto the tank route.
To Park Your Tank:
- The tank must first come to a COMPLETE STOP on the tank road.
- The "Walking Guide" must exit the vehicle.
- The Walking Guide must check that the desired parking area is clear of players and hazards BEFORE guiding the tank off the road. The walking guide has the authority of a ref in this capacity. Players in the area will obey his instructions for sake of safety.
- The tank, under the direction of the Walking Guide, may then pull off the tank route and park up to ONE VEHICLE LENGTH from the main tank road.
- At all times during this process, the TANK is vulnerable to A/T fire and can be knocked out. However, the Walking Guide is always Neutral / Invulnerable and NOT in play. DO NOT SHOOT AT THE WALKING GUIDE.
To Return Your Tank to the Tank Road:
- The Walking Guide must first check to see that the reentry path is clear of players and hazards. The walking guide has the authority of a ref in this capacity. Players in the area will obey his instructions for sake of safety.
- The Walking Guide must direct the tank back onto the Tank Road.
- Once back into the roadway, the Tank must come to a complete stop. The Walking Guide returns to the vehicle.
- The Tank may then continue on down the Tank Route.
- At all times during this process, the TANK is vulnerable to A/T fire and can be knocked out. However, the Walking Guide is always Neutral / Invulnerable and NOT in play. DO NOT SHOOT AT THE WALKING GUIDE. ALL PLAYERS MUST STAY AT LEAST 10 FEET AWAY FROM THE TANK AT ALL TIMES! It doesn't matter if it's parked or moving, a player cannot approach within less than 10 feet of a tank.
RULES AND REQUIREMENTS FOR ANTI-TANK WEAPONS
All AT gunners upon completion of their separate orientation and having their AT weapon approved will be issued a issued a laminated card on a lanyard, a yellow "Out of Play” flag, and a ticket to buy AT paint. The Staff will have to work out the details on the AT paint purchases.
- Anti-tank weapons (pzookas) can ONLY take the following form:
Anti-Tank Weapon bodies built around paintball markers (marker-in-a-tube) with the following restrictions:
Allied:
- US bazooka, Type 1 - 60" long by 2" in diameter.
- US bazooka, Type 2 - 54" long by 2" in diameter.
- British PIAT - 36" long by 2" in diameter with warhead on the end.
German:
- Panzerschreck - 60" long by 3" in diameter.
- Panzerfaust, Type 30 - 42” long by 2” in diameter with the warhead on the end.
- Just like the PIAT these will be required to look the part.
- All approved AT weapons from 2006 are “grandfathered” in. You can still use the Panzerschrecks and Bazookas made to the old specs.
- The bazooka must be built around the marker. Olive drab, grey, and black are the only colors. No white can be showing. (Absolutely NO homemade, or commercially manufactured paint cannons will be allowed. No commercially manufactured marker-in-a-tube designs / pzooka bodies have been approved for use at D-Day).
- All A/T weapons must use Ten-Round Tubes in place of a normal hopper for anti-tank paint.
- The Allies have been allowed 40 shoulder-fired AT weapons and the Germans have been allowed 30.
- German A/T Gunners, Please Register with the 352nd Panzerjager Battalion.
- Allied A/T Gunners, Please Register with the 899th Tank Destroyer Battalion.
- Any hit that breaks the size of a quarter or larger to your A/T tank weapon is the same as a hit to your marker or gear. You are out.
- Buildings and bunkers are designated with A/T weapon targets, and are vulnerable to A/T weapons fire from A/T troops and Tanks. These vulnerable structures will be clearly and plainly marked with a large kill target. A hit that breaks the plane of the target with a quarter-sized or larger will count as a successful hit. All players WITHIN the structure are eliminated. Players standing outside or near the structure are NOT eliminated. Multi-level, multi-floor structures will have targets placed on each floor. Only players on the specific floor of the target building that took a hit are eliminated. Players in the "upstairs" floor of a building are not eliminated when a target on a "downstairs" floor is hit, etc. As soon as the eliminated players exit the building and are clear, the building is immediately back in play and vulnerable again to A/T fire should it be reoccupied. There is no time limit or restriction on reoccupying a building that has just had players eliminated from it by A/T fire. Structures without targets on the ARE NOT vulnerable to A/T weapons fire, or fire from Tanks. They are considered hardened and able to withstand fire from these weapons. If a Heavy Weapon is located inside a bunker that is not vulnerable to AT Fire, the bunker may help shield the heavy weapon from AT hits, but the heavy weapon itself remains vulnerable to AT hits in accordance with the current rules unless designated otherwise.
- Any player struck with an anti-tank paint round that breaks and leaves a mark the size of a quarter or larger is eliminated. Only the player hit is eliminated. Player near him ARE NOT. (In a bind, you can defend yourself by firing your pzooka at an enemy player, but this is a waste of your limited supply of anti-tank pant).
- All pzookas must chronograph under the same restrictions as any marker. 285 fps in daytime play. Since paint checks and hits on A/T targets cannot be checked at night, pzookas will not be allowed in the Night Game.
- A/T weapons must have a Barrel Blocking Device. This can take the form of an oversize barrel sock (such as those capable of covering a marker barrel and Scepter Grenade launcher with one BBD) affixed securely to the tube OR the use of a standard slip-on PVC cap that fit snuggly over the bore end of the launcher tube. If you use a slip-on PVC cap, please be sure to paint it a bright color (such as red or yellow) that is different from the color of the marker body so that it can be easily identified when in place for safety considerations.
Tank and Plane Kills
- Tank kills will be worth TWO POINTS each.
- Each time a tank is killed; two points will be awarded to the opposing side.
- To have your tank kill recorded, use the following procedure:
- Any hit on the target system of a tank (with anti-tank paint) that breaks the plane of the target with a quarter-sized spot or larger counts as elimination. The tank is out of play until the next reinsertion.
- The A/T gunner is allowed to signal to the Tank Crew that he has scored elimination if a referee is not present to call the hit or the tank crew is not aware that they've been eliminated. All AT gunners will use a yellow flag to signal a tank that it is hit and that the gunner is a neutral player will walking to the tank, doing the required kill verification and while returning to cover.
- Tank kills are treated much the same way as Sniper Kills. The A/T gunner is OUT OF PLAY while signaling a tank crew that he has eliminated them and while interacting with the Tank Crew to tally his kill.
- When the tank is eliminated, it must come to a complete stop.
- The A/T Gunner is called out of play, and is free to approach the tank at this time.
- The A/T Gunner crew must then produce their Kill Card (issued by the Game Coordinator) and using the tank crew's required one-hole punch, the tanker must punch their kill card ONE TIME in the presence of the A/T gunner or gun crew that eliminated them. Kill Cards are laminated cards that will be blue for the Allies and red for the Germans. The cards will have a unit logo on one side and a large number on the other side. Numbered 1-40 for the Allies and 1-30 for the Germans corresponding to the number of AT weapons allowed per side. There will be some special field cannon cards as well for each sides Heavy Weapon gunners to use to record tank kills.
- Tankers upon completion of their separate orientation will be issued a Kill Sheet for their clipboard.
Sheet will have layout something like this:
- When a tank is killed by an Anti-tank gunner, the tank driver would punch the AT gunner's card, record his number on the sheet, sign off on it. The AT gunner would confirm that his card is punched and that the driver has signed off, then the AT gunner signs off. The sheets and the cards could be reconciled if a dispute arises after the game as to the number of kills. The same basic format would be used for tank on tank kills as well.
- Once this transaction is completed the A/T Gunner or Crew is sent back into play and are again vulnerable to enemy attack.
- The tank hoists its required 2' x 3' white elimination flag and continues on down the tank route, eliminated and out of play, to to its appointed tank deadzone. It must exit the tank route and await reinsertion.
- The eliminated tank MAY NOT re-enter the game until the Top or Bottom of the hour (standard, field-wide reinsertion times). Depending on what time an eliminated tank reaches the deadzone will determine how long a tank will have to sit out of play until it can reinsert. Example: If a tank reaches the deadzone at 11:28 am, it will be allowed to reinsert in 2 minutes at the next reinsertion time that comes at 11:30 am. If the tank reaches the deadzone at 11:32 am, it will have a 28 minute wait until the next reinsertion time at 12:00 pm. (This is the same standard that any individual player on the field must follow when they have been eliminated.)
The Tank Commander has the authority of a Ref in regards to his tank's reinsertion. He will monitor the time and reinsert his tank into play on the appropriate intervals. If a tank must leave the field for repairs, cleaning, resupply, etc, it cannot re-enter the game until the normal reinsertion intervals, even if it has not been eliminated. (Under the same guidelines as any player that leaves the field).
- This same procedure will be used for Tank-on-Tank kills as well.
- Both Tanks Crews and A/T gunners can earn points for eliminating enemy Tanks.
- Tanks may engage each other with their main guns to achieve eliminations. Tanks may engage each other as Moving Tank vs. Moving Tank, Parked Tank vs. Moving Tank, or Parked Tank vs. Parked Tank. Once an elimination has been scored, use the following guidelines:
- The two battling tanks will be required to stop. The surviving tank will be out of play (not vulnerable to attack) and a member of its crew will approach the eliminated tank to witness the punching of the kill card in the same manner as described above. After that, the crew member will return to the surviving tank and the tank will be signaled back into play (vulnerable to attack).
- The eliminated tank will leave the field as described above.
Heavy Weapons
- Two classes are available: mobile and fixed. Both will have to look the part of a WWII era field cannon of the appropriate side of the war. Both will be marker-based weapons using AT paint. The marker must be incorporated into the design of the heavy weapon but does not have to be in the barrel of the mock weapon.
- All gunners for these weapons will have to attend the Tank and AT orientation and have their weapons approved just like the tanks and the shoulder-fired AT weapons. Same kill verification as AT weapons.
- 500 rounds of AT paint per Heavy Weapon.
- Full sized hoppers are allowed on the Heavy Weapons.
- Heavy weapons can switch between AT and AP paint at their discretion.
- No firing and moving at same time. The Mobile weapons are not meant to be used as portable bunkers. Move, stop, shoot, move again.
- Gun shield sizes are as follows:
- Mobile weapons can have up to a 36” tall by 36” wide front gun shield. The side shields can be up to 36” tall by 36” wide.
- Fixed weapons can have a larger front gun shield as these tended to be larger weapons.
- Fixed Weapons can have up to a 48” tall by 48” wide front shield. And the side shields are 48” tall by 36” wide.
- The staff may grandfather in some approved Heavy Weapons from the past games like Harold’s Folly, an 88mm replica.
- No netting of any kind allowed on the Heavy Weapons.
- No cover over the top allowed on the Heavy Weapons.
- No rear cover. The rear of the weapon must be open.
- A hit by a tank main gun or another AT weapon with AT paint ANYWHERE ON THE HEAVY WEAPON will take the WEAPON AND CREW out of play. Otherwise, the WEAPON itself is invulnerable to elimination. Following elimination by an AT hit, the crew will at minimum remove the MARKER AND ANTI-TANK PAINT from the eliminated weapon and go to the DZ. Normal reinsertion rules apply. Mobile weapon crews may elect to haul the entire weapon to the DZ, where fixed weapon crews will likely elect to leave the entire mock cannon in place.
- Unlike the WEAPON ITSELF The CREW of the Heavy Weapon can be eliminated by all standard means: eliminating field paint hit, barrel tag, grenade, mine, flamethrower splatter, or AT paint hit on their person or the weapon they are operating.
- Depending on the design and scale of the Heavy Weapon, the Game Officials may elect to impose special provisions on eliminating it, such as using a tank Kill Sticker in place of the "Any AT Hit, Anywhere" rule to adjudicate the elimination of the weapon and crew.
Planes
Planes must adhere to all TANK rules above with the only exceptions being noted below:
- Max of three approved planes per side. Must look the part and be made in a manner that will allow for safe operation for the players on the field and the crew of the plane.
- For the most part they will be treated like tanks but with a few special rules that apply only to them. Crews will need to attend the Tank and AT orientation. Same kill verification as tanks.
- Planes will have a 2” x 2” sticker on all four sides of the plane. This must be attached to a hard surface just like a tank kill sticker.
- Planes can only be killed by AT paint.
- Planes must keep moving (5 mph) and cannot stop other than to allow players the right of way. When stopped planes cannot fire but can be fired upon and eliminated.
- Max of 2 guns per plane.
- 500 rounds of AT paint per plane.
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Tank Registration FormPrint the below form (You'll need Adobe Acrobat or another PDF application to view it), fill it out and then send it back to us.
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Fax and Mail in the Tank Registration Form
If you prefer, you can mail it to us!
The Bunker Extreme
68950 E. Highway 60
Wyandotte, Oklahoma 74370
Phone: 918-666-3411 / Fax: 918-666-8784
Office Hours:
Mon-Sat. 9-5 Central Standard Time / Sunday 12-5 |
THE RULES OF GAME PLAY, BASIC SUMMARY
GOGGLES ON AT ALL TIMES DURING PLAY! (Except within designated, safety-netted Dead Zones).
Players must have a Barrel Blocking Device (BBD) on their marker (Barrel Sock/Condom ONLY) when off the field of play, in Dead Zones, or in the campground or any other public area of the event. You cannot bring a marker into a safety-netted Dead Zone without a BBD.
SAFETY FIRST! Please, while playing me mindful of potential hazards on the field: steep bluffs and hills, broken steps or ladders, barbed wire and fences, or any other possibly hazardous obstruction. Stay hydrated! Drink plenty of fluids and carry water with you onto the field.
You can only fire your maker (this includes dry firing) AT A CHRONO STATION, MARKER REPAIR STATION, OR ON THE FIELD, PERIOD. Do not fire, or dry fire, your marker in your campsite, inside Dead Zones, in the campground, or any other public area of this event!
All players will observe the chrono limits, and will allow Refs to spot check them on the field if the Ref requests it: 285 fps Day Game, 250 fps Night Game. Any player that believes he/she might be shooting hot is encouraged to seek out a Ref with a hand chrono and request them to spot check their marker so the problem can be corrected.
Players will be mindful of "close shooting" and "overshooting." Try not to shoot an opponet at point-blank range, and do not shoot an opponent more than is neccesary to get a hit / break. NO BLIND FIRING.
Any hit that breaks and leaves a mark the size of a quarter or larger counts as a hit. The player is out. Exception: Any hit on a player wearing a ghillie suit (break or bounce) is considered a hit.
ANY amount of paint hitting a player from a grenade or mine counts as a hit. The player is out.
What to do when "Hit / Tagged." Call out "HIT!" in a loud, clear voice. Place our Barrel Blocking Device on your barrel. Raise your marker over your head and move out of the engagment. Proceed to the nearest Dead Zone.
ANY TIME A PLAYER CALLS “HIT” THEY ARE OUT, regardless of whether a hit broke or not. Go to the Dead Zone.
Any player, from either side entering an area designated by the staff as a simulated mine field will be called out as if hit.
Reinsertions will be guided by the Refs and will occur at the Top and Bottom of the hour, every hour during play. Example: Reinsertions will occure at 10:00am, 10:30am, 11:00am, 11:30am, etc... throughout the game.
If a player leaves the field or enters a Dead Zone, they are out as if hit. They must await the next reinsertion time, (top and bottom of the hour, every hour) before they can return to play.
Barrel tags and surrenders will be honored and enforced.
Players will observe designated boundaries. If you leave the boundaries, you are out as if hit.
A player caught wiping or cheating will be called out as if hit , and will receive an 'X' on their hopper cover.
You cannot conceal your hopper cover. Hiding your hopper cover with your hat, your ghillie, or any other device or material is prohibited.
The ref has the final say, and players will honor that. If you have a dispute with a call made by a referee, take it to a Head Ref (Green Shirt) or an Event Coordinator (Purple Shirt).
FIELD PAINT ONLY, PLEASE.
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Friends of Oklahoma D-Day
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