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The Jersey Pinball Association: League Rules & Information

For league info, updates, and stats, go to the JPA website: http://thebreak.net/pinball.

I.       Introduction. 2

II.     League Nights / Attendance. 2

A.       General 2

B.       Games and Groupings. 2

C.       Starting Time. 2

D.       Late Arrival 2

E.       Announced Lateness. 2

F.       No-Shows. 2

III.         Money / Prizes. 3

A.       Dues. 3

B.       Prizes. 3

C.       Games. 5

IV.         Game Rules. 5

A.       Order of Play. 5

B.       Tournament (or Competition) Mode Play. 5

C.       Extra Balls. 5

D.       Malfunctions. 5

E.       Death Saves and Bang-Backs. 7

F.       Tilts. 7

G.       Slam Tilts. 7

H.      Playing Out of Turn. 7

V.     Game Scoring. 8

A.       League Points. 8

B.       Three Player Games. 8

C.       Four Player Games. 8

D.       Ties. 8

VI.         The Regular Season. 8

A.       Length. 8

B.       Keeping Track of Weekly Standings. 8

C.       Weekly Groupings. 9

D.       Game Selection and Number of Games Played Each Week. 9

VII.       The Playoff Rounds. 10

A.       Qualifying. 10

B.       Lateness / Absence. 10

C.       Format 10

D.       Miscellaneous. 11

VIII.          Further Information. 11

IX.         Document History. 11

 

I.       Introduction

This document gives the rules of and info about the Jersey Pinball Association Pinball League. League play takes place at 8 on the Break (8OTB) in Dunellen, New Jersey.  The Commissioner of the League will be the person in charge of running the league. The name of the current Commissioner is Koi Morris.

II.      League Nights / Attendance

A.            General

Every Wednesday night is league night.  For the 41st season of the league beginning on 06 March 2019, play will be held every Wednesday for 5 weeks. These 5 weeks consist of the regular season. Playoffs will start the Wednesday immediately after the regular season ends.

B.            Games and Groupings

Each week, league players will be broken into groups of four players with groups of three mixed in if the number of players playing is not a multiple of four. There will be no two player groups. In the event a player is absent from a three-player group and play has not started for the night, the groupings will be adjusted so that there only four-player (and if necessary, three-player) groups left. If the absent player is in a four-player group (and assuming the groups are not adjusted because of a two-player group), the group will play as is without the missing player.

 Each group will play four or five games (dependent on the number of players in the league) that are semi-randomly determined ahead of time.  The games will be a subset of the games available. If necessary, the final decision for which games to play will be made by the Commissioner.

C.            Starting Time

Play begins at 7:45 PM.  At that time, all players are expected to be at 8OTB and have “checked in” with the league Commissioner.  The Commissioner expects players to be dedicated to playing.  The rules do allow for a player to miss games, but in general, all players should plan on being there promptly each week.

D.            Late Arrival

If a player does not arrive by 7:45 PM and the late arrival is not known in advance, that player’s group will begin play without that player. If the player arrives late, he/she may play in any games not yet started by their group. Further, if the player’s group is currently on ball 1 of a game when the late player arrives, they may join the game in progress if possible.  The player currently playing is not required to go out of their way to allow the late player to “get in”, but if the playing player can catch the ball, or locks a ball and then has a ball sitting in the plunger, the playing player should use that opportunity to let the late player buy-in.

E.            Announced Lateness

If a league player notifies the league Commissioner in advance (preferably before league night if possible) that the he or she will be late, the league Commissioner will use his discretion to either wait for the player or have the missing player’s group begin play. If it is known that a player will arrive after 7:45 PM then the group should (but is not required to) wait for the remaining player if the arrival is not expected to be past 8 PM. If the player still hasn’t arrived by 8 PM, then that player’s group can begin league play without the missing player.

F.             No-Shows

If a league player does not show up at all during any league session without me not knowing that that player would be absent during that session will be declared a No-Show. To avoid being a No-Show in a given session, a player must do one of the following: 1) tell me in person that he/she would be absent in a given week before the absence is to occur (preferred method if the player knows he/she will be out for a given session) 2) let me know by e-mail (kmorristaftzww@verizon.net) that he/she would be absent in a given week (in advance, if possible, of the Wednesday that the player would be absent) 3) call the Break no later than 8 PM during the session in which he/she would be absent and notifying me that he/she won’t be present for that session or 4) letting me know via another League player before League play begins for the session the player is to be absent (this method should be used only if the player determines at the last minute that he/she is unable to show up for a particular session such as if the player is stuck at work for the evening). A player is allowed two No-Shows before automatically being dropped from the league. On a week where a player could have a third No-Show, which will occur after the affected player’s group starts their third game and the affected player can't get in before player 1's ball 2, if the player is not there before the player’s group starts their third game, that week will be considered the third No-Show and the person will not be allowed to play in the league for the rest of the season and will forfeit any and all monies paid to the league up to that point.

 III.    Money / Prizes

A.            Dues

Dues are $41 per season with $40 of the dues going for League weekly and End=of=Season cash prizes, End-of-Season trophies, and the bounties for the Games Of The Week and $1 going to the IFPA for the IFPA endorsement fee of $1 per player per League Season. All dues must be paid on Week 1 of a League Season.

B.            Prizes

Prizes will consist of weekly cash prizes and end of league trophies and cash for the top overall winners in each division (as shown in the table below). There are also cash prizes for High Scores obtained on league games during the season (see below). The dues will go toward weekly cash prizes, the High Score prize fund, and the remaining amount plus money (if any) donated by the League Commissioner or any third party(ies) will go toward the end of season awards. For every $80 collected for the cash prizes and trophies, the breakdown is as follows: approximately 40% ($32) goes for weekly prizes, 6.25% ($5) goes toward the High Score prizes and the remaining approximately 53.75% ($43) is for End-of-Season cash prizes and trophies. The end-of-season awards are as follows:

 

# of League Players at the end of Week 5

Place in Finals

A Division

B Division

C Division

D Division

Ladder Division

<8

Number of places awarded TBD based on # of players at end of Week 5

 

TBD based on # of players at end of Week 5

8

1st

Face engraved trophy + cash

 

 

2nd

Acrylic trophy + cash

3rd

Large trophy + cash

4th

Medium trophy + cash

9-15

1st

Face engraved trophy + cash

No ladder if 8<number of players<12.

Medal + cash to winner of ladder

2nd

Acrylic trophy + cash

3rd

Large trophy + cash

4th

Medium trophy + cash

16

1st

Face engraved trophy + cash

Acrylic trophy + cash

 

2nd

Acrylic trophy + cash

Medium trophy + cash

3rd

Large trophy + cash

Medium trophy + cash

4th

Medium trophy + cash

Small trophy + cash

17-23

1st

Face engraved trophy + cash

Acrylic trophy + cash

 

No ladder if 16<number of players<20.

Medal + cash to winner of ladder

2nd

Acrylic trophy + cash

Medium trophy + cash

3rd

Large trophy + cash

Medium trophy + cash

4th

Medium trophy + cash

Small trophy + cash

24

1st

Face engraved trophy + cash

Face engraved trophy + cash

Small trophy + cash

 

2nd

Acrylic trophy + cash

Medium trophy + cash

Small trophy + cash

3rd

Large trophy + cash

Medium trophy + cash

Small trophy + cash

4th

Medium trophy + cash

Small trophy + cash

Small trophy + cash

25-31

1st

Face engraved trophy + cash

Face engraved trophy + cash

Small trophy + cash

 

No ladder if 24<number of players<28.

Medal + cash to winner of ladder

2nd

Acrylic trophy + cash

Medium trophy + cash

Small trophy + cash

3rd

Large trophy + cash

Medium trophy + cash

Small trophy + cash

4th

Medium trophy + cash

Small trophy + cash

Small trophy + cash

32

1st

Face engraved trophy + cash

Face engraved trophy + cash

Small trophy + cash

Small trophy + cash

 

2nd

Acrylic trophy + cash

Medium trophy + cash

Small trophy + cash

Small trophy + cash

3rd

Large trophy + cash

Medium trophy + cash

Small trophy + cash

Small trophy + cash

4th

Medium trophy + cash

Small trophy + cash

Small trophy + cash

Small trophy + cash

33-40

1st

Face engraved trophy + cash

Face engraved trophy + cash

Small trophy + cash

Small trophy + cash

No ladder if 32<number of players<36.

Medal + cash to winner of ladder

2nd

Acrylic trophy + cash

Medium trophy + cash

Small trophy + cash

Small trophy + cash

3rd

Large trophy + cash

Medium trophy + cash

Small trophy + cash

Small trophy + cash

4th

Medium trophy + cash

Small trophy + cash

Small trophy + cash

Small trophy + cash

 

Weekly cash prizes will be as follows: Total points (TP) ignoring for the winner of each group for that week will be compared. The two to six group winners with the highest TLP will share the prize pot for that week (40% of (the equivalent weekly dues amount times the number of players in the league)). The following table shows the percentage breakdown for the weekly cash prizes for the group winners.

Number of Groups

Number of Group Winners Receiving Prizes

Breakdown of Prize Distribution

2

2

65% and 35% for 1st and 2nd place respectively

3

3

50%, 30%, and 20% for 1st, 2nd, and 3rd places, respectively

4

4

40%, 30%, 20%, and 10% for 1st, 2nd, 3rd, and 4th places, respectively

5

5

35%, 25%, 20%, 15%, and 5% for 1st, 2nd, 3rd, and 4th and 5th places respectively

>5

6

35%, 25%, 20%, 10%, 5%, and 5% for 1st, 2nd, 3rd, 4th, and 5 and 6th places respectively

All weekly prizes will be rounded to the nearest quarter. So for a 24-person league (6 groups), the 4th place prize would be 0.4*0.1*$8*24 = $7.75, rounded to the nearest quarter. Any ties in TP will be broken by going by the players’ group number. The player with the lower group number will be the winner of the tie.

 Wildcard Drawing: If there are more than 7 groups playing in a given week, there will be a wildcard drawing among the group winners who didn’t win a weekly prize. One of those group winners will be drawn at random to receive the lesser of $5 or the amount of the last place prize for that week. If the number of groups changes from fewer than 8 in one week to more than 7 in another week, the wildcard drawing will be held for the weeks where there are more than 7 groups playing in the league.

C.            Games

League members will pay for the games played on league nights.  When replays are awarded during league games, the replays are considered the “community property” of the league.  The next group to play on that machine can use the credit.  It is up to the players in the group to decide who gets the credit, or if it can be split between two players by each of them sharing the remaining credit. 

IV.    Game Rules

A.            Order of Play

For the first game of the night, the highest ranked player in each group goes last, the 2nd highest ranked player goes third, the 3rd highest ranked player goes second, and the lowest ranked player goes first. For three player groups, the order of play is lowest ranked player, the middle ranked player, then the highest ranked player in the group. For each subsequent game that night, the order in which position is chosen is based on the order of finish of the previous game.  The winner of the previous game goes last; the 2nd place player goes next to last, etc.

 If a player inadvertently starts a one-player game (say because the start button was pressed only once if the required amount of credits were in the machine or if there weren’t enough credits in the game to begin with), then if any of the other players catch this mistake before ball 1 of the first player is over, they can put in their credits (or press start the required number of times), as the case may be, to bring up the proper number of players in the game without penalty to the player who made the error. However, if nobody catches the error before the first player begins ball 2 (meaning the other players haven’t played their ball 1 yet), then the offending player shall abort the current game as soon as the mistake is caught and a new game begun with the proper number of players.

B.            Tournament (or Competition) Mode Play

Each official game played on League night must be played on Tournament (or Competition) Mode (hereafter, “Tournament Mode”) if the game supports such a setting. If the game is not already in Tournament Mode, then the game must be put in Tournament Mode before game play begins if it is possible to do so. If a game that supports Tournament Mode can’t be put in that mode for any reason, then the game shall be played as is. If it is realized that a League game that has a Tournament Mode setting was started in non-Tournament Mode when it could have been, then that game shall immediately be terminated and a new one begun in Tournament Mode.

C.            Extra Balls

The rules in this paragraph must be followed whenever an extra ball is awarded on games that can’t be played in Tournament Mode or is given out on a game played in Tournament Mode instead of points (or in some cases, nothing) for that extra ball. A player may not play any extra balls earned in the game. The player can, however, try for the skill shot. If the skill shot requires a flipper shot, this CANNOT be attempted (for example, the Super Skill Shot in Attack From Mars); however you may lane change before the ball gets through the rollovers in games that use them for their skill shot (e.g. AFM), then you must let go of the flipper buttons. It is up to the players in a group to make sure a player hasn’t played any extra balls. Playing an extra ball includes doing anything with the flippers on the extra ball after trying for the skill shot. If it is found that a player has played an extra ball in error, then that player’s final score for the game in question shall be reduced by 25%.

D.            Malfunctions

If a major malfunction occurs, the player affected by the malfunction has the right to replay the game, alone, after the other players finish.  The player must decide immediately after the ball during which the malfunction occurred.  If the player allows the game to continue, the assumption is that the player is going to use the current game and not play a makeup.  It is up to the player to make sure this decision is made before allowing the game to continue.  If the player decides to replay the game, the score for this make-up game is used as if it were played with the other players, whether or not it is higher than the player’s score on the original game.

 Examples of major malfunctions:

 ·         Player is forced to tilt the ball away to dislodge a stuck ball

·         A turn ends prematurely (bonus count starts with ball in play).  This includes the situation where a machine kicks out two balls to start and the turn ends after the first ball drains.

·         A lit kickback fails to kick the ball into play.  (Note: In Theater of Magic factory software, the Hocus-Pocus magnets are not designed to be 100% effective and thus their failure is not considered a major malfunction.  The ball-save in Tales of the Arabian Nights is a similar example).

 Examples of minor malfunctions:

·          Player tilts a ball that is stuck without waiting for ball searches

·          A multiball round ends prematurely but current ball continues

·          A ball goes airborne and down the drain

·          A switch fails to register but doesn't result in loss of turn

·          A lit kickback fails to work during multiball but doesn't end turn

If a malfunction is serious enough to prevent all players from continuing the game, the entire game is replayed, possibly on another machine.  If a malfunction gives significant advantage to any one player, and there is no way to avoid it, everyone replays their game (possibly on a new machine) and takes the new result.  If it is discovered and can be avoided, and players do not take advantage of it, play can continue.

If a problem is encountered in a game, and no mention is made during a match, no retroactive changes are made.  If a problem is noticed but it is decided to play anyway, it is considered part of the game.

Additional rule regarding major malfunctions: if a major malfunction occurs on ball 3 of a player's ball and the game can't be opened (to fix the malfunction if possible) without loss of the ball, then the affected player has the choice of playing a whole new game and taking the result from that game OR recording the score at the point of the malfunction and playing one ball on a new game and adding the score from that ball to the score of the game in which the malfunction occurred. The player should try to trap the ball on a flipper or shooting it into a hole before making the decision. If the player continues to play through the malfunction without any mention of it, then the resulting score on that player's game will stand when the ball drains.

Rules involving beneficial malfunctions:

1)       If the game serves more than one ball to the shooter lane for any player on any ball other than ball 1 of player 1, then the player must shoot all the balls to the playfield and drain enough balls until there is one ball left then continue playing. If the game then goes into "Fun with Bonus (the ball ends)," then that is treated as a major malfunction for the player in question. If the game is on ball 1, player 1, then the balls may be plunged, the game power-cycled and a new game started to see if the problem goes away.

2)       If, during single ball play on a player's ball, that player somehow gets one or more additional balls on the playfield (say a ball somehow got released from a physical lock when it wasn't supposed to be) the player has to let the additional ball(s) drain so there is one ball left in play. If "Fun with Bonus" happens after the additional ball(s) are drained, then it is treated as a major malfunction for that player.

3)       If 1 or 2 keep occurring during the game, then it is treated as a major malfunction for all players and a new game is to be played on that machine if possible; if that’s not possible, then the first unused alternate game on the group's game list is the one on which a new game is to be played.

4)       If one or more balls get stuck somewhere on the playfield during a multiball, then as long as at least two balls are free, the player may continue to play the game with the stuck balls (unless one or more ball(s) are in the shooter lane in which case the ball(s) must be plunged at the earliest opportunity if the game doesn't automatically autoplunge them for the player); hopefully the stuck ball(s) will come free while the player is still playing. Once the player is down to one ball free, then the free ball must be trapped (if not lost first) and the game opened to free the stuck ball(s). If the game goes out of MB mode because the trapped (now lost) ball is not returned after the game is closed, the player must continue the ball in its current state.

E.            Death Saves and Bang-Backs

Neither death saves nor bang-backs are allowed in League Play.  If a ball bounces back on its own, no penalties are invoked.  If a death save or bang-back is performed, that player's score is set to zero.

F.             Tilts

If a player tilts away the ball of another player, the offending player must buy a credit to be used by the offended player to buy-in the extra ball at the end of the game, if possible.  If no buy-in is possible, the offended player has the option of taking the game as-is or replaying the entire game (with the offending player paying for the replayed game), taking the resulting score from that game.

If a player tilts another player’s ball a second time on a particular night, the offending player automatically gets a score of zero points for that second game.  The offended player has the same options as above.

G.            Slam Tilts

Slam tilts fall into three categories: intentional, accidental and malfunction. The slam tilt is considered a malfunction only if the coin door is loose, or some other problem with the machine makes it prone to slamming under normal shaking/nudging conditions.

Intentional slam tilts are caused by players hitting the coin door, attempting bang-backs, or hard shoving of the machine after a drain.  If it is clear that the ball had already drained and the shove served no useful play purpose, the slam tilt is considered intentional.  If the slam occurred during a legitimate save attempt, it is considered accidental. Whether intentional or accidental, the slamming player receives a score of zero for the game.  Scores for the other players are noted, if possible. The match is then replayed without the slamming player.  If the slam was deemed a malfunction, then all players who have finished their game will have their scores recorded, if possible. The player whose game the slam occurred on has the option of either taking the score of the game as it is or replaying the game and taking the score from that game and if it is not possible to record the scores of the other players in the match, then they will also replay the game and each player (including the player in which the malfunction occurred) will keep the scores obtained on that game.

An intentional slam tilt is considered unsportsmanlike conduct and repeated offenses are grounds for the player’s expulsion from the league at the Commissioner’s discretion.

H.            Playing Out of Turn

If a player (Player A, the offending player) plays another person’s ball, including that player’s extra ball if he or she had earned one (Player B, the proper player) and Player B doesn’t notice it before Player A drains has the option of either replaying a new game on that same machine and taking whatever new score he/she gets or continuing as if nothing happened if the offense was on ball 1 or ball 2 or taking the final score for the game if on ball 3. The decision must be made as soon as Player B notices the offence otherwise it is assumed that Player B wants to continue as if nothing happened. If Player B notices the offence before the ball is over and is able to gain control of the ball from Player A, he/she may continue playing the ball as if nothing happened. If the ball is lost during the transfer from the offending player to the proper player, then the proper player can elect to replay the game, alone, after the current game is completed and take whatever score he/she obtains on the new game. The decision must be made right after the drain occurs otherwise it is assumed that Player B wants to continue as if nothing happened.

If Player A is playing an extra ball that Player B earned and Player B doesn’t realize the error until the ball has drained, then Player B has to decide what to do as soon as he or she notices the mistake. Player B gets to keep any points that Player A obtained on the extra ball if Player B chooses to go on as if nothing happened.

In any case, the offending player must plunge his/her next ball at full strength (for manual plungers) and may NOT try for/set up a skill shot. If the offending player has already completed his/her game, then his/her final game score is reduced by 25%. If the same player plays out of turn more than once in the same game, then that player gets a score of zero for that game and the scoring among the other players is treated as if the offending player came in last in the game.

If Player A plays out of turn on more than one other player’s ball and more than one of those players choose to replay the game, then all of the players replaying the game must do so together.

V.      Game Scoring

A.            League Points

All league standings are based not on actual game scores, but on league points.  League points are awarded based on 1st, 2nd 3rd and 4th place in individual games, with additional league points awarded based on actual scores as follows:

B.            Three Player Games

In a three-player game, league points are awarded as follows:

1st Place:                3 points

2nd Place:               2 points

3rd Place:               0 points

One additional bonus point is awarded either to the 1st place player or the 3rd place player.  If the 1st place player scores more than the 2nd and 3rd place players combined, the 1st place player gets the extra point.  Otherwise, the 3rd place player gets the point.  Thus, in a 3-player game, the points awarded are either 4-2-0 or 3-2-1.

The idea here is that a player is rewarded for a decisive win or for keeping it close.

C.            Four Player Games

In a four-player game the points are awarded like this:

1st Place:                3 points

2nd Place:               2 points

3rd Place:               1 point

4th Place:               0 points

Two additional bonus points are awarded in four player games.  One point goes to either 1st place or 3rd place and the other point goes to either 2nd place or 4th place.  As in the three-player game, the 1st place player gets the extra point for beating 2nd and 3rd combined; otherwise the 3rd place player gets the point.  The 2nd place player gets the point for beating 3rd and 4th place combined; otherwise the 4th place player gets it.

An additional superbonus point will be awarded to the winner if that player’s score is more than the other three players combined. If the winner’s score doesn’t meet that criterion, then the superbonus point doesn’t get awarded.

D.            Ties

After the conclusion of the match and the points are tallied up for each player, two or more players within a group may be tied for total points.

 

The tie will be broken by the seed of the players going into the week in question the tie is in. The highest seeded player wins the tie and if more than two players are tied within a group, then the order of finish within those tied players goes by the highest seed to lowest seed of the players getting first to last, respectively. For the first week of the season, the players are seeded by IFPA rank.

VI.    The Regular Season

A.            Length

As noted earlier, the regular season will consist of five league nights, one per week, on Wednesdays.  In general, national holidays will be skipped.  Other weeks may be skipped based on weather, or other circumstances, at the Commissioner’s discretion. No person may join the current season after the first week of the season has passed.

B.            Keeping Track of Weekly Standings

Each week, the matches and standings will be tracked using the web-based Match Play software. At the end of each week of play, league players will be able to see where they stand against other players in the league and see results of their match as well as results from other groups’ matches. Certain players may be asked to input results from games in their group to make updating the weekly results easier. In order for a player to input results for a league session that player is playing in, the player has to register for a free account at Matchplay.events.

C.            Weekly Groupings

For the first week, the league players will be broken up into groups according to the following table:

Number of Players in the league

Number of Players per Group

 

 

<8

TBD at beginning of season

8

G1 and G2: 4

9

G1 to G3: 3

10

G1:4; G2 and G3: 3

11

G1 and G2: 4; G3: 3

12

G1 to G3: 4

13

G1: 4; G2, G3 and G4: 3

14

G1 and G2: 4; G3 and G4: 3

15

G1 to G3: 4; G4: 3

16

G1 to G4: 4

17

G1 and G2: 4; G3 to G5: 3

18

G1 to G3: 4; G4 and G5: 3

19

G1 to G4: 4; G5: 3

20

G1 to G5: 4

21

G1 to G3: 4; G4 to G6: 3

22

G1 to G4: 4; G5 and G6: 3

23

G1 to G5: 4; G6: 3

24

G1 to G6: 4

25

G1 to G4: 4; G5 to G7: 3

26

G1 to G5: 4; G6 and G7: 3

27

G1 to G6: 4; G7: 3

28

G1 to G7: 4

29

G1 to G5: 4; G6 to G8: 3

30

G1 to G6: 4; G7 and G8: 3

31

G1 to G7: 4; G8: 3

32

G1 to G8: 4

33

G1 to G6: 4; G7 to G9: 3

34

G1 to G7: 4; G8 and G9: 3

35

G1 to G8: 4; G9: 3

36

G1 to G9: 4

37

G1 to G7: 4; G8 to G10: 3

38

G1 to G8: 4; G9 and G10: 3

39

G1 to G9: 4; G10: 3

40

G1 to G10: 4

 

The players will be grouped at random to be determined by the MatchPlay software. For subsequent weeks will be based on your rank from the previous week. So for Week 2, players ranked 1st to 4th in Week 1 will be in Group 1, players ranked 5th to 8th in Week 1 will be in Group 2 and so on. If a player is absent from a group such that one or more 2-player groups are formed, then the existing groupings will be modified so that there will be no more 2-player group(s) for that week.

D.            Game Selection and Number of Games Played Each Week

Depending on how many groups are in the League in any given season, each group will play 4 or 5 games each week. If there are 9 or 10 groups, then the groups will play 4 games otherwise 5 games will be played each week.

The games that each group plays each week will be chosen semi-randomly by the Commissioner with three alternate games also being selected at random by the Commissioner. These games will be chosen in advance of League Play for a given week and the games will be listed on the upper left corner of each groups sheet. If a game on a group list is unavailable before the start of League Play and can't be fixed before that group starts playing their games, or if a game becomes unplayable during League Play, then the first alternate game on the list will be used. If that alternate game is out of commission, then the group uses the second alternate game on the list. If one or more of the pins at the Break have been replaced with new pins, then a group that has a no longer available game(s) on their list will replace the no longer available game(s) with the new game(s).

If a group has finished playing all of their games but one and the remaining game to be played has 2 or more groups waiting to play ahead of them, then that group may choose to play their first alternate game instead. If the remaining game is one the Games Of The Week (GOTW; see GOTW rules) and it is not down, then the group has to wait to play that game. If the first alternate was already used or it is down, then the group must wait to play their last game.

VII.   The Playoff Rounds

A.            Qualifying

After the regular season is complete, each player will have a total number of league points accumulated for the five weeks.  The lowest weekly result for each player will be dropped and the players are re-ranked from top to bottom. In most cases, all players will be playing in a playoff of some sort. The top 8 players play in a PAPA-style A Division playoff, the next 8 players (if there at least 16 players at the end of Week 5) play in a PAPA-style B Division playoff, the next 8 players (if there at least 24 players at the end of Week 5) play in a PAPA-style C Division playoff, and the next 8 players (if there at least 32 players at the end of Week 5) play in a PAPA-style D Division playoff. Of there are at least four players left over after taking the groups of 8 players, then those players will play in a ladder-style playoff. If there are fewer than four players left after the groups of 8 are created, then those remaining players are eliminated from the playoffs and just the groups of 8 play in the playoffs.

B.            Lateness / Absence

Play will begin at 7:45 PM, or earlier, at the Commissioner’s discretion.  Players who qualify for the playoffs will be given a 5-minute grace period after which the playoff rounds within that player’s group will begin without the missing player(s). If it is known that a playoff player(s) will be late then the other players in the group with the missing player(s) will wait for the late player(s) up to 10 minutes. If after a group that started play without a missing player a missing player shows up, that player can play in his/her group (if not in the Ladder playoff) starting with the next game (or the current game if the group is just about to start the game or still is on ball 1 of the game) and takes last place in any game that he/she missed.

If one or more players notify the Commissioner in advance that he or she cannot attend the playoff night, then the group that was supposed to have that player then plays without that player and the absent player takes last in the group.

C.            Format

Playoff Format (for a 24-31 player league): The top 8 players with the highest point total at the end of Week 5 would go to the A Playoff. Players in positions 9-16 would go to the B Playoff. Players in positions 17-24 would go to the C Playoff. If there are four or fewer players left after the A, B, and C Playoff players are determined, those players would not play in any playoff and would not win any prize. If there are 4-7 players left after the A, B, and C Playoff players are determined, then those players would play in a ladder-style format to determine the sole winner of this group of players.

For the A, B, and C Playoffs, the players would be split into two groups of 4 based on seeding. For the Semifinals, each group would play three games with PAPA-style scoring used to score the match. The top 4 players from each group of 8 would move on to form one group of 4 players in the A, B, and C Finals. Each of those Finalists would get a trophy and a cash prize according to how they finish in their Final.

For the ladder-style playoff (if there is one), the bottom 4 seeded players would play one game and the loser of that game is eliminated from the playoff. Then the next lowest seeded player joins the other three survivors from the first game and all play one game. The loser of that game is eliminated from the playoff. Play continues in this manner until there are 4 players left. Then one final game will be played to determine 1st through 4th places. First place gets an award.

If there are 16-23 players in a given season, the Playoffs would follow the same rules as above, but there would be no C Playoffs. If there are 32-39 players, the Playoffs would follow the same rules as above, but there would be a D Playoffs added (positions 25-32 at the end of Week 5). If 40 players are in a given season (max number of players allowed in a given season) then the Playoffs will consist of A, B, C, and D groups plus an 8-person group that would play the ladder-style format in a similar manner as above.

If there are fewer than 16 players but more than 12 in a given season, then there will be one 8-player group that would play a PAPA style format as above and the remaining players would play a ladder style format as above. If fewer than 12 players are in a given season, then the Playoff would consist of the top 8 players at the end of Week 5 and they would follow a PAPA style format as above. The top 4 of the 8 would get a trophy and a cash prize.

In the unlikely event there are fewer than 8 players in the playoff, then a ladder style playoff will take place and the number of players that would get an award would be determined based on how many players are in the playoff.

D.            Miscellaneous

The playoff rounds will likely take longer than a typical league night.  Plan on staying as long as it takes!

VIII.  Further Information

For any further information, contact Koi Morris, kmorristaftzww@verizon.net (home-email address). You may also call me at 609-799-8721 (Home #) or 609-880-4483 (Cell #).

IX.    Document History

3 Jan 1999 The revision of this document from A.J. Fried’s GSPA League rules was completed.

25 Aug 1999 Revisions were made to Sections II F, VII, VIII, and IX D.

22 Jan 2000 Revisions were made to Sections III C, and VIII D.

06 Feb 2000 Revised Section V A.

13 Aug 2000 Revised Section VII D.

28 Feb 2001 Major revisions to this document were made.

06 Feb 2002 Revised Section III A, B, and C.

31 Jul 2002 Revised Sections II A, C, D, E, F, and G; Sections III B and C; Section VI D; Sections VIII B and D; Sections IX B and C

1 Aug 2002 Moved Normalized Score Section (formerly Section VIII C) to VI E and added a new Section VI F (Ties) to this rulesheet

04Feb2004 Revised the Premakeup Section (Section III) of this rulesheet

22 Feb 2004 Revised Section IV B of this rulesheet

07 Feb 2005 Revised Sections II E and III B and C

19 Feb 2006 Revised Sections II E & F; Replaced previous End of Season Prize Structure Listing with an End of Season Prize table in Section IV B; Revised Section VI E (This section should have been revised a year ago to reflect the change in the way the normalized scoring was done at that time.)

23-24 Nov 2007 to 30 Jan 2008 Major revisions to this document were made

Mid January 2009 Numerous Revisions were made to this document including the addition of the A/B/C Division Rules and the rules for End of Season High Score Prizes.

02 Aug 2010 Various Revisions were made to this document including the rule about inclusion of GBP in determining a player's ranking for being in the A or B or C Division at the end of Week 6.

January-March 2012 Numerous revisions to this document were made.

February 2018 Numerous Revisions were made to the document.

February 2019 Numerous revisions to the document to reflect the new league format

April 2019 Added superbonus point rule and clarified that the 1st week’s seed is based on IFPA rank