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The Jersey Pinball Association: League Rules & Information

I.           Introduction. 3

II.         League Nights / Attendance. 3

A.      General 3

B.       Games. 3

C.       Starting Time. 3

D.       Grace Period. 3

E.       Late Arrival 3

F.       Announced Lateness. 3

G.       No-Shows. 3

III.         Premakeups. 4

A.       Overview.. 4

B.       Obtaining and Using Premakeup Scores. 4

C.       Penalty. 5

D.       Limit 7

IV.         Money / Prizes. 7

A.       Dues. 7

B.       Prizes. 7

C.       Games. 10

V.           Game Rules. 10

A.       Order of Play. 10

B.       Tournament (or Competition) Mode Play. 10

C.       Extra Balls. 11

D.       Malfunctions. 11

E.       Death Saves and Bang-Backs. 12

F.       Tilts. 12

G.       Slam Tilts. 12

H.      Playing Out of Turn. 12

VI.         Game Scoring. 13

A.       League Points. 13

B.       Three Player Games. 13

C.       Four Player Games. 13

D.       Two Player Games. 14

E.       Normalized Scores. 14

F.       Ties. 14

VII.       The Regular Season. 15

A.       Length. 15

B.       How Many Divisions?. 15

C.       Weekly Groupings. 15

D.       Game Selection and Number of Games Played Each Week. 16

E.       Qualifying for the A, B, and/or C, and/or D Divisions, Ranking Points, and Ranking Point Multipliers. 16

F.       Group Bonus Multipliers and Points. 17

G.       Groupings and League Play After the 6th Week of the Season. 18

H.      Notes on Groupings. 18

VIII.     Match Bonus Points. 18

A.       Overview.. 18

B.       Points. 18

C.       Ties. 19

IX.         The Playoff Round(s) 19

A.       Qualifying. 19

B.       Lateness / Absence. 20

C.       Format 20

D.       Miscellaneous. 21

X.           Acknowledgments. 21

XI.         Further Information. 21

XII.       Document History. 22

 

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 thirty ninth season of the league beginning on 14 March 2018, play will be held every Wednesday for 10 weeks. These 10 weeks consist of the regular season. Playoffs will start the Wednesday immediately after the regular season ends.

B.            Games

Each week, league players will be broken into groups and each group will play four or five games 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


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.    Premakeups

A.            Overview

It is very important for league players to show up for all league nights.  However, emergencies do come up.  In the event that a player misses a week, the player’s premakeup scores will be used.  Early in the season or, preferably in Week 0 (see below), before the season officially starts, each player will play two official games on each machine. After the start of league play on Week 6 of the season, no league player will be allowed to obtain any premakeup scores on a game, unless it is on a game that was not there prior to Week 6 of the league in which case a player has one week from the first Wednesday a new game becomes available at the Break to obtain a premakeup score on it (assuming the player in question hasn't used up all three sets of premakeups already); after that, whoever doesn't have a premakeup score on the game will not be allowed to record a premakeup score for the new game. After this point, all premakeup scores not obtained on games existing at the Break prior to the start of league play on Week 6 will count as a zero.  A premakeup game must be played with at least one other League player for it to be a valid premakeup score.

B.            Obtaining and Using Premakeup Scores

It is not required that a player obtain premakeup scores; but it is strongly recommended that a player obtain premakeup scores to avoid getting zeroes for any games that player’s group plays when he/she is not there. There will be a meeting of the league players on the Wednesday before the season officially starts, called Week 0. This meeting is used primarily to have all (or most) of the league players play all the league games at least once for premakeup scores before the season officially starts. Players are not required to attend this Week 0 meeting, but it is strongly recommended that they do so. Players will still have until before the start of League Play on Week 6 to complete any premakeups that they don’t have if they don’t come to the Week 0 meeting (for games that aren’t new to the Break for that season before Week 6).

 There will be three different scores for each game that will be used each time a player is allowed to use a premakeup score: Both scores obtained on the premakeup games played and an average of the two premakeup scores (using any zeroes if necessary), rounded to the nearest 10 points. So, for example, a player’s premakeup scores on The Addam's Family could be 20M (Game 1), 40M (game 2), and 30M (game 3; an average of the scores from games 1 and 2).  The score obtained on the first premakeup game played on a particular game will be the first premakeup score used for that game; the second premakeup score obtained on that game will be the second premakeup score used for that game and the third score will be the average of the first two. If a player only has one premakeup score on a particular game before the first premakeup score on the game in question is needed or in accordance with the deadline stated above, whichever comes first, then the only score the player has will be used for the first premakeup; if a second premakeup score on the game in question is not obtained in accordance with the deadline stated above or a second premakeup is needed for the game in question, whichever comes first, then a score of zero is used for that premakeup and the player may not obtain any more premakeup scores on that particular machine.

 Example: Player A has only one premakeup score of 50M on TAF. He has used it already by the fifth week of the season, but has no second premakeup score. On week 6, he is absent and his group plays TAF. He has to use a premakeup score of 0 for that game and then the third premakeup score is automatically calculated as the average of these two premakeup scores: (50M + 0M)/2 = 25M.

 Whenever a player is absent on a given League Night, all premakeup scores in a given set will be considered to have been used even though no more than 5 games will be used from that set. That set then will be unavailable for use again during the season. If a player is late and misses playing some of the games in the match, the player will take zero(es) for the game(s) missed instead. The player can still play the rest of the games (scoring for those games will be done normally as explained later in this document), in the match.

 To make it easier to obtain premakeup scores, I will allow any league player to play premakeup games when I'm not around to take the scores that day they're played (normally this is League nights before League Play begins and after League Play is over). If players are going to play premakeup games when not in my presence, they must do the following.

Play the games with at least one other League player with at least one of the players recording the scores played for all the players in the game(s) in question. The scores can be written down or a pic of the scores can be taken with your phone. The scores would then have to be given or shown to me personally or they could be sent to me via e-mail. All players for whom scores are submitted must agree on all the scores being submitted. If there is any disagreement on a particular score for a game, then the scores for the game in question would be disallowed.

WARNING!!! If at any time I find that players are abusing this to their advantage (e.g. playing a game alone or submitting unusually high scores (for a particular player's skill level) for a particular game), then this option will be terminated and all premakeup scores would have to be done in my presence in the future.

C.            Penalty

Later in this document, game scoring is discussed.  For any single game, first place earns three points with the potential for a 4th point if the first place player beats the 2nd and 3rd place players combined.  When a premakeup score is used, the player cannot get the 4th point even if the score would otherwise warrant it. If a player is absent in a given week or shows up late after that player’s group has finished playing a given game and has no pre-makeup score for the game that his or her group is playing that week, then that player receives zero points for that game that week (this is called the Zero Point Rule).

Match scoring is done as follows when a) a premakeup score(s) is (are) used in a match (Case A) or b) a player(s) hasn't obtained any premakeup scores or has used the maximum amount of premakeups for the game(s) in question (Case B):

 

Two Player Matches:

If one player is absent and falls under Case A, then the game(s) in question is (are) scored like a regular two-player match with the bonus point going to the player who is present. If the absent player falls under Case B, then that player gets zero points and the player who is present gets 3 Raw Points + either 0 Bonus Points if the player's score doesn't beat the current league average for the game or 1 Bonus Point if the player's score beats the current league average for the game. If there is no league average for the game yet, then no Bonus Point is awarded to the player for that game 

If both players are out and both are using premakeups, then the game(s) in question is (are) scored as a regular two-player match with no bonus points given out. If one player falls under Case A and the other under Case B, the player with the premakeups for the game(s) in question gets 3 points and the other player gets zero points. If both players fall under Case B, then both players gets zero points and the winner of the game(s) (and match, if there is a tie for Total League Points) in question is the player ranked higher in the standings.

 

Three Player Matches:

If one player is absent and falls under Case A, the game(s) is (are) scored like a regular 3-player match with the bonus point going to the winner of the two players present. If the absent player falls under Case B, then for the game(s) in question ignore the absent player (this player gets zero points for the game(s) in question) and score the game(s) as a two-player match between the other two players.

If two players are absent and both fall under Case A, then the game(s) in question is (are) scored like a regular three-player match with the bonus point going to the player that's present if that player's score beats the league average of the game in question if either player with the premakeup scores would have otherwise been entitled to the bonus point. If one absent player falls under Case A and the other under Case B, then the player under Case B is ignored (that player gets zero points for the game(s) in question) and the game(s) in question is (are) scored as described in the 1st paragraph in Two Player Matches, above. If both absent players fall under Case B then for the game(s) in question, the player present gets 3 Raw Points; if that player's score beats the league average of the game in question then that player gets the Bonus Point as well. In the scenario in the previous sentence if the player's score doesn't beat the league average of the game in question or there isn't a league average yet for that game, then no Bonus Point is given out.

 

If all players in the group are absent and all players fall under Case A then the game(s) in question is (are) scored like a regular three-player match, without any bonus points being given out. If two players fall under Case A and the third under Case B, ignore the third player (this player gets zero points for the game(s) in question) and score the game(s) in question as a regular two-player match between the other two players without any bonus points being given out. If one player falls under Case A and the others under Case B then the Case A player gets 3 points and the absent players get zero points for the game(s) in question. If all players are under Case B then they each get zero points for the game(s) in question and they are ranked according to their current standings in the League (and move up or down a group accordingly if all the games in the match are scored this way).

 

Four Player Matches:

If one player is absent and falls under Case A, the game(s) in question are scored as a regular 4-player match with the Bonus Point for the subgroup (1st, 2nd, 3rd or 2nd, 3rd, 4th) that has the premakeup score going to the winner of the two players present in that subgroup. If the absent player falls under Case B, then the game(s) in question are scored as a regular Three Player match among the players present in the group and the Case B person gets zero pints for the game(s) in question.

If two players are absent and both fall under Case A then the game(s) in question is (are) scored as a regular 4-player match with possible Bonus Point distribution depending on whether the premakeup scores reside in one or both subgroups, according to Three Player Match (premakeup) scoring. Neither player who’s present is allowed to get more than one Bonus Point for the game in question. If one of the absent players falls under Case A and the other Case B, then ignore the player under Case B (that player gets zero points for the game(s) in question) and score the game(s) in question as described in the 1st paragraph of Three Player Matches, above. If both absent players fall under Case B then ignore those two players (they each get zero points for the game(s) in question) and score the game(s) in question as a regular two-player match between the players there.

If three players are absent and all fall under Case A then score the game(s) in question as a regular 4-player match following the rules in Three Player Matches, above, for possible bonus point distribution in each subgroup. If two of the players fall under Case A and the other falls under Case B then ignore the player under Case B and score the game(s) in question as a regular three-player match following the rules in Three Player Matches, above, for possible bonus point distribution in each subgroup. If one of the players falls under Case A and the other two fall under Case B then ignore the Case B players (they each get zero points for the game(s) in question) and score the game(s) in question as described in the 1st paragraph in Two Player Matches, above. If all the absent players fall under Case B then for the game(s) in question, the player present gets 3 Raw Points and the absent players get zero points for the game(s) in question. If that player's score beats the league average score for the game in question, then that player also gets one of the Bonus Points; if the game has no league average or the score doesn't beat the league average, then no Bonus Points are given out.

For a situation in any of the three paragraphs above, if a player whose present would be entitled to 2 Bonus Points by following the rules in Three Player Matches, above, then that player will receive only one of the Bonus Points (that Bonus Point will be a Winner Bonus Point (discussed later in this document) if one of the Bonus Points qualifies as a Winner Bonus Point). For example, in the 2nd paragraph above, the two absent players fall under Case A, if the premakeup scores are 1st and 2nd places, the 2nd place score beats 3rd and 4th combined and the 3rd Place score beats the league average of the game in question, then 3rd place gets only one of the Bonus points.

If all players in the group are absent and one player falls under Case A and the rest Case B then for the game(s) in question, the Case A player gets 3 points and the absent players get zero points for the game(s) in question. If two players fall under Case A and two under Case B, then ignore the Case B players (they each get zero points for the game(s) in question) and score the game(s) in question as described in the 2nd paragraph of Two Player Matches, above. If three players fall under Case A and the other under Case B, then ignore the Case B player (this player gets zero points for the game(s) in question) and score the game(s) as a regular three-player match among the players there without giving out any bonus points. If all players fall under Case A, then score the match like a regular 4-player match without giving out any bonus points. If all the players fall under Case B, then each player gets zero points and they are ranked according to their current league standings.

In any match where a premakeup score is used starting in Week 2, any Match Bonus Points that an absent player would have earned had that player been present are not awarded to anybody in the group.

D.            Limit

The maximum number of premakeup scores a player can use during the season is 15.

IV.    Money / Prizes

A.            Dues

Dues are $81 per season with $80 of the dues going for League cash prizes (weekly and End-of-Season and the High Score Prize Fund) and End-of-Season trophies and $1 going to the IFPA for the IFPA endorsement fee of $1 per player per League Season. $41 of the dues are payable on or before Week 1 of a League Season and the remaining $40 is due by Week 6 of the League Season. A player may pay the entire $81 on or before Week 1 if he/she so chooses.

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 6

Place in Finals

A Division

B Division

C Division

D Division

<8

50%, 35%, and 15% for 1st, 2nd, and 3rd places respectively. There may also be a prize given to the 4th place player. 1st and 2nd Place also get a trophy; 3rd Place gets a small trophy.

8

1st

45% + acrylic trophy

15% + medium trophy

 

2nd

35% + large trophy

5% + small trophy

9-10

1st

40% + acrylic trophy

20% + medium trophy

2nd

30% + large trophy

10% + small trophy

11

1st

cash + face engraved acrylic trophy

cash + medium trophy

2nd

cash + large trophy

cash + small trophy

3rd

cash + small trophy

 

12-14

1st

cash + acrylic trophy

cash + acrylic trophy

2nd

cash + large trophy

cash + medium trophy

3rd

cash + medium trophy

cash + small trophy

15

1st

cash + face engraved acrylic trophy

cash + face engraved acrylic trophy

cash + small trophy

 

2nd

cash + small acrylic trophy

cash + medium trophy

cash + small trophy

16

1st

cash + face engraved acrylic trophy

cash + face engraved acrylic trophy

cash + small trophy

2nd

cash + small acrylic trophy

cash + medium trophy

cash + small trophy

3rd

cash + large trophy

 

 

17

1st

cash + face engraved acrylic trophy

cash + face engraved acrylic trophy

cash + small trophy

2nd

cash + small acrylic trophy

cash + medium trophy

cash + small trophy

3rd

cash + large trophy

cash + small trophy

 

18-21

1st

cash + face engraved acrylic trophy

cash + face engraved acrylic trophy

cash + small trophy

2nd

cash + small acrylic trophy

cash + medium trophy

cash + small trophy

3rd

cash + large trophy

cash + small trophy

cash + small trophy

22

1st

cash +face engraved acrylic trophy

cash + face engraved acrylic trophy

cash + small trophy

2nd

cash + small acrylic trophy

cash + medium trophy

cash + small trophy

3rd

cash + large trophy

cash + small trophy

cash + small trophy

4th

cash + large trophy

 

 

23

1st

cash +face engraved acrylic trophy

cash +face engraved acrylic trophy

cash + small trophy

2nd

cash + small acrylic trophy

cash + medium trophy

cash + mall trophy

3rd

cash + large trophy

cash + medium trophy

cash + small trophy

4th

cash + medium trophy

cash + small trophy

 

24-31

1st

cash +face engraved acrylic trophy

cash +face engraved acrylic trophy

cash + small trophy

2nd

cash + small acrylic trophy

cash + medium trophy

cash + small trophy

3rd

cash + large trophy

cash + medium trophy

cash + small trophy

4th

cash + large trophy

cash + small trophy

cash + small trophy

32-40

1st

cash + face engraved acrylic trophy

cash + face engraved trophy

cash + medium trophy

small trophy

2nd

cash + small acrylic trophy

cash + large trophy

cash + small trophy

small trophy

3rd

cash + large trophy

cash + medium trophy

cash + small trophy

small trophy

4th

cash + large trophy

cash + small trophy

cash + small trophy

small trophy

 

In certain cases, Consolation Prizes may be awarded to the third or fourth place players of the B or C Divisions (or both) after Week 10 is completed. In a given season, this would be determined after Week 6 is completed and it is determined how many players in each Division go to their respective Final.

Weekly cash prizes will be as follows: Total league points (TLP) ignoring any Group Bonus Points 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%, and 10% for 1st, 2nd, 3rd, and 4th and 5th places respectively

>5

6

35%, 25%, 20%, 10%, 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 TLP will be broken as follows. During Weeks 1-6, the tied players are ranked from lowest group number to highest group number. The place a player comes in in the tiebreaker will correspond to where the player is in the ranking. First place in the tie goes to the player in the lowest numbered group and last place in the tie goes to the player in the highest numbered group. During Weeks 7-10, if the tied players are from different Divisions, then the player in the highest Division represented among the tied players is the winner of the tie then second place goes to the player in the next highest Division and so on. If multiple tied players are in the same Division, then the tie is decided by following the procedure for Weeks 1-6. The tiebreaker game is the game that all of the tied players did not play that week. If there is more than one such game, then one of those games will be chosen at random. If there is no such game, then one of the games used in the match of any of the tied players will be chosen at random.

Wildcard Drawing: If there are more than 8 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 amount of the last place prize for that week. If the number of groups changes from fewer than 8 in one week (such as Week 6) to more than 7 in another week (such as Week 7), the wildcard drawing will be held for the weeks where there are more than 7 groups playing in the league.

 

Rules for the High Score prizes

 

At the end of the league season, there will be awarded prize money for the person(s) who got the most high scores during the season. The money will come out of a prize fund that is funded by setting aside five dollars of each player's season dues.

 

Each game used during the season will have 4 unique high scorers associated with it. A league game that hasn't been played by at least 75% of the league players during the season will be treated as if it wasn't in the league at all. The prize money is to be distributed as shown in the table below. A player may only have one high score per game; a subsequent score on a given game high enough to go on the High Score board but not higher than his or her other high score already there is disqualified from the High Score list; if that score is higher than another of that same player's score already there, the new score replaces the score already there.

 

Premakeup scores may not be used as high scores so if a premakeup score that is being used in a given week happens to be high enough to go in the High Score board that week would be disqualified and the next highest non-premakeup score would take its place.

 

Number of Players in the League

Prize Fund Distribution

Up to 8

Person with the most high scores, 100%

9-14

Top 2 people with the most scores*, 65% & 35%

15-30

Top 3 people with the most scores*, 55%, 30%, and 15%

>30

Top 4 people with the most scores*, 45%, 35%, 15%, 5%

 

*Any ties will be broken by determining who has the higher average position on the High Score list (by taking the position of each high score in question for each of the tied players, adding those positions up and dividing by the number of games in question). The player with the higher average position is then the winner of the tie. If this method fails to resolve the tie, then the winner is the player with the higher ANS (discussed at Section VI E later in this document) at the end of the season.

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. 

V.      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 next to last (or first in a two player group), the 3rd highest ranked player goes first (or second if in a four player group), and in a four player group, the lowest ranked player would go first. 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 realized that a League game that has a Tournament Mode setting was started in non-Tournament Mode, 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, 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 didn’t play the game at all.

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.

VI.    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 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; this is called a winner bonus point.  Otherwise, the 3rd place player gets the point (a loser bonus 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.

Special Sweep Bonus Points: If a player gets at least 3 points on each game in a match (for a minimum of 12 or 15 points), then that player can qualify for extra bonus points, termed Sweep Bonus Points, as follows, for doing so well in the match, added to his or her point total. If all the groups are playing 4 games for the week and the player who won all 4 games also earned a Winner Bonus Point in each game, then that player will receive 4 Sweep Bonus Points; if the player did not get a Winner Bonus Point in all 4 games, then the player will not get the Sweep Bonus Points. If all the groups are playing 5 games for the week, then the player who won all 5 games will get 5 Sweep Bonus Points. However, if a player is playing by him/herself and the other absent players in the group have no premakeup scores (or they all have been used already) then in order for that player to receive the 5 Sweep Bonus Points, the player must at least triple the League Average of each of the games that were played that week. If one or more of the games used doesn’t have a League Average yet, then that player will not receive those 5 Sweep Bonus Points.

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 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 (a winner bonus point); otherwise the 3rd place player gets the point (a loser bonus point).  The 2nd place player gets the point for beating 3rd and 4th place combined (a winner bonus point); otherwise the 4th place player gets it (a loser bonus point).

Sweep Bonus Points (4 points for 4 games played per week or 5 points for 5 games played per week) are awarded to the winner of a 4-player group following the Sweep Bonus Points rules given in the previous section.

D.            Two Player Games

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

1st Place:                3 points

2nd Place:               2 points if the score in the game is more than half of the 1st place player's score otherwise 1 point

One additional bonus point is awarded to the 1st place player for at least tripling the score of the 2nd place player; this bonus point is a winner bonus point.

Special Sweep Bonus Points: If one player in the match has at least triple the score of the other player in each game (meaning the first place player would have a total of 15 regular + 5 winner bonus points = 20 points and the second place player would have 5 points), then the first place player shall receive extra bonus points, termed Sweep Bonus Points, as follows. If all the groups are playing 4 games for the week, then the amount of the Sweep Bonus Points is 4 points; if all the groups are playing 5 games for the week, then the amount of the Sweep Bonus Points is 5 points.

E.            Normalized Scores

Normalizing scores are a way of comparing scores obtained by players on different machines. Each game used in the league will have a normalizing score associated with it. To calculate a player’s normalized score on a given machine, you have to divide the player’s score on the game in question by the normalizer. The normalizer used is the league average score on that particular game up to that point; this means that the normalizer for a given game each week (if it gets played in a given week) will change as the league average on that game would change. Every player in the league will have a Total Normalized Score (TNS) (the sum of all the normalized scores on the games played that night) each week and an Average Normalized Score (ANS) (the average of all weekly TNS’s since the beginning of the season). The ANS is used to break any ties in the weekly standings during the season.

F.             Ties

After the conclusion of the match and the points are tallied up for each player (before any Sweep Bonus Points or Match Bonus Points are awarded), two or more players (Players A and B (two player matches) and/or C (three player matches) and/or D (four player matches)) may be tied for total points. Any ties are resolved in the following manner.

 

For cases where two players are tied, the tied players will play against each other in one tiebreaker game. The tiebreaker game is the first available alternate game in the list that wasn’t used that week. The winner of the tiebreaker game will be declared the winner of the tie (or of the match if it is a two player match).

 

When three or four players are tied, then the tied players will play one three- or four-player tiebreaker game. The tiebreaker game is the first available alternate game in the list that wasn’t used that week. The winner of the game will be declared the winner of the tie. The other players will be ranked according to their scores in the game: the second highest score gets the next highest rank, the third highest score gets the third highest rank, and the fourth highest score (for four player matches) gets the lowest ranking.

 

For all tiebreakers, if a person (or persons) is (are) not present to play the tiebreaker(s), then that player(s) automatically lose the tiebreaker(s). If more than one player is absent for a tiebreaker, then they are ranked according to what their position in the standings are at the beginning of the night.

VII.   The Regular Season

A.            Length

As noted earlier, the regular season will consist of ten 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 second week of the season has passed.

B.            How Many Divisions?

Number of Players in League

Divisions in League starting at Week 7

<8

One single division

8-14

A and B

15-31

A, B, and C

>31

A, B, C, and D

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, G2, G3: 3

10

G1:4; G2 and G3: 3

11

G1 and G2: 4; G3: 3

12

G1, G2, G3, G4: 3

13

G1: 4; G2, G3 and G4: 3

14

G1 and G2: 4; G3 and G4: 3

15

G1, G2, G3, G4, G5: 3

16

G1, G2, G3, G4: 4

17

G1 and G2: 4; G3, G4 and G5: 3

18

G1, G2, G3, G4, G5, G6: 3

19

G1: 4; G2 to G6: 3

20

G1 to G5: 4

21

G1, G2, G3: 4; G4, G5, 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 G9: 3

28

G1 to G7: 4

29

G1 to G5: 4; G6 to G8: 3

30

G1 to G10: 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 according to their known skill level to the Commissioner. If the Commissioner doesn’t know a player’s skill level, then that player will be asked to estimate his/her skill level and the player will be placed in the appropriate group (skill level scale is from 1 to 10 where 1 is rank novice and 10 is expert). For subsequent weeks, the groupings will be in sets of 3 or 4 people as was done in the first week. Each group will have a “winner” each week based on who has the most league points for the week. The groupings for the following week will be determined as follows:

For players moving between 3-player groups, the loser of the higher group moves down one group and the winner of the lower group moves up one group. For players moving between 4 player groups, the bottom 2 players in the higher group move down one group and the top 2 players in the lower group move up one group.  For players moving between a 4-player and a 3-player group, then the loser in the 4-player group move down (or the winner moves up) one group and the winner in the 3-player group moves up (or the loser moves down) one group.

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 8 or more groups (27 or more than 28 League Players), then the groups will play 4 games each week. If there are fewer than 8 groups (28 or fewer than 27 League Players), then the groups will play 5 games each week.

Each week, there will be a certain number of working pins, P. Normally, there will be at least 5 working pins. Each group will play 5 (or 4 for more than 7 groups) games each week. If fewer than 5 (or 4 for more than 7 groups) games are working in a given week, then all groups will play whatever pins are working that week.

The games that each group plays each week will be chosen semi-randomly with three alternate games also being selected at random. 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 the Game 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.

E.            Qualifying for the A, B, and/or C, and/or D Divisions, Ranking Points, and Ranking Point Multipliers

All league players have the opportunity of playing against every other player during the first 6 weeks of the season. The ranking and ANS of each player is noted at the end of the 6th week of the season. For a league that has a given number of players, N, (No-Shows and other dropouts are not counted in the number of players on Week 6) the following apply:

7<N<15 at the end of Week 6 (A and B Divisions only)

If N is even, then the top N/2 ranked players (as determined below) at the end of the 6th week of the season will be in the A Division for the rest of the season and the other half of the league players will be in the B Division. If the league has an odd number of players, then the top (N-1)/2 ranked players (as determined below) will make it to the A Division with the rest of the league going to the B Division. Any ties in TLP between league players will be broken by: Average Normalized Score (ANS) up to the 6th week of the season (higher ANS wins the tie), then the player’s win-loss record up to the 6th week of the season to break any further ties.

14<N<32 at the end of Week 6 (A, B, and C Divisions only)

The top third ranked players (as determined below) after Week 6 league play go to the A division, the middle third ranked players (as determined below) go to the B division, and the lowest third ranked players (as determined below) go to the C Division. If the number of players in the league at the end of week is not evenly divisible by 3, then the odd 1 or 2 players go to the C division (1 player left) or the B and C Divisions (higher of the 2 goes to the B and the other player goes to C).

N>31 at the end of Week 6 (A, B, C, and D Divisions)

The top fourth ranked players (as determined below) after Week 6 of League Play go to the A Division, the second fourth ranked players (as determined below) go to the B Division, the third fourth ranked players (as determined below) go to the C Division, and the bottom ranked fourth of the League will go to the D Division. If the number of players in the league at the end of Week 6 is not divisible by 4 then the odd players go to the D Division (1 player left) or the C and D Divisions (higher ranked of the 2 remaining players goes to the C Division) or the B, C, and D Divisions (lowest ranked of the 3 remaining players goes to the D Division, the middle ranked of the 3 players goes to the C Division and the remaining player goes to the B Division).

Ranking Points and Ranking Point Multipliers

To determine who goes in each division, at the end of Week 6 League Play, each player will be ranked by a total called Ranking Points to Date. Ranking Points to Date consists of the sum of each week’s Ranking Points from Week 1 to 6. A week’s Ranking Points for a player is the following total: (# of Raw Points + the total # of Winner Bonus Points + any Sweep Bonus Points that player achieved up to that point) all times a multiplier called a Ranking Point Multiplier. After this ranking is done, each player’s ANS up to that point in the season is compared with every other player’s ANS and given a percentile ranking. If a particular player’s Ranking Points places him or her in the top third (33%; for three Divisions) or the top fourth (25%; for four Divisions) of the League (the “Top Ranges”) and that player’s ANS isn’t in the respective Top Range of the League, then that player may not play in the A Division. Instead, the player in question will be placed at the top of the B Division for ranking purposes. If a player’s Ranking Points places him or her outside of the Top Range of the League, but that player’s ANS falls within the Top Range, then that player has to play in the A Division. That player would be placed at the bottom of the A Division for ranking purposes 

The Ranking Point Multiplier (RPM) a player receives is based on the group that player is in where higher groups get higher RPMs and the lowest groups get an RPM of 1.0. The exact values for the RPMs vary with the number of groups in the league and are shown in the table below.

Groups in League

Ranking Point Multiplier

3

G1: 2.0

G2: 1.5

G3: 1.0

4

G1: 2.0

G2: 1.5

G3: 1.25

G4: 1.0

5

G1: 2.5

G2: 1.5

G3: 1.25

G4, G5: 1.0

6

G1: 2.5

G2: 1.5

G3, G4: 1.25

G5, G6: 1.0

7

G1: 3.0

G2: 2.0

G3: 1.75

G4: 1.5

G5: 1.25

G6, G7: 1.0

8

G1: 3.0

G2: 2.0

G3: 1.75

G4: 1.5

G5, G6: 1.25

G7, G8: 1.0

9

G1: 3.0

G2: 2.0

G3: 1.75

G4, G5: 1.5

G6, G7: 1.25

G8, G9: 1.0

10

G1: 3.0

G2: 2.0

G3, G4: 1.75

G5, G6: 1.5

G7, G8: 1.25

G9, G10: 1.0

In the event that a player has to play alone in a given week and the other player(s) in his/her group don't have premakeups or already used more than three premakeup scores for a particular game (the player would be playing against zeroes) and the game has a league average and the player beat that average, then the player has to have at least triple the league average score for that game for the bonus point he/she got on that game to count as a winner bonus point. This same player will not earn Sweep Bonus Points unless he/she earned a winner bonus point in each game played (for a total of 5 winner bonus points).

F.             Group Bonus Multipliers and Points

As an incentive and a reward for remaining in the higher groups before Week 7, there will be Group Bonus Points (GBPs) awarded in each group from Weeks 2 through 6 via a Group Bonus Multiplier (GBM). The GBM a player gets in a given week depends on how many groups are playing in that week.

The GBPs a player gets is calculated as follows: GBPs = (Total number of Raw Points to date)/(Current Week Number) times a GBM. The resulting total is then rounded to the nearest tenth of a point.

Number of Groups

Group Bonus Multiplier

2

None

3

0.3 for being in G1 and 0 for being in G2 or G3

4

0.4 for being in G1, 0.2 for being in G2, and 0 for being in G3 or G4

5 or more

0.5 for being in G1, 0.3 for being in G2, 0.1 for being in G3, and zero for being in lower groups

Note that as these are bonus points, players using a set of premakeup scores in a given week are not eligible to receive these points for that week.

Example

There are 5 groups playing on Week 2. In Group 2, Player A got 12 Raw Points + 2 Bonus Points + 3 Match Bonus Points (discussed in Section VIII) and is the winner with 17 Total League Points before the addition of GBPs, Player B got 8 Raw Points + 2 Bonus Points + 2 Match Bonus Points for 12 Total League Points and Player C got 5 Raw Points + 1 Bonus Point + 1 Match Bonus Point for 7 Total League Points after the 5 games were played. Players A, B, and C had gotten 5, 7, and 10 Raw Points, respectively, in Week 1. Player A's GBPs is then 0.3*1.1*((5+12)/2) = 2.805. Rounded to the nearest tenth of a point this is 2.8 points. Player A's Grand point total for the week is then 17 + 2.8 =19.8. Player B's GBPs is 0.3*((7+8)/2) = 2.25 points rounded to 2.3 points and his/her grand total for the week is 12 + 2.3 = 14.3. Player C's GBPs is 0.3*((10+5)/2) = 2.25 points rounded to 2.3 points and his/her grand total for the week is 7 + 2.3 = 9.3.

G.            Groupings and League Play After the 6th Week of the Season

Once players are in their respective Divisions on the seventh week, they will be playing players within their OWN Division only for the remainder of the season. There will be at least two groups in each Division (for example, two groups of two players each for an eight person League). This is to prevent, say, a mid-ranked A Division player from having an advantage over B Division players should he/she were to be in a group with two mid-ranked B Division players.

H.            Notes on Groupings

The idea behind grouping the players according to this scheme is so that players tend to play against other players of similar ability.  When a player has a good week, they move up a group, and thus, in theory, play against slightly better players the next week.  Likewise, after a poor week, the player moves down a group and plays worse players.

By stratifying the divisions as explained, players of similar ability will be competing with each other for the playoff spots.  Thus, while the initial weekly groupings may seem to favor the strong players, they are really designed to help everyone.

VIII.  Match Bonus Points

A.            Overview

The method for awarding league points coupled with the grouping system can lead to certain anomalies in the overall fairness of the system.  In particular, there are times when it would seem advantageous for a player not to do well on purpose to avoid moving up in the groupings.  Often, a player will only win their match by one or two points, and then have to play in a much tougher group the next week.  Thus, the reward for winning the weekly match (the mere one or two points more than the 2nd place player in group) was not sufficient to compensate for having to move up in the groups.

To compensate for this, we also award bonus points for winning your match.

B.            Points

When awarding match bonus points, a match will be treated like a game.  For example, in a three-player match, the winner of the match (not counting any Sweep Bonus Points) will receive 3 bonus points.  The 2nd place player will receive 2 points and the loser, zero points.  A bonus point will also be awarded as in a 3-player game.  If the winner of the match scores more than the 2nd and 3rd place player combined, the winner gets a bonus point.  Otherwise, if the 3rd place player does not have a total equal to the 1st and 2nd place players combined, then that player gets it. Typically, the winner does not score more than the other two players combined.  So, usually, in a three-player match, the bonus points will be 3-2-1.

Match Bonus Points will be used starting in Week 2 of the league.

A four-player match is scored like a 4-player game. However, if the winner of the match scores more than the other three players combined, then another bonus point is awarded to the winner of the match.

A two player match is scored as follows: If the winner of the match has a point total at least triple the losing player (not counting Sweep Bonus Points), then the winner shall get 4 Match Bonus Points and the loser one Match Bonus Point otherwise the winner receives 3 Match Bonus Points and the loser 2 Match Bonus Points.

C.            Ties

Sometimes there will be situations where the first place player (in a three player match) and/or the second place player (for a four player match) will have a point total that is equal to the sum of the point total of the 2nd and 3rd place players (three player matches) and/or the 3rd and 4th place players (four player matches). For purposes of this discussion, we'll assume that a three or four player match with Players A, B, C, and/or D have been completed. Player A came in 1st, Player B came in 2nd, Player C came in 3rd, and Player D came in 4th (for a four player match). These ties will be broken in the following manner:

For three player matches, all players will play a tiebreaker game. The scores are compared at the end of the game and if Player A's score in the game is more than the sum of the scores of Players B and C, then Player A gets the extra 1 point (Player A 4 Match Bonus Points, Player B 2 Match Bonus Points, and Player C 0 Match Bonus Points), otherwise Player C gets the extra point (Player A 3 Match Bonus Points, Player B 2 Match Bonus Points, and Player C 1 Match Bonus Point).

For four player matches, Players A, B, and C or B, C, and D will play a tiebreaker game and the scores compared as if the three players playing were in a three player match. If it turns out that both sets of players have to play a tiebreaker game (which would be the case if Player A got 15, Player B got 10, Player C got 5, and Player D got 5 points, for example; note that in this case Players C and D have to play a tiebreaker game first to determine who comes in third place for the match; this game MUST be played before the tiebreaker games for the Match Bonus Points are played), then the group containing player A will play their game first. Yes, this means that Players C and D, in this case, would have to play a total of three tiebreaker games to determine the final TLP for all four players in their match that week.

The tiebreaker game is the first available alternate game that wasn’t used in the match.

The order of play in the tiebreaker game is the reverse order of the Raw point totals of the group winners (highest Raw point total goes last and lowest Raw point total goes first). If there is a tie in Raw points among any of the group winners then the tie is broken by the rankings of those players in the League standings (Week 2 and later) or by whoever has the highest score on the last machine played in the match (Week 1).

 

If it turns out that two players in a group would still be tied after playing their tiebreaker game, that game doesn’t have to be played and the tied players are then ranked according to their position in the league standings. The higher ranked player in the standings gets the win between the tied players.

For all tiebreakers, if a person (or persons) is (are) not present to play the tiebreaker(s), then that player(s) automatically lose the tiebreaker(s)

 

IX.    The Playoff Round(s)

A.            Qualifying

After the regular season is complete, each player will have a total number of league points accumulated for the ten weeks.  This will be the total of Raw Points plus Bonus Points from all sources.  Depending on the total number of players in the league, anywhere from 2 to 7 players in each division will advance to the playoffs.   If the League has fewer than 25 players, then there will be only one round of playoffs, the Finals. If the League has more than 24 players, then there will be a Semifinals Round the Wednesday after Regular League Play ends and a Finals Round the Wednesday after that. The winners of any Semifinals Round will advance to the Finals. In all cases, the Finals will determine the Division Champions for that season.

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 round(s) will begin without the missing player(s). If it is known that a playoff player(s) will be late then the other players can wait for the late player(s) if they choose to do so.

If one or more players notify the Commissioner in advance that he or she cannot attend a playoff night, every attempt will be made to reschedule the playoff match if possible. If it is not possible, based on other players’ schedules or my schedule, etc., then the following apply.

If the match is the Semifinals and two or more players in a Division would be absent, then the Semifinals match for that Division become the Finals and the end-of-season prizes are awarded accordingly after the match is over. If only one player in a Division would be absent, then the Semifinals are played and the top 4 of the 5 remaining players move on to the Finals.

If the match is the Finals and two or more players in a Division would be absent, then the absent players are ranked last according to their final standings after Week 10 of regular League Play. If only one player in a Division would be absent, then that player automatically takes last in the Finals.

C.            Format

For all round(s):

1)       The players will start in reverse order in which they came in after week 10 of the season (i.e., the person who came in first goes last when the first game is played).

2)       All games that were used in the league will be played in the playoff round(s). If a game(s) should be out of commission or breaks down during the round, then another game(s) that has been used or that will be used in the round so as to keep the number of games played the same. So if 7 games were used in the league, then 7 games will be used in the playoff round and if one of those 7 games is out of order on playoff night, then one game will have to be played twice to keep the number of games played at 7. The Commissioner will pick the first game to be played at random and the last place player for the previous game picks the next game to play. The Commissioner will pick the starting game for the finals as well.

3)       The games are played and scored otherwise as if it were a non-playoff game, except that Match Bonus Points and Sweep Bonus Points are not given out.

4)       The following tables detail how many players will make it to the Semifinals (if applicable) and the Finals based on how many players are still in the League at the end of Week 6 of the season.

Number of Players in the league at the end of Week 6

Number of Players in the Finals Round

A Division

B Division

C Division

D Division

<8

No Playoffs. The 1st, 2nd, 3rd, and maybe 4th place persons after Week 10 is complete will be declared the winners of the league for the season.

 

8-10

The top 2 players compete head to head for 1st and 2nd place winners of the Division.

The top 2 players compete head to head for 1st and 2nd place winners of the Division.

11

The top 3 players compete for 1st, 2nd, and 3rd place winners of the Division.

The top 2 players compete head to head for 1st and 2nd place winners of the Division.

12-14

The top 3 players compete for 1st, 2nd, and 3rd place winners of the Division.

The top 3 players compete for 1st, 2nd, and/or 3rd place winners of the Division.

15

The top 2 players compete for 1st, and 2nd place winners of the Division.

The top 2 players compete for 1st, and 2nd place winners of the Division.

The top 2 players compete for 1st, and 2nd place winners of the Division.

 

18-21

The top 3 players compete for 1st, 2nd, and 3rd place winners of the Division.

The top 3 players compete for 1st, 2nd, and 3rd place winners of the Division.

The top 3 players compete for 1st, 2nd, and 3rd place winners of the Division.

22

The top 4 players compete for 1st, 2nd, 3rd, and 4th place winners of the Division.

The top 3 players compete for 1st, 2nd, and 3rd place winners of the Division.

The top 3 players compete for 1st, 2nd, and 3rd place winners of the Division.

 

23

The top 4 players compete for 1st, 2nd, 3rd, and 4th place winners of the Division.

The top 4 players compete for 1st, 2nd, 3rd, and 4th place winners of the Division.

The top 3 players compete for 1st, 2nd, and 3rd place winners of the Division.

24-31

The top 4 players compete for 1st, 2nd, 3rd, and 4th place winners of the Division.

The top 4 players compete for 1st, 2nd, 3rd, and 4th place winners of the Division.

The top 4 players compete for 1st, 2nd, 3rd, and 4th place winners of the Division.

32-40

The top 4 players compete for 1st, 2nd, 3rd, and 4th place winners of the Division.

The top 4 players compete for 1st, 2nd, 3rd, and 4th place winners of the Division.

The top 4 players compete for 1st, 2nd, 3rd, and 4th place winners of the Division.

The top 4 players compete for 1st, 2nd, 3rd, and 4th place winners of the Division.

D.            Miscellaneous

The playoff round(s) will be likely take longer than a typical league night.  Plan on staying as long as it takes!

X.      Acknowledgments

Thanks to A.J. Fried and ultimately the founders of the Free State Pinball Association (FSPA) and the Triangle Pinball League (TPL) for providing the basis for most of the rules on which this league is based. Also thanks is given to various league members whose input was valuable in shaping this revised rulesheet.

XI.    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 609-613-3404.

XII.   Document History

3 Jan 1999 The revision of this document from A.J.’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.