The Jersey Pinball Association: League Rules & Information
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II.
LEAGUE NIGHTS / ATTENDANCE
C.
Pre-Makeup Scores on New Games
E.
Special rules for 4-player groups
G.
Qualifying for A and B divisions
H.
Groupings and League Play After the 5th Week of the Season
E.
More thoughts on Bonus Points
This document gives the
rules of and info about Koi’s 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
Every Wednesday night
is league night. For the league
beginning on 15 Sept 1999, play will be held every Wednesday for 10 weeks. These
10 weeks consist of the regular season. Playoffs will be held the Wed.
immediately after the regular season ends.
Each week, league players
will be broken into groups and each group will play five games to be determined
just prior to game play. The games
will be a subset of the games available. In
general, a consensus will be informally taken to determine which games to play
that week based on known malfunctions, etc.
The final decision for which games to play will be made by the
Commissioner.
Play begins at 7:15PM.
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.
There will be a 15-minute
grace period for players arriving late due to unexpected circumstances.
If a player does not arrive
by 7:30PM, that player’s group will begin play without that player.
If the player arrives late, they 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.
Players arriving later than
7:30 will have their pre-makeup scores (see Section III) used for games they
miss with associated penalties.
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 begin play. However, if a player must notify
the Commissioner on the day of the League about being late, then the
Commissioner must be notified by 3 PM (via my work e-mail address or work phone
[see Section XI for my contact info]) otherwise the group that that player is to
play in does not have to wait past 7:30 for that player to show up.
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 pre-makeup
scores will be used. Early in the
season (week 1 or before), each player will play one official game, on
each machine. This game must
be played as part of a multi-player group.
These scores will be recorded. Then,
during the season, if a player misses a week, these scores will be entered along
with the scores for the other group members who actually played as if the absent
player played along with them. The pre-makeup scores will be made available to players in
the group who are playing against these scores.
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 pre-makeup 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 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).
A note regarding players who miss more than three weeks of the season (and therefore can’t use any more premakeup scores): the Zero Point Rule applies for all the games to be played that week. If for some reason, a player doesn’t have any premakeup scores for any of the games to be played that week and that player is part of a two-player match, the opponent will automatically receive three points for that game, unless his/her score for the game is greater than or equal to the normalized score in which case the opponent will receive the extra bonus point for a total of four points for that game. For games that the absent player has premakeup scores for, the scoring (for a two player match) for the opponent is the same as if the absent player was present, except, of course, the absent player receives 0 as his/her score in the game. For stats purposes, this game will be counted as a loss for the absent player, even though the opponent may have failed to beat the premakeup score that was available to him/her.
C. Pre-makeup
Scores on New Games
If a new game arrives at
8OTB, each player must play a pre-makeup game on that machine as soon as is
possible otherwise the Zero Point Rule applies.
The maximum number of weeks
for which pre-makeup scores can be used is three. After this, the Zero Point
Rule applies.[1]
Every week during the
regular season, players will each pay $6.00 that will be used exclusively for
prizes.
Prizes will consist of weekly payouts and
end of league trophies and cash for the top three overall winners in each
division (more on that later). The dues will first go toward weekly payouts
(50%) and the remaining 50% plus money put up by the League Commissioner will go
toward the trophies and end of season cash prizes. The end of season cash prizes
will be awarded in this way:
Place
A Division
B Division
First
45%
15%
Second
35%
5%
Third
*
**
* as a consolation prize,
20% of the amount that the winner of Second Place of A Division gets.
** as a consolation prize,
50% of the amount that the winner of Second Place of B Division gets.
Weekly payouts will be as
follows: Total league points (TLP) (ignoring the bonus multiplier after the
third week of the season) for the winner of each group for that week will be
compared. The two people with the highest TLP will share the prize pot for that
week. 75% goes to the highest TLP scorer and the rest goes to the other winner.
If both people have the same amount of TLP then those winners will be ranked
according to the total of all normalized scores they obtained on the games they
played that week. Normalizing scores are a way of comparing scores obtained by
players on different machines. For example, a score of 1 Billion in Attack from
Mars could be equal to a normalized score of 1 Million points and a score of 50
Million on The Addam’s Family could be equal to a normalized score of 1
Million points.
Note on Weekly Payouts and Absent Players: An absent player forfeits any cash prize that he or she might have won in a given week even though his/her TLP is one of the top two for the week. In this case, then the person in the group from which the absent player was supposed to play who has the next highest TLP will be declared the winner of the group that week for payout purposes.
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 putting in one coin.
The winner of the replay does have the first right to use the replay when
possible. For example, if a group
is playing two games on a particular machine and a player gets a replay on the
first game, the player gets to use that credit on the second game.
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.
A player may play one and
only one extra ball per game. Any
other extra balls that are earned must be drained.
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.
It is up to the players in a group to keep track of whether a player has
played their extra ball.
If a serious 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 then the player’s score on
the original game
Examples of serious
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.
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.
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 higher of the two games
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.
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, the match is replayed with the slamming player.
Each player keeps the higher of the two scores.
An intentional slam tilt is
considered unsportmanlike conduct and repeated offenses are grounds for the
player’s expulsion from the league at the Commissioner’s discretion.
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:
In a three-player game
(which will likely comprise the majority of league games), 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. 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.
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 to either 1st place
or 3rd place and the other
point 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.
In a two-player game, the
points are awarded like this:
1st
Place:
3 points
2nd
Place:
0 points
One additional point is
awarded to the 1st place
player for tripling the score of the 2nd place player, otherwise, the 2nd
place player gets the point.
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.
If there are fewer than 8
players competing during a League season, all players will compete in a single
division. If there are more than 7
players, then there will be two divisions, an A and a B*.
For the first week, the
league players will be broken up into groups of three each. If there are two
players left over, they will become another group while if there is one player
left over, that player will be placed in one of the three player groups to make
a 4-player group. 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 placed with other players whose skill level is
not known or if all players’ skill level is known then in a middle ground (4-7
on a scale from 1 to 10 where 1 is rank novice and 10 is expert). For subsequent
weeks, the groupings will be in sets of three people with the one or two players
left over going into a group 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 week will be determined by swapping the winner in
each group with the loser from the group immediately above, with the exception,
of course, of the winner in the top group.
For example, in week 1, players A, B, and C comprise group 1 and players
D, E, and F make up group 2. Suppose
the order of finish for these groups is B, C, A and F, D, E.
For week two, the groupings would be B, C, F and A, D, and the winner
from group 3. Player E would move
down to group 3.
If a player misses a week of
play, and does not have pre-makeup scores available, their group position for
the next week remains unchanged. This
removes the potential for a player to miss a week, move down a group, and have
the opportunity to play against weaker players.
For example, in a typical three-player group, if one player is missing,
the winner of the two present players moves up and the loser moves down.
E. Special
rules for 4-player groups.
As noted above,
the lowest groups may be 4-player groups. Swapping
only one player, particularly in the bottom group where only one player changes
each week, causes the lower groups to be more stagnant than the others.
To alleviate this, 4-player groups will swap two players as long as the
players moving up scored at least 10 points AND the players moving down scored
no more than 10 points. In other
words, to move up, you have to score at least 10 points, and you can’t move
down if you score more than 10 points.
Each week, there will be a
certain number of working pins, P. If P < 5 then all groups will play one or
more games twice so that the total number of games played that week is 5.
If P > 5 (which should normally be the case) then all groups will choose 5 of
the P games to be used that week. Everybody in each group will get to choose the
game(s) he or she doesn’t want to play or wants to play twice, as the case may
be. The lowest player in each group chooses first, then the next lowest chooses
next, and so on. If a game is chosen by 2 or more people in a group, then that
game will not be used that week (or played twice if P < 5). If a game isn’t
chosen by at least two people in a group (for three and four player groups),
then the games chosen by the lowest (P-5) ranked players will not be used that
week (or the lowest (5-P) players have their chosen games used twice if P <
5).
G.
Qualifying for A and B divisions
During the first part of the
season, each player will qualify for Division A or Division B based on the
following rule: Starting with the 6th
week[2]
of the season, any player who was the winner of their group two of the previous
5 weeks AND either was a winner of their group or did not move down to a lower
group (or both) in at least two of the other three weeks will be in the A
Division while all other players will be in the B Division. If more than n/2 (or
(n-1)/2 if n is odd) players, where n is the number of players in the league,
fulfill this requirement, then the lowest ranked players in this group will be
placed in the B Division (so that n/2 (or (n-1)/2 as the case may be) players
fill the slots for the A Division). If less than n/2 (or (n-1)/2) players
don’t meet this requirement, then enough of the top ranked players will be
taken from the B Division to have n/2 (or (n-1)/2) players in the A Division.
H.
Groupings and League Play After the 5th Week of the Season
Once players are in their
respective Divisions on the sixth 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.
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.
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. Further, the number of bonus points awarded is augmented by
difficulty level of the group.
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 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, the 3rd
place player gets it. Typically, the winner does not score more then 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 3 of the league.
Two player matches and
4-player matches are scored like 2 and 4-player games. However, if in a 4 player
game, 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.
There are two cases where
ties may occur.
Case 1: Two (or more)
players score the same number of league points for the match.
The person with the highest total normalized score (TNS) for that week
wins the tie
Case 2: The winner of a
match scores exactly the sum of the 2nd
and 3rd
(for a 3 player group) combined. If the total normalized score of the
winner is greater than the sum of the normalized score of the other two players
in the group then he or she wins the tie otherwise of the second and third place
players, the one with the highest total normalized score wins the tie.
Exception: If second and third place are tied for TLP then Case 1 applies here.
Examples (the examples use a
bonus multiplier of 1X):
Player
TLP (excluding bonus points)
TNS
Wins Tie? TLP
(inc. bonus pts)
1)
A 14
15.0000
Y
15 (14 + 1 bonus pt for winning the tie)
B 8
8.5000
8
C 6
3.0000
6
2)
A 12
6.7500
B 5
5.5000
C 7
8.8350
Y
8 (7 + 1 for winning the tie [higher TNS])
3)
A 12
13.6750
B 6
6.7800
Y
7 (6 + 1 for winning the tie (higher TNS:
[Case 1 applies here])
C 6
5.5000
For the third through sixth
weeks of the season, the bonus points are awarded exactly as described above.
Starting in week seven, bonus points are multiplied by number from 0 to
3. Each week, players will be
assigned a bonus multiplier up to a maximum of 3X and a minimum of 0X (no bonus
points for a given week) based on their previous week’s bonus multiplier and
whether they lost, stayed in, or won their group.
If you are the winner in your group in a given week, then your bonus
multiplier for the next week goes up by one (e.g. from 1X to 2X) unless it is
already at 3X in which case it will stay the same; if you will be in the same
group the following week, then your bonus multiplier will not change; and if you
are the loser in your group in a given week, your bonus multiplier will go down
by one (e.g. from 1X to 0X) unless it is already at 0X in which case it will
stay the same. The bonus multiplier for week seven will be based on whether you
are the winner of, stay in, or are the loser of your group in week six. The
winners’ bonus multipliers will increase to 2X (from 1X), the losers’ bonus
multipliers will go to 0X (from 1X), and all other players’ multipliers will
remain the same for week 7 (at 1X).
E. More
thoughts on Bonus Points
As detailed, this bonus
point scheme should make it so that there is never any question as to whether it
is better to win your group and move up. The
bonus points awarded for winning your group coupled with the multiplier awarded
for playing in a higher group should always make it worth more to win.
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 regular points plus bonus points.
Depending on the total number of players in the league, anywhere from 2
to 4 players in each division will advance to playoffs.
The playoffs will then determine the A and B division champions.
Play will begin promptly at
7:15 PM. Players who qualify for
the playoffs will be given a 15 minute grace period. After the grace period, if the player is not in attendance,
the first runner up for the that division’s playoffs will automatically
advance to the playoffs
If a player notifies the
Commissioner in advance that he or she will be unable to attend playoff night,
every attempt will be made to reschedule the playoff tournament, if possible.
If it is not possible, based on other players’ schedules, etc., then
the playoffs will go ahead as planned using the runner-up player as the
alternate.
The format for the playoffs
will be made available by the 8th week of the season.
The playoff tournament will
be likely take longer than a typical league night. Plan on staying as long as it takes!
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.
For any further
information, contact Koi Morris, kmorristaftzww@mindspring.com
(home-email address) or morrisk@war.wyeth.com
(work e-mail address). You may also call me at 732-274-4091 (Work #).
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.
18 Sept 1999 Revision and addition were made to Sections VIII D and B respectively.
22 Jan 2000 Revisions were made to Sections III C, and VIII D.
[1]
The League commissioner can make exceptions to this rule if extenuating
circumstances warrant it.
*
The precise breakdown of divisions and number of prize winners is open to reevaluation,
based on how many people actually show up each week during the season.
[2]
The week number may change with respect to the total number of players in
the league. With fewer players,
it will be later in the season, more players, earlier in the season.