For league info,
updates, and stats, go to the JPA website: http://thebreak.net/pinball.
II. League Nights / Attendance
B. Obtaining and Using Premakeup Scores
D. Premakeup 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
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
Every Wednesday night is league night. For the ninth season of the league beginning on 7 March 2003, play will be held every Wednesday for 10 weeks. These 10 weeks consist of the regular season. Playoffs (one or two weeks depending on how many people are still in the league at the end of Week 5 of the regular season in question) will start the Wednesday 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 7:30
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.
There will be a 10-minute
grace period for players arriving late due to unexpected circumstances.
If a player does not arrive
by 7:40 PM, 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
7:40 will have their premakeup 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 7:40 for that player to show
up.
If a league player does not
show up at all during any league session without having notifying me (by
e-mail: kmorristaftzww@mindspring.com
(home) or morrisk@wyeth.com (work);
by phone (732)-274-4091 before 4:00PM on weekdays (work); telling me in person
beforehand; or calling the Break no later than 15 minutes of League start time
on league night if necessary; I prefer that the player tell me in person
(especially if he/she knows that he/she will be out in advance), call me
(leaving a message if necessary), or send e-mail to my work address so I would
be certain to receive his/her message before that he/she will be absent will be
declared a No-Show. 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.
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 (Week 1) or before the season 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.
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 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
obtains premakeup scores to avoid getting zeroes for any games that player’s
group plays when he/she is not there. 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. This would also be his ghost
premakeup score should he need to have a premakeup score after the third
absence (see Ghost Premakeup scores in Section C, below).
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. Exception:
If a player has to use one or two premakeup scores in a given set because he or
she arrived late and that player's group already started playing, then the late
player must use the rest of the games in that set as choices from which the
NEXT set of premakeup scores are taken (subject to the 15 game limit of
premakeup scores for a player).
If for some reason, all
players in a group are not present, then the game choices will be done in this
fashion. The premakeup games used will first be chosen from games that all of
the players have, if possible. Then games will be chosen from games that more
than one player has (for 3 and 4 player matches). If at this point, 5 games are
not chosen, then games will be picked at random until 5 games have been chosen
for the match. If necessary, ghost premakeup scores will be used here. As far
as Total League Points goes, no bonus points of any kind will be given out in a
match like this, but the match point scoring is otherwise as if at least one
player had been present in the group (match point scoring and Total League
Points is discussed later in this document).
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 has
been on Friday nights and League nights). If players are going to play
premakeup games when not in my presence, they must either do A) or B) described
below.
a) Play the games with at least one other League player
with all players keeping AND sending me a copy of each player's scores for each
game played via e-mail (if you have e-mail) (or giving me a copy if the scores
were obtained within a day of the next League meeting) by the next League meeting
after which said scores were obtained. For those players who don't have e-mail,
you must show me the scores at the next League meeting after the scores
were obtained so I can check them against what the other players have given me.
In order for the premakeup score to count, all of the scores given to me for
that particular game by all players must be identical; otherwise the game will
be declared invalid and must be replayed. Example: Players A, B, and C (all
league players) play TAF on a Tuesday night (when I'm normally not at 8OTB).
Player A gets 20M, Player B gets 50M, and Player C gets 200M. They also play
Monopoly; Player A gets 5M, Player B gets 30M, and Player C gets 3M. On
Wednesday night, Players A, B, and C would give me a piece of paper that has
the scores obtained by each player for both games. Once I verify that each
player's record of the obtained scores are identical, the premakeup scores will
be official.
b) Play the games against a non-league player, but with a
League player not involved in the premakeup game present to verify the
premakeup scores obtained and that the games played were legal. The League
player will then give me a copy of the scores at (or send to me via e-mail by)
the next League meeting after said scores were obtained by the players who did
the premakeup games.
WARNING!!! If at any time I find that players are abusing this to their advantage (e.g. playing more than one extra ball in a game, 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.
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
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).
If for some
reason, a player doesn’t have any premakeup scores for a particular game to be
played that week, a ghost premakeup score equal to the normalized score for the
game will be used, and that absent player (Player A) is part of a two-player
match, the opponent (Player B) will automatically receive four points for that
game, unless Player B’s score for the game is less than the normalized score
for the game in question in which case nobody receives the extra bonus point.
Player A will receive an official score of 0 for the game. For games that
Player A has premakeup scores for, the scoring (for a two player match) for
Player B is the same as if Player A was present. For three and four player
matches, the ghost premakeup score equal to the normalized score for the game
will also be used, and if there are two or more players who are using the same
score, then for purposes of calculating the place of the other players, the
absent players will be ranked according to their place in the league at the
moment with the top ranked of the absent players coming in ahead of the other
player(s).
A player who shows up late on a League night and that player's group is past ball 1 on game 2 (meaning the late player can't get in on game 2) at the time the late player arrives, then the scoring for the late player that night will be treated as if he or she didn't show up at all and the player's premakeup scores or ghost premakeup scores, as appropriate, for the games not played will be used.
Notes regarding players who miss more than three weeks of or uses 15 premakeup games, whichever comes first, during the season (and therefore can’t use any more premakeup scores):
“Ghost” Premakeup scores will be used. The ghost score will be the average of all three premakeup scores (including any zeroes) obtained by a player on one game. So a player who only obtained one premakeup score on a game (say 30M on Monster Bash) will have as a ghost premakeup score (30M + 0 + 15M)/3 = 15M. The player got a zero for not getting a second premakeup score on the game. The official score for the missed game for that player will be zero, but the ghost score will be used as if the person were there and a three-player match with one or two ghost premakeup scores will be treated as a three player match as if all parties were there. The same goes for four player and two player matches: if any absent players in the match are using ghost premakeup scores, they will get an official score of zero, but their ghost premakeup score will be used as the player were actually there.
D. Premakeup
Scores on New Games
Several things may occur as
a result of a new game (Game X) being brought into the Break during the League
season. I'll list them and what is to be done to resolve the issue.
a) A player fails to complete the first set of premakeups
before Game X replaces one of the games the player has gotten a premakeup on
already (Game Y): The player obtains a premakeup score on Game X and that score
replaces the score obtained on the game that was removed.
b) A player has completed one set but failed to complete
the second set of premakeups before Game X replaces Game Y: If the first set of
premakeups was used before Game X appeared at the Break, then for the second
set the player plays two games on Game X and the higher of the two scores will
be the second premakeup score for Game X and the score for the third set will
be the average of the two scores. If
the first set of premakeups wasn't used before Game X appeared at the Break,
then the player must obtain a premakeup score on Game X to replace the
premakeup score on Game Y for the first set. The second premakeup game on Game
X will then go toward the second set and the score for the third set is the
average of the two scores.
c) A player has completed both sets of premakeup scores
before Game X appeared at the Break: If a player hasn't used any of the
premakeup sets yet, then the player must obtain premakeup scores on Game X for
the two sets to replace Game Y. If the first set of premakeups was used before
Game X appeared at the Break, then for the second set the player plays two
games on Game X and the higher of the two scores will be the second premakeup
score for Game X and the score for the third set will be the average of the two
scores. If a player has used the first and second sets of premakeups before
Game X appeared at the Break then the player will play one game on Game X and
the score obtained on that game will be the premakeup score for Game X for the
third set.
If any new game(s) comes to
the Break on or before Week 4 of the season, then a player must get premakeup
scores on those games before the start of league play on Week 6 of the season
otherwise a zero is recorded as the score for the game(s) in question. If the
game(s) come after Week 4, then a player has two weeks to get premakeup scores
on those games otherwise the player gets a zero score for the game(s) in
question.
The maximum number of
premakeup scores a player can use during the season is 15. After this, ghost
premakeup scores will be used (see Note above in Section C).
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 (if any) donated by the League Commissioner or another third party(ies) 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.
These End Of Season Prizes
(number given out and the amount of the cash awards given out) are subject to
change, depending on how many people participate in the league in a given
season.
Weekly payouts (the
total sum of all weekly payouts equals 50% of the dues collected that week)
will be as follows: Total League Points (TLP) for the winner of each group for
that week will be compared. The two or three people with the highest TLP will
share the prize pot for that week. If there are two groups in the league, then
the weekly prize pot is split as follows: 75% goes to the group winner that has
the highest TLP and the rest goes to the other group winner. If both people
have the same TLP then those winners will play a tiebreaker game (discussed
later in this document) to determine the top winner. If the league has three or
more groups, then the weekly prize pot is split up in the following fashion:
the group winner with the highest TLP will get 65%, the group winner with the
second highest TLP gets 25%, and the group winner with the third highest TLP
scorer gets 10%. Any ties that occur among these three players will be broken
by a tiebreaker game (to be discussed later in this document) to determine who
comes in first, second, and third.
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.
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.
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); 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 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, then
all players who have finished their game will have their scores recorded, if
possible. The player whose game the slam occurred on will replay the 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 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.
Special Sweep Bonus Points:
If a player gets at least 3 points on each game in a match (for a minimum of 15
points), then that player will also get an extra 5 bonus points, termed Sweep
Bonus Points, for doing so well in the match, added to his or her point total.
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, 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.
Special Sweep Bonus Points:
If one player in the match has a point total greater than the sum of the other
three players combined, then that player will get an extra 5 bonus points,
termed Sweep Bonus Points, added to his or her point total.
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; otherwise, the 2nd place
player gets the 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
bonus points = 20 points and the second place player would have 5 points), then
the first place player shall receive 5 bonus points added to his or her point
total, termed Sweep Bonus Points.
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. For example, a score of 1 Billion in Attack from Mars could be equal to a normalized score of 1 Million points and a player who scored 3 Billion would have as a normalized score: 3B/1B = 3.0 Million; a score of 50 Million on The Addam’s Family could be equal to a normalized score of 1 Million points and a player whose TAF score is 75 Million has a normalized score of 75M/50M = 1.5 Million. 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.
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 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 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.
The tiebreaker game will be determined as follows.
If 5 pins are operational (meaning the game is working with no problems that would prevent the game from being played), then one of the games used in the match will be played again with the choice of the game going to the player among the tied players who had the highest score in the 5th game played in the match. So if Players A, B, and C are tied in a 4 player match and of these three players, Player C had the highest score in game 5, then he or she gets to choose the tiebreaker game. If the highest scoring player doesn't want to make a choice, then the next highest scorer makes the choice. If no player wants to make the choice, then the League Commissioner will pick the tiebreaker game.
If 6 pins are operational, then the game that wasn't played in the match will be used as the tiebreaker game.
If more than 6 pins are operational, then one of the operational games not used in the match will be played with the choice of the game going to the player among the tied players who had the highest score in the 5th game played in the match. So if Players A, B, and C are tied in a 4 player match and of these three players, Player C had the highest score in game 5, then he or she gets to choose the tiebreaker game. If the highest scoring player doesn't want to make a choice, then the next highest scorer makes the choice. If no player wants to make the choice, then the League Commissioner will pick the tiebreaker game.
There may also be multiple
players tied for the first place or second place (and/or third place if enough
people are in the league) weekly prize money. If two or more players have the
same point total for first or second (and/or third) place for the night then
the tiebreaker game among the tied players is determined in this manner.
If there was a working game
that all of the tied players didn't play in their respective groups, then the
tiebreaker game will be used on that game. If more than one game exists, then
the League Commissioner will pick one of those games at random. If no one game
was not played by all the tied players, then if there was a game not used by
more than one of the tied players then that game will be used. If more than one
such game exists, then the League Commissioner will pick one of them at random
to be used. If there are no games in common that two or more players in the
tiebreaker match didn't use, then from the games that weren't used among the
groups from which the players came the League Commissioner will pick a game at
random to be used.
If only 5 games were
available that night, then the League Commissioner will pick one of the five games
at random. With fewer than 5 games available that night, the League
Commissioner will pick a game at random from one of the games that wasn't
played twice.
The order of play in the
match is in order according to the number of raw points, from lowest to
highest, each player obtained in the match. So the player with the lowest
number of raw points goes first and the player with the highest number of raw
points goes last.
Highest score in the game
wins, next highest is second, and so on.
If
it turns out that among any players in a match who are using premakeup scores
are tied with other players in that match, then the persons who are tied are
ranked according to the number of raw points they obtained in the night's
match, with the person having the most raw points the winner of the tie, the
person with the second-highest raw point total the runner-up, etc. If two or
more of the players in question have an equal number of raw points, then they
will be ranked based on their current standings in the League with the person
higher in the standings being the winner of the tie.
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.
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 according to the following table:
|
Number of Players in the
league |
Number of Players in
each Group |
|
|
|
|
<8 |
TBD at beginning of
season |
|
8 |
G1: 2; G2 and G3: 3 each |
|
9 |
G1, G2, G3: 3 each |
|
10 |
G1 and G2: 3 each; G3: 4 |
|
11 |
G1: 3; G2 and G3: 4 each |
|
12 |
G1, G2, G3, G4: 3 each |
|
13 |
G1, G2, G3: 3 each; G4: 4 |
|
14 |
G1 and G2: 3 each; G3 and
G4: 4 each |
|
15 |
G1, G2, G3, G4, G5: 3
each |
|
16 |
G1, G2, G3, G4: 4 each |
|
17 |
G1, G2, G3: 3 each; G4
and G5: 4 each |
|
18 |
G1, G2, G3, G4, G5, G6: 3
each |
|
19 |
G1 to G5: 3 each; G6: 4 |
|
20 |
G1 to G5: 4 each |
|
21 |
G1, G2, G3: 3 each; G4,
G5, G6: 4 each |
|
22 |
G1 and G2: 3 each; G3 to
G6: 4 each |
|
23 |
G1: 3; G2 to G6: 4 each |
|
24 |
G1 to G6: 4 each |
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 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. For players using their premakeup scores, the
following week’s grouping for that player is as follows: If a player is the
winner of his or her group in a given week, that person will move up a group (or
stay in Group 1 if the player is already in that group) otherwise the player’s
group placement will remain unchanged.
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 2 or more people in a group choose a game, 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
All league players have the
opportunity of playing against every other league player during the first 5
weeks of the season. The Total League Points (TLP) for each player is noted at
the end of the 5th week of the season. For a league that has an even
number of players, n, (No-Shows and other dropouts are not counted in the
number of players on Week 5) the top n/2 scores at the end of the 5th
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 scores 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
and including the 5th week of the season (higher ANS wins the tie),
then the player’s total amount of Raw Points earned up to and including the 5th
week of the season to break any further ties.
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.
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,
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 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 greater than
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.
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 has
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
determined in the following manner:
If 5 pins are operational (meaning the game is working with no problems that would prevent the game from being played), then one of the games used in the match will be played again with the choice of the game going to the player with the lowest point total in the match. If this player doesn't want to make a choice, then the second place player makes the choice. If the second place player doesn't want to choose the game then the first place player chooses the game. If no player wants to make the choice, then the League Commissioner will pick the tiebreaker game.
If 6 pins are operational, then the game that wasn't played in the match will be used as the tiebreaker game.
If more than 6 pins are operational, then one of the operational games not used in the match will be played with the choice of the game going to the last place player in the match. If this player doesn't want to make a choice, then the second place player makes the choice. If the second place player doesn't want to choose the game then the first place player chooses the game. If no player wants to make the choice, then the League Commissioner will pick the tiebreaker game.
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 6 players in each division will advance to the playoffs. The playoffs will then determine the A and
B division champions.
Play will begin promptly at 7:30 PM. Players who qualify for the playoffs will be given a 10-minute grace period. After the grace period, if the player is not in attendance, the first runner up for 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.
For all round(s):
1) The players will start in reverse order (in Round 1
only) 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(s)
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. If a second round is
played (the finals), then the players in that round play their first game in
reverse order of how they placed in the semifinals (1st round). 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 table details how many players will make
it to the first playoff round (the Finals for a one round playoff) based on how
many players are still in the league at the end of Week 5 of the season and if
there is a second week of playoffs (which would be the Finals while the first
round would then be the Semifinals).
|
Number of Players in the league at the end of Week 5 |
Number of Players in each Playoff Round Round 1 Div A Round 2 Div
A Round 1 Div B
Round 2 Div B |
|||
|
<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 |
One Round: The top 2
players compete head to head for 1st and 2nd place
winners of the Division. |
One Round: The top 2
players compete head to head for 1st and 2nd place
winners of the Division. |
||
|
9 |
One Round: The top 2
players compete head to head for 1st and 2nd place
winners of the Division. |
One Round: The top 3
players compete for 1st, 2nd, and 3rd place
winners of the Division. |
||
|
10-14 |
One Round: The top 3
players compete for 1st, 2nd, and 3rd place
winners of the Division. |
One Round: The top 3
players compete for 1st, 2nd, and 3rd place
winners of the Division. |
||
|
15 |
One Round: The top 3
players compete for 1st, 2nd, and 3rd place
winners of the Division. |
Semifinals: The top 4
players play and the 1st, 2nd, and 3rd place
players in this Round play in the finals. |
Finals: The players from
the Semifinals compete for 1st, 2nd, and 3rd
place winners of the Division. |
|
|
16 |
Semifinals: The top 4
players play and the 1st, 2nd, and 3rd place
players in this Round play in the finals. |
Finals: The players from
the Semifinals compete for 1st, 2nd, and 3rd
place winners of the Division. |
Semifinals: The top 4
players play and the 1st, 2nd, and 3rd place
players in this Round play in the finals. |
Finals: The players from
the Semifinals compete for 1st, 2nd, and 3rd
place winners of the Division. |
|
17 |
Semifinals: The top 4
players play and the 1st, 2nd, and 3rd place
players in this Round play in the finals. |
Finals: The players from
the Semifinals compete for 1st, 2nd, and 3rd
place winners of the Division. |
Semifinals: The top 5
players play as follows: 2 groups are formed: 5 vs. 1 and 4 vs. 3&2. The
winner of 5 vs. 1 and the 1st and 2nd place winners of
4 vs. 3&2 go on to the finals. |
Finals: The 3 players
from the Semifinals compete for 1st, 2nd, and 3rd
place winners of the Division. |
|
18-20 |
Semifinals: The top 5
players play as follows: 2 groups are formed: 1 vs. 5 and 3 vs. 2&4. The
winner of 1 vs. 5 and the 1st and 2nd place winners of
3 vs. 2&4 go on to the finals. |
Finals: The 3 players
from the Semifinals compete for 1st, 2nd, and 3rd
place winners of the Division. |
Semifinals: The top 5
players play as follows: 2 groups are formed: 5 vs. 1 and 4 vs. 3&2. The
winner of 5 vs. 1 and the 1st and 2nd place winners of
4 vs. 3&2 go on to the finals. |
Finals: The 3 players
from the Semis compete for 1st, 2nd, and 3rd
place winners of the Division. The starting order is deter-mined by each
player’s TLP from the Semis with the top TLP going last. |
|
21-22 |
Semifinals: The top 5
players play as follows: 2 groups are formed: 5 vs. 1 & 4 vs. 3&2.
The winner of 5 vs. 1 and the 1st and 2nd place winners
of 4 vs. 3&2 go on to the finals. |
Finals: The 3 players
from the Semifinals compete for 1st, 2nd, and 3rd
place winners of the Division. The starting order is determined by the TLP of
each player from the Semis with the highest TLP going last. |
Semifinals: The top 6
players play as follows: 2 groups are formed: 6 vs. 5&1 and 4 vs.
3&2. The 1st and 2nd place winners of 6 vs. 5&1
and the 1st and 2nd place winners of 4 vs. 3&2 go
on to the finals. |
Finals: The 4 players
from the Semifinals compete for 1st, 2nd, 3rd,
and 4th place winners of the Division. The starting order is
deter-mined by the TLP of each player from the Semis with the highest TLP
going last. |
|
23-24 |
Semifinals: The top 6
players play as follows: 2 groups are formed: 6 vs. 5&1 and 4 vs.
3&2. The 1st and 2nd place winners of 6 vs. 5&1
and the 1st and 2nd place winners of 4 vs. 3&2 go
on to the finals. |
Finals: The 4 players
from the Semifinals compete for 1st, 2nd, 3rd,
and 4th place winners of the Division. The starting order is
deter-mined by the TLP of each player from the Semis with the highest TLP
going last. |
Semifinals: The top 6
players play as follows: 2 groups are formed: 6 vs. 5&1 and 4 vs.
3&2. The 1st and 2nd place winners of 6 vs. 5&1
and the 1st and 2nd place winners of 4 vs. 3&2 go
on to the finals. |
Finals: The 4 players
from the Semifinals compete for 1st, 2nd, 3rd,
and 4th place winners of the Division. The starting order is deter-mined
by the TLP of each player from the Semis with the highest TLP going last. |
The playoff round(s) 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. Also a thanks is given to various league members
whose input was valuable in shaping this revised rulesheet.
For any further
information, contact Koi Morris, kmorristaftzww@mindspring.com
(home-email address) or morrisk@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.
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
28
January 2003 Revised Sections IV B and VII G
29
March 2003 Revised Sections III D and VI F