Author Topic: Match Play Format, Rules and Schedule  (Read 1103 times)

Offline Mole

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Match Play Format, Rules and Schedule
« on: January 23, 2015, 12:13:51 PM »
We are proud to present a match play style format, similar to what they use for Pinburgh at PAPA.

Match Play Pinball Tournament January 24th 2015

This will be all day event.

The new IFPA point based for this tournament will be16 points.

We are introducing the Match Play Pinball Tournament concept at the Pinball Asylum that ensures every player gets to compete against other players for the full day and is designed to accommodate players of all skill levels. This structure was developed by Bowen Kerins, the current World Pinball Champion and used for Pinburgh pinball tournament at the PAPA facility.

$40 now gets you into the tournament and guarantees you 6 or more hours of competitive pinball! Please read the “How it works” for quick overview of how this type of tournament works. Read on below that for a more in-depth description.

Also, we will be adding a side high score charity tournament that will be running 11:30pm to 8:30pm.
•   $5 entry
•   Two highest scores for the day wins a prize.
•   1st Prize will be announced l at the tournament and Project Pinball T-shirt.
•   2nd Place will be a Project Pinball T-shirt.
•   No IFPA points will be allotted for this tournament.

How It Works
This is a quick summary of how the Match Play format works. For complete details, please refer to the official rules. If you still have questions, you can post here or send me an email.

Match Play Pinball Tournament features guaranteed match play for all day for each and every participating player, regardless of skill level. As a player, you will spend the whole day competing in a series of four-player groups (occasionally there could be a three-player grouping). For each session, you will be seeded based on your performance up to that point.

Match Play will be a series of 5 rounds of multiplayer pinball, with 4-players games played on 4 different played per round. In each session, opponents are determined based on each player's win-loss rank or kills.

The top16 players will advance to group finals.

Match Play Tournament Schedule
Doors Open 10:00am

Players Sign-in 10:30am

1st Round 11:00am
2nd Round 12:30pm
3rd Round 2:00pm
4th Round 3:30pm
5th Round 5:00pm

Finals 7:00pm

Playing a Session
Players will be assigned to either a four-player group or three-player group during each session. In four-player groups, a set of four games will be randomly assigned, which will usually consist of a dot-matrix machine (DMD), a solid state (SS) machine and an electromechanical machine (EM). Electromechanical machines will generally be set for five-ball play, but if they are set for three, they will be played as three. Information cards may be placed on a game to give a certain rule or condition for that game. Play all extra balls! Extra balls will be played.

Games will be played in the order prescribed by the group's score sheet. Tournament director will make efforts to avoid requiring any player to play a specific machine or bank more than once but this may happen.

At that time, all machines will be turned off and will only be turned on for play during rounds. Practice or warm-up time will not be allowed for anyone at any time, including during rounds and finals.

The highest-seeded player within each group (players will be listed on a score sheet in descending order of seeding) chooses the play order for the first game. The remaining players choose their order, in descending order of seeding. For subsequent games, the last-place finisher of the previous game chooses the order of play for the next game. The remaining players choose their order, in ascending order of finish in the previous game (4th place choosing, then 3rd place, then 2nd place, then 1st place).

All players will play their games and record the results. Ties between two or more players, although highly unlikely, will be resolved with a one-ball playoff on the same game. When all 4 games have been completed by a group, each player will have a win-loss record from the Round. The best possible win-loss record for a round is 12-0 (see "Round Bounty" below), and the worst is 0-12.

A group must complete and sign its score sheet for the session, then return it promptly to the Tournament director for entry. Once completed and signed, all score sheets are final, so please check the score sheet carefully before signing. Prompt entry of score sheets is essential to the timely progression of the tournament. In any scenario where a player has already defeated his or her opponents and still has one ball left to play, that ball should be plunged but not played, as it cannot affect the results. A score must be recorded for the winning player.

Unsigned score sheets will be processed normally; if there is any dispute that necessitates a ruling, it must be brought to the attention of tournament Director immediately. Once rankings have been published for the next Round, no changes can be made to prior recorded results.

A Round Is
A Match Play round will consist of 4 pinball machine games being played only once by all players assigned to that group by playing 4 player games.

Rounds are scheduled for 1- 1/2 hours.

1st Round 11:00am
2nd Round 12:30pm
3rd Round 2:00pm
4th Round 3:30pm
5th Round 5:00pm

Per Game Scoring
Match Play scoring will be using the “Kills” scoring system in which the points are earned as3-2-1-0. The 1st place finisher against 3 opponents would award 3 points for that game, 1 point for each opponent that player has defeated. The 2nd place finisher would receive 2 points for defeating the 3rd and 4th place finishers. And etc.

1st place 3 points
2nd place- 2 points
3rd place- 1 point
4th place- 0 points

Per Round Scoring
The best possible win-loss record for a round is 12-0 (that can earn a "Round Bounty" see below), and the worst is 0-12. The highest possible points are 3 per 4 games played equals 12 points total.

Round Bounty
In each Round of play, any player who scores a perfect 12-0 record will receive his or her share of a $10 bounty prize per round. If no player collects the bounty in a Round, the $10 will roll over into the next Round.

Game Assignment
More than one group of players may be assigned to the same set of machines, and will play in a different order, in order to minimize delays.

Players Ranking
Before the first round, all players will be "ranked or seeded" in the tournament. The players rank will be determined by their IFPA Standings. All remaining players with a non IFPA standing will be ranked by pre-registration order, with higher ranking assigned to the first pre-registered players.

Following the first session, players will be "ranked" in the next Round by their cumulative win-loss record for the day, with the best win-loss record receiving the highest rank. When ranking a Round, ties in records will be broken by random draw unless it is the 5th Round then a one ball tie breaker will be used.

Group Assignment
The 1st round group assignment will be created using the highest available seed, the lowest available seed, and the two available seeds that are closest to the middle of the tier. The lowest ranked may have fewer players. Three-player matches will appear only within the lowest tier.

The 2nd through 5th rounds will be determined by a players “Win/Loses” status and grouped with opponents of similar records concordantly.

Final Round Format
When qualifying rounds have been completed, a final calculation of all entry scores will be made. The top sixteen ranked players will advance to the final group elimination bracket rounds. The group elimination bracket rounds will be a tiered four player grouping. There are 4 rounds total. Four machines will be played per round.

Each round of the finals will be executed and scored identically using the same “Kills” point system as the earlier quality rounds played.

Final Round Play
When qualifying rounds have been completed, a final calculation of all entry scores will be made. Qualified ranking will determine seeding order. The top sixteen ranked players will advance to the final group elimination bracket rounds.

The 1st – 4th ranked players will receive double “Bye” placing them in the Semi-final round/ 3 round. The 5th – 8th players will receive a single “Bye” placing them in the second round. The 9th- 16th players receive no “Bye” will start in the first round.

The players ranked 9th through 16th will start the first round as Group A and B. After their play is finished, two players from the two groups that accumulate the highest points total on all machines during that round will advance to second round, being joined by the 5th- 8th seeded players to form Group C and D. Then again, the two players that accumulate the highest points total form each group for that round will advance to Semi-final round being joined by the 1st -4th seeded players to form Group E and F. After play has concluded for that round, same as before the two players that accumulate the highest points total from each group will advance Final round as a single four player Group G.

The player's original ranking from the qualifying results will be use in the final rounds.

The highest ranked player in the round will select the set of machines for his or her group to play and then chooses the order of play for the first game only. The remaining players choose their order, in descending order of ranking.

For second and subsequent games, the 4th place finisher of the previous game chooses his order of play for the next game first, followed by the 3rd place, then 2nd place and last 1st place.

Tie-breaker in Finals

In the event of two or more players’ rank are found to being exactly tied, a tie breaker will be played. The machine to be used for tie breaker will be determined by the Tournament Director. Top ranked player will chose his position. The winner of the tiebreaker will be awarded the advancement.

In case of a tie between the first and second-place finishers in a group, both players advance, and the player with the original higher seed will receive the first-place position.

The machines used for final rounds will be same as the earlier qualify rounds. No warm-up periods will be given.
If new selected games are introduced for the final rounds or a game malfunctions and needs to be replaced will another then each player is granted a single warm-up period for each available new tournament game. This allows players to learn the rules, to familiarize and obtain a feel, for that certain machine and game play.

Malfunctions and Rulings:

Minor Malfunctions
If a player receives a tilt warning caused inadvertently by another player's action, this is considered normal play. Any player deliberately nudging to take advantage of this rule will be disqualified.

Major Malfunctions
If a major malfunction occurs that will require significant repairs, tournament officials may declare a "Disabled Machine" (see section below). Because the tournament needs to move quickly from session to session, it is not possible to make significant repairs during a match. A new machine will be assigned to the group for immediate play, and the game in progress will be declared void.
In the event that two or more major malfunctions take place during the same game, the machine will be declared "Disabled" and a new machine will be assigned to the group for immediate play.

Any player affected by a major malfunction will be given a choice of how to proceed. The player may choose to continue playing his or her game "as is", with no compensation for the malfunction, and must then accept the final score without recourse. As an alternative, the player may choose to immediately stop playing and instead play a new game after the other players have completed their games. In this case, the new score will be accepted as final, regardless of the score in the abandoned game. In no case will any attempt be made to recreate the state of the machine at the time of the malfunction.

Beneficial Malfunctions
Any situation which indicates the presence of a beneficial malfunction should be brought to the attention of tournament officials promptly. Any player who intentionally takes advantage of a significant beneficial malfunction may be given a score of zero by tournament officials.

If the beneficial malfunction has significantly increased the score of any player(s), the malfunction will be treated as a major malfunction, and each affected player will be given the same choice as described in "Major Malfunctions".

Missing Player
In the event a qualifying player is not available, they will be skipped in the ranking as if they had not qualified. After final rounds are started, at any point that player is not present, the tournament officials will make a specific announcement for that player, allowing no more than 2 minutes for that player to appear. No player substitutions will be allowed. Any player who is missing for 2 minutes or longer, their ball will be plunged by the scorekeeper for their turn. No further accommodations for absence will be considered whenever that player is not present, his or her ball will be automatically plunged by the scorekeeper.

Stuck Balls
A ball is considered stuck if it comes to rest without being in contact with a flipper. If any ball becomes stuck during multiball play, an opponent or tournament official must notify the player that a ball is stuck. Once notified, the player has 30 seconds to free the stuck ball or trap the other ball(s) in play so that officials can address the stuck ball. If the player does not cooperate with these rules, his or her score may be voided. Any ball that lands in the plunger lane must be launched promptly upon notification.

Disabled Machines
Any tournament machine that breaks down during play will be attended to by technicians as promptly as possible. In the event that a breakdown is severe and cannot be repaired promptly, the machine may be taken out of service temporarily or permanently. Results on that machine from prior Rounds will not be disqualified, and the machine will be replaced by another machine selected by tournament officials.

Tournament Director may choose to disable a machine for any reason during or between Rounds of play. Typical reasons may include malfunctions, incorrect settings, or extremely unusual length of play on a machine.

Player Game Start Errors
If a player accidentally fails to start a multiplayer game, that player must complete the game with his or her score recorded, then all other players will play a new game together to record their scores.

Coaching of any player while they are playing their turn, in any qualifying Round or final round, is not allowed and may lead to sanctions. Spectators and other players must refrain from commenting on play in any way that affects the current player.

Intentional Delays
No player may delay their game for more than 30 seconds, except to await a ruling or resolution of an environmental inconvenience. Environmental inconvenience is defined as any condition which can reasonably be expected to be resolved quickly, such as unusual noise, lighting problems other than sunlight, or repairs to an immediately adjacent machine.

Intentional delay is defined as time when the player is intentionally making no progress towards in-game objectives, including but not limited to time during which the ball is left in the plunger lane, held on a flipper, or passed from one flipper to another. Stuck balls do not count as intentional delays.

Intentional delay will result in a warning for the player. If the delay continues or is repeated, tournament officials may instruct the player to stop playing, and a score of zero will be recorded for that player.

Disallowed Practice/ Play
Practicing or playing on any tournament pinball machine except during the designated rounds on Friday morning or during final rounds is strictly forbidden, and will be treated as interference and penalized accordingly.

Special Score Handling

During sessions, any player whose machine "rolls over" to a zero score is responsible for confirming this with his or her opponents before and after the rollover occurs.

Please note: The Pinball Asylum is a work in progress, a private space and subject to the Pinball Asylum’s terms and conditions.

Well there you go, if you have any questions you can email me.

Have Fun,


SW Florida Pinball Avenue
The Pinball Asylum