2017 NWPAS Pinball Tournaments
June 9-11, 2017

Satellite Tournament Series
March 27th to May 29th

Match-Play Tournament, Sponsored by Shorty's

This is the main tournament of the event, offering IFPA World Pinball Player Ranking (WPPR) points. This event is open to all.

Tournament Summary

Schedule

Registration for all rounds open Friday Noon, and closes 15 minutes before scheduled start time of round, or earlier if a round is full.

Free Practice on Main Bank: Friday Noon to 1:30pm. Max 2 minutes per machine to give others chance to play.
Qualifying, Round A: Friday 1:30pm-4:30pm.
Qualifying, Round B: Friday 8:00pm-11:00pm.
Qualifying, Round C: Saturday 10:30am-1:30pm.
Qualifying, Round D: Saturday 4:30pm-7:30pm.
Qualifying, Round E Classic Bank + half-of-Main Bank: Saturday 8:00pm-11:00pm.

First Playoff Round: Sunday 9:00am. Check-in at 9:00am when show floor opens. Playoffs start at 9:15am. If you're not present, the game will be started without you, and you'll get zero points for that game. There is no joining a game in progress if you're late.
Quarter Finals: Starts 5 minutes after quarter finals results are posted, estimated to be 11:15am. Players with a bye into quarter-final must arrive by 11:00am to check-in.
A and B Semi-Finals: Starts 5 minutes after quarter-finals results are posted, estimated 1:15pm.
A and B Finals: Starts 5 minutes after semi-finals results are posted, estimated 2:00pm.

Summary

  • Entry fee: $25 to participate in one qualifying round. Two retries allowed (while entry spots remain) for additional $25 each retry.
  • Five Qualifying Rounds: about 60 players1 in each. 5 games, partial-round-robin as 4-player games. Winner goes to semi-final round, 2nd through 7th go to quarter finals.
  • Round E will be played using the Classic Bank of machines that was used for PinGolf Classic, as well as part of the machines from the modern tournament bank. Other rounds exclusively use modern tournament bank machines.
  • First Playoff Round: 30 players, 4 games, partial-round-robin as 3-player games. Top 16 move on to quarter-finals.
  • Quarter Final Round: 21 players, 4 games, partial-round-robin as 3-player games.
  • Top 7 from quarter-finals move on to A semi-finals. Winner of round gets bye to the finals, and guaranteed 3rd place in A.
  • B-Division Split: Top 7 of remaining quarter-finalists who are not ranked in IFPA Top 250 go to B semi-finals. Winner of round gets bye to the B-Division Finals, and guaranteed 3rd place in A..
  • Semi-Final Round (Separate for A and B divisions): Match Multi-Play round. Winner of quarter-final for each division has a bye. Other six players divided into two groups of 3, each plays a 3-player 3-game multi-play round. Winner goes to finals, other players to consolation.
  • Final Round (Separate for A and B divisions): Three-player 3-game Match Multi-Play round with the three finalists.

    1 The advertised limit of 60 players listed above is based on expectation of at least 15 functional machines in the modern tournament bank. Maximum number of players in a round could be increased or decreased depending on actual machine availability each round.

    Specific details on the format of each round are included below.

    Prize Pool

    A Division $1000 and Trophy for Winner, sponsored by Shorty's. $700 for Second Place.
    B Division Winner $250 and trophy.
    Trophys for second and third place in both A and B division.
    Top 7 from each qualifying round move on to playoff round, and guaranteed a cash prize.
    NEW Prizes for "Just Missed", in rounds of more than 52 players: any player tied for 7th but loses tie breaker will still win a $25 cash prize.

    Qualifying Rounds Details

    The tournament will be played on the Main Tourney Bank of machines.

    Each round will have a maximum of 60 players (exact maximum may be lowered based on available machines). The players will play a 5-game partial round-robin that will include 4-player and/or 3-player games on five different machines against varying opponents. The list and order of matches will be posted at the start of the round. To the extent possible, schedule is designed so that players will not play the same machine twice, and will face different players every game.

    Points will be awarded for each game, as described below in the section Game Scoring. The top seven players (identified by the highest point totals for the five games) will move on to the quarter-finals, with the top score in each round earning a bye straight into the quarter-finals. In case of a tie for first or seventh, the tie-breaking procedure described below will be used.

    To register, stop by the tournament desk any time after registration desk opens on Friday, or as early as you can on Saturday, as entries could sell out later in the day. Registration for any round closes when it is full, or 15 minutes prior to the start of the round.

    Sign-up is first-come-first-serve, and you cannot sign up for a retry until you’ve completed your prior round and results are posted that you did not move on to Sunday rounds. When you sign up, pay your registration fee and select which of the qualifying rounds you want to compete in. Once a round is full, no additional entries for that round will be accepted.

    A player can try to qualify a maximum of three times. If a later round sells out and a player still has a retry available, then it will be "tough luck". It is highly encouraged that the first try is one of the Friday rounds, just in case the later rounds do sell out.

    Qualifying Round D conflicts with the Classic PinGolf finals. Players who hope or expect to make it to the Classic PinGolf finals should plan on playing in earlier qualifying rounds, and not risk the conflict. A player registered for Round D but later learns they qualified for PinGolf finals can move their registration to Round E. If they elect to still play in Round D, they will be disqualified from the PinGolf Final.

    Qualifying Round E conflicts with the Women's Championship finals. Players who qualified for the Women's Championship Finals plan on playing in earlier qualifying rounds. A player registered for Round E but later learns they qualified for the Women's finals can have their registration reimbursed. If they elect to still play in Round E, they will be disqualified from the Women's Championship Final.

    It is possible that at the end of one round, there are more players that want to retry in the next round, but not enough remaining open spots. If that occurs, then priority will be given to players based first on number of prior tries, then on their results of the round that just finished, highest point-total among those who did not qualify get priority.

    Rounds A, B, C, and D will be played exclusively on the modern tournament bank.
    Round E will be played using a mixture of machines from the modern tournament bank and the Classic Tournament Bank.
    In case of machine breakdown, a machine from the Expo floor may be selected for use in lieu of the broken main bank machine.

    Note that when players sign up, the list of who is signed up for which round will not be made public. Only the number of remaining spots in each round will be advertised.

    Machines used for each game will be pre-determined by the schedule. The schedule will be posted on the main tournament computer screen, as well as posted online to this website. Note that scheduled machine may change after the start of the round in case of malfunctions or other issues, at the tournament director's discretion. If there is a need to change which machine is played, then it is possible in this case that the same machine gets played twice during the round by one or more players.

    Prior to the start of each game in a round, a tournament official will place a scoresheet on each machine, then announce the start of the game. At that time, players should proceed to the machine they are schedule to play on, verify on the scoresheet that they are at the right place, then begin play when all players are present.

    Order of play is as shown on the scoresheet for that game. Playing out of order at any time will result in a disqualification, and a recorded 0 points for that game.

    Points will be awarded for each game, as described below in the section Game Scoring.

    First Playoff Round


    • The top seven players from each qualifying round will compete on Sunday.
    • The top-point earner from each of the five qualifying rounds receives a bye straight into quarter-finals, and thus does not play in this round.
    • The other 30 players will play a 4-game partial-round-robin playoff round as 3-player games, with the top 16 players moving on to quarter-finals.
    • Any ties for 16th place will be resolved per the tie-breaking rules given below.
    • Procedure for starting each game, order of play, and scoring will be same as in Qualifying Rounds.
    • Note that for purposes of IFPA WPPR Points, the final order in this round will establish the finishing position for players in 22nd through 35th place.

    Quarter Final Round


    • The quarter-final round will include 21 players (top 16 from first playoff round, plus the 5 qualifying round winners who received byes), and consist of another 4-game partial-round-robin format, also as 3-player games.
    • The top 7 players move on to the A Semi-finals, with the top finisher getting a bye to guarantee them at least 3rd place in A finals.
    • Excluding the top 7, the next top 7 players not ranked in IFPA Top 250 move on to the B Semi-finals. The highest finisher among these 7 will get a bye to guarantee them at least 3rd place in B finals.
    • Any significant ties will be resolved by tie-breaking rules below.
    • Procedure for starting each game, order of play, and scoring will be same as in Qualifying Rounds.
    • Note that for purposes of IFPA WPPR Points, the final order in this round will establish the finishing position for players in 8th thru 21st place. The B finals will not affect those points. Finishing order for 1st through 7th is determined by the A Semi-Final and Final rounds.

    Semi-Finals

    • A and B semi-finals will operate independently and in parallel, each division with its own bracket.
    • Semi-Final seeds 2/5/7 and 3/4/6 each play three 3-player games as Multi-Play. See details below for 3-Player Multi-Play Matches.
    • Winners move on to Finals to compete for top 3 spots.
    • 2nd Place in each match obtains a "tie for 4th"
    • 3rd place in each match obtains a "tie for 6th".

    Finals

    • A and B finals will operate independently and in parallel, each division with its own bracket.
    • Finals Match: 3-Player Multi-Play Match, that includes winner of semi-finals, and winner of each of the semi-final matches. Finish in this match establishes order for top 3 players.
    • Machines for all games will be randomly selected. If time is running short, tournament director may limit the selection to machines known to have shorter ball times, based on observations during prior rounds.

    NWPAS Game Scoring

    A bonus-point scoring system will be used in all rounds except the semi-final and final rounds. This is the same scoring as used in prior NWPAS.

    Scoring for each game will depend on the number of players in the game.

    4-Player Games:

    Base points = 6-4-3-1. Two bonus points are awarded:
    • 1st place player earns bonus point if score[1st place] > score[2nd place]+score[3rd place], else 3rd place player gets that bonus point.
    • 2nd place player earns bonus point if score[2nd place] > score[3rd place]+score[4th place], else 4th place player gets that bonus point.
    This means 1st place player gets 6 or 7 points; second place player gets 4 or 5 points. Third place player gets 3 or 4 points, and 4th place player gets 1 or 2 points.

    3-Player Games:

    Base points = 6-4-1. Two bonus points are awarded:
    • 1st place player earns bonus point if score[1st place] > score[2nd place]+score[3rd place], else 3rd place player gets that bonus point.
    • 2nd place player earns bonus point if score[2nd place] > 2 * score[3rd place], else 3rd place player gets that bonus point.
    This means 1st place player gets 6 or 7 points; second place player gets 4 or 5 points. Third place player gets 1, 2, or 3 points.

    2-Player Games:

    Two-player games will be avoided, but they could happen due to forfeits or missing players.
    • Winner who does not double opponents score wins 5-3.
    • Winner who doubles opponents score, but has less than triple, wins 6-2.
    • Winner who triples opponents score, wins 7-1.

    3-Player Multi-Play Matches:

    Multi-Play is a format where three players play 3 games simultaneously. A bank of 3 machines is selected for the match. A player will be player 1 on one game, player 2 on the next game to their right, and player 3 on the 3rd game. Each player starts on a different machine. Play begins with all players starting their first ball at the same time. When they are done, they play their first ball on the next machine, when the prior player is done. This repeats until each player has finished ball 1. Players continue to rotate through ball 2 then ball 3, until each player has played all three balls on all three machines.

    Scoring on each game is the following:
    • Winner gets 3-points.
    • 2nd place gets 2-points.
    • 3rd place gets 1-point.

    Points from each game are added up. Winner is player with highest sum total from all three games.

    Forfeits and Disqualifications:

    Any player that forfeits a game by not showing up, that player receives 0 points for the game, and the other players score the game with one less player.

    Any player that is disqualified in a game due to a ruling receives 0 points for the game. The other players score the game including the disqualified player, and assume a score of 0 for that player.

    Tie-breaking rules

    A significant tie is one where the winner has a significant advantage (such as who moves to next round, who gets a bye, or different prize amount).

    To resolve significant ties, A ONE BALL SUDDEN DEATH playoff game among tied players will be played on a randomly selected machine from the bank.

    Non-significant ties that only affect seeding will be broken based on number of 1st place in the round, then number of 2nd place, then number of 3rd place. If still a remaining tie, then seeding will be selected at random.

    Malfunctions and Rulings

    Anytime an abnormal circumstance occurs, a tournament official should be notified. To ensure consistency throughout the tournament, PLAYERS SHOULD NOT RESOLVE ISSUES ON THEIR OWN. Except for rules explicitly covered on this page, PAPA/IFPA Tournament Rules will be used to address malfunctions and as the basis for rulings. Note also that any rule posted at the event, such as on the backglass of a machine, will override any rule described herein.

    Runaway Score Rule: Pinball is not a timed game, and occasionally a player has a dominating game that could take a half hour to an hour or more. While these can be impressive games to watch, they wreak havoc on a tournament schedule. This Runaway Score rule is to address such long games to ensure sufficient time to play every game within constraints imposed by the schedule. If a player has an extremely strong game in which it is highly unlikely that any opponent catches them, the tournament official may invoke this rule and ask the player to end their ball and game, in favor of saving time. The tournament official may consider factors such as reachability of the score by opponents, prior demonstrated strength of opponents, whether the round is ahead or behind schedule, or other factors that can affect successfully running a full round. Should this occur, the player automatically receives 7 points for the win (or 3 points in multi-play scoring), regardless of the ensuing performance of any other player. During the course of the game, if any other player catches this runaway score, that player will also receive 7 points (or 3 points in multi-play scoring), and be asked to end their ball and game. Points earned by other players who do not exceed this runaway score will be per the position they finish in. If only one player reaches runaway score, then bonus points will be computed normally, except that the player with a runaway score will always win the bonus point. If more than one player reaches a runaway score, then players who finished 3rd or 4th will not receive any bonus points in that game.

    Delay of Game: Due to the tight show schedule, delays due to players not being ready to play are problematic. When a new game is announced, players are expected to immediately proceed to their assigned machine. If a player has not shown up within one minute, please notify a tournament official, who will start a 2-minute timer. Players who have not arrived within 3 minutes of the start of a round may be given an official warning and have their balls plunged by a tournament official. Between balls, players are allowed 30 seconds to get to the machine and start their ball. If the prior player tilted to end their ball, players can wait an additional one minute for a total of 1.5 minutes. First offence will only be a warning and ensuring player is familiar with this rule. Repeated offences within a round may lead to disqualification from the game or round.

    Machine Setup Changes: Tournament officials reserve the right to modify any machine between games or between rounds, including changing of settings, tilt sensitivity, machine level, or any other adjustment that is deemed desirable to make the tournament run more smoothly and be more fair and fun. Since a player is only competing against the other players in the same game, all players will encounter such changes at the same time, and it is part of pinball to be able to quickly adjust to changing conditions of a machine. Tournament officials also have the option to remove any machine from play even if machine playing well, due to long average ball times. Machines chosen at random each round may be chosen from a subset of machines available, with playability and average ball times of each machine taken into consideration to form that subset.

    Extra Balls. Extra balls will be disabled whenever possible at the main event, but likely will not be enabled in most satellite tournaments. Any extra ball or bonus ball is to be plunged, unless a note on the backglass says to play it. If an extra ball is to be plunged, then player may touch flipper buttons to setup skill shot, then plunge ball in attempt to get the skill shot. The player may also choose to tilt the machine prior to plunging in lieu of skill shot and end-of-ball bonus, but a tilt anytime after a first plunge attempt will result in disqualification. Once ball is in motion the player must step back and cannot touch the machine, unless the ball returns back to plunger lane and is not auto-plunged, at which time they can re-attempt a skill shot.

    Additional Information

    Tournament Directors: Dave Stewart and Germain Mariolle
    For questions and inquiries regarding tournaments at NWPAS, please contact wapinball@gmail.com.

    Back to Main Tournament Page.