Rookie & Amateur Match Play Pinball Tournament, Sponsored by Another Castle Arcade Edition
Casual tournament for players who are relatively new to competitive pinball, and who want an introduction and preliminary competitive experience.
Tournament is restricted to players with an IFPA ranking that is not in the top 2000 and have a Matchplay.events lower bound rating of less than 1400. Check out your eligibility in this Player Search (http://pinballstats.info/search/). Any player who has never played in a ranked tournament is automatically eligible and encouraged to play. This is the ideal first tournament for you!
Check the Monday Night Pinball / NWPAS Player Search page to determine if you're eligible for this tournament, or for winning the guarantee rookie/amateur prize at one of the NWPAS Satellite Tournaments. Note that this data is updated approximately monthly, and for purposes of satellite tournaments and this tournament, the data frozen at the time of the tournament will be in effect. Updates are expected approximately March 26th, May 1st and June 1st.
Registration Sunday 10:00am-2:30pm.
Maximum 60 players.
Registration opens Sunday 9:00am, closes 9:45am, or if round fills up.
Entry fee is $10.
Qualifying Round This is a 5-Round Match Play Qualifier, with top 4 players getting a Bye into Semi Finals, and 5th thru 12th qualifying for Quarter Finals.
Scoring for each game will use the IFPA Scoring
At the start of each round, matches will be shown on the display and on Matchplay.events website. Go to machine when round is called, and begin when all players are present.
Order of play each game is as shown by the software.
Playoff Rounds Quarter Finals will be a 1-game round with two groups of four players.
1st and 2nd place in each Quarter Final group move on to Semi-Finals. Players who finish 3rd are tied for 9th-10th; players who finish 4th are tied for 11th-12th.
Top 4 players who received a bye, and four players winning quarter finals, form two groups of four players and play a 1-game Semi Finals.
Top 2 in each Semi-Finals group move on to Finals. Players who finish 3rd are awarded tie for 5th-6th; players finishing 4th are awarded tie for 7th-8th.
Final 4 players play a 1-game final, with order of finish in the game establishing top 4 positions for this tournament.
Prize PoolPlaques for top 3 finishers.
Winner guaranteed $150.
Cash for top 12 finishers.
Scoring and General Tournament Rules
IFPA Scoring will be used for all Match Multi-Play Rounds, and Match Play Tournaments excluding the NW Women's Championship and NWPAS Open Match Play Tournament.
Scoring for each game is as follows:
4-Player Games: 7-5-3-1
3-Player Games: 7-4-1
2-Player Games: 7-3
Tie-breaking rules for Match Play rounds
First Tie Breaker: Number of 7-point wins, number of games with 6 points, number of games with 5 points, etc.
A significant tie is one that affects who advances or doesn't, or produces a different prize amount. The second and subsequent tie-breaking depends on whether it is a significant tie or not.
If not a significant tie, then ties for seeding will be broken randomly, ties for final position will be submitted as a tie.
Second Tie Breaker if still tied and it is a significant tie: Player who scored highest in last round. Then previous round(s).
Third Tie Breaker if still tied and it is a significant tie: One ball sudden death on machine randomly selected by tournament director.
When using NWPAS Software with NWPAS scoring, the first tie breaker will be illustrated in the results via a decimal point in a player's total points earned. 0.1 added for each 7-point win. 0.01 for each 6-point win. 0.001 for each 5-point win.
Thus a score of 23.102 means one 7-point win, zero 6-point wins, and two 5-point wins.
When using Matchplay.events software with IFPA scoring, the number of firsts and seconds are displayed in the rightmost column of the standings, to the right of total points earned.
Tie-breaking rules for Match Multi-Play rounds
Tied players will play a one-ball tie-breaker on a randomly selected machine from the bank they just finished playing.
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 customized rules explicitly covered on this website, 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. The rules listed here are generalized for all NWPAS events, and might not apply to some specific formats.
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 generally allowed 30 seconds to get to the machine and start their ball. Exceptions could be granted (e.g. player needed restroom; tournament official is involved in game and needed to make a ruling, technician at neighboring machine needs space, etc.), but these are generally expected to be occasional and the player would have informed the other competitors ahead of time of the need. No additional time is provided if previous player tilts, due to use of fast-settling tilt bob. If a player regular does this, opponents should notify a tournament official. Upon first observation from a tournament official, a warning and ensuring player is familiar with this rule. Repeated offences within a round may lead to disqualification from the game or round. A tournament official may plunge the ball of a player on first offense if they take more than 2 minutes and haven't informed opponents of the need for extra time.
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 still be enabled in most satellite tournaments. Any extra 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. In the case that a player has a compensation ball awarded due to a major malfunction, and they earn an extra ball, they may choose to play the extra ball in lieu of the compensation ball in a new game.
Bonus Balls: A bonus ball is differentiated from an Extra Ball in that it is timed, and ends when the timer runs out. Space Shuttle and Medusa are examples of two machines with Bonus Balls. Bonus balls CAN be played.
Fast-Settling Tilt Bobs: In the NWPAS show tournaments, machines will be equipped with Fast-Settling Tilt Bobs when possible, using the ear-plug tilt hack, so that even sensitive machines tend to give only one danger warning after a strong nudge or save. With this mechanism, the tilt bob usually settles to a full stop within 15 to 20 seconds, and thus no need to wait longer between players when the prior player ended their ball by tilting. As a result, the delay-of-game rules don't allow for extended waits after a player tilts, as described next. This does not apply to satellite tournaments that are held on location, with most machines as-is.
Machine Availability: In case of machine inavailability, the maximum player count listed for a round could be reduced, or a backup machine from the Expo floor may be selected for use in lieu of the broken main bank machine.
Prize Pools: The advertised prize pools are subject to reduction in case of major problems that reduce the number of available paid entries in any of the tournaments. This includes but not limited to power failures, natural disasters, weather-related closures, and significant technical issues.
Player Eligibility: It is not practical to verify IFPA Ranking or Match Play rating of every player at time of sign-up. Each player is responsible for knowing their own ranking and rating before signing up, using the links provided above. Eligibility of any player qualifying for top 12, however, will be verified prior to playoff round. If a player is ineligible, they will be disqualified at that time, and will forfeit any prize money. Prior to the end of qualifying, if it is brought to the attention of tournament officials that a player who is playing is not eligible, then that player's ranking and rating will be verified by a tournament official at that time. That player will be disqualified from playing any subsequent games; if in middle of game, they complete that game. Any games already played by such a player will have results stand as-is. If opponents are concerned one of the players in their group is not eligible, they should verify and bring it up to the officials before their game begins.
Tournament Co-Directors: TBD
For questions and inquiries regarding tournaments at NWPAS, please contact email@example.com.