NWPAS Satellite Pinball Tournament SeriesWeekly tournaments at your favorite local establishments in Seattle Area. Expanded to 13 Satellite Tournaments and one partner event.
Estimated 70+ Tournament Prize Packages to be won!! for a combined prize pool valued at over $8000!
New in 2018: Events in MARYSVILLE, BELLINGHAM, and PORTLAND!
Any player can win packages in up to two events during the tournament series, to give one to a friend or family member
Variety of tournament formats: Match Play, Multi-Play, Knockout, PinGolf, and Team Brawl!
IFPA World Pinball Player Ranking (WPPR) points towards state and international rankings for many events
Entry only $10 to Enter any satellite tournament
Lots of raffle prizes at every event
Win Guarantee - See Details below!
2018 NWPAS Satellite Series ScheduleClick on tournament name for live standings or results, if available.
|2018 NWPAS Satellite Pinball Tournament|
|Mon||26-Mar||8:45p||MNP Team Brawl||Flip Flip Ding Ding||SEA-Georgetown||Team Brawl||No||MNP Pre-Reg|
|Sat||31-Mar||7:00p||Castle Crush||Another Castle||Edmonds||Match Play, MMP Final||Yes||All Ages|
|Sun||8-Apr||4:00p||Bellingham Ruckus||Ruckus Room||Bellingham||Match Play, MMP Final||Yes||All Ages|
|Wed||11-Apr||8:00p||Capitol Hill Challenge||Narwhal||SEA-Capitol Hill||3-Strike, Restricted||No||21+, No A div|
|Tue||17-Apr||8:00p||Renton Rumble||8-Bit Arcade||Renton||All Match Multi-Play||Yes||21+|
|Sun||22-Apr||7:30p||Bremerton Battle||Another Castle||Bremerton||3-Strike||Yes||21+|
|Fri||27-Apr||8:00p||Viking Fights||Olaf's Bar||SEA-Ballard||3-Strike||No||21+|
|Thu||3-May||8:30p||Babes in Pinland Special||Add-a-Ball||SEA-Fremont||3-Strike, Restricted||Yes*||Women|
|Sat||12-May||4:00p||Nitro Battle Royale||Nitro@Another Castle||Marysville||3-Strike||Yes||21+|
|Wed||16-May||9:00p||Tacoma Showdown||Triple Knock||Tacoma||3-Strike||Yes||21+|
|Sun||20-May||7:00p||Belltown Brawl||Shorty's||SEA-Belltown||Match Play, MMP Final||Yes||21+|
|Sun||20-May||1:00p||South by Northwest||Ground Kontrol||Portland, OR||Match Play, no playoff||Yes||21+|
|Thu||24-May||8:00p||Georgetown Flip-Offs||Flip Flip Ding Ding||SEA-Georgetown||All Match Multi-Play||Yes||21+|
|Mon||28-May||Noon||Memorial Day Masters||8-Bit Arcade||Renton||PinGolf||No||All Ages|
|Time represents when tourney starts. Registration opens hour before, closes 10 minutes before
*Babes in Pinland results will be submitted to IFPA for Women's rankings.
Tournament Prize PackagesEach Tournament Prize Package has a value between $115 and $145, and consists of:
Weekend Pass to Northwest Pinball and Arcade Show (NWPAS), Jun 9-11, 2017, at Tacoma Convention Center ($65 value)
Entry into NWPAS Main Pinball Tournament ($25 value)
Entry into NWPAS Classic PinGolf Tournament ($25 value)
If winner of package is a women, then Entry into Women’s Knockout Tournament ($20 value)
If winner of package is eligile for NWPAS Rookie Knockout Tournament, then Entry into that tournament too ($10 value)
NEW in 2018: The WINNER of a satellite tournament also gets a plaque!
Win GuaranteeWe want everyone to go to the show, and doing what we can to help! So if you play in at least 7 of the satellite tournaments, and you don’t win a tournament prize package, then we’ll GIVE you a weekend pass to the show ($65 value), for your support and participation of the tournament series.
Prize PoolMinimum THREE Tournament Prize Packages per Satellite Tournament, with one of them guaranteed for top Rookie/Amateur.
Additional prize package for additional players, approximately one package per 8 players.
If 6 or more packages (45+ players or more) are awarded, two of them will be guaranteed for Rookie/Amateur.
Any player can win packages in up to two events during the series, to give one to a friend or family member
Additional raffle prizes at each event!
For Rookie/Amateur prize in all but Bellingham Ruckus: if five total packages, and none of top 4 are ranked as a Rookie/Amateur, then the fifth prize goes to the highest-finishing player that is eligible. If one of the top 4 is a Rookie/Amateur player, then fifth place would get that fifth package. In Bellingham Ruckus, top four Rookie/Amateur players who don't win an open package will play a final game to win the Amateur/Rookie package.
MNP Team Brawl
Every player on winning team wins a tournament package.
Additional prizes for 2nd and 3rd place with 8 teams participating.
Additional Details 70 total prize packages is estimated. Actual number of packages could be higher or lower, depending on total number of participants.
When a player wins a second package, it is considered a “guest/+1” of their first package. The person they give the package to must accompany them when they check-in to the expo and each tournament.
Players who have already won two packages can still play in a tournament and earn WPPR points and win raffle prizes, but will be ineligible for tournament prize packages. If they qualify for a prize package, the package will go to next highest finishing position.
Rebuy in the Main Tournament is $25; players cannot use an entry won in a satellite tournament for a rebuy.
The Rookie and Women awards are only offered if the person winning the package is eligible. These awards are not included in a second prize package won by an individual, and thus not part of a package used by a “guest/+1”
Players who earn free weekend passes through volunteering time at the show, bringing machines, or as a sponsor, can request a $50 gift certificate to be picked up and used anywhere at show, in lieu of the weekend pass.
Tournament prize packages that are not claimed at the show are forfeited.
Packages are not transferable, with exception that a winner of two packages can transfer the second one to their “guest/+1”.
Refer to the Rookie/Amateur Match Play Tournament Details page to determine eligibility for this prize. Eligibility for winning the Rookie/Amateur prize is based on IFPA Ranking and Match Play rating on day of the satellite tourney. Eligibility to participate in the Rookie/Amateur tournament at the main show depends on ranking and rating on day of that tournament.
Tournament Format DescriptionsBelow is a description of each tournament format. Note that adjustments to any format could occur up to the time of the event. In general, if there are major changes needed, they will be announced on the Facebook Event page for that tournament, as well as on this website, with as much notice as possible.
KnockoutThis will be the same knockout format as used in many of the local weekly and monthly tournaments, with one key exception. Once all players remaining have won packages, the tournament ends. Final placement is based on number of strikes each player has, with ties for equal strikes.
If there is a tie for first, then a ONE GAME tie breaker amongst those players, with final results of that game determining final position in the tournament.
If there is a tie for who wins a package and who doesn't, it will be a ONE GAME tie break amongst those players.
All Multi-PlayMulti-Play format first originated in last year's NWPAS Satellite Series. The format is now used in the semi-final and final rounds of the NWPAS Main Match Play tournament, as well as the finals some matchplay tournaments around Seattle.
It's tons of fun and will provide 100% IFPA tournament grading to maximize the number of WPPR points you can earn, to improve both your state and world player ranking.
All players will be guaranteed a minimum two rounds of play, for a minimum of six games played, three games per round.
Round 1 will group players into 3-player groups. Those three players will simultaneously start 3 games on a randomly selected bank of 3-machines. Since there may be more groups than there are banks, some groups may need to wait till a prior group is done to play their games.
When a group begins, each player starts on the machine as stated on the scoresheet. All play ball 1. When their ball ends, they wait near that machine (to guard and from random people walking up to it and plunging a player's ball mid-progress) until the other players in the group also finish ball 1. When all players in the group are done with ball 1, they rotate right, and play their ball 1 on the next machine as the 2nd player. When that is done, they rotate right and play ball 1 as 3rd player on the next machine. Once ball 1 is done, they rotate again and play ball 2 the same way. Thus in the typical time to play one tournament game, players will have played three games on three different machines. Points will be earned per game based on IFPA Scoring.
Round 2 operates same as round 1, but with two different opponents and a different bank of machines. Points earned in round 2 are added to points for round 1.
Note that if total number of players is not multiple of 3, one or two groups might be 4-players, but players will still play 3-games each with 3 players in each, to keep scoring balanced. The score sheet will provide the details.
The top 16 players after two rounds move on to Round 3. Round 3 will group players into four 4-player groups. Each 4-player group will play 4 games simultaneously on 4 different machines, rotating after each ball. Groupings will be based on seeding after the first two rounds, using standard 16-player seeding: 1-8-9-16, 2-7-10-15, 3-6-11-14, 4-5-12-13. Except for a tie for 16th place, ties for seeding only will be broken randomly. Points are earned for each game, as 3 points for 1st, 2 points for 2nd, 1 point for 3rd, 0 points for 4th.
The top player from each group of 4 will make it to the final 4 round. If there are 35 players or more, then all four players will win a tournament package. Otherwise those four players will play off for at least two, and possibly three NWPAS tournament packages. The winner of the final round will also win an NWPAS T-Shirt and be awarded the most IFPA WPPR points.
If there are more prizes to award than the first four, then second place from each group will play for one or more additional tournament prize packages, as well as final placement for purposes of IFPA WPPR points.
The highest-ranking rookie-eligible player, based on rankings after Round 3, but who does not win a tournament package in Round 4, will also win an NWPAS tournament package. If there are no Rookie-eligible players who meet that criteria, then standings after Round 2 will be used.
Note that it is the responsibility of the player who just finished their ball to guard that machine from random people walking up to it and playing. As a result, if anyone other than the next player plunges the ball of the next player, it is the person who just ended their ball and didn't properly guard the machine who will be disqualified for playing out of turn.
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.
Match PlayThis is a more traditional match play tournament. It will be 5 rounds of 4-player games (or some 3-player games if odd number of players). No Final Rounds, rankings after 5 games are used to award prizes. Points will be earned per game based on IFPA Scoring.
Two options for match play:
No Playoffs: standings after 5 rounds are the final standings. Tie breaker if needed is a full game.
MMP Final: Top 8 make semi-finals, two winners of semi-finals make finals. 4-player Multi-Play (as described above) used for finals. Tie breaker if needed is one ball.
PinGolfPinGolf format with one round of 9 holes, similar to IFPA Pin-Masters event.
This tournament will run identically to the Classic PinGolf at NWPAS, with just a reduced number of Tee-Off times (72 slots).
Two players tee-off at a time, but still play as one-player games. Players will be able to reserve a tee-off time starting a week before the event.
Every machine will be set to 5-ball play, and will list a target score. Reach the target score in 1 ball for a hole in one. Reach it in 2 balls, then get a score of 2 strokes, and so on. If the target score is not reached after 5 balls, then earn a stroke score of 6 to 10, depending on how close to the target score reached. The score ranges (80%, 60%, 40%, 20% of score) will be shown on a note on the backglass.
When a player reaches their target score or their game ends, they should raise their hand to call over the scorekeeper to verify and record the score.
Extra balls can be played, and counts as an extension of the current ball being played. Thus if a player earns an extra ball on ball 2, and during that ball 2 they reach the target, they get a score of 2.
When a target score is reached, the player stops playing and informs the scorekeeper of the number of strokes it took them. All subsequent balls for that player will be plunged.
Scores on each machine will be tabulated. The players are ranked from lowest to highest score, with lowest score being declared winner at the end of the event.
There will be no finals to this event. Rather, standings after qualifying rounds will determine the winner of packages. Players from earlier rounds do not need to be present at the end to earn their prize; they'll be notified via email or text message.
Players must show up to at least 15 minutes before their scheduled tee-off time and pay their $10 entry fee, or may lose their reserved tee-off time to someone on the Standby list. Registration closes once all tee-off times are filled. Players can get onto a standby list if available to play and there is a no-show.
MNP Team BrawlA Maximum of eight teams will compete in four rounds, such that each round will be against a different team. Each round will consist of four doubles matches, with scoring identical to Monday Night Pinball doubles scoring. After four rounds, the two teams who have earned the most points will compete head to head in one sudden death round, of five doubles games, to determine the tournament winner. The machines for each round will be randomly selected; teams get to select which players play on each of those pre-selected machines.
As in MNP, if all ten players on the team play at least 3 games each, the team will earn 9 match bonus points. However, these match bonus points will also be used to reduce last-minute changes to rosters. Rosters will be frozen on Wed Mar 22. A first roster change after that date will reduce match bonus points by 1. A second roster change reduces by 2, third by 3, etc. A roster change made on the day of the event, Monday Mar 27, will be reduced by double the penalty. Match bonus points will not go any lower than 0 (i.e. no negative numbers).
Ten player teams do not need to match MNP teams, although we expect several of the teams to compete as a whole, or by merging two teams.
Team restrictions will use IPR, with maximum cap of 40, no exceptions due to grandfathering. Thus a team currently over the cap of 40 is not eligible; one top player will need to drop out or play for a different team.
IPRs that are frozen for first half of MNP season will be used, allowing teams to form well ahead of the actual event date.
Entry fee is $100 per team ($10/player). Pre-registration is required by a current MNP Team Captain or Co-Captain. First 8 teams to pay the team entry fee get the spots. Payment for the team needs to be paid fully at once; either cash directly to Dave Stewart, or via Pay Pal.
Each of the 10 players on the winning team will win an NWPAS tournament package. Additional prizes for each player on the second place team. If the tournament is at capacity with 8 teams, each player on the 3rd place team will win an entry into one of the other satellite tournaments.
Tie Breakers: in case of a tie for a critical position after four rounds, the tie will be broken using following rules, applied in order
until the tie is broken:
If exactly two teams tied, and they played each other during one of the rounds, the winner of that round wins the tie.
Most number of points earned in one round.
Second most number of points earned in one round.
Third most number of points earned in one round.
Most number of games won with 5 points.
Most number of games won with 4 points.
Most number of games won with 3 points.
A single tie-breaker game. Each team picks three players, each player plays one ball. Randomly chosen machine.
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: 7-4
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.
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.