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[League Rules]

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Pin Golf

In Pin Golf, “Achievements” are set on each machine, or ‘Hole’.  For example, score 3 Million points on Scared Stiff, or complete the FILM letters on Creature from the Black Lagoon.  The player attempts to complete the Achievement on each Hole with the fewest number of pinballs (like strokes in golf).  In other words, the lower your score, the better.

Achievements will be posted on the game and explained to players, so while knowing the rules of a particular game is an advantage, it’s not required.

We play 6 holes and the stroke limit is 6.  If you don’t complete the Achievement by the end of your 5th ball, you get an automatic 6.

Once a player completes the Achievement on a Hole, they discontinue play. Any remaining balls are plunged out.

Extra balls can be played, and don’t count against your stroke count.  So if you get an extra ball on your first ball, but drain, and then go on to complete the Achievement on your Extra Ball, you still get a hole-in-one.

Player order increments each game, so if you’re Player 1 on Game 2, you’ll be Player 2, and so on.

The best possible score is ‘6’ (6 hole-in-ones).  The worst possible is 36.

League Points Scoring is as follows:

6 = 18 points

7 – 10 = 17 points

11 – 12 = 17 points

13 – 14 = 14 points

15 – 18 =13 points

16 – 19 = 12 points

20 – 21 = 11 points

22 – 23 = 10 points

24 – 25 = 9 points

26 – 27 = 8 points

27 – 29 = 7 points

30+ = 6 points

Match Play

In Match Play, players are placed in groups, ideally of four, but depending on attendance, some or all players might be placed in groups of 3.  A Match consists of 3 Rounds of play, with one game per Round, and two matches are played in an evening.

The loser of each Round gets to select the next game to play, out of the designated available games for that night.  To keep things moving, if there’s a group already playing the other game, another game has to be selected unless that group is on Ball 3 (for 3-ball games) or Balls 4 or 5 (for 5-ball games).

Player order increments each game, so if you’re Player 1 on Game 1, on Game 2 you’ll be Player 2, and so on.

You are required to know your order/turn.  If you play out of turn, you automatically lose! If you’re unsure, ask the other players and check the game’s display.

Extra balls are not played.  If a player earns an extra ball, they are required to plunge the ball(s) and “walk away”.  However, the player is allowed to change lit rollover lanes and “skill plunge” for the skill shot.  Once the ball is plunged, however, the player may not touch the flippers.  This rule is necessary because some games award an excessive amount of extra balls and it can cause Rounds to take a very long time.  That said, when you walk away from the machine, you are declaring your turn “done”.  If you left an extra ball and the next player accidentally plays it, you automatically lose!

League Scoring is as follows:

For 4-player groups:

1st Place: 4 points

2nd Place: 3 points

3rd Place: 2 Points

4th Place: 1 Point

For 3-player groups:

1st Place: 4 points

2nd Place: 2.5 points

3rd Place: 1 point

3 Strikes

In 3 strikes, players are grouped randomly in Round 1.  Groups may either be 2 players (head to head) or groups of 4.  If a player suffers a loss, they get a strike.  After three strikes, they are out.

Each subsequent Round is seeded by the player’s performance to that point.  Players with a strike will be paired with other players with a strike.

Gameplay, player order and other rules otherwise follow the rules of match play.

League points are awarded as follows:

1st Place: 20 points

2nd Place: 18 points

3rd place: 16 points

4th – 8th: 12 points

9th – 12th: 10 points

13th – 16th: 8 points

17th+: 6 points

General Rules and Etiquette

General Gameplay Rules:

Malfunctions, Stuck Balls and Play Order

If a ball gets stuck, the player should call for assistance.  The game will be opened and the stuck ball will be freed.  Sometimes a stuck ball can be freed through nudging.  If the player chooses to try and free the ball via nudging, they “live with the outcome”, which is sometimes a Tilt.  Depending on the game, a freed ball will either be placed on the flipper or in the plunger lane.

If a game experiences a malfunction, a decision will be made whether or not play will continue or not.  If necessary, a new game will be chosen and the Round will be restarted.

If a player plays out of turn, in most cases that means an automatic loss on that game/Round.

If you “tilt through”, you receive an automatic loss for the game.  A tilt-through is when you nudge the game hard enough to tilt your ball AND your opponent’s (or, on newer games, give them a tilt warning).  It’s rare, but it happens.  In the case of a tilt-through that results in a warning, the affected player must continue play.  In the case of a tilt-through that results in loss of ball, the affected player will finish their game, record the score, and then be given a single ball to play on a new game which will be added to score.

The most important rule is to have fun.  Play to win, but don’t play to win “at all costs”.

Etiquette:

Please be courteous to other players.  Personal attacks and insults are not okay.  A little trash talk in line with the competitive spirit of the league is fine, so long as it’s about pinball, and not the person.

The League is open to children and minors but the majority of attendees are typically adults, and adults occasionally use adult words and talk about adult subjects.  Excessive swearing and behavior won’t be tolerated, but if occasional profanity upsets you or your children, this is probably not the league for you.

 

 

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