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[League Rules]


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 = 24 points

7 – 9 =23 points

10 =  22 points

11 – 12 = 21 points

13 – 14 = 20 points

15 – 18 =19 points

16 – 19 = 18 points

20 – 21 = 17 points

22 – 23 = 16 points

24 – 25 = 15 points

26 – 27 = 14 points

27 – 29 = 13 points

30+ = 12 points

9-hole PinGolf:

9 = 24 points

10-12 =23 points

13-15 = 22 points

16-18 = 21 points

19-21 = 20 points

22-25 =19 points

26-28 = 18 points

29-33 = 17 points

34-38 = 16 points

39-44 = 15 points

45-50 = 14 points

50+ = 13 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 and 9 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: 1 strike in 3 strikes format, and 1, 2 or 3 strikes in 9-strikes format.

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, for example.

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

League points are awarded as follows:

For 2 – 20 Players:

1st Place: 20 points

2nd Place: 18 points

3rd place: 17 points

4th placce: 15 points

5th – 6th: 14 points

7th – 8th: 13 points

9th – 12th: 11 points

13th – 16th: 9 points

17th+: 8 points

21+ Players

1st Place: 24 points

2nd Place: 22 points

3rd place: 21 points

4th placce: 20 points

5th – 8th: 17 points

9th – 12th: 14 points

13th – 16th: 11 points

17th+: 9 points

Double Gauntlet

  1. The object is to complete the gauntlet in the shortest amount of time by completing challenges on each game in order.
  2. You will be paired with a partner who will time you, then you’ll switch and time them.
  3. No running. Fast walk.
  4. If you catch up to the player in front of you, or run into a casual, your timer is stopped. As soon as that player vacates the game, your timer continues.
  5. If you get a stuck ball that can be nudged free, you must do so, but no tilt penalty if you tilt. If you get a stuck ball that cannot be freed, your timer is stopped and your timekeeper finds me.  The player stays with the game.
  6. Once you complete the goal, you must end your ball 1. (i.e, if you end the ball as a “Lock”, you must plunge the ball in the shooter lane.)
  7. The next player must start a new game by holding in the start button.
  8. On EMs, in addition to starting the game, you must plunge out the ball if one was left in the shooter lane.
  9. If you fail to complete the challenge by the end of the game, you get a 30 second penalty. For each tilt, you get a 30 second penalty.
  10. Points are awarded 20 for first and down the order, but the lowest score (participation score) is 8.

Time Attack

Time Attack is a head-to-head Match Play format.  2 players are assigned to a game using random pairing in the first round and Swiss pairing thereafter.  Each player has two minutes to put up their best score.  10 rounds are played.

1. Extra balls may be played

2. Restarts are allowed, however, scores across games are not cumulative. (This an option if the player’s first two balls drain quickly and they still have significant time on the clock)