Durham Region Amateur Pinball League Rules
1.2. Discretion of League Officials
4.1. Playing Own Unallowable Extra Ball
4.4. Not Starting the Proper Number of Games
4.6. Deathsaves and Bangbacks
5. Player Grouping—Non-Playoff Matches
5.4. Calculating the Median Score
7. Machine Selection and Play Order
7.2. Machine Replacement Selection
8.2. Playoff Format and Machine Selection
1.
Introduction
The
Durham Region Amateur Pinball
League (Drapl) rules are based on the Toronto Pinball League (TOPL),
Free State
Pinball Association (FSPA) and Bay Area Pinball Association (BAPA)
league
rules, with modifications based on variable attendance and skill
levels. These
rules are designed for leagues consisting of three people up to an
unlimited
number of players, playing on four machines at a single location.
Scoring is
based on how well one does relative to players of similar ability. The
nature
of the Drapl league system allows players of all skill levels to play
in a
single league that is fun and competitive for everyone.
1.1.
League Officials
In
these rules, SLO stands for
Senior League Official. For situations requiring an immediate decision
or rule
interpretation, this refers to the highest-ranking league official
present who
is not directly affected by the decision. In particular, rulings of
malfunctions or interference should be deferred to an uninvolved
official. In
other cases, it refers to any appropriate league officer.
The
order of rank for league
officers is: League President, League Vice President, League Treasurer,
League
Statistician, and other designated person(s).
1.2.
Discretion of League Officials
These
rules are a guide. At times
situations will arise that aren't specifically covered by these rules.
In these
cases, the SLO should make a decision in the spirit of the rules. This
decision
shall be documented for later reference, and be applied consistently
should the
situation arise again.
1.3.
Season
A
single season of league play
consists of 15 weeks, which may be non-continuous due to holidays or
expected
large-scale absenteeism. At the end of fifteen weeks, a playoff date
will be
selected and league members will compete for the title of Playoffs
Winner.
2.
Attendance and Lateness
The
SLO must designate a specific
day and start time for league play. League players are expected to
attend all
matches of the season.
2.1.
Start Time
Any
games in progress by league
players at league start time are immediately halted at SLO's
discretion.
Players join their assigned group and begin league play immediately.
2.2.
Unannounced Lateness
If
a player arrives late
unannounced, the SLO will attempt to place the player in their
designated group
if possible. If that is not possible, they will be placed in the next
available
group. This may put the player in a group of higher skill. If play has
already
started and the SLO determines the player's arrival would unduly
disturb group
distribution, the player may be excluded from that week's play.
If
a player arrives after his
group begins play, the player may join the game in progress if
possible.
Joining the game is permitted if the machine permits it, and the last
player of
the group has not finished their first ball. Adding players should be
done so
as not to disturb the person currently playing. If unable to join the
game in
progress, the late player will receive a score of zero (0) for that
game.
2.3.
Announced Lateness
If
a player gives advance
notification of possible lateness, the SLO will place the player in the
appropriate group prior to beginning play. If a player arrives after
his group
begins play, the player may join the game in progress if possible.
Joining the
game is permitted if the machine permits it, and the last player of the
group
has not finished their first ball. Adding players should be done so as
not to
disturb the person currently playing. If unable to join the game in
progress,
the late player will receive a score of zero (0) for that game.
2.4.
Guests
Non-Drapl
members may play as a
guest in the league at the SLO's discretion. A guest's scores are
recorded on
the score sheet, and guest players are treated as regular league
members in
score calculations.
3.
Machine Play Rules —General
3.1.
Extra Balls
On
all machines, extra balls must
be plunged and not played normally. These are referred to as
"unallowable" or "plunged" balls in this document.
When
a player is required to
plunge an extra ball, the player may touch the machine to set up a
skill shot
before launching the ball. Once the ball is set into motion, the player
may
shake or nudge the machine, and is allowed one single flip. The player
may opt
not to flip at all if he wishes not to.
3.1.1.
Ball Save
If
the ball is returned to a
launcher lane that requires a manual plunge (e.g. by a ball saver), the
player
may re-plunge the ball. If the player has used his single flip on the
current
extra ball, he cannot flip again on a ball save. Conversely, if the
player has
not yet flipped, he may do so on a ball save.
Some
machines will give infinite
ball saves (e.g. Tales of the Arabian Nights). In that case, the player
is
forced to flip once in order to hit any switch and end the cycle. The
choice of
aim and timing is up to the player.
3.1.2.
Stuck Extra Balls
If
a plunged extra ball becomes
stuck somewhere on the machine, the player may attempt to nudge the
machine to
free the ball. If nudging fails to free the ball, and there is no
operator
present to free the ball, the player (or SLO) will be required to tilt
the game
in an attempt to free the ball. No compensation is provided in this
event, nor
is it considered a major malfunction.
Buy-ins
for extra balls are not
allowed, except as noted in sections Playing Opponent's Ball and
Interference.
3.1.3.
Replays and Specials
No
award is given for credits
earned by replays or specials during league play. If a machine awards
extra
balls for replays or specials, they are played as prescribed in the
Ball Save
section.
3.2.
Malfunctions
Pinball
machines are complex
assemblies that can exhibit many unintended behaviors during play. To
keep
league play on track and prevent excessive focus on minor glitches,
only a
major machine malfunction can affect league play. A major malfunction
is one that
results in a loss of ball in play that is not a normal part of the game
(i.e.
premature loss of turn). In disputed situations, the SLO shall decide
whether
or not a malfunction is considered major.
The
following are examples of major malfunctions:
A
player is forced to tilt the ball in an attempt to
dislodge a stuck ball (unless it is an unallowable extra ball; see
section Ball
Save).
A
turn ends prematurely (i.e. with 1 or more balls in
play).
A
ball is auto-plunged or otherwise shot into play prematurely.
The
following examples would not be considered major
malfunctions:
A
player tilts away a stuck ball when it was not clearly
necessary.
A
multiball round ends prematurely but does not result in
loss of turn.
A
ball goes airborne and drains.
A
lit kickback fails to kick the ball back into play.
A
ball saver fails to work.
A
player tilts another player's ball. (This is
Interference.)
If
a problem with a machine is
announced to league players by the SLO before league play is started,
then that
problem is not considered a major malfunction even if the result is
loss of
ball in play.
If
a major malfunction occurs to
a player during the course of a game, the player has two options: at
the end of
the ball on which the malfunction occurred, he may either continue the
game as
is, or request that all players in his group end the current game and
replay
the entire round. The player must request a decision from the SLO prior
to any
players in the group start playing their next ball. The requesting
player is
responsible for ensuring that the next player does not begin play
before a
decision is announced. If he allows the game to continue, then it is
presumed
that he wishes to continue playing the game. If the game is replayed,
the
second (replay) score becomes his score on that game, regardless of
whether it
is better or worse than his previous effort.
The
SLO can declare a machine
unplayable at any time if it is not functioning properly and the
resulting
malfunction(s) will, in his estimation, impair the ability of players
to obtain
fair scores. If the first ball played by all players result in major
malfunctions,
or if play cannot be continued on a machine for any reason, the machine
is
automatically declared unplayable for the rest of the meet, or until
the
machine is repaired. In these cases, the entire game is replayed
immediately on
a machine designated by the SLO.
Catastrophic malfunctions such
as
slam tilt, total machine failure, fire due to overheated components,
main
processor halts, and similar events are handled on a case by case
basis, using
the malfunction rules described above if possible. Frequently,
catastrophic
malfunctions will invalidate all scores for that group on that machine.
However, depending on when the malfunction occurs, the scores as played
may
stand if so decided by the SLO (e.g. catastrophic malfunctions on the
last ball
of the game). Any recorded scores on the machine at the time of failure
will be
used if the machine is brought back into service and affected players
replay,
or players accept agreed-upon scores.
It
is recommended that the league
prepare a maintenance sheet on which is noted any malfunctions that are
found
on the various machines during league play. This list should be passed
on to
the site's management to assist in the proper maintenance of the
machines.
3.3.
Positive Malfunctions
If
a malfunction causes a player
to receive an exceptionally unfair advantage over the other players,
and there
is no reasonable way to avoid it, then the game is stopped and a new
game is
started either on the same or a different machine at the SLO's
discretion. If a
positive malfunction can be avoided (such as the awarding of extra
points by
repeated tapping of a flipper button), then this behavior shall be
reported to
the SLO and shall be avoided during subsequent league play. At the
discretion
of the SLO, the game may be replayed if it is felt that an unfair
advantage was
already gained by one or more players due to the malfunction. It is the
responsibility of all members of a group to ensure that positive
malfunctions
are not abused.
Note
that a one ball
"multiball" is not considered to be an exceptionally unfair
advantage.
3.4.
Gameplay Promptness
When
a player's turn comes up in
a league match, he is expected to begin play promptly. If a league
player does
not begin play in a reasonable amount of time, the SLO may plunge the
ball for
him, and the player may not play the ball.
3.5.
Practice Games
Once
league play starts, a player
may not practice games that he is scheduled to play later in that
match.
Practice games are allowed on machines that a player is not scheduled
to play
during that match, if it does not interfere with league play by his own
or
other groups. Practice games must be ended immediately if a league
group is
ready to begin a scheduled game on that machine.
3.6.
Distractions
In
general, random distractions
that occur during league play (including minor physical bumps) are
considered
normal play conditions and no allowances are made for the effects of
such
distractions on a player's game.
3.7.
Non-League Players
League
players do not take
precedence over other customers at the establishment. Having a
non-league
customer play your ball is considered a distraction and not
interference;
control of the ball should be regained as quickly and politely as
possible.
Close attention should be paid by league players to their game in
progress to
guard against this situation.
4.
Illegal actions
4.1.
Playing Own Unallowable Extra Ball
If
a player nudges, flips, or
otherwise plays his own unallowable extra ball, he must stop as soon as
the
error is recognized. The other group members may request a game restart
if the
amount of play time and scoring of said ball is deemed excessive by the
SLO.
This
does not apply in cases
where a player must flip once to avoid "infinite ball saves." (See
Ball Save)
4.2.
Playing Opponent's Ball
The
violator shall attempt to
trap the ball(s) on a flipper as soon as the error is realized. On the
second
or greater offense (per meet), the violator receives a machine score of
zero
(0) for the game.
If
the affected ball was an
unallowable extra ball, there is no additional compensation for the
victim.
Otherwise, the victim may choose one of three options: continue playing
the
erroneously plunged ball (if control can be recovered) or replay the
entire
game. The player must request a decision from all players in the group
before
play resumes. The requesting player is responsible for ensuring that
the next
player does not begin play before a decision is announced. If he allows
the
game to continue without announcing his request, then it is presumed
that he
wishes to continue the game and play an additional ball. If the game is
replayed, the second (replay) score becomes his score on that game,
regardless
of whether it is better or worse than his previous effort. The rest of
the
group waits for the player to finish the replayed game before starting
their
next game.
4.3.
Interference
Interference
in another player's
game is not tolerated. Interference includes intentional slam tilts,
tilting an
opponent's ball, or nudging the machine during another player's ball,
even if
the action does not cause the victim to lose the ball. It also includes
intentional distraction of a player during his play. Talking or
coaching is not
considered interference, unless the player at the machine specifically
requests
that he not be talked to during play.
An
intentional slam tilt
is one
caused by an aggressive and excessive shove of the machine, or by an
attempted
bangback or deathsave. Any other slam tilt is considered accidental.
All slam
tilts are handled as catastrophic
malfunctions.
If
a player interferes with
another player, causing a drain and/or loss of turn, the victim of the
interference may request to replay the entire game. If the next player
starts
play with no decision announced, the victim is presumed to wish to
continue his
game. The interfering player is required to pay for the replayed, even
if there
are credits on the machine.
Interference
is considered a
serious violation of league play rules, and a penalty is attached.
Serious
violations are cumulative over an entire season, not just one match.
For these
violations, the following penalties are assessed:
First
and second offense: Forfeit
the current game with a machine score of zero (0).
Third offense: Forfeit of all games in the current match with machine scores of zero (0).
Behavior
which causes a player to
be ejected from the establishment by the management will be penalized
as an
automatic third offense, even if it occurs before or after league play.
Fourth offense: Forfeit of season. The player's scores are wiped, and the player will be suspended from the league.
Violence
of any kind against
fellow players, vandalism of pinball machines or other property will be
penalized as an automatic fourth offense.
4.4.
Not Starting the Proper Number of Games
If
too many games are started
inadvertently, balls for the extra games are plunged but not played. If
too few
games are started, additional games are started, if possible, so that
the
number of games on the machine matches the number of players in the
group. If
the proper number of games cannot be started by the above means for
some
reason, the game is ended immediately and a replay of the machine by
all
players commences. The player responsible for the wrong number of games
being
credited (who pressed the credit button) pays the cost of the restart.
4.5.
Out of Order Playing
Players must take their turn on
all machines in the correct player order as determined by the
scoresheet. If a
player's turn is incorrectly played by another group member, the group
may take
one of two actions: the incorrect order can be maintained for the
remaining
duration of the game if the order sequence occurs from the beginning of
the
game, or all play must halt and the game restarted with all players in
the
correct order based on the scoresheet. If the group decides to continue
play,
the order must be corrected on the scoresheet to avoid confusion later
while
recording the totals.
4.6.
Deathsaves and Bangbacks
Deathsaves
and bangbacks
("biffs") are techniques used by some players to return a ball back
into play that has already gone down an outlane or otherwise drained.
These
techniques are not allowed in Drapl league play. A player that
successfully
performs a deathsave or bangback will receive a machine score of zero
(0) on
that game, and must plunge any remaining balls without playing them.
However,
it is allowable for the ball to bounce back into play of its own accord
(most
common on Gottlieb games).
Since
these maneuvers do not interfere
with any other player's game, performing a deathsave or bangback is not
considered a serious violation of league rules.
4.7.
Cheating
Pinball
can often be frustrating,
especially during competition. The Drapl rules are designed to deal
fairly with
this fact, to encourage people to control themselves, and to compensate
for
various mishaps that might occur during play. On the other hand,
violation of
any rules with the clear intent of preventing another player from
fairly
playing the machine or of unfairly increasing one's own score can only
be
described as cheating, and is not tolerated. Cheating will result in
the
player's immediate suspension from the league.
5.
Player Grouping—Non-Playoff Matches
Players
are arranged into groups
of three or four, so that players of similar ability are playing
against each
other during any given match. A match consists of four games, played on
four
different machines (if possible) during a single meet. All games are
played in
multiplayer mode (players alternate turns and scores are displayed
simultaneously on the machine). At the end of each match, scores are
recorded
for the purpose of awarding an overall season winner, and to determine
the
group ranking for the next league night.
5.1.
Group Size
If
the number of players is a
multiple of 4, players will be arranged in groups of 4.
If
the number of players is not a
multiple of 4, players are arranged into as many groups of 4 players as
possible, with remaining groups having 3 players; the lower-ranked
groups will
get 4 players.
Ranking
is based on the final
score from each player's previous week. This allows movement between
skill
level groups on a weekly basis.
5.2.
Ladder Ranks
At
each meet, all players in the
league are ordered in a single ladder listing, beginning with the top
player in
group 1 and continuing down to the last player in the lowest group.
This ladder
is then divided into groups of 3 or 4 based on the number of league
members in
attendance, and players within each group compete directly with each
other
during that meet.
5.3.
Median Player
When
a group consists of three
players, the fourth player position will be scored as the Median
Player,
consisting of the Median score from all groups for that specific
machine.
Players are then assigned points based on their relation to both group
players
and the Median Player.
If
any player ties the Median
score, the player will be deemed the winner over the Median.
5.4.
Calculating the Median Score
5.4.1.
Odd number
If
the total number of players
present is odd, the Median score is the middle player's, when ranked
from
highest to lowest.
For
example, if there are 9
players, the Median will be the 5th player's score, and the top 5
players will
be deemed as having beaten the Median score.
5.4.2.
Even number
If
the total number of players
present is even, the Median score is the average of the two middle
players,
when ranked from highest to lowest.
For
example, if there are 8
players, the Median will be the average of the 4th and 5th players'
scores, and
the top 4 players will be deemed as having beaten the Median score.
5.5.
Playing Order
Player
order is determined by the
scoresheet and player ranking. Player order changes for each machine.
Every
week, each player (in a 4-player group) will have a chance of playing
first,
second, third, and fourth. In a 3-player group, each player will have a
chance
of playing first, second, and third, and one position will be repeated.
6.
Scoring
It
is each player's
responsibility to be sure that their machine scores are recorded
correctly on
the scoresheet as each game is finished. In order to avoid errors,
scores must
include commas to separate thousands, millions, etc. Any possible
scoring
errors should be brought to the attention of the SLO as soon as
possible. Once
notified of a possible error, the SLO shall contact all the players in
the
affected group to determine their recollection of the scoring. If all
players
are in agreement, then the scoring will be corrected. However, if all
players
in the group do not concur with the reported error, then the scores as
written
on the scoresheet shall stand.
6.1.
Game Points
The
player scoring highest,
second, third, and fourth on a machine will respectively receive 4, 3,
2, and 1
game points. (In 3-player groups, one of these awards will go to the
virtual
Median player.) The number of points available per player for the meet,
which
is the total number of points awarded for all 4 games played combined,
ranges from
4 to 16.
Any
ties in machine score will be
resolved by a one-ball playoff between the affected players on the same
machine. If this playoff does not resolve the tie, additional balls
will be
played until the tie is broken.
Game
points are one measure of a
player's ability, one that depends both on their ability and their
attendance
record: of two equally-able players, the one attending the most weeks
will have
a higher score. This serves as an incentive to attend league nights as
regularly as possible.
6.2.
Percentage
The
other rating used by Drapl is
the percentage. This measure is independent of the number of weeks
played.
Weekly scores can vary from 4 to 16 points; this is applied to a
zero-to-100
(percent) scale. The average of a player's percent scores for the
season is
what we call their percentage.
A
player must attend at least 5
meets per season for their percentage to be valid.
7.
Machine Selection and Play Order
Machines
are selected by group
consensus prior to beginning play, based on each player voting for 4
machines,
and the four machines with the highest number of votes being the
machines of
choice for that meet.
In
the case of locations where
there are 12 or more machines in playable condition, a random drawing
is
performed to maintain a decent level of variety. Machines will be
separated
into 4 groups by location, to help avoid crowding. If a new machine has
appeared since the last time the league played there, this machine is
automatically picked. Otherwise, one machine will be randomly picked
from each
group; the same machine cannot be drawn two meets in a row.
In
the case of a location with 4
machines, no vote is taken.
In
the case of a location with fewer
than 4 machines, a vote is taken to determine which machine(s) will be
played
twice.
7.1.
Machine Play Order
After
machines are selected, each
group picks an available machine of their choice. When a group finishes
a game,
they move to the next available machine. Games do not have to be played
in the
order indicated on the scoresheet.
7.2.
Machine Replacement Selection
If
a machine should become
unplayable during league play, a replacement machine must be designated
by the
SLO, subject to as many of the following constraints as possible.
The
replacement
machine:
·
Should be in
good working order.
·
Should not be
already scheduled for play by the affected group.
· Should not be
scheduled to be played by another group in the affected round.
· Should be
chosen to minimize group backlogs.
8.
Playoffs
The
Drapl playoff system consists
of a combination of two-player matches in a double-elimination format.
Advantage is given both for total points during the regular season, and
performance percentage. This means a low-percentage player is
encouraged to
attend as many meets as they can, in order to improve their point
total.
8.1.
Playoff Divisions
Playoffs
consist of a single
division, with all players in a single ladder ranking subdivided into
Single
and Double Elimination ladders. Division qualification is determined by
each
player's average ladder rank over the season.
8.2.
Playoff Format and Machine Selection
Each
division playoff match
consists of a series of games played between 2 players, using the same
rules as
regular-season games. All matches except the finals are best 2 out of
3—two
games are played, and if each player wins one game, a third game is
played to
determine a winner. The loser of the match moves to the losers' bracket
if it
is their first loss, otherwise they are eliminated from the playoffs.
There
are two choices to be made
for each game: which machine to play, and the order in which the
challengers
will play. On the first game of each match, the initial pick goes to
the player
having the higher season percentage. They may decide the machine to be
played,
or the order of play. The opponent makes the remaining choice. For the
remainder of the match, players alternate having first pick of either
machine
or play order.
A
player may not select the same
machine twice for a single match. The exception to this is if there are
fewer
machines available than the number of games in a match, in which case
duplication is allowed. If a selected machine is being played by
another league
member but not for playoffs, the players may request to take over the
machine.
Otherwise, players will wait for the selected machine to become
available.
8.2.1.
Finals
The final game between the
remaining two players is based on a Best Of Five format—the first
player to win
three games is declared the overall Playoffs winner.
9.
Dues
The
league treasurer will collect
dues at the beginning of each season. For players who have not paid
their dues,
a charge of $4 per meet is charged, an amount that is not put towards
total
dues. No league member may compete in the playoffs without first paying
outstanding dues for the entire season. Non-league members may pay to
compete
in the playoffs.
When
playing at non-arcade
locations where machines are set on free play, a $6 location fee is
also
charged. This money goes to the host, to compensate them for the time,
effort,
and parts required to keep the machines in league-ready shape.
First-time
guests may try out a
league meet for free (no league dues), although the location fee always
applies.
9.1.
Regular Season Play
Players
will pay for all games
played with the exception of games set to Free Play or that have
existing
credits.