Stanislaus Pinball League Rules

Stanislaus Pinball League (SPL) – 2023.12.20

 

League Rules

 

Before diving into format and rules, it’s important to know that at the heart of it, The Stanislaus Pinball Team League is a CASUAL competitive league with an emphasis on it being casual. It’s perfect for all skill levels. If you’ve never played pinball before, perfect, this is for you. If you’ve been playing for years, this is also for you. The emphasis is on fun!

 

The Stanislaus Pinball League (SPL) is a coed league that is played at pinball friendly locations across the greater Stanislaus Area (mostly played at Contentment Brewing and MOAB in Modesto). League standings are based on a simple point system.

 

There will be 4 games played each night per player. One point will be given for each other player you outscore on each game + one point for yourself. With 20 players, the player with the highest score on one machine will get 20 points. The player with the second highest score on one machine will get 19 points. And so on... The player with the lowest score will earn one point for that machine. Each players lowest 4 scores (only one lowest score per game will be thrown out) will not be counted towards their total score. Eliminating the lowest 4 scores will allow a player to miss a league night without it majorly effecting their score. The final league night will involve playoffs with players that are on par record wise in the standings.

 

1. Introduction The SPL 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 an unlimited number of players, playing on multiple machines at a single location. Scoring is based on how well one does relative to players of similar ability. The nature of the SPL 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 2023 officers are: President - Robert Riess, Vice President - Derek Waring, and League Treasurer - Matt Ernst.

 

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 eight league nights with playoffs.

 

2. Attendance and Lateness League nights will be posted in the "League Schedule" section of this web page. In the event of a change in scheduling, all league members will be notified in advance of the change. The night will start at 5:30pm with 30 minutes of practice followed by the official matches of the evening beginning at 6pm. League players are expected to attend all matches of the season. Make up sessions may be permitted if coordinated with a league official. Each players lowest 4 individual weekly game points will not be counted towards their total score. Eliminating the lowest points will allow a player to miss a league night without it majorly effecting their score.

 

2.1. Start Time Any warm-up 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, starting at 6pm. In an attempt to accommodate more than 20 players there may be a group or two starting before or after 6pm. This will be scheduled and known ahead of time. Please inform a league official before January 12th if you need to start earlier or need to show up after 6pm. League will end at 9pm each night.

 

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 and play has already started, then the player may miss the already played games, be excluded from that nights play or reschedule a make-up.

 

2.3. Announced Lateness If a player gives advance notification of possible lateness, the SLO will try to place you in a group that starts later.  it is possible that you might miss the first game. play needs to be completed by 9pm.

 

2.4. Guests Non- SPL members are allowed to attend the event (at the host discretion), but may not play league machines during official league play.

 2.5. Sickness

Everyone’s immune system is different, if you are sick, feeling sick, not feeling well, etc. please stay home so that no one else won’t get sick.  If your worried about your standings because you missed a league night, as stated in section 9, your lowest week points score will be thrown out.

2.6 Personal Conduct

All players are expected to conduct themselves in a polite and sensitive manner. Continued outbursts, especially those including indecent language, are unacceptable. Any express or implied threats of violence, or actions of violence, are grounds for immediate ejection from the facility, and authorities will be contacted. Other possible grounds for ejection include but are not limited to fraud, theft, illegal activity, harassment, inappropriate behavior, etc. Any person ejected from the facility is banned and may not return to the property. Banned persons will be prosecuted for trespassing if necessary.

Any player who quits the league/tournament in anger, either written or verbally, will be expected to honor their decision. If a player decides they would like to return, they will need to privately contact the tournament/league officials to discuss reinstatement prior to playing their next league/tournament event.

Verbal or written abuse directed towards league/tournament directors or other players will not be tolerated and will result in immediate ejection from the event.

2.7. Abuse of Machines

Players are expected to be respectful of the games they are playing and not abuse or place food or drink on the machines.  Tilt sensors are employed to determine what constitutes unduly rough handling of each machine. Abusive handling such as punching, kicking, lifting, tipping, or rocking a machine is grounds for one of the following at the discretion of league/tournament officials: a warning, game disqualification or ejection from the league/tournament. 

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.

 

Whenever possible, the host of the night’s event is asked to turn off all extra balls on the machines.

 

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 NOT shake or nudge the machine, or touch the flippers. A violation of this will result in a zero score on that machine.

 

3.1.1. Ball Save The player may re-plunge the ball if the ball is returned to a launcher lane in the case of a ball save. Most machines will auto-launch the ball when saved.

 

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.

 

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 extra balls section 3.1.

 

3.2 Player Errors

A player error is any player action, purposeful or accidental, which affects the normal play or outcome of a game in progress.

 

Any player who tilts his or her ball in play will not receive any penalty other than the normal loss of ball. Abuse of machines is covered under “Player Conduct”. Any player who tilts the ball of another player will receive a score of zero for that game, unless tournament officials grant an exception based on the behavior of the machine in question.

 

Any player who tilts their own ball, which then results in a tilt warning given to the following player will not have any consequences for the first offense. The player with the warning will be allowed to continue play as normal, or choose to have the ball played on a fresh game. Please note that games that allow for an additional ball to be added to the current game in progress, or for tilt warnings to be removed by a software adjustment, this solution will be used. A second offense by the same player anytime throughout the league, and it will be treated as a tilt of another player’s ball and receive a score of zero on that machine.

 

In any multiplayer match on any machine, it is the equal responsibility of ALL players involved in the match to ensure that the correct number of players are started. If a game is started with the incorrect number of players, anything that occurs within that game is considered void, with no penalty to any player. The game must be restarted from scratch, with the correct number of players started. Players may always ask a scorekeeper or tournament official if they need assistance. If the scorekeeper or official makes a mistake, the game will be terminated and restarted, with no penalty to any player. There will be no compensation or adjustment of scores or game state at any time.

 

If a player does get disqualified from a game, their position in the game is considered open. Any activity played in that open position will be considered void. Just plunge and let that players ball drain.

 

No player may use a camera or visual aid of any kind, other than the instructions provided by the machine, while standing at the machine. A player may review electronic or written notes in between turns of a game or between games, but not during their own turn. While not actively playing, players are of course free to discuss features and strategies as much as they like, including between balls during a game, but no spectator or other player is compelled to answer, nor are they responsible for incorrect advice or answers to questions. Basically, we need play to be speedy but encourage learning each machine.

 

Shaking a machine repeatedly in order to derive a continual benefit from a loose switch or stuck ball is not permitted. For example, shaking Champion Pub such that the boxer gives free hits over and over allowing the player to score continually. Any player who intentionally takes advantage of a significant beneficial malfunction may be given a warning and if repeated offenses will result in disqualification and a score of zero on that machine.

In mini-tournament events which feature team play, players on a team may freely discuss game features and strategy without penalty.

Tournament officials will be the sole determiners of what constitutes interference and whether or not it is accidental or deliberate. Scorekeepers are strongly encouraged to watch for and, if possible, prevent incidents of interference.

3.2.1 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 game resets during play.

A turn ends prematurely (i.e. with 1 or more balls in play).

 

The following examples would not be considered major malfunctions:

 

·      A player tilts away a stuck ball when it was not clearly necessary. Notify an official if a ball is stuck. Usually soft nudges will release the ball.

·      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.

 

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.

 

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 within 90 seconds, some games may automatically plunge the ball.  If the game doesn’t have this setting, the SLO may plunge the ball for him, and the player may not play the ball. (Note: a player is allowed 89 seconds to let the tilt bob settle before starting his/her turn.  At the 90th second, some machines will automatically plunge the ball)


3.5. Practice Games A player may only practice on games up until 6:10pm, on games that are scheduled for league play that night.  If practice games interfere with league play, anyone still practicing must forfeit their game if asked to do so (for instance, if all games that will be played that night are occupied, the group can ask anyone who is still practicing to forfeit their game so league play can continue).  Groups should not target players practicing on a specific game when there are other open games that can be played. League play starts between 6-630pm, and practice must end by 6:10pm.  If the group decides that each player would like a 30 second practice prior to starting your league play, this in itself will not be considered a violation of the rules (each group will need to police themselves to adhere to the 30 second rule, this does not mean to play one ball until it drains).

Practicing on games is always allowed on machines that the league is not scheduled to play during that night, if it does not interfere with league play by his own or other groups.


3.6. Distractions In general, random distractions that occur during league play (including minor physical unintended bumps) are considered normal play conditions and no allowances are made for the effects of such distractions on a player’s game. Please do not talk to or intentionally make noise to distract the current player. Players should expect some noise during play since league is in a public location.

 

3.7. Machine Settings

Machines will be set up for league play such that it is a fair competition and with the intent to allow everyone to play in the allotted time frame. This might mean that a machine is set up to make it more difficult to encourage shorter ball times. Games will never be adjusted mid league night but might be adjusted in between weeks.

 

Software Settings

In general, the software settings of each machine will be adjusted to best accommodate league play. This might include turning off extra balls or other settings to speed up and help for a smooth league night.

 

4. Illegal actions

 

4.1. Playing Own Unallowable Extra Ball If a player nudges, flips, or otherwise plays his own unallowable extra ball, he takes a zero on that table. Please be watching other players and inform them before they plunge an extra ball to help new players learn.

 

4.2. Playing Opponent’s Ball The violator will take a loss on that machine. The victim whose ball was illegally played gets the option of restarting his entire turn (see below).

 

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.

 

Accidental interference is regrettable but can happen. Any player or non-player who accidentally interferes with the play of any tournament game will be warned. If the interference terminated play for all players (for example, tripping over a power cord and pulling it from the wall), this will be treated as a catastrophic malfunction.

 

An intentional slam tilt is one caused by an aggressive and excessive shove of the machine, or by an attempted illegal deathsave. Any other slam tilt is considered accidental. All slam tilts are handled as catastrophic malfunctions. See 3.2 Player Errors.

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. See 3.2 Player Errors.

 

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).

·      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.

 

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 halted 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.

If the event occurs after ball one has been played, the player who plays out of turn will take a 0 for that round, and the player whose ball was incorrectly played can decide to continue play normally or restart their game. This might mean other players will finish their game if unaffected and then a one player game will be started for the affected player. Experienced players should help less experienced players to keep turn order.

 

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 SPL 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.

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 SPL 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 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.

 

We would like to have groups so that each 4 player game finishes in a similar time frame. We want everyone to have fun and play with whomever they wish but not finishing on time may cause groups to be formed by an official. Ideally each group should have a couple experienced players and a couple less experienced players.

 

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. Scoring will be based on points scored during the game.

 

6.1. Game Points During the first half of the season, all players are competing against each other. Game points are awarded by comparing your score on a particular game against the score of all other players attending that particular league night, playing that particular game. Players are awarded 1 point per game, plus a point for each player’s score they beat. For example, suppose there are 20 players at a league night and one of the games for the evening is Deadpool. The player with the top score on Deadpool, will be awarded 20 points for that game (1 point + 19 points because he/she beat 19 people).

 

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.

 

7. Machine Selection and Play Order Machines for the evening will be chosen by the host. All players will play the same machines.

 

Player order should remain the same on all machines played in a night to help keep track of turn order and not playing out of turn.

 

8. Playoffs and Divisions At the start of the season all players will be in the same division. After 8 league nights players will be divided into division A,B,C, etc.  The main purpose of the divisions is for awards and playoffs. Having more than one division will allow players to compete with players of their skill level in the playoffs.

 

To discourage “sandbagging”, the awards for the “A” division will be 'nicer' than the awards for the “B” division and so on.

 

All of the player dues will be used on trophies and awards for the league players. Any left over dues will be used for the end of the season party/shirts.

 

8.1. Playoffs will be the last day of league.

 

At the end of the season, the top 4 people will be in the “A” division and the next 4 people will be in the “B” division and so on. The format for the playoff night is match play with each division competing against the players in their respective division. Playoffs can be any form of:

1.     Points Format-4 players per group.  All players will play all 4 machines just as in league play. Scoring per machine is 3 points for the highest score, 2 points for the 2nd highest score, 1 point for the 3rd highest score, and 0 points for the lowest score. The result at the end of the night will determine group standings, ties will be determined on a single game using a single ball (highest score wins).  The top seeded player of the group will pick the first game, second will pick the second game, third will pick the third game and fourth will pick the fourth game (game rotation will continue with this format until group play ends). 

2.     Strikes Format-4 players per group.  Each player will start with zero strikes.  After each game, highest score will receive zero strikes, second highest score will receive 1 strike, third highest score will receive 2 strikes and fourth highest score will receive 3 strikes.  When a player receives a to-be-determined amount of strikes, they are eliminated from the tournament.  The top seeded player of the group will pick the first game, second will pick the second game, third will pick the third game and fourth will pick the fourth game (game rotation will continue with this format until group play ends).  When there are only two players left in the group, the strikes will be counted as highest score will get zero strikes, second highest score will receive 2 strikes.  Play will continue until there is only one player left. 

 

If time permits a single round elimination tournament will be held during the end of the season party. The winner of that tournament will have his league fee waived for the following season.

 

9. Attendance

Players in the league are expected to attend all events, but it’s understandable that there might be a night that’s not possible for a player to be there. As such, each player’s lowest week points will be dropped. This allows the flexibility of missing a night, while at the same time rewards players for attending all nights.

If a player misses more than 3 league nights per season, that player will be waitlisted for next year’s season.

 

10. Dues

Dues for the SPL are $20 per player. All money collected from dues will go towards trophies and awards. If there is any money left over, it will be spent on food or snacks for the playoffs and/or end of the season party.

 

To officially have a spot in the league dues must be paid before 1st official league play. League acceptance is on a first-paid, first-served basis with the following exception: Players participating in previous seasons in good standing are automatically in the league again, provided they wish to play again.

 

In addition to the $20 dues, each player will need to bring $3 each league night to pay for the pinball games to be played. Should a league member host a league night at their private residence, the $3 should still be paid to the host for use of their machines.

 

11. Hosting

Without the generosity of hosting facilities, the SPL would not be what it is. Members are expected to be respectful while attending league night at all facilities or residences. Most of our league nights for the 2023 season will be at Contentment Brewing or MOAB in Modesto.

 

11.1 Hosting Responsibilities

Hosts are expected to have their machines running 100% correctly. Hosting facilities are not expected to provide food or beverages during league night.