Wednesday Jan 16, 8:00pm-12:00am
In collaboration with Babes in Pinland, this new women's only event is a graded IFPA-sanctioned pinball tournament..
Evergreen State Women's Matchplay Pinball Tournament
$10 Entry per person.
Registration at 8:00pm, tournament starts at 8:30pm.
25-cent pinball games!
IFPA Women's WPPR
Five rounds of Match Play in mostly 4-player groups with balanced pairing, arenas, and player ordering. There may be some 3-player groups if total player count in a round is not a multiple of 4. Top 8 players after qualifying round move on to semi-finals. Ties will be broken only for differentiating qualifying in top 8 or not qualifying, or for one of the top 2 seeds. First tie-breaker is number of 1st place, number of 2nd place, etc. If still a tie, then next tie breaker is points earned in Round 5, then in Round 4, and so on. If still a tie after that a one-game tie breaker among those still tied. Non-critical ties that affect seeding only are resolved randomly.
In the Semi-Finals, players will be split into two groups of four, seeded by qualifying order, with the first and second seeded players having the opportunity to pick what bank of machines to play. Play in this round will be four games of Match Multi-Play, which means all four games will be played simultaneously, and players will rotate turns on each of the machines. Scoring in each game will be same as quarter finals, 7-5-3-1.
Top two players in each semi-final group move on to the finals. The finals will consist of three games. The first game, all four players play. The winner moves on to the final game. The other three players play a second game. In that second game, order of play is determined by results of first game, with 2nd place getting first choice, then 3rd place. The winner of this second game moves on to the final game. Second place in this game gets 3rd place overall. Fourth place in the second game gets 4th overall.
The two winners will play one final game. The winner earns top prize in the event, with the other player finishing second.
Machines for the final three games will be selected at random from a pool of machines. The pool is determined by allowing each player to remove two machines at the location from being selected. The tournament directors may also remove one or more machines if they have fairness issues (like carry-over jackpots), mechanical difficulties, or long playing ball times.
100% of the entry fees will be returned as cash prizes. With 28 players or less, top 4 players are paid. With 29 or more players, the top 8 players are paid. Winner of the event also receives a plaque.
Malfunctions and Rulings
Note: These rulings are general for all Super Week events. Some rules might not be in effect in some events as noted or if not applicable.
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 Super Week events, and might not apply to some specific formats.
Runaway Score Rule: (Will be in effect in all Super Week events except the State Championships). 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 in a match play, 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. If this occurs in a knockout tournament, anyone who catches the player who stopped play with a runaway score will get no strikes.
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 1 minute 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. A player who is a no-show for an entire game forfeit's their opportunity to continue playing in the tournament.
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. If an extra ball is not disabled and earned, then refer to a note on the backglass on whether to play or plunge it. If no note, check with Tournament Director first. 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. In the case that a player has a compensation ball awarded due to a major malfunction, and they earn an extra ball, they may choose to play the extra ball in lieu of the compensation ball in a new game.
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: 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.
Additional InformationAll women welcome, including cis, trans, non binary, etc.
Tournament Directors: Ashley Weaver, Maureen Hendrix
For questions and inquiries regarding this tournament, please contact email@example.com.