IFPA WA Women's State Championship Weekend
To be eligible, a player MUST have completed their IFPA profile with current contact information, including email and current location. To verify, go to your IFPA player page, look under "Player Information" on left, and ensure your location is listed and it says "Registered". If it doesn't, please visit https://www.ifpapinball.com/user-profile-3/ to update profile.
ScheduleDoors open 11:00am.
Check-in by 11:45AM.
Announcements at NOON, with play expected to begin by 12:15pm.
Players can warm-up and practice between 11:00am and NOON on any available machines.
The State Group Knockout Tournament is expected to begin at 3:00pm, after the quarter finals (Round of 8) begins. Thus players who do not make the final 8 will be able to play in that tournament without conflict.
While exact length of tournament cannot be guaranteed, it is estimated that the Finals (final two players) will commence before 8pm, and be done by 10:00pm.
The Women state championship brings together the 16 top-ranked women players from the state who are able to make it to the event. They will be seeded in a 16-player single-elimination bracket of head-to-head competition. Each match is best 4-out-of-7.
The higher seeded player will have choice of machine or position for the 1st game, with the loser of each subsequent game having choice of machine or order, until someone has won 4 games.
The IFPA does not currently charge an endorsement fee for women's events. As such, entry into each Women's State Championship will be $20 per player.
All participants should read through the IFPA WNACS Official Rules prior to the event.
PrizesAll monetary prizes must be distributed in a 40%-30%-20%-10% payout structure to the top four finishers.
The winner also gets a plaque provided by IFPA, Second, Third, and Fourth Place winners each receive a plaque, graciously provided by the host, The Ice Box Arcade.
Malfunctions and Rulings
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.
Head-to-head Runaway Score Rule: 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 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 such a game, a tournament official may ask the player to end their ball and game, in favor of saving time. Should this occur, the other player can complete their game. If the second player catches up, the game is void and a new game played on a different machine. If the second player fails to catch up, the player who was asked to stop playing will receive the win.
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, problematic location within the venue, and minor malfunctions that may still be fair for both players but determined to take away all reasonable strategies on the machine.
Fast-Settling Tilt Bobs: The tournament 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.
Practicing on Tournament Machines: During the championship, players not actively engaged in a match are free to practice on other available machines with two constraints: (1) do not start a new game on any machine that is adjacent to an active match; and (2) if an active match needs the machine they are practicing on, they immediately stop playing and yield the machine. Per IFPA SCS Rules, prior to any game, each player has the option to practice the machine for 30 seconds. It is the responsibility of the player(s) who want to practice to pay for the game, if a free credit is not available.
Waiting for Machines: The state championship format will take many hours, to the point where if there are significant backups with everyone waiting to play the same machine, we'll never finish in time. On the other hand, we want every player to still have as much choice as possible, especially to play their favorite machines. IFPA rules now state that players can wait however deep necessary to play the machines they want. Thus depth of waiting can only be managed by the players themselves. We encourage each player to be considerate and select the machines we want, but in the order that takes advantage of the shortest wait times for machines.
At the start of each round, if multiple players want to select the same machine, the player with the highest seed will go first.
If a machine is currently broken and actively being repaired, and estimate to repair is 5 minutes or more, players cannot wait for the machine. If the machine becomes available at a later time, then the player can select it in a subsequent game.
Final Tournament Standings: Final finishing position for players who lose in round 1 will be between 9th and 16th, with players ranked based on number of wins that round. Final finishing position for players who lose in a later round will first be determined by number of wins in the round they got knocked out. Players tied will have the tie broken based on number of wins in each previous round until tie is broken. If same number of wins each round, then those those players will have their final tournament position listed as a tie.
Tournament Officials: Jasmijn DeJong and Germain Mariolle.
For questions and inquiries regarding this tournament, please contact firstname.lastname@example.org.