Pinburgh 2011
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Pinburgh 2011

Official Rules

Pinburgh 2011 is the Match-Play Championship event operated by the Professional and Amateur Pinball Association (PAPA). This document specifies the official operating rules and regulations of the event.

The event coordinators for Pinburgh 2011 are Bowen Kerins, Kevin Martin, and Mark Steinman. Event coordinators organize volunteers, designate scorekeepers, handle malfunctions and rulings, delegate responsibilities and authority, and otherwise work to ensure the smooth operation of the tournament. Event coordinators and designated officials may not participate in the tournament.

The rules in this document are based on the official PAPA tournament rules. Official PAPA tournament rules apply except when those rules conflict with this document as noted, in which case this document shall take precedence. Resolution of any conflicting rules shall be left to the discretion of tournament organizers.

I. Quick Overview

Pinburgh 2011 is Match Play For All: three days of match-play pinball competition, with no players eliminated until Sunday. All players compete in four-player groups on Friday, with the quality of their play determining whether they go to A, B, or C Division for Saturday. All players compete in four-player groups on Saturday within their division, with the quality of their play determining whether they advance to finals. Qualifiers compete for the division prizes on Sunday, while everyone else plays in a consolation double-elimination tournament. Over 30 cash prizes will be awarded, including at least $2,000 to the champion. 100% of all entry fees will be awarded as prizes, which means the more players there are, the bigger the prizes get.

That's right, it's twenty or more hours of fun, competitive pinball play for everyone, for one entry fee, plus the cost of game tokens. And best of all, every token purchase will be donated to the Western Pennsylvania Humane Society and matched, dollar-for-dollar, by PAPA.

Complete details are available here in the official rules, as well as on the Web site at http://www.papa.org/pinburgh2011/.

II. Overall Competition

1. Divisions of Play

For singles play, there are three skill divisions. Unlike the PAPA World Pinball Championships, players do not select a skill division. Skill divisions will be assigned at the end of Friday's play. At the end of Friday, the top 1/3 of all players advance to A Division, the middle 1/3 advance to B Division, and the bottom 1/3 advance to C Division. Additional players may be assigned to A or B Division based on skill division restrictions listed below.

All players, winning or not, grant PAPA, Pinball Bug LP, and any and all other event sponsors and organizers, individual and collective, the right to use their names, scores, and likenesses for the purpose of promoting this tournament as well as other pinball-related events. This right is transferable without restriction.

2. Skill Division Restrictions

The following restrictions are designed to discourage any player from intentionally competing beneath his or her level of skill, and are comparable to the existing policies for PAPA tournaments:
  • Any player who has placed in the top four of the B or C Division at the finals of their most recent PAPA or Pinburgh tournament must compete in at least the next highest division at Pinburgh.
  • Any player who has qualified in the A or B Division of any previous PAPA tournament cannot compete in a lower division at Pinburgh.
  • Any player who has qualified in the Classics Division of any previous PAPA tournament cannot compete in the C Division at Pinburgh.
  • Tournament officials reserve the right to restrict a player to A or B Division based on performance in other pinball events.
In all cases, players will be informed before or during play on Friday of any skill division restriction that applies to them. Tournament officials will create and post a list of all players with division restrictions. Note that a player with a B Division restriction may still qualify in A Division as a result of strong play on Friday.

Please note that because Pinburgh is a new tournament in 2011, its results will not be used to determine division restrictions for any future PAPA tournaments (although it may affect future division restrictions for Pinburgh). If this changes for the 2012 tournament, this will be indicated as a change in the rules.

3. Schedule

The tournament schedule is posted at http://www.papa.org/pinburgh2011/schedule.php and is incorporated herein by reference.

4. Fees

A one-time $100 registration fee is required of each player who wishes to compete in Pinburgh 2011. Registration is not required to play mini-tournaments, to play non-tournament machines, or to simply watch. Each registered player receives an identifying number and this number is used to track his or her subsequent play.

When pre-registering, players may also commit $20 to purchase PAPA tokens for gameplay in tournament or casual games. Games will be set for token play, and players may purchase more tokens as desired. All token purchases will be donated to the Western Pennsylvania Humane Society and matched, dollar-for-dollar, by PAPA.

Due to the match-play nature of Pinburgh 2011, no player may register less than two hours prior to the start of play. Essentially, pre-registration is required.

5. Sidepot!

Players may optionally pay an additional $100 towards a "sidepot" prize pool. Only players who pay the sidepot fee are eligible for its prizes, consisting of 100% of collected sidepot fees. Players should buy into the Sidepot at the time of registration; no player may buy in once the competition has begun.

The Sidepot will be awarded to the top 4 finishers in the A Division who are eligible for the Sidepot; in the event there are ties, such as for 5th through 8th place, the Sidepot award(s) will be split evenly between tied players, rather than playing a tiebreaker match.

6. Prizes

The tournament features a guaranteed package of cash prizes. Tournament expenses are recouped through entry fees and sales of merchandise; in the event of an overrun beyond expenses, excess revenue will be retained to finance the next PAPA event. In the event PAPA discontinues its events or is disbanded, any such retained revenue will be donated to charity.

The guaranteed prize package for Pinburgh 2011 is as follows.

A Sidepot! B C Consolation
1st Place $3,000 $750 (50%) $1,500 $1,000 $250
2nd Place $1,250 $375 (25%) $750 $500 $200
3rd Place $750 $225 (15%) $500 $350 $150
4th Place $500 $150 (10%) $300 $250 $100
5th-8th Place $250 $200 $150
9th-12th Place $200 $150 $100
13th-17th Place $150 $100 $100
Mini-Tournaments Benefits Charity, Donated Prizes will be Available
Total Prize Package: $18,800!
Prize package grows if more than 130 players register; Sidepot shown here has 15 Sidepot players.

Other non-cash prizes may be awarded for special competitions, door prizes, etc, at the sole discretion of tournament officials. Cash prizes may be paid by check in lieu of cash, and appropriate IRS regulations for tax reporting will be followed. In the event the winner is not a U.S. Citizen, we will provide the appropriate forms.

III. Friday: Full-Field Play

1. Friday Format

Friday's match play will be a series of five sessions of multiplayer pinball, with multiple games played per session. In each session, opponents are determined based on each player's win-loss rank. At the end of the five sessions, plus possible tie-breaking games, approximately 1/3 of the field will advance to A Division, 1/3 to B Division, and 1/3 to C Division.

All players must be onsite for the start of Session 1 promptly at 11:30am. There will be a 90-minute break for dinner after Session 3, with Session 4 starting promptly at 7:30 pm.

2. Playing a Session

Players will be assigned to either a four-player group or three-player group during each session. In four-player groups, a set of three games will be randomly assigned and will be played in the order given, corresponding to Speed, Stamina, and Skill. In three-player groups, four games will be played, with the first game played being the Skill game of the adjacent (previous) set, as shown on the score sheet, unless otherwise assigned by tournament officials. Tournament officials will make efforts to avoid requiring any player to play a specific machine more than once.

Please Note: No warmup time is allowed on any machine and extra balls must be plunged but not played, due to the limited amount of time available in each session. In order to enforce this rule, all practice play on tournament machines must cease once group assignments are issued.

The highest-seeded player within each group (players are listed on the scoresheet in descending order of seeding) chooses the order of play for the first game. The remaining players choose their order, in descending order of seeding. All players play their games and record the results.

For subsequent games, the last-place finisher of the previous game chooses the order of play for the next game. The remaining players choose their order, in ascending order of finish in the previous game.

When all three (or four) games have been completed by a group, each player will have a win-loss record from the session. The best possible win-loss record for a session is 9-0 (or 8-0 for three-player groups), and the worst is 0-9 (or 0-8). Ties between two or more players, although highly unlikely, will be resolved with a one-ball playoff on the same game.

A group must complete and sign its score sheet for the session, then return the score sheet promptly for entry. Once completed and signed, all score sheets are final, so please check the score sheet carefully before signing. Score sheets must be turned in promptly, since prompt entry of score sheets is essential to the timely progression of the tournament. In any scenario where a player has already defeated his or her opponents and still has one ball left to play, that ball should be plunged but not played, as it cannot affect the results. A score must be recorded for the winning player.

Sessions are scheduled for 2 hours. Players not available for a session for any reason will be marked as losing every game against every opponent for all games of the session, while the rest of the group will be treated as a three-player group. If a player is absent from a three-player group, or more than one player is absent from a four-player group, please see a tournament coordinator immediately for a reassignment. Except in the case of reassignments, players who arrive to a session late will be permitted to resume play, if possible. At no time may any person be substituted for an absent player. Any player who remains absent for an entire session, or who is disqualified from the tournament, will be removed from subsequent sessions. Any player who misses two consecutive sessions will be disqualified from the remainder of the tournament.

3. Game Assignment

A list of games that will be used at Pinburgh 2011 will be made available online at http://www.papa.org/pinburgh2011/games.php

Games are placed into one of three categories, and each set of machines consists of one game from each category:

  • Speed: These games won't last very long! Games emphasize quick action, recovery, and avoiding the dreaded house ball.
  • Stamina: Hopefully these games will last very long! Games emphasize controlled or repeatable play and the ability to rack up a big score.
  • Skill: Games which give an advantage to a particular style of play, such as precision shotmaking, multiball play, and strategy specifics.
Each group in a session will be assigned to a set of machines. In three-player groups, a fourth game will be assigned from the adjacent set of machines. Tournament officials will make efforts to avoid requiring any player to play a specific machine more than once.

Some electromechanical games will be in each category, but a maximum of one electromechanical game will be assigned to any group in each session. There are enough sets of machines available that no group of players should ever have to wait for another group on any machine.

4. Seeding Players

Before the first session, all players will be "seeded" in the tournament.

The highest seeds will be granted to all players with A Division restrictions (see above), ranked by performance at PAPA 13 and earlier PAPA tournaments as needed. For example, Keith Elwin will receive the #1 seed as PAPA 13 champion, and Andrei Massenkoff will receive the #2 seed as PAPA 13 runner-up (should both players choose to attend).

The next seeds will be granted to all players with B Division restrictions, ranked by performance at PAPA 13 and earlier PAPA or Pinburgh tournaments as needed. For example, Maka Honig would receive the next-available seed as 5th-place finisher in PAPA 13's B Division.

All remaining seeds will be determined by pre-registration order, with higher seeds assigned to the first pre-registered players.

Following the first session, players will be "seeded" in the next session by their cumulative win-loss record for the day, with the best win-loss record receiving the highest seed. When seeding a round, ties in records will be broken by random draw.

5. Group Assignment

In each session, the field will be "tiered" for assignment into groups. Within tiers, groups will be created using the highest available seed, the lowest available seed, and the two available seeds that are closest to the middle of the tier. The lowest tier may have fewer players. Three-player matches will appear only within the lowest tier.

In the first session of play on Friday, the entire field will play as one tier. For example, if there are 144 players the first-session tiers will be:

1-72-73-144, 2-71-74-143, 3-70-75-142, ..., 36-37-108-109
In the second session of play on Friday, each tier will have 96 players and 24 groups:
1-48-49-96, 2-47-50-95, 3-46-51-94, ..., 24-25-72-73
97-144-145-192, 98-143-146-191, 99-142-147-190, ..., 120-121-168-169

In the third session of play on Friday, each tier will have 48 players and 12 groups:

1-24-25-48, 2-23-26-47, 3-22-27-46, ..., 12-13-36-37
49-72-73-96, 50-71-74-95, 51-70-75-94, ..., 60-61-84-85
In the fourth session of play on Friday, each tier will have 16 players and 4 groups:
1-8-9-16, 2-7-10-15, 3-6-11-14, 4-5-12-13
17-24-25-32, 18-23-26-31, 19-22-27-30, 20-21-28-29
In the final session of play on Friday, each tier will have 4 players:
1-2-3-4, 5-6-7-8, 9-10-11-12, ...
Depending on the total number of players, there may be up to 3 three-player groups in each session. These groups are the ones that would normally involve the lowest-seeded players in each session. For example, if there are 126 players instead of 128, 2 three-player groups will occur in each session, and they will be the ones where normally seeds #127 and #128 would play. In the last session of the day, as many as three lowest-ranked groups will be three-player groups.

Once the total number of players is finalized, a more specific breakdown of the assignments in each session can be made. If there are any questions, please ask a tournament coordinator.

6. End of Friday: Division Assignment

At the end of the Session 5 on Friday, players will be assigned into A, B, and C Divisions.

For A Division, the number of qualifiers will be 1/3 of the field (rounded up to the next integer), rounded up to the next multiple of 4. Any player with an A Division restriction will be forced into the A Division regardless of their standings (but this will not increase the size of the division). For example, if the tournament has 100 players, 36 players will make up the A Division. Some number of those players will be those who had A Division restrictions.

Note: This example does not mean all players in the top 36 will necessarily make A Division. In general, a player must either be in the top third of the standings, or be restricted to A Division, in order to be assigned to A Division. The "rounding up" process above will add a few more players to A Division who would not otherwise have made the cut. However, being displaced by a player who is restricted to A Division, but who does not rank in the top third at the end of Friday, is also possible.

In case of a significant tie between players at the A Division cutoff, a single-game tiebreaker will be played on a machine selected by tournament staff. The winner of the tiebreaker will select his or her division followed by the second-place finisher, and so on, until all players are assigned to either A or B Division. The order of play in the tiebreaker will be random. If more than four players are tied, players will be put into balanced groups of two or more.

For B Division, the number of qualifiers will be 1/3 of the field (rounded up to the next integer), rounded up to the next multiple of 4. Any player with a B Division restriction will be forced into the B Division regardless of their standings, unless their standings were sufficient to qualify for the A Division instead. Again, enforcing this restriction will not increase the size of the B Division. Tiebreaker game(s) may be used, with the same rules as above.

All remaining players are assigned to C Division. The number of players assigned to C Division will be slightly less than 1/3 of the field.

IV. Saturday: Divisional Play

1. Saturday Format

Saturday's match play is identical to Friday: a series of five sessions of multiplayer pinball (numbered 6 through 10), with multiple games played per session. In each session, opponents are determined based on a player's win-loss rank. At the end of the five sessions, after possible tie-breaking games, top finishers will advance to Sunday's finals.

In C Division, players' records from Friday will be disregarded during Saturday's play. All C Division players will start Saturday with a 0-0 record. Note: In A and B Division, players' records will not be wiped clean, and win-loss records from Friday are carried over to Saturday.

All players must be onsite for the start of Session 6 promptly at 11:30am. There will be a 90-minute break for dinner after Session 8, with Session 9 starting promptly at 7:30 pm.

2. Playing a Session

Sessions on Saturday play identically to Friday. There will be no three-player groups scheduled in either A or B Division, since their fields are sized to multiples of four, unless a player fails to show up.

Please remember: Once completed and signed, all score sheets are final, so please check the score sheet carefully before signing. Score sheets must be turned in promptly, since prompt entry of score sheets is essential to the timely progression of the tournament.

3. Game Assignment

The assignment of games on Saturday will be performed in the same fashion as on Friday.

4. Seeding Players

Before Session 6 (Saturday), players will be "seeded" by their win-loss record from Friday, with ties broken by random draw. In C Division, this seeding will be used even though players' records are wiped before play.

Following Session 6, players will be "seeded" in the next session by their win-loss record, with ties broken by random draw.

5. Group Assignment

In each session, the field will be "tiered" for assignment into groups. Within tiers, groups will be created using the highest available seed, the lowest available seed, and the two available seeds that are closest to the middle of the tier. The lowest tier may have fewer players. Three-player matches will appear only within the lowest tier of C Division.

In the first session of play on Saturday, each tier will have 64 players and 16 groups (in any division, there may be only one tier):

1-32-33-64, 2-31-34-63, 3-30-35-62, ..., 16-17-48-49
In the second session of play on Saturday, each tier will have 32 players and 8 groups:
1-16-17-32, 2-15-18-31, 3-14-17-30, ..., 8-9-24-25
33-48-49-64, 34-47-50-63, ..., 40-41-56-57
In the third session of play on Saturday, each tier will have 16 players and 4 groups:
1-8-9-16, 2-7-10-15, 3-6-11-14, 4-5-12-13
17-24-25-32, 18-23-26-31, 19-22-27-30, 20-21-28-29
In the fourth session of play on Saturday, each tier will have 8 players and 2 groups:
1-4-5-8, 2-3-6-7
9-12-13-16, 10-11-14-15
In the final session of play on Saturday, each tier will have 4 players:
1-2-3-4, 5-6-7-8, 9-10-11-12, ...
Depending on the total number of players, there may be up to 3 three-player matches in C Division during each session. These groups are the ones that would normally involve the lowest-seeded players in each session. For example, if there are 30 players instead of 32 in C Division, 2 three-player groups will occur in each session, and they will be the ones where normally #31 and #32 would play. In the last session of the day, as many as three lowest-ranked groups will be three-player groups.

Once the total number of players in each division is finalized, a more specific breakdown of the assignments in each session can be made. If there are any questions, please ask a tournament coordinator.

6. Qualifying for Finals

At the end of Session 10, players within A, B, and C Divisions will qualify for finals. The qualifiers from A and B Division will be the players with the best combined win-loss records from Friday and Saturday. The qualifiers from C Division will be the players with the best win-loss records from Saturday.

The number of finalists is based on the total number of players in each division:

  • With fewer than 30 players in any division, the top 8 will qualify for finals, and the #1 and #2 players will receive a bye.
  • With 30 through 59 players in any division, the top 12 will qualify for finals, and the #1 through #4 players will receive byes.
  • With 60 through 89 players in any division, the top 17 will qualify for finals, and the #1 player will receive a bye.
  • With 90 or more players in any division, the top 24 will qualify for finals, and the #1 through #8 players will receive byes.
In case of a significant tie (for entry into finals, a bye position, or overall #1 seed), a single-game tiebreaker will be played on a machine selected by tournament staff. Tiebreaker winners advance to finals or receive byes as appropriate. The order of play in the tiebreaker will be random. If more than four players are tied, players will be put into groups of two or more.

V. Sunday Format

1. Final Rounds

Final rounds for A Division begin at 11 am Sunday. Final rounds for B and C Divisions begin at 12 noon Sunday.

Most rules governing final rounds are identical to the rules for PAPA 13. The rules below primarily deal with the number and assignment of players within finals. The PAPA 13 rules are available at http://www.papa.org/papa13/rules.php

Players who qualify for finals will be assigned a seed according to their final win-loss record (for C Division players, this record reflects their play on Saturday only). Ties in record that were not previously addressed will be broken by the tied players' win-loss record after Session 9, and previous sessions' cumulative records as needed. A coin flip will determine seeding in the unlikely event that two players had the same win-loss record through all ten sessions.

The number of final rounds, and the seeding of opponents in each round, is determined by the number of qualifiers for that division's final. (See "Qualifying for Finals" above.)

With 8 qualifiers, the #1 and #2 seeds receive byes for the quarterfinals. The other qualifiers compete in two groups:

#3, #6, #7; #4, #5, #8
The top 4 of these 6 players advance to semifinals to join the #1 and #2 seeds. The groups will be organized according to the original qualifying rank as shown here:
#1, #4, #5; #2, #3, #6
The top 4 of these 6 players advance to a four-player final.

With 12 qualifiers, the #1 through #4 seeds receive byes for the quarterfinals. The other qualifiers compete in two groups:

#5, #8, #9, #12; #6, #7, #10, #11
The top 4 of these 8 players advance to semifinals to join the #1 through #4 seeds. The groups will be organized according to the original qualifying rank as shown here:
#1, #4, #5, #8; #2, #3, #6, #7
The top 4 of these 8 players advance to a four-player final.

With 17 qualifiers, the #1 seed will receive a bye for the first round of finals. The other qualifiers compete in four groups:

#2, #9, #10, #17; #3, #8, #11, #16; #4, #7, #12, #15; #5, #6, #13, #14
The top 7 of these 16 players advance to semifinals to join the #1 player. The groups will be organized according to the original rank as shown here:
#1, #4, #5, #8; #2, #3, #6, #7

With 24 qualifiers, the #1 through #8 seeds receive byes for the first round of finals. The other qualifiers compete in four groups:

#9, #16, #17, #24; #10, #15, #18, #23; #11, #14, #19, #22; #12, #13, #20, #21
The top 8 of these 16 players advance to quarterfinals to join the #1 through #8 seeds. The finals then proceed as listed above for 16 qualifiers.

Note: This initial round of finals may be held on Saturday night if it is needed (and it will only occur with over 90 players in any division). Any such decision will be made in advance and all players will be informed well ahead of the necessary time.

2. Consolation Double-Elimination Tournament

All players who competed in all ten sessions on Friday and Saturday but did not qualify for finals may enter Sunday's double-elimination tournament. Since some players may decide not to compete in this tournament, all who wish to play must sign up at the tournament registration desk on Sunday morning before play begins at 11:30 am. There is no fee for participating.

Players will be put into three-player groups and play a single game: the winner will advance in the winners' bracket, while losers drop to the losers' bracket. In the losers' bracket, players will be put into three-player groups and play a single game: the winner will advance in the losers' bracket, while losers are eliminated. Games, opponents, and play order will be randomly selected. A round may have one or two two-player groups in either bracket due to the count of players in that bracket.

A new round will start every half-hour until a winner is declared.

Note: Players are expected to be ready to play. Due to the concurrent running of finals, no loudspeaker announcements will be made to search for absent players, and absent players will be eliminated from the tournament regardless of their bracket standing.

The top 3 finishers will win cash prizes of $250, $150, and $100.

VI. Malfunctions and Rulings

Most rules governing malfunctions and rulings are identical to the rules for PAPA 13. The specific rules below supersede the existing PAPA 13 rules.

1. Minor Malfunctions

If a player receives a tilt warning caused inadvertently by another player's action, this is considered normal play. Any player deliberately nudging to take advantage of this rule will be disqualified.

2. Major Malfunctions

If a major malfunction occurs that will require significant repairs, tournament officials may declare a "Disabled Machine" (see section below). Because the tournament needs to move quickly from session to session, it is not possible to make significant repairs during a match. A new machine will be assigned to the group for immediate play, and the game in progress will be declared void.

In the event that two or more major malfunctions take place during the same game, the machine will be declared "Disabled" and a new machine will be assigned to the group for immediate play.

3. Beneficial Malfunctions

Any situation which indicates the presence of a beneficial malfunction should be brought to the attention of tournament officials immediately. Any player who intentionally takes advantage of a significant beneficial malfunction may be given a score of zero or disqualified by tournament officials.

4. Stuck Balls

Any player who misuses a game feature in order to intentionally trap a ball during a multiball mode, such as holding in the plunger on Tommy in order to defeat the autoplunger, will be given a score of zero in the affected game.

5. Disabled Machines

Any tournament machine that breaks down during play will be attended to by technicians as promptly as possible. In the event that a breakdown is severe and cannot be repaired promptly, the machine may be taken out of service temporarily or permanently. Results on that machine from prior sessions will not be disqualified, and the machine will be replaced by another machine selected by tournament officials.

Tournament officials may choose to disable a machine for any reason during or between sessions of play. Typical reasons may include malfunctions, incorrect settings, or extremely unusual length of play on a machine.

6. Player Errors

If a player accidentally fails to start a multiplayer game, that player must complete the game with his or her score recorded, then all other players will play a new game together to record their scores.

Coaching of any player while they are playing their turn, in any round, is not allowed and may lead to a penalty, up to and including a zero score for the coached player.

VII. Machine Settings

Most rules governing malfunctions and rulings are identical to the rules for PAPA 13. The specific rules below supersede the existing PAPA 13 rules.

1. Software Settings

Please note that older machines may have different settings, such as allowable extra balls, five-ball play, or a Tilt penalty of "entire game" rather than "current ball". Players will play the game "as is". For example, if a machine is set for five-ball play, groups may not end the game after three balls. Extra balls must be plunged, not played, and no nudging or flipping at an extra ball is allowed. You are allowed to "prepare" the machine before plunging an extra ball - for example, to select a rollover lane - but you may not touch the flippers once the ball has been plunged.

VIII. Player Conduct

All rules governing player conduct are identical to the rules for PAPA 13, with one additional rule listed below.

1. Tournament Priority

At any time when a designated tournament machine is selected for a tournament game and the group is ready to play, any game being played on that machine by a non-competitor must end immediately. Refunds will not be offered. Spectators must be mindful of this risk when playing tournament machines.

No player who is scheduled for play on a designated tournament machine may practice that tournament machine once the designation has been made. This is unfair to other players in the assigned group. There will be only one warning issued in enforcement of this rule; a second violation will lead to disqualification from the tournament.

IX. Miscellaneous

Most rules governing malfunctions and rulings are identical to the rules for PAPA 13. The specific rules below supersede the existing PAPA 13 rules.

1. Special Score Handling

Any player who reaches the maximum possible score on a machine that has such, will receive that score as their total. If two or more players reach the maximum possible score on the same game, those players will be considered tied for that game.

During sessions, any player whose machine "rolls over" to a zero score is responsible for confirming this with his or her opponents before and after the rollover occurs.

2. Creative Commons License

Creative Commons License
These PAPA Tournament Rules by PAPA.org are licensed under a Creative Commons Attribution-Share Alike 3.0 United States License.

The intent is that the rules can be adapted and reused, with attribution, with the license preserved.