Pinburgh 2013: Official Rules

Pinburgh 2013 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 2013 are Bowen Kerins, Kevin Martin, and Mark Steinman. Event coordinators organize volunteers, 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.

Table of Contents

I. Quick Overview

Pinburgh 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, C, or D 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 100 cash prizes will be awarded, including $7,500 to the champion. 100% of all entry fees will be awarded as prizes.

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, token purchases directly benefit our designated charities, after tournament expenses are covered.

Complete details are available here in the official rules, as well as on the Web site at http://www.papa.org/pinburgh2013/.

II. Overall Competition

1. Divisions of Play

All play takes place as singles, in four skill divisions. At the beginning of play, all players compete together, without divisions. At the end of play on Friday, skill divisions are assigned according to rankings and restrictions. Generally speaking, this division happens by quartile ranking, with certain players assigned to A, B, C, or D Division based on skill division restrictions.

All players, winning or not, grant PAPA, Pinball Bug LP, Replay Foundation, 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:

  • Players who qualified in the A Division of PAPA 11-15, players who made the final four in the A Division of Pinburgh 2011-12 or any PAPA World Championship, players who made the final four in the B Division of Pinburgh 2012, players who made the 2012 PAPA Circuit Final, and players in the top 25 of the IFPA's World Pinball Player Rankings (WPPR) as of March 1, 2013 are restricted to A Division.
  • Players who qualified in the B Division of PAPA 11-15, players who made the final four in the B Division of Pinburgh 2011, players who made the final four in the C Division of Pinburgh 2012, players who made the playoffs in the A Division of Pinburgh 2011-12, players who earned 50 or more points in the 2012 PAPA Circuit, and players in the top 100 of the IFPA's World Pinball Player Rankings as of March 1, 2013 are restricted to A and B Division.
  • Players who qualified in the C Division of PAPA 11-15, players who qualified in any Classics division of PAPA 11-15, players who made the final four in the C Division of Pinburgh 2011, players who made the playoffs in the B Division of Pinburgh 2011-12, players who earned 10 or more points in the 2012 PAPA Circuit, and players in the top 250 of the IFPA's World Pinball Player Rankings as of March 1, 2013 are restricted to A, B, and C Division.
Tournament coordinators reserve the right to modify these restrictions as they deem necessary. Only a player's highest restriction will apply. In all cases, players will be informed before or during play on Friday of any skill division restriction that applies to them, and a list of these restrictions will be made available to all players. Note that, for example, a player with a B Division restriction may still qualify in A Division as a result of strong play on Friday.

3. Schedule

The tournament schedule is available at:

http://www.papa.org/pinburgh2013/schedule.php

4. Fees

A one-time $150 registration fee is required of each player who wishes to compete at Pinburgh. Registration is not required to play mini-tournaments (if any), 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 to pre-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 players must check in by 10:45am on Friday. Players who are not checked in by 10:45am and present for the roll call at 11:10am will not be allowed to participate in the tournament. Online pre-registration is required.

5. Prizes

The tournament features a guaranteed package of cash prizes, based on 100% of entry fees collected. Tournament expenses are recouped through the sale of merchandise and tokens. All additional revenue goes to charity.

The guaranteed prize package for Pinburgh is as follows, based on the full field of 400 players.

A B C D Consolation
1st Place $7,500 $3,000 $1,500 $800 $600
2nd Place $4,000 $1,600 $900 $600 $400
3rd Place $2,500 $1,250 $600 $400 $300
4th Place $1,500 $750 $400 $300 $250
5th-8th Place $1,000 $500 $300 $250 $200
9th-16th Place $600 $350 $250 $200
17th-24th Place $400 $250 $200 $200
Top Qualifier $500 $250 $150 $100
Session Bounties $50 per Session = $1,250
Mini-Tournaments Benefits Charity; Donated Prizes will be Available
Total Prize Package: $60,000!

Other non-cash prizes may be awarded for special competitions, door prizes, etc, at the sole discretion of tournament coordinators. 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, 100 players will advance to each of the A, B, C, and D Divisions.

All players must be onsite for the start of Session 1 promptly at 11:10am. There will be a 2-hour break for dinner after Session 3, with Session 4 starting promptly at 7:30 pm.

2. Playing a Session

During each session, all players will be assigned to a group. In four-player groups, a set of four games will be randomly assigned, which will usually consist of one dot-matrix machine (DMD), one electromechanical machine (EM), one late solid state (LSS) or early dot-matrix machine, and one early solid state (ESS) machine. In three-player groups, a set of six games will be randomly assigned, which will usually consist of two dot-matrix machines, two electromechanical machines, one late solid state or early dot-matrix machine, and one early solid state machine. Games will be played in the order prescribed by the group's score sheet. Tournament coordinators will make efforts to avoid requiring any player to play a specific machine more than once.

Tournament machines will be available to play, for tokens, only on Thursday morning, in accordance with the published schedule. At all other times, machines will be off and will only be turned on for play during sessions. Practice or warm-up time will not be allowed for anyone at any other time, including during sessions, except for players in final rounds.

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. 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 (3rd place, then 2nd place, then 1st place).

Certain machines have been designated as single-player games, even though they may support multiple players. This helps minimize the effect of features such as jackpot carryover and lock stealing. These machines will have signs on them, and will be marked as such on score sheets.

All players will play their games and record the results. Exact score ties between two or more players will be resolved with a one-ball playoff on the same game. When all four (or six) 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 12-0 (see "Session Bounty" below), and the worst is 0-12.

A group must complete and sign its score sheet for the session, then return it promptly for entry. Once completed and signed, all score sheets are final, so please check the score sheet carefully before signing. 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.

Unsigned score sheets will be processed normally; if there is any dispute that necessitates a ruling, it must be brought to the attention of tournament coordinators immediately. Once seedings have been published for the next session, no changes can be made to prior recorded results.

Sessions are scheduled for 2 hours. Tournament coordinators must be notified immediately if any player does not appear at his or her assigned set of machines. Please see "Absences" in VIII. Player Conduct for further information.

3. Session Bounty

In each session of play, any player who scores a perfect 12-0 record will receive his or her share of a $50 bounty prize. If no player collects the bounty in a session, the $50 will roll over into the next session. Any bounty money that is uncollected at the end of Session 5 will be allocated equally to the four divisions for Session 6.

4. Game Assignment

A list of games that will be used at Pinburgh will be made available online at PAPA's Shoot Here and Here blog.

More than one group of players will be assigned to the same set of machines, and will play in a different order, in order to minimize delays. In the case of 3-player groups playing on 6 machines, the additional machines will be automatically assigned from another set of machines.

5. Seeding Players

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

The highest seeds will be assigned to the players in the 2012 Circuit Final, ranked by order of their finish in the Final.

The next seeds will be granted to all players with A Division restrictions, ranked by their WPPR point totals as of March 1, 2013.

The next seeds will be granted to all players with B Division restrictions, ranked by their WPPR point totals as of March 1, 2013.

The next seeds will be granted to all players with C Division restrictions, ranked by their WPPR point totals as of March 1, 2013.

The next seeds will be granted to all players with no restrictions, ranked by their WPPR point totals as of March 1, 2013. Unranked players will be given the lowest available seeds, in order of registration.

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

6. Group Assignment

In each session, the field will be "tiered" for assignment into groups, using predetermined tier sizes. Within each tier, 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, and three-player matches will only be created within the lowest tier. If at any time, the number of players in a tier would be exactly 1, 2, or 5, those players will instead be added to the last tier, except during any session which uses 4-player tiers. In those cases, tiers will be rearranged to ensure that each tier has at least three players. Whenever the predetermined tier size is greater than 8, no tier of 4 or fewer players will be created. Those players will instead be assigned to the lowest tier.

During Session 1, the entire field will play as a single tier, and the arrangement of lowest-seeded players in each group will be reversed. Therefore, with 400 players, the Session 1 groups will be:

1-200-201-301, 2-199-202-302, 3-198-203-303, ..., 100-101-300-400
In the case of an odd number of starting players, there will be one, two, or three 3-player groups at the end of the list.

During Session 2, each tier will have 128 players and 32 groups:

1-64-65-128, 2-63-66-127, 3-62-67-126, ..., 32-33-96-97
129-192-193-256, 130-191-194-255, 131-190-195-254, ..., 160-161-224-225
During Session 3, 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
During Session 4, 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
During Seesion 5, each tier will have 4 players:
1-2-3-4, 5-6-7-8, 9-10-11-12, ..., 397-398-399-400
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 226 players, two three-player groups will occur in each session, and they will be the ones where normally seeds #227 and #228 would play. In the last session of the day, as many as three lowest-ranked groups will be three-player groups.

7. End of Friday: Division Assignment

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

There will be 100 qualifiers in the A Division. This does not mean all players in the top 100 will necessarily make A Division. Any player with an A Division restriction will be forced into the A Division regardless of his or her win-loss record (but this will not increase the size of the division).

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. Before the tiebreaker, each tied player will submit, in private, their preference for being assigned to A or B Division. The tiebreaking game will be played only among those players who need to contest the assignment to either Division. For example, if there are 6 players tied for 2 spots in the A Division with 3 players preferring A and 3 preferring B, the tiebreaker will be played only among the 3 players preferring A for 2 spots in A. The other players will be assigned to B, as they preferred. Similarly, if 5 of the players preferred B Division, those 5 would play the tiebreaker for the 4 spots in B, with the loser going to A Division. The order of play in the tiebreaker will be random. If more than four players are in the tiebreaker, players will be put into balanced groups of two or more.

There will be 100 qualifiers in the B Division. Any player with a B Division restriction will be forced into the B Division regardless of his or her win-loss record, unless his or her record was sufficient to qualify for the A Division instead. Enforcing this restriction will not increase the size of the B Division. Tiebreaker game(s) may be used, with the same rules as above.

There will be 100 qualifiers in the C Division. Any player with a C Division restriction will be forced into the C Division regardless of his or her win-loss record, unless his or her record was sufficient to qualify for the A or B Division instead. Enforcing this restriction will not increase the size of the C Division. Tiebreaker game(s) may be used, with the same rules as above.

All remaining players are assigned to D Division.

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

All players must be onsite for Player Roll Call at 11:10am. There will be a 2-hour 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 A, B, and C Divisions, unless a player is absent.

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. Session Bounty

In each session of play, any player who scores a perfect 12-0 record will receive his or her share of a $50 bounty prize, within his or her Division. If no player collects the bounty in a session for a Division, the $50 will roll over into the next session for that Division. Any bounty uncollected at the end of Session 10 will be rolled over to charity.

4. Game Assignment

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

5. Seeding Players

Before Session 6, players will be "seeded" by their win-loss record from Friday, with ties broken by random draw. In D 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.

6. Group Assignment

In each session, the field will be "tiered" for assignment into groups, using predetermined tier sizes, in the same fashion as Friday's sessions. Three-player matches will appear only within the lowest tier of D Division.

During Session 6, each tier will have 64 players and 16 groups:

1-32-33-64, 2-31-34-63, 3-30-35-62, ..., 16-17-48-49
During Session 7, 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
During Session 8, 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
During Session 9, 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
During Session 10, 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 D 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 62 players instead of 64 in D Division, 2 three-player groups will occur in each session, and they will be the ones where normally #63 and #64 would play. During Session 10, as many as three of the lowest-ranked groups will be three-player groups.

7. Qualifying for Finals

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

The top 24 players in each division will qualify for finals, and the #1 through #8 players will receive a bye. The #1 player will receive the top qualifier cash bonus.

In case of a significant tie (for entry into finals, a bye position, or top qualifier), 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 balanced groups of two or more.

V. Sunday: Final Rounds and Consolation

1. Final Rounds

Final rounds employ the same format as session play on Friday and Saturday. Finals for A and B Divisions begin at 9 am Sunday. Finals for C and D Divisions begin at 9:30 am Sunday. Any player who is not available at the designated time will be disqualified and the next lower-ranked player will take his or her position in the finals.

Players who qualify for finals will be assigned a seed according to their final win-loss record (for D 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. In the unlikely event that two or more players had the same win-loss record through all ten sessions, seeding will be determined by the original seeding of the tournament.

Players in final rounds will be placed in four-player groups and play a four-game session in the same format as the sessions of Friday and Saturday. At least two sets of machines will be available for play. The highest seeded player in the round will select the set of machines for his or her group to play. Choice of sets will then proceed through the remaining groups, in descending order of seeding, with the highest seeded player in each group making the choice. At no time will a player be allowed to pick the same set of machines he or she picked in the previous round. Each set of machines may be selected by a maximum of two groups. Note that machines are arranged into fixed sets; players do not get to choose individual machines to form a set.

As in regular Pinburgh rounds, the highest-seeded player within each group chooses the order of play for the first game. The remaining players choose their order, in descending order of seeding. 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.

Each round of the finals will be executed and scored identically to the sessions played on Friday and Saturday. The top 2 of 4 players in each group, according to win-loss record, will advance to the next round, until the final four players are determined. These four players will play a final four-game session to determine the division winner. In case of a significant tie, a one-game playoff will be played on a machine randomly selected by tournament coordinators. In case of a tie between the first and second-place finishers in a group, both players advance, and the player with the original higher seed will receive the first-place position.

An important difference from traditional PAPA finals is that players are competing to advance only within their group, as 2 players from each group will advance, rather than the best players across all groups combined.

At the beginning of each round of the finals, a brief warm-up time will be provided for players on their selected set of machines. Players must cooperate with tournament coordinators when instructed to switch between machines or discontinue warm-up.

With 24 qualifiers, the #1-#8 seeds will receive a bye. The first round of finals will start with the following four groups:

Group P: #9, #16, #17, #24
Group Q: #10, #15, #18, #23
Group R: #11, #14, #19, #22
Group S: #12, #13, #20, #21
Two players from each group, for a total of eight players, will advance to quarterfinal rounds to join the #1-#8 seeds, as shown here: ("P1", for example, indicates the first-place finisher in Group P.)
Group T: #1, #8, P1, Q2
Group U: #2, #7, Q1, P2
Group V: #3, #6, R1, S2
Group W: #4, #5, S1, R2
Two players from each group, for a total of eight players, will advance to semifinal rounds, as shown here:
Group X: T1, U2, V2, W1
Group Y: T2, U1, V1, W2
Two players from each group, for a total of four players, will advance to the final round, as shown here:
Group Z: X1, X2, Y1, Y2

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 10:30 am. There is no additional 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. Machines, 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.

VI. Malfunctions and Rulings

Most rules governing malfunctions and rulings are identical to the rules for PAPA 15. The specific rules below supersede the existing PAPA 15 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 coordinators 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 different 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. During final rounds, the machine selection process will be resumed, if possible.

The failure of a lit kickback does not qualify as a major malfunction; this is a specific change from the PAPA 15 rules.

Major malfunctions will be handled according to PAPA 15 rules, adding one or more balls of play from a new game as necessary. However, the option to terminate the current game will not be offered. Note that in no case will any attempt be made to recreate the state of the machine at the time of the malfunction.

3. Catastrophic Malfunctions

Player(s) affected by a catastrophic malfunction will be given the same choice of how to proceed as described above for "Major Malfunctions".

4. Beneficial Malfunctions

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

If the beneficial malfunction has significantly increased the score of any player(s), the malfunction will be treated as a major malfunction, and each affected player will be given the same choice as described in "Major Malfunctions".

5. Stuck Balls

A ball is considered stuck if it comes to rest without being in contact with a flipper. If any ball becomes stuck during multiball play, an opponent or tournament coordinators must notify the player that a ball is stuck. Once notified, the player has 30 seconds to free the stuck ball or trap the other ball(s) in play so that coordinators can address the stuck ball. If the player does not cooperate with these rules, his or her score may be voided. Any ball that lands in the plunger lane must be launched promptly.

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.

6. 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 coordinators.

Tournament coordinators 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.

7. Player Behavior

If a player accidentally fails to start a multiplayer game, that player must complete the game with his or her score recorded, and then all other players will play a new game together, in the original planned order.

Coaching of any player while he or she is playing in any qualifying session or final round is not allowed and may lead to sanctions. Spectators and other players must refrain from commenting on play in any way that affects the current player.

No player may use reference materials of any kind, whether printed or electronic, while playing his or her ball. Reference materials may be used at any other time, however, even during a session or final round.

VII. Machine Settings

Most rules governing machine settings are identical to the rules for PAPA 15. The specific rules below supersede the existing PAPA 15 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. Electromechanical machines will generally be set for five-ball play, but if they are set for three, they will be played as three. While efforts have been made to eliminate extra balls from machines, any extra balls earned should be played unless otherwise noted on the machine. If a machine is awarding extra balls, please bring this to the attention of tournament coordinators, who may need to address a problem with the machine between rounds.

VIII. Player Conduct

All rules governing player conduct are identical to the rules for PAPA 15, with additional, superseding rule(s) listed below.

1. Absences

When session groups are announced, all players must proceed immediately to their assigned set of machines and check-in with the other players in their assigned groups. If a player is absent, tournament officials must be notified promptly. An announcement may or may not be made, to attempt to locate the absent player. Any player absent for longer than 10 minutes will be disqualified from the session, and will receive a score of 0-12.

When a player is determined to be absent, tournament officials will alter the affected group appropriately, recognizing that other groups will have begun play and should not be unduly disrupted. A 4-player group can easily become a 3-player group.

Under extraordinary circumstances due to multiple player absences, a 2-player group or even a 1-player group may be forced to play. In the event of a 2-player group, six machines will be played and all Wins will be doubled, yielding the standard point opportunity to each player. In the event of a 1-player group, the singleton player will be assigned to "shadow" an existing 4-player group and play three of the same machines. Wins will be assigned based on the scores the singleton player surpasses, but corresponding losses will not accrue to players in the 4-player group.

If a player who was present initially cannot be found during the play of a group, tournament officials must be notified promptly. That player will be allowed no more than 3 minutes to return. If he or she does not return, each ball for that player will be promptly plunged and left unplayed. Any player who has more than one such absence may be disqualified from the tournament.

Any player who is absent at the beginning of two consecutive sessions without notifying tournament coordinators of an emergency in advance will be disqualified from the tournament. Disqualified players will not appear in subsequent sessions nor may they qualify for the finals.

Any player who is absent, but not disqualified, may be assigned to divisions at the end of Friday, or advanced to finals at the end of Saturday. However, any such player who has not received the approval of tournament coordinators for his or her absence will instead be disqualified. Absent players will automatically lose any tiebreakers.

Any player who is not present at the beginning of finals will be disqualified and replaced by the next lower-ranked player. Any player who is absent during final rounds will be subjected to the rules described above for absences during group play.

At no time may any person be substituted for an absent player.

2. Intentional Delays

No player may delay their game for more than 30 seconds, except to await a ruling or resolution of an environmental inconvenience. Environmental inconvenience is defined as any condition which can reasonably be expected to be resolved quickly, such as unusual noise, lighting problems other than sunlight, or repairs to an immediately adjacent machine.

Intentional delay is defined as time when the player is intentionally making no progress towards in-game objectives, including but not limited to time during which the ball is left in the plunger lane, held on a flipper, or passed from one flipper to another. Stuck balls do not count as intentional delays. Holding one or more ball(s) while one or more ball(s) remain in play does not count as intentional delay.

Intentional delay will result in a warning for the player. If the delay continues or is repeated, tournament coordinators may instruct the player to stop playing, and a score of zero will be recorded for that player.

A player may not intentionally cause a ball search in order to activate any feature of the game.

3. Disallowed Practice

Practicing on any tournament machine except during the designated times on Thursday morning or during final rounds is strictly forbidden, and will be treated as interference and penalized accordingly.

IX. Miscellaneous

All miscellaneous rules are identical to the rules for PAPA 15, with additional, superseding rule(s) listed below.

1. Special Score Handling

Any player who reaches the maximum possible score on a machine that has such a limit, 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.