League Rules

Last Updated: August 2022

League President:  Ben Dudden

League Vice President: Nic Schell

Sergeant at Arms: Jason Luci

Introduction

The Roanoke Pinball League (RPL) Rules are adapted from the Binghamton Pinball League rules, which were stolen from the Buffalo Pinball League (BPL) rules, which 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 up to 32 players, playing on eight machines at a single location. Scoring is based on how well one does relative to players of similar ability. The nature of the RPL league system allows players of all skill levels to play in a single league that is fun and competitive for everyone.

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 order of rank for league officers is: League President, League Vice President, Sergeant at Arms.

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.

Season

A single season of league play consists of eight meets, held every other week, followed by a final playoff and consolation tournament.


Attendance and Lateness

League nights occur every other Monday of each month during the season. Occasionally the night may be moved to accommodate other pinball events a large number of league players may be attending. In the event of a moved night, all league members will be notified in advance of the change. The night will start at 6:00 pm with one hour of practice followed by the official matches of the evening beginning at 7:00 pm.

League players are expected to attend all matches of the season, 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 two lowest night’s scores will be dropped. This allows the flexibility of missing a night, while at the same time rewards players for attending all nights. Any player who does not attend at least half of the play sessions (4 of the 8 nights) will be dropped from the IFPA rankings.

Start Time

Any 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 7:00 pm.

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 be excluded from that week’s play.

Announced Lateness

If a player gives advance notification of possible lateness, the SLO will delay the group the player should be in for a short period of time, at his discretion, which is no longer than 15 minutes from beginning of play (essentially 7:15 pm, unless play has started late for some reason).

Guests

Non-RPL members are allowed to attend the event (at the host’s discretion). A guest who attends more than one league night will automatically be entered into the league’s final standings.


Machine Play Rules —General

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 loss on that machine.

Ball Save

If the ball is returned to a launcher lane that requires a manual plunge (e.g. by a ball saver), the player may re-plunge the ball.   Some machines will give infinite ball saves (e.g. Tales of the Arabian Nights). In that case, the player is forced to flip once in order to hit any switch and end the cycle. The choice of aim and timing is up to the player.

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.

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 Ball Save section.

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 player is forced to tilt the ball in an attempt to dislodge a stuck ball (unless it is an unallowable extra ball; see section Ball Save).
  • A turn ends prematurely (i.e. with 1 or more balls in play).
  • A ball is auto-plunged or otherwise shot into play prematurely.

The following examples would not be considered major malfunctions:

  • A player tilts away a stuck ball when it was not clearly necessary.
  • 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.
  • A player tilts another player’s ball. (This is Interference.)

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, they may either continue the game as is, or request that all players in their 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 starting their next ball. The requesting player is responsible for ensuring that the next player does not begin play before a decision is announced. If they allows the game to continue, then it is presumed that they wish to continue playing the game. If the game is replayed, the second (replay) score becomes their score on that game, regardless of whether it is better or worse than their 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.

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.

Gameplay Promptness

When a player’s turn comes up in a league match, they are expected to begin play promptly. If a league player does not begin play in a reasonable amount of time, the SLO may plunge the ball for them, and the player may not play the ball. (Note: a player is allowed a minute or two to let the tilt bob settle before starting their turn.)

Practice Games

Once league play starts, a player may not practice games that they are scheduled to play later in that match. Practice games are allowed on machines that a player is not scheduled to play during that match, if it does not interfere with league play by their own or other groups. Practice games must be ended immediately if a league group is ready to begin a scheduled game on that machine.

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.


Illegal actions

Playing Own Unallowable Extra Ball

If a player nudges, flips, or otherwise plays his own unallowable extra ball, that player takes a loss on that table.

This does not apply in cases where a player must flip once to avoid “infinite ball saves.” (See Ball Save)

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 their entire turn (see below).

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 play. Talking or coaching is not considered interference, unless the player at the machine specifically requests that they not be talked to during play.

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

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 their game.

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.

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.

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 halt 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 gets to replay their entire turn.

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 RPL 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 (most common on Gottlieb games).

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.

Cheating

Pinball can often be frustrating, especially during competition. The RPL 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.


Player Grouping—Non-Playoff Matches

Players are arranged into random groups of three or four. A match consists of eight games played on eight different machines (if possible) during a single meet. All games are played in multiplayer mode (players alternate turns and scores are displayed simultaneously on the machine) unless the game allows other players to “steal” locked balls for multiball (e.g. Taxi, Rollergames) – such games will be announced at the beginning of the night. At the end of each match, scores are recorded for the purpose of awarding an overall season winner.

Group Size

If the number of players is a multiple of 4, players will be arranged in groups of 4.

If the number of players is not a multiple of 4, players are arranged into as groups at the SLO discretion.


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.

Game Points

All players are competing against each other. Game points are awarded by comparing each player’s score on a particular game against the score of all other players attending that particular league night, playing that particular game. Players are awarded a number of points per game played, based on how many other players attended that night, with a max of 32 points awarded per game. Points will be awarded in increments based on a total of 32 points divided by the number of players that night. In addition, the top scorer on each game will receive 2 additional points, and the second highest scorer will receive 1 additional point. For example, if only four people were to attend a league night, the awarded points would be 34 (32+2), 25 (24+1), 16, and 8 per game for that night. Anyone who did not attend the match takes a zero (0) for all the games missed.

Any ties in machine score will result in dividing all of the points between the affected players.


Machine Selection and Play Order

Machines for the evening will be chosen randomly. All players will play the same eight machines. The first machine played in a night for each group is then chosen by the first person in that group. The next machine played for the night is chosen by the player with the lowest score in the previous game.  A machine may only be played once per night per player.

Player will play in the same order each game, while rotating who plays first. That way, everyone gets two turns at first, second, third, and fourth, respectively, as well as avoiding confusion of whose turn it is, as they are always following the same person. If this gets abused (ie: a player consistently sabotages the player after them) then it will be addressed at that time.


Divisions

If more than 15 people register for the entire league, an A and B division will be determined after the 6th week of play.

If multiple divisions are necessary, the following rules will apply:

For the first six nights of the RPL, there is only 1 division.  After the 6th night, the top half of the players will be in the “A” division, and the bottom half in the “B” division.  Players in the “A” division will only have their scores compared against other players in the “A” division, and players in the “B” division will only have their scores compared against players in the “B” division for the remaining nights.  Players will still be randomly grouped for the night which could mean a mixture of A and B players in a group together.

To discourage “sandbagging”, the prize money for the “A” division will be more than the prize money for the “B” division.  All players will receive IFPA rankings at the end of the season, as long as they attended at least half of the meets. If additional players join during the league, they will be grouped in the “B” division, as long as they are not ranked in the top 1000 of the IFPA standings.

Any player that is in the top 1000 of the IFPA standings at the start of the 7th night of the season is relegated to the “A” division.

NOTE: Final IFPA rankings are based on total accumulated season points. The divisions are “locked” after six nights in order to prevent someone at the bottom of “A” intentionally missing games or playing poorly in order to play in the “B” playoffs. This means that the top players of “B” could end up with more overall points than the bottom players of “A”, which would be reflected in the final submission to IFPA.

Playoffs

At the end of the season, the top 4 people in the “A” division and the top 4 people in the “B” division will go to the playoffs which will be held on a separate night to determine the final places in each division. The format for the playoff night is Group Match, with a group of 4 people playing on 4 different machines. Scoring is 3, 2, 1, 0. The result at the end of the night will determine final league standings. (Note: “B” division playoffs do not affect official league standing, and are for prize money only.)

For those who didn’t make the playoffs, a consolation tournament will be held during the playoff/end of season party.

Playoff Order and Machine Selection

Unlike the regular season, all machine choices for the evening will be selected by the top player in “A” for “A”, and the top player of “B” for “B”. Play order will occur as follows: for the first game of the evening, play order is chosen by the top ranked player, followed by the 2nd, then 3rd. For the next three games, the person with the lowest score on the previous machine picks their position for the next machine, followed by the next lowest scorer, etc.


Dues

Dues for the RPL are $40 for the entire season.  All money collected from dues, with exception of $5 from each player, will go towards the year-end party, and prize money. The $5 from each player will go into a miscellaneous fund to be used as needed.

In addition, because games are set to free play, in lieu of coin drop, a $5 museum admission will be required each night for anyone who is not a current VIP Patron of the Roanoke Pinball Museum. More information on becoming an RPM supporter can be found here.

To officially have a spot in the league, dues must be paid.  League acceptance is on a first-come, first-served basis.

One of the primary goals of this league is to encourage new players. If less than 32 players register for the league, then non-league members are welcome to attend for a $5 fee per night (+$5 museum admission if applicable). The $5 fee will be put toward the final prize pool for the season. A guest who attends more than one league night will be included in the final standings, but will not be included in the IFPA rankings unless they attend at least 4 of the 8 nights.


Hosting

In the event that a league night is held at a non-public location the following rules apply:

Members are expected to be respectful while attending league night.

Hosts are expected to have their machines running 100% correctly.  The machines are expected to be clean, light bulbs working, and rubbers in good condition.  Any known, unavoidable machine malfunctions must be disclosed to all before league play begins.

Hosts are not expected to provide food or beverages during league night.


Appendix A – Revision Log

This section lists summaries of changes made to this document.

December 2023

  • Updated dues to $40.

July 2023

  • Updated start time to allow for an hour of practice.
  • Scoring was changed to a “normalized” system, dividing 32 points by the number of players attending each night, rather than 1 point per person.

June 2023

February 2023

  • Scoring was tweaked to award additional points to highest and second highest scorers per game.

August 2022

  • Scoring was reverted to original method (i.e. 1 point per person per game for each person you beat that night, counting up from 1 instead of down from 32.)

April 2022

  • Removed language regarding specific dates, and added the rule that players must attend at least half of the meets to be included in IFPA results.
  • Scoring was changed so the top scorer on each game would get 32 points, with each subsequent player receiving one less point.
  • Added language regarding the difference between IFPA submission and division ranking.