The Space City Pinball League is dedicated to organizing and promoting tournament pinball events in Houston, TX. All SCPL competitive pinball events in Houston will be posted and documented on the spacecitypinball.com website calendar.
The Space City Pinball League (SCPL) rules provide a format for running friendly competitions for pinball players of all skill levels. Competition is designed to be exciting down to the last ball of every game. Players should familiarize themselves with this document to help grow the pinball community and promote pinball as a sport.
WORLD PINBALL PLAYER RANKING (WPPR) POINTS
Our tournaments are sanctioned by the IFPA. Participating in Space City Pinball League events earns points toward World Pinball Player Ranking (WPPR) system. Visit the IFPA website to learn more. The value of the tournament will be determined by the number of rated players in the tournament and the ratings of those players.
1. TOURNAMENT OVERVIEW
1.1 TOURNAMENT DIRECTORS
In these rules, TD stands for Tournament Director, a SCPL Official. For situations requiring a decision or rule interpretation, this refers to a 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.
These rules are a guide. At times situations will arise that aren’t specifically covered by these rules. In these cases, the TD should also consider the IFPA rulebook and 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.
Additionally, the TD may choose to override specific rules in this guide if he/she deems that such modifications are beneficial for that particular situation.
League officials will perform all league tasks such as scheduling, collecting entries, communications to league members, making rule changes and scorekeeping.
1.2 TOURNAMENT SOFTWARE
Next.Match Play.Events will be used to organize tournaments. The software will assign groups and games (arenas) for each round. Players may submit results at the conclusion of a round after verifying with a fellow competitor that the submission information is correct. Although any player may enter the results, traditionally winners enter.
1.3 TOURNAMENT STYLES
GROUP KNOCKOUT TOURNAMENTS
Players are placed in groups of 3-4 and play on a random machine. The bottom two players (bottom player in three player groups) of each game receive a strike. Players who receive the predetermined number of strikes are eliminated from the tournament.
MATCHPLAY
Each round, competitors will be placed in groups and play a single three or four-player game. Players will earn points determined by their finishing position in their group (3, 2, 1, or 0 or 7-5-3-1). Players will accrue points across the rounds to determine placement. Player order may be balanced or rotating.
MAX MATCHPLAY
Max match play is a type of head-to-head match play tournament. Every player will play the same number of matches. Players will not face the same opponent repeatedly.
TARGET MATCHPLAY
Target match play is a variant of group matchplay. Instead of play happening over a set number of rounds, the tournament organizer defines a target number of points. When a player accumulates enough points to reach the target, they are no longer included in future rounds. The winner of the tournament is the player who first reaches the target.
LEAGUE NIGHTS
Throughout the year, we will schedule a league season at public locations or on private collections. The series will last at least six weeks plus playoffs/finals. League dues will be collected for the season, and points earned will accumulate each week to determine final placement. Player pairing will be balanced across the series.
2. PLAYER RESPONSIBILITIES
2.1 START TIME & PLACEMENT OF TARDY PLAYERS
At start time, players must immediately halt any non-tournament games and join their assigned group.
A tardy player may not be allowed to play. However, we recognize that Houston is not the easiest city to travel in. If you are planning to attend but may be a few minutes late, please contact the TD. A score of 0 will be taken for any missed games.
2.2 PERSONAL CONDUCT
All players are expected to conduct themselves in a polite and sensitive manner. SCPL is first and foremost an inclusive organization. Players should behave in the spirit of community, which makes competitive play more enjoyable for everyone. Rudeness toward any Tournament Official is not acceptable. Outbursts and offensive language are not acceptable. Derogatory speech towards any age/race/gender/person is not acceptable. Any overtly aggressive behavior that any TD determines to be inappropriate is not acceptable. Expressed or implied threats or actions of violence are not acceptable.
Players who exhibit any of the above behavior may be subject to a warning by a TD. If a player receives two warnings in a night, they will receive zeros on all games for that night and will be asked to leave. Any further infraction will result in that player being banned from that event or league season. Further infractions will result in a permanent ban.
Serious violations are those so designated in these rules, as well as any conduct by a player that the TD determines to be exceptionally detrimental to the league. Serious violations are cumulative, not just one match.
2.3 ETIQUETTE
- If someone is playing on a machine that you are scheduled to play, please politely ask for the next game and wait for them to finish.
- It is polite to wait until all players arrive before beginning a round. The first player should then add the appropriate number of games and begin. When the round is up on Match Play, arrive within 5 minutes or risk having your ball plunged.
- Never put drinks on machines.
- During tournament play, do not distract your opponent by talking to them (unless they talk to you or tell you it’s okay). Do not coach them or give them advice while they play. It is perfectly fine to talk/exchange high-fives between balls.
- Be mindful of where you stand. Do not hover over someone’s shoulder or look over the side of the glass. Do not play the game next to your group’s game while you wait your turn.
- Pay attention to the order of play. If you play someone else’s ball, you must take a 0 for the game.
- Lose with grace.
3. MACHINE PLAY RULES – GENERAL
3.1 EXTRA BALLS
When you are awarded an extra ball, you must plunge it. You cannot touch the flipper buttons during or after plunging. You may try ONCE for a soft skill shot. If the ball does not make it out of the shooter lane on your first attempt, you must plunge the second time at full strength.
- It is the player’s responsibility to ensure they do not play extra balls by accident. Always check the scores to see who is up.
- If a player plays their own or an an opponent’s extra ball by accident, they must take a 0 for the game.
- The victim will keep the points earned and may choose one of two options: continue playing the erroneously plunged ball or drain the plunged ball and play an additional ball through a new game. Note that if the player takes over the game or touches the flippers, they will not receive a comp ball. See 4.1 for further explanation.
3.2 STUCK BALLS
If a ball becomes stuck during play, wait for 3 ball searches, then notify the tournament director for help. The ball will be placed on the right or left flipper, determined by the side of the game the ball became stuck on.
Any player who chooses to shake or bump the machine in order to free a stuck ball does so at his or her own risk.
If a ball becomes stuck during a multiball mode, the player should attempt to trap the other ball(s) in play and request assistance. A stuck ball during multiball often represents a significant beneficial malfunction, and intentionally taking advantage may result in a penalty.
3.3 PROMPTNESS
When a player’s turn comes up, he/she is expected to begin play promptly. If a player does not begin play in a reasonable amount of time (around 5 minutes), the TD may plunge the ball for him/her, and the player may not play the ball.
3.4 PRACTICE GAMES
Once play starts, a player may not play or practice games that he/she is 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 tournament play by his own or other groups. Players should avoid playing games on machines next to their group’s machine as it can be seen as a distraction and impolite. Practice games must be ended immediately if a group is ready to begin a scheduled game on that machine.
3.5 DISTRACTIONS
In general, random distractions that occur during tournament play (including minor physical bumps) are considered normal play conditions and no allowances are made for the effects of such distractions on a player’s game.
3.6 NON-SCPL PLAYERS
Tournament players do not take precedence over other customers at the establishment. Having a customer play your ball is considered a distraction and not interference; control of the ball should be regained as quickly and politely as possible. Close attention should be paid by players to their game in progress to guard against this situation.
3.7 MACHINE ABUSE
Tilt sensors are employed to determine what constitutes unduly rough handling of each machine, within the parameters of normal play. Abusive handling such as punching, kicking, lifting, tipping, or rocking a machine, or hitting the glass in any way, is grounds for a warning and possible disqualification of game or ejection from the league, at the discretion of TD.
3.8 MALFUNCTIONS
Pinball machines are complex assemblies that can exhibit many unintended behaviors during play. To keep tournament play on track and prevent excessive focus on minor glitches, only a Major Malfunction can affect tournament play.
A Major Malfunction is one that results in a loss of a playable turn that is not a normal part of the game (i.e. premature loss of turn). In disputed situations, the TD shall decide whether or not a malfunction is considered major.
Examples of Major Malfunctions include:
- The bonus count begins while the ball is still in play. This can happen if, for example, the machine loses track of how many balls are in the drain trough.
- A TD is forced to tilt the ball in an attempt to dislodge a stuck ball (unless it is an unallowable extra ball).
- A flipper or other major playfield feature ceases to function.
Should a player lose a ball due to a flipper not engaging when the flipper button is pressed, or due to a flipper sticking in the held position when the flipper button is pressed, they should immediately notify a TD. The TD will attempt to recreate the problem by pressing the flipper button multiple times. If the TD is able to recreate the problem, this will be treated as a Major Malfunction. If the problem is not able to be recreated, this will NOT be treated as a Major Malfunction and play will continue.
Examples of Minor Malfunctions include:
- Unrepeated physical failures, such as kickbacks or balls jumping off ramps, balls flying over flippers, or balls moonwalking into the outlane following a successful shot do not qualify as major malfunctions. This is the physical nature of pinball.
- Any malfunction that results in the loss of one or more balls during multiball play, without losing all balls so as to end the player’s turn, will only be considered a minor malfunction.
- Loss of any lit feature, running mode, a switch intermittently not registering. or other gameplay specifics, shall not be considered a major malfunction.
- Loss of Tilt warnings, without loss of ball, shall not be considered a major malfunction.
- A player tilts away a stuck ball. (A TD should be called instead.)
- A ball save fails to work.
- If a problem with a machine is announced by the TD before the tournament is started, then that problem is not considered a major malfunction even if the result is loss of ball in play.
When a Major Malfunction occurs, it is the player’s responsibility to notify the TD, calmly and promptly. If the TD agrees that the incident is a major malfunction, the player will be provided with one additional ball of play at the beginning of a new game, after the current game has been completed. No attempt will be made to re-establish the state of the machine at the time of the major malfunction. The player’s total score on the additional ball of play will be added to his or her previous score, and the new game will be terminated.
At the request of the player, if and only if a TD approves, the Major Malfunction may instead be handled as follows. The current game will be terminated and the score recorded. A new game will be started, and after the appropriate number of balls have been played in the new game, the new score will be added to the old score to determine the player’s total score, and the new game will be terminated. This approach is functionally similar to the previous paragraph, but may afford different strategic opportunities to the player. In no event will a player be allowed to abuse this rule through intentionally seeking a major malfunction.
If a Major Malfunction occurs early in the play of the first ball by the first player, tournament officials may rule that the current game is voided and the score discarded. Machine repairs may be attempted and the player(s) will restart their play without needing to track the previous score.
In the event that two or more major malfunctions take place during the same game the game may be declared unplayable by the TD.
Under certain specific conditions, a major malfunction may be declined by the player. This must be approved by the tournament official, and must not result in a situation which provides an unfair advantage to the player.
The TD can declare a machine unplayable at any time if it is not functioning properly and the resulting malfunction(s) will, in his/her 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 TD who is not involved in the affected match.
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.
- Depending on when the malfunction occurs, the scores as played may stand if so decided by the TD (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.
3.9 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 TD‘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 TD and shall be avoided in future tournament play. At the discretion of the TD, 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. In this situation, the TD may also rule that completed scores on the game are to be discarded. 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 nor is a missing tilt assembly.
3.10 RUNAWAY GAME
The tournament director reserves the right to make a “runaway game ruling” for the sake of time and may ask a player who has a significant lead to stop playing the game in progress. In the event this occurs, the player who is asked to stop will receive a guaranteed “win” and maximum points for the game. Any player reaching the runaway player’s score as confirmed by the TD at the time of the ruling will also receive a “win” and maximum points for the game. The TD will attempt to modify the game’s difficulty before assigning it for play in a following round.
4. ILLEGAL ACTIONS
4.1 PLAYING OPPONENT’S BALL
The violator shall attempt to trap the ball(s) on a flipper as soon as the error is realized. The violator is punished by receiving a zero score for that game. It is your responsibility to know what player you are.
If the affected ball was an unallowable extra ball, there is no additional compensation for the victim. Otherwise, the victim may choose one of two options: continue playing the erroneously plunged ball (if control can be recovered) or drain the plunged ball and play an additional ball through a new game. The player must announce a decision to all players in the group before play resumes. The deciding player is responsible for ensuring that the next player does not begin play before a decision is announced. If he allows the game to continue without announcing a decision, then it is presumed that he wishes to continue the game and play an additional ball
If a player does get disqualified from a game, their position in the game is considered open. Any interference caused by player error (for example, tilt throughs or accidentally playing out of turn) in that position will have no additional consequences to the offending player. Any activity played in that open position will be considered void.
4.2 NOT STARTING THE PROPER NUMBER OF GAMES
It is the responsibility of all players to ensure the correct number of games are started.
- If the proper number of games cannot be started, the game is ended immediately and a new game is started.
- 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 TD allows, balls for the extra games are plunged by a designated person, but not played.
4.3 INTERFERENCE
Interference in another player’s game is not tolerated. Interference includes (but isn’t limited to) 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 his play. Talking is not considered interference, unless the player at the machine specifically requests that he not be talked to during play.
If a player interferes with another player, causing a drain and/or loss of turn, the victim of the interference may either replay the entire game, or continue the game and play one (1) additional ball to replace the interfered ball (using either an earned, normally unallowable extra ball or a buy-in ball). If the next player starts play with no decision announced, the victim is presumed to wish to continue his game. The interfering player is required to pay for the replayed game or the buy-in ball, even if there are credits on the machine.
Interference is a serious violation of league play rules, and a penalty will be assessed on the violator.
4.4 SLAM TILTS
A slam tilt is one caused by an aggressive and excessive shove of the machine, or by an attempted bang back or death save, and is considered illegal. The violator will receive a zero score for that game.
4.5 CHEATING
Pinball can often be frustrating, especially during competition. The SCPL 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. Penalty for cheating will be determined by league officials based on the severity of the offense.
Coaching of any player during a game, in any round, is not allowed. While not actively playing, players are free to discuss features and strategies as much as they like, including between balls during a game, but no spectator or other player is compelled to answer, nor are they responsible for incorrect advice or answers to questions.
5 PLAYOFFS/FINALS
Some tournaments or leagues will also include playoffs/finals, which will be listed in the tournament or league description. Automatic tiebreakers may be used to determine overall placement; however, any meaningful tiebreakers to either receive a bye, advance to finals or advance through rounds within finals cannot be done through an automatic tie-breaking process. These tiebreakers must be played out on a three-ball game.
SCPL traditionally uses the chart below to determine the number of players in A and B divisions for league seasons. While more than one division may be played, only A division results will count for official IFPA placement.
League Season – Players Per Division | ||
Eligible League Players | A qualifiers | B qualifiers |
8 – 11 | 4 | 0 |
12 – 15 | 4 | 4 |
16 – 23 | 8 | 4 |
24 – 31 | 12 | 8 |
32 – 39 | 16 | 8 |
40 – 47 | 16 | 12 |
48 | 16 | 16 |