CoinFlipper: 10-12 June. Saint-Vincent Resort & Casino

 Coinflipper Locandina OK3

 

COIN FLIPPER REGULATION: PRECONDITIONS


This document contains rules for the COIN FLIPPER tournament that will take place at the Saint–Vincent Resort & Casino in Via Mus, Saint - Vincent (AO), in Valle D'Aosta region. The tournament is the first event ever of its kind, set into a casino, and will take place at the same time and in the same location of Pokerstars' Poker Texas Hold'em event.


This regulation is based on the PAPA WORLD PINBALL CHAMPIONSHIP regulation and regulated according to the needs of that tournament.
This means that in this document we find the PAPA WORLD PINBALL CHAMPIONSHIP regulation copied for most of the document and adapted in small parts to the need of the COIN FLIPPER tournament.
Thanks all the staff of COIN FLIPPER tournament thanks very much the staff of PAPA WORLD PINBALL CHAMPIONSHIP for giving the permission to rely on its rules and for having granted all their experience in regulation and management of critical situations.


I. Quick tournament Overview
Tournaments of PAPA circuit have long and accurate rules. They reflect the experience of many years of tournaments and championships at various levels, through many different systems. But the competition is based on simple principles easy to understand.
The majority of the tournament consists of qualifying rounds for single players. During these rounds, each player can do as many qualifying attempts as he or she likes, within a single division chosen according to its skills. Except for the top 100 players of WPPR rankings (based on ranking at 1 June 2016), which are obliged to participate in the Division A, all others will be free to choose and they can also participate in both divisions (A and B).
Each qualifying attempt consists of playing on a series of machines the player selects from those available in the division. Player's score will be decided on the basis of player's performance on the machines chosen and final ranking will be defined on the basis of it.
Highest total scores within each division will advance to final rounds.
In final rounds, qualified players play the one against each other in multiplayer games. A point system is used to decide who advances to the next round and, at the end, who wins the division.
There are also mini-tournaments and other various activities.

II. Single Competition


1. Divisions to be played

Division A – Is the main division of Coinflipper tournament and the main division where all players can play, according the level of skills they have, and they are invited to compete in the A division and fight for the title!!! This is a mandatory division for the players who are at the top 100 positions of IFPA ranking.


Division B - Division B is identified as an intermediate division The skill level of this division is lower than the main division A. Players with an higher degree in the IFPA rankings (the first 100) can not participate in this division but are forced to participate in the higher division. Please note that restrictions will be applied to help determining who can and cannot enter in the Division B.

2. REGISTRATIONS
A one-time registration fee is required from each player who wishes to compete in any division of the Coinflipper torunament. The registration fee is set at 50 Euros, with which player gets:
- Right to participate in the tournament and 1 entry, allowing 5 attempts on 5 pinball machines chosen by the player (1 game for each pinball machine);
- 20 euro in bonus chips offered by the Casino di Saint-Vincent that players can spend in any game within the casino, getting  in this way more chances of winning;
- Voucher for free cocktail to be used in the bar of the Casino.


Registration is not required for visitors who only want to watch the competitions.
Each registered player receives an identifying number and this number is used to trace his or her plays.
Registration does not include following entries in any division; each entry is sold for an additional fee of Euro 5 for Division B and euro 10 for division A and it offers to player the chance to play 1 games on 5 pinball machines, choosing from the 8 machines available in the division where the player competes.
Other coupons for entries may be included with registration packages or available from special events. All players living outside the EU will receive one free entry coupon.
Players may enter in their chosen division as often as they like. No player may have more than two entries available to play. Each qualifying day will have a published cut-off time, beyond which no entry may be started, and a further cut-off time, beyond which no new game may be played.


Entrance fees for each entry are:
Division B - 5 €
Division A - 10 €
No entry will be refunded at any time, so please arrange your schedule accordingly with the published program.

4. PRIZE
There will be prizes in cash to the top 12 classified in each division (A and B) as well as some cups for only the first four of two divisions.


Here are the prizes as follows:


Division A:
1. 1500+ cup
2. 900+ Cup
3. 600+ Cup
4. 400+ Cup
5. 280
6. 230
7. 200
8. 180
9. 150
10,120
11. 100
12. 50*


DIVISION B:

1 . 500+ cup
2. 450+ Cup
3. 280+ Cup
4. 250+ Cup
5. 220
6. 200
7. 180
8. 150
9. 120
10,100
11. 80
12. 50*

*(The amounts will be paid after bank charges, that will be at the recipient's expenses)


1. Entries purchase
Before purchasing an entry, players must be registered. A registered player may purchase coupons for next entries for his or her divisions during a qualifying round. Each purchased entry is dedicated to the division written on it. Player should keep his or her introduction number at hand when purchasing entries. Maximum two entries at a time may be purchased for each division.
Entries purchased are non-refundable.


2. Play and entries
When a player is ready to play his entry in a qualifying round, he or she approaches the bank of machines designated for the division corresponding to the entry. The number of machines of each bank and to be played per each entry may change from division to division and from tournament to tournament; an example may be a bank of 8 machines and entry provides to play on 5 machines.
No machine may be selected more than once on a single entry.
Player will line up behind the line of the machine where he or she wants to play, waiting for its turn. Of course, there is a possibility of waiting in line. When it is the player’s turn to play with the selected machine, he or she will inform the scorekeeper he's starting to play with the selected machine. At no time may the player begin to play on any machine without informing the scorekeeper. It's a good idea that players start the entry and select the 5 machines to play before they start playing.
After playing each game, the player must ask to the scorekeeper to record his or her score before leaving the machine. It is player’s responsibility to ensure that the scorekeeper correctly takes down the score and to verify the score prior to submission. If a player’s score is incorrectly recorded because of the scorekeeper, the result will be corrected. On the contrary, if the cause is the player, the score will be assigned if it won't go to his advantage, otherwise one will be provided.
When all games for the entry have been completed, player must submit the entry by pressing the “COMPLETE/SAVE THIS TICKET” button if he or her wants to save his/her entry, or he/she can delete it even before it will be completed pressing “VOID THIS TICKET” button, and it will void all scores for that specific entry and it will be destroyed.
The deleted entry can't be played again and it won't be refunded. If an entry is saved, it won't be deleted in any way later.


3. Scoring
All scores recorded on every machine, including multiple entries from player, are maintained in a ranking. Points are assigned to each position in the ranking. The overall score of a particular entry is the total of point values assigned to its ranked scores on the selected machines for that entry, because rankings of every machine will change as new scores are recorded on each machine, so the overall score of each entry may change the qualifying round in progress, on each machine ranking and in the overall ranking.
It is important to note that each entry is scored separately from other entries, so each entry is used for its own sake. Each entry a player completes has its own score on general ranking, and there is no consistent way to compile a score based on best results obtained in each single machine. Players must pay attention to each entry that is added into a system; they should be aware that they are also competing with their own previous entries. Remember that a player may void an entry at any time (even if he didn't finish it), but once an entry is completed and recorded, it may not be voided for any reason.
In case two or more scores on a machine are exactly tied, the highest point value of the tied positions will be awarded for each score, which it will count in the sum of values to make the calculation of the score that we will have in the general ranking.
Scores cannot be compared across different divisions. During qualifying rounds, players may wish to adjust their strategic game choices, having at disposal all scores and related ranking they can see in real time to be used, so that they can evaluate all parameters and relate to their personal skills as well as personal preferences.
The rank of player’s results on each machine contributes the following points for the entry.


Rank   Score
1st     100 points
2nd    90
3rd     85
4th down to 85th
84 down to 1
Tournament officials will provide up-to-date scores and rankings of the tournament at all times, using a projected screen or television-type display. The up-to-date scores and rankings are also available on the Web site at all times. All the details are available online.


4. Scoring Example
A player purchases a qualifying entry in the B Division, and the number of 2028 is assigned to the entry purchased. Player plays in five of the ten available machines, and the scorekeeper records all his results. The entry is completed and the results are ranked in the 3rd, 13th, 7th, 98th, and 31st positions on the five selected machines. Total score for entry 2028 is therefore 85+75+81+0+57 = 298. This score 298 may change according ot the results of other entries already played and recorded, both the ones of this player or the ones played by other players. For example, after a day the entry number 2028 can have this positions: 821st, 9th, 121st, and 35th an total score will be 80+67+79+0+53 = 279.
Note that barring the correction of errors in scoring data or the removal of a player from the division, total score for any machine can remain the same or decrease as new entries are played; it can never increase.


Final Rounds
1. Advancing to Final phases
When qualifying rounds have been completed, a final calculation of results will be made. Those scores will be ranked, and top players in each division will advance to the final rounds. Only the highest entry score of each player will be considered, and other worst entriesv will all be discarded. No player may qualify in more than one skill division.
The determination of final qualifying rankings will be made by tournament officials at the end of qualifying on Saturday night, and shall not be changed for any reason, including player error or tournament error.
The number of qualifying slots which will advance to final rounds is dependent upon the number of players competing. At least, each division will take the top eight qualifiers to final rounds. This may expand to nine, twelve, sixteen, or other numbers as determined by tournament officials. The final decision on expanding the number of qualifiers in each division will be made no later than 11 pm local time on the Friday night of the tournament. In the event that any chosen number of qualifiers does not match the groups described in these rules (for 6, 8, 9, 12, 16, or 24 players), groups will be posted at the time of the decision.
Finals in each division will consist of a semifinal round and a final round, unless twelve or more qualifiers are playing, in which case additional rounds may be employed.
In the event a qualifying player is not available, he or she will be skipped in the ranking as if he or she had not qualified. Upon discovering at any point (before or during finals stages) that a player is not present, tournament officials will make a specific announcement for that player, allowing at least ten minutes but no more than twenty minutes, for that player to appear. Substitutions or late arrivals are not allowed.
No player shall be allowed to play in final stages in more than one division simultaneously. Any player who qualifies in two divisions with a scheduling conflict must select only one final round in which to compete.


2. Qualifying Tiebreak Procedure
In case two or more players are tied in the same qualifying position, so that not all the tied players can advance to the final rounds, a tiebreaking procedure will be utilized. A single game will be played on a machine selected by tournament officials from the qualifying bank of the same division. The tied players will play, in random order, decided by tossing a coin, in a multiplayer game on the selected machine, and will subsequently be ranked on the base of their scores on that game. If more than 4 players are tied, all players will take the play-off on the same machine several times if needed to eliminate all surplus players to  positions entering to the final stages of the competition. Resulting scores will be compared as if they had occurred in a single game on the same machine. Highest scores enters to final stages.
Player groups in a tiebreaker will be arranged breadth-first so that each group is of similar, but descending, size. For example, five players will be arranged as a group of three and a group of two, rather than a group of four and a sole player. Nine players would be arranged as three groups of three.
In the event that two or more players are tied but are not on the qualifying position, a random tiebreak procedure will be implemented to assign players to groups. Under no circumstances will players be given a choice of groups at any time.


3. Final Round Machines & Warmup
Machines used for final rounds in each division will be designated before the beginning of final rounds. This designation will be determined solely by tournament officials, and may include in each division machines that were not used in the qualifying rounds for that division, as well as machines not previously used in the tournament. There will be at least four machines available in each division, and quite likely more.
All games played in final rounds are treated as three-player or four-player. In  case a machine being utilized does not support simultaneous players, multiple games will be played on the same machine, with playing order preference going by original seeding as usual, and the resulting scores will be compared as if a single multiplayer game had been played.
Before the first rounds of finals begin, each qualified player may play for no more than one minute on each machine available in his division. This allows players to obtain a feel for certain machine features such as kickouts. Any player who notices problems with a machine at this time must notify it to tournament officials. This warm-up period is not available in daily mini-tournaments.
In order to enforce the 30-second limit per machine during this warm-up period, the scorekeeper for each division will announce to players that the time at disposal is finished. Players who do not cooperate will no longer be allowed to participate in the warm-up.


4. Final Score
Each group will play three separate four-player games, each on a different machine from among those designated for that division.
Each four-player game will be scored as follows:

Rank   Score
1st      4
2nd     2
3rd     1
4th     0


Three-player games will be scored as if a nonexistent fourth player received the 4th place finish (i.e., 1st earns 4 points, 2nd earns 2, and last earns 1).
In case two or more scores on a machine being exactly tied, players with such scores will immediately play a tiebreaker game, on the same machine.
The group containing the seeded player gets the first choice, so he/her will decide whether the next round will be played on a machine of his choice or he/she will decide its position in play order. The seeded player within each group may choose the machine to be played, or the play order. If seeded player chooses play order, the remaining players may choose their order, in descending order of seeding, and choice of machine then goes to the next player in the group. Conversely, if the seeded player chooses the machine to be played, then next player in decreasing order of seeding chooses the play order, with the remaining players make the same on the basis of their ranking position. Once a player verbally announces his choice, that decision cannot be changed.
If at any point a seeded player declines to make a choice, the choice is deferred to the next seeded player, as appropriate. The affected group still retains its order of choice among groups, however. If no player in a group will make a choice, the choice(s) are determined by tournament officials, who may or may not choose randomly.
Note that the original seeding of players when entering the final rounds from qualifying is used in every round. At no time does a player’s seeding change from round to round after qualification rounds; therefore the advantage of qualifying in first place can be significant.
No group may select a machine which has already been selected by a group in the same round, nor may they choose a machine on which they have already played in that round (unless machine malfunctions have made this unavoidable; tournament officials may choose to provide additional or substitute machines, however). If the machine selected is currently being played by another group in a previous round of play, the group may wait for that round of play to be completed. For example, if one group is playing a given machine as their first machine, a different group may choose to wait for it as their second machine.
In case a division’s final round overlaps with qualifying for a different division on the same bank of games, the judges will give indications about the order of play.
In case very little few machines are available during any round, the group with the lowest seeded players will be forced to wait groups of players with higher qualification positions until a machine becomes available. As soon as a machine becomes available, as indicated by the scorekeeper, the next seeded group must begin playing on that machine. In this situation, choice of play order will be made by the seeded player in the group or with more points in the group (unless that player declines, as described above).
When all games have been completed by a group, each player will have a total score for the round.  The players with the top two total scores from each group will advance and the others will be eliminated.

5. Round of 24
If a Round of 24 is to be used, it will consist of players ranked 9th through 24th, with the top eight seeded players receiving a bye (Ie a jump to the next round and then it is as if they have a final round less to play and they are already qualified for the next):

24 Qualifiers
Group 1
#9, #16, #17, #24
Group 2
#10, #15, #18, #23
Group 3
#11, #14, #19, #22
Group 4
#12, #13, #20, #21

6. Quarter-finals
Quarter-finals may be played only if twelve or more qualifiers are playing in a division. Tournament officials may choose to skip this round even with twelve or more qualifiers.
In the quarter-finals, the qualifiers in each division will be divided into three or four groups as follows:

12 Qualifiers
16 Qualifiers

Group 1
#1, #6, #7, #12
#1, #8, #9, #16
Group 2
#2, #5, #8, #11
#2, #7, #10, #15
Group 3
#3, #4, #9, #10
#3, #6, #11, #14
Group 4
n/a
#4, #5, #12, #13


7. Semi-finals
For the semi-finals in each division, the qualifiers in each division (or players advancing from quarter-finals, if those were played) will be divided into two to four groups of three or four, as necessary depending on the number of qualifiers. The groups will be organized according to the original qualifying rank as shown here:

# Qualifiers:
6
8
9
Group 1
#1, #4, #5
#1, #4, #5, #8
#1, #6, #7
Group 2
#2, #3, #6
#2, #3, #6, #7
#2, #5, #8
Group 3
n/a
n/a
#3, #4, #9
Group 4
n/a
n/a
n/a
As in the previous round, players with the top two total scores from each group of players will advance to next phase.

8. Final Round
In each division, four players advance to the final round. The final round for each division is conducted in the same manner as the semifinal round. The total scores for this round will determine the ordering of winners in each division. All ties in the final round are considered significant. What matters for the order for the decision choice of each player (machine or play order) is the best position it had during the initial qualification.
Unless otherwise determined by tournament officials, the same machines will be used in the final rounds as the previous rounds.

9. Winners
Winners will receive prizes as cash, cup, or trophy during an awards ceremony shortly following the conclusion of all final rounds on Sunday. All taxes are exclusively responsibility of winners. Certain tax forms may need to be completed, as directed by tournament officials. All decisions by tournament officials regarding winners and prizes are definitive ones. 

REGULATION AND MANAGEMENT OF Malfunctions
1. The Nature of Pinball
Part of the charm of pinball lies in its physical and mechanical nature. Unfortunately, this features causes incidents and malfunctions that can occur during the competition. The persons in charge for tournament will try to judge the various cases in the most fair and correct way.


2. Minor Malfunctions
Minor malfunction: any problem that changes the normal course of the game without causing the loss of the ball or without providing any player a significant advantage over others will be considered minor malfunctions, and therefore part of the game. Tournament officials will decide what constitutes a significant advantage; in this case, see “Beneficial Malfunctions”.
A minor malfunction that repeatedly occurs, to the extent that it is markedly affecting the usual play, may be considered a major malfunction.


3. Major Malfunctions
Major malfunction: problem resulting in the premature loss of ball in play in a way that is not a normal feature of the machine’s gameplay, will be considered major malfunctions. These may be unusual one-time events, or they may indicate a recurring problem that will need to be addressed by technicians.
Examples of major malfunctions include:
Bonus assignment 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 flipper or other major playfield feature ceases to function.
Note that unrepeated physical failures, such as kickbacks or balls jumping off ramps, balls flying over flippers, or balls going 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, will be considered a minor malfunction. Loss of Tilt warnings, without loss of ball, shall not be considered a major malfunction. If the loss of warnings was caused by another player, please see “Player Errors” section for how that situation will be handled.
Loss of any mode turned on, a mod in action, or other specific gaming modes will not be considered a major malfunction.
If a player loses a ball because a flipper doesn't work 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 tournament official. The tournament official will attempt to recreate the problem by pressing the flipper button for up to 3 minutes. If the tournament official is able to recreate the problem, this will be treated as a Major Malfunction. If the problem is not able to be recreated in next 3 minutes, this will not be treated as a Major Malfunction and play will continue. If the game is in multiball play and more balls are lost as a result of this kind of issue, possibly ending multiball but not ending the ball in play, this will be considered no worse than a minor malfunction.
When a major malfunction occurs, it is the player’s responsibility call the persons in charge for the tournament. If the official(s) agree that the incident is a major malfunction, an additional ball will be given to the player at the beginning of a new game, at the end of the current game. Tournament directors may allow the player to play ball 3 of the new game, if that player has been denied certain features that are freely awarded by the machine. An example is the pity Misty MultiBall in Dracula pinball machine in the case that player have not yet played one. The score on the additional ball of play will be added to his or her previous game. If the problem happen to the first ball of the first player, the tournament officials may cancel the game in progress, fix the problem and to begin the game again. In case two or more major malfunctions take place during the same game, the current scores of the players will be recorded, and the game ended. Once the machine has been repaired, players will be provided additional balls in a new game. Alternatively, the judges may allow players to repeat the game from scratch, and the highest score between the two will be registered as the official score, except in the case that the original score had been improved not unfairly by the malfunction or had been significantly improved from attempts to verify the malfunction. Alternatively, the judges may allow players to repeat the game, and the highest score between the two will be registered as official score, except in the case that the original score had been unfairly improved by the malfunction or had been significantly improved from attempts to obtain the malfunction. In a significant malfunction can not be fixed, the problem will be treated as c malfunction. Under certain specific conditions, a player may decline an intervention after a major malfunction. This must be approved by tournament official, and must not result in a situation which provides an unfair advantage to the player.


4. Known Malfunctions
Any malfunction or unusual behavior that is determined to be relatively minor but unusual enough to be worthy of mention may, at the discretion of tournament officials, be notified to players. The occurrence of any noticed malfunction will be treated as a minor malfunction unless it worsens or interacts with another feature to yield a major malfunction.


5. Critical Malfunction
critical malfunction: when the game of all players involved in the game is suddenly terminated, not by fault of a player, is considered a critical malfunction
Examples of this malfunction are a software error that resets the game in progress, power is interrupted, the beginning of a new game, the recurrence of a significant malfunction that can not be repaired.
If the fact is caused by a player, intentionally or unintentionally, will be considered as a player error (see below).
When a critical malfunction occurs, scores abtained until the malfunction will be recorded,  and after fixing the problem, the remaining balls will be played in a new game. Scores obtained will be added to those obtained before the malfunction.
Alternatively, tournament officials may allow players to repeat the game, and the highest score between the two will be registered as the official score, except in the case that the original score had unfairly been improved by the malfunction or had been significantly improved from attempts to verify the malfunction.


6. Favourable Malfunctions
Any malfunction which provides at least one player with a significant advantage is known as a favourable malfunction. Tournament officials shall determine what constitutes a significant advantage.
Any favourable malfunction which results in a player being able to continue play of a ball that normally should have ended is normally allowed once per game. Examples are:
an unexpected ball save
A ball bouncing in the game without any player's action.
Any behavior of this kind shall not be allowed if it repeats, meaning that tournament officials may require players to allow the repeatedly-saved ball to drain, or the game may be ended in accordance with critical malfunction rules, at which point a repaiting may be made.
Any favourable malfunction which provides one players with a significant scoring or strategic advantage in a way that is not part of normal game will cancel the game in progress, unless the affected players and tournament officials can agree on a suitable adjustment of scores in fair way in order to remove the advantage obtained. If favourable malfunction has been specifically avoided by the player, a penalty won't be necessary. If the score of a player will be cancelled, the player will replay the game after the other players have finished.
Examples of favourable malfunctions are:
a switch that registers a jackpot when a different target is hit
a switch that repeatedly register itself without the ball contacting it
a failed Tilt sensor
a ball stuck during multiball. See also “Stuck Balls” section.
Any situation which indicates the presence of a favourable malfunction should be promptly brought to the attention of tournament officials. Any player who intentionally takes advantage of a significant favourable malfunction may be given a warning and his or her game can be interrupted and disqualified.


7. Stuck Balls
Stuck balls: during the normal course of the game, it is possible that one ball getting stuck on the playfield. Player must wait for the pinball machine make the automatic search of the ball. Each game mode ending during this time will not be considered a malfunction. If the stuck ball doesn't get free after four searches, or if the machine is not performing searches, player must alert the tournament officials.
Player must be on alert because he/she is responsible for the ball if it gets free.
A tournament official may initially choose trying to free the stuck ball through slightly moving or hitting the pinball machine. Player must remain ready in case the ball will be fee. If actions by the official result in a Tilt, this will be treated as a major malfunction. If the official frees the ball but the player does not successfully control it and he can' continue the play, this will be considered a normal game event. Loss of Tilt warnings is considered a normal game event.
If tournament official is unable to free the stuck ball, the machine will be opened, and the official will place the ball in the plunger lane, or on a flipper, depending on pinball machine. In case this is not possible, the official may select another location where the ball can be safely placed while the machine is being closed.
If a ball is inadvertently released while the machine is open without the player regaining complete control this will be treated as a major malfunction. If the machine cannot be opened successfully, or if opening or closing the machine ends the game for any reason, this will be treated as a critical malfunction. If the ball is released and the machine closed without the player’s loss of ball, play continues as normal. If the game is in multiball play and one ball is stuck as a result of releasing stuck balls,  player must try to stop the remaining balls on the flippers and get support in order to free it, as this is a favorable malfunction, and voluntarily take advantage of it could lead to a penalty
Please note that if a ball ending up in the plunger lane during multiball on a machine where there is no autoplunger, or where the autoplunger doesn't launch it back, counts as a stuck ball.

A ball which has come to rest on a center post or in a post/guide or light directly above an outlane will not be considered a stuck ball. Players may choose to free the ball trying to move the machine, or request that an official ends the ball in play making fall the ball in the center or in the outlane, according where the ball struck.


8. Players error
An error of a player is any player's action, on purpose or accidentally, which interferes with the due course of a game. Any player who provokes a tilt ball of another player, either through interference or through the tilt of his ball done in such a brutal way to interfere with the next ball, will receive a penalty with the loss of a ball. If it happens in the last ball played, the player will see changed his score to 66% of the figure obtained. In case of a game with 5 balls, it will be changed to 80%. The judges could make exceptions based on the behavior of the particular pinball in question.
If a player causes a tilt at its ball, which then results in a tilt warning to next player, he will not have any consequence for the first time. The player with the warning can play normally, or choose to play the ball in a new game.
Any player who causes slam tilt, then ending the game of all players, will receive a score of zero. Slam tilt will be considered as a critical malfunction for other players who did not finish their game. These players can choose to replay the game, and the highest score of two matches will be considered. If the judges believe that the sensor does not work properly, the slam tilt will be considered as critical malfunctioning for all players.
If a player plays out of his turn, that is to say plays the ball of another player, he will receive a zero score for that game. The injured player can take control of the ball and continue playing if possible, otherwise the incident will be considered as a significant malfunction.
As the tournament is an individual game, is absolutely forbidden to give instructions during a game. If a player has any questions during the game, the answer can only be given by the judges and can only be given in terms of operation or misuse of pinball. Players may not ask for help to other players or spectators. During breaks between a ball and the other there is no problem in discussing strategies with everyone is present.
However, each situation will be judged by the heads of the tournament in the most fair and accurate way as possible, depending on different circumstances, also considering opinions and statements of players.


9. Flipper settings
All pinball, if possible, will be set as follows: Tournament Mode, 3 balls per game, extra balls disabled, buy-in or continuous Off, play starts disabled, 2 warnings before tilting, autofire of flippers disabled, autofire time disabled, standard settings for everything else.
If these features are not installed, please immediately notify the responsible of the tournament who will restore them.

This is a provisional regulation and may be changed until the time of the tournament by the organizers, who will notify the changes to players

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