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Please take this opportunity to solidify your spot in 1 or all 4 of this years PinBrawl v9.5 events!

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PINBRAWL v9.5 TOURNAMENT FORMAT

PINBRAWL TOURNAMENT RULES:

    * Sec. 1 - Extra Balls
          o No extra balls shall be played in any game. If a player earns an extra ball they may plunge the ball and go for a plunger skill shot, but may not touch the machine in any way after the ball is plunged. The player may touch the flippers before plunging the ball in order to set up for a skill shot, etc.
          o If a player mistakenly plays an extra ball (meaning they hit either or both flippers, or bump the machine at any time during the extra ball, except as noted above), they must stop playing as soon as the error is recognized and they may not play their next ball. If they are on their last ball then their final score is calculated as 80% of their total score.
          o If a player is recognized to be playing an extra ball, is clearly told so, and does not stop playing the ball within 10 seconds, they receive a 0 for the entire game instead of only losing the next ball.
          o Because PinBrawl incorporates older games into the tournament, these games may be set to 5 balls per game. Scores shall be totaled after the 3rd ball of play is completed. Before the game starts, the option of playing all 5 balls may be presented. The only way for this to occur is if both teams unanimously decide to play all 5 balls. If anyone on either team is against playing 5 balls, 3 balls will be played.
          o Extra balls may be played if both teams unanimously decide to allow them. It is often that this question will arise on the older games. If anyone on either team is against playing extra balls, none will be played.

    * Sec. 2 - Malfunctions
          o Negative Malfunctions
                + If there is an unexpected malfunction or breakdown; the judge(s) will rule at that time on how to proceed assuming that the machine cannot be repaired and returned to service. If possible, the current score(s) should be recorded prior to attempting to recover from any malfunction (including stuck balls). Affected player(s) will be allowed to continue from the point of malfunction and post the final score (provided the malfunction does not result in excess points) or may elect to re-start. The decision must be made before the next player starts their ball. If they allow the next player to begin their ball then it is presumed that they wish to continue the game.
                + Teams may decide to restart a game at any point after a malfunction. Both teams must unanimously decide on this option. If a restart is elected, players who have already completed their games may elect to keep their final score and not replay.
                + Players may bring up any other possible solutions to malfunctions. If an alternate solution is inquired, teams must vote unanimously to allow it.
                + A  significant malfunction  is one that results in an unfair loss of ball in play ( i.e. premature loss of turn) and that is not a normal part of the game. If it is unclear if a malfunction is  significant  or  unfair , the tournament coordinator makes the decision.
                + The following are examples of significant malfunctions:
                      # A player is forced to tilt the ball in an attempt to dislodge a stuck ball.
                      # A turn ends prematurely (i.e. with 1 or more balls in play).
                      # A lit kickback fails to kick the ball back into play, resulting in loss of turn.
                      # A ball saver fails to work, resulting in loss of turn.
                + The following are not examples of significant malfunctions:
                      # A player tilts away a ball that is stuck when it was clearly unnecessary.
                      # A multiball round ends prematurely but does not result in loss of ball in play.
                      # A ball goes airborne and down the drain.
                      # A switch fails to register, but does not directly result in loss of turn.
                      # A lit kickback fails to work during multiball, but doesn't result in loss of turn.
                      # A ball saver fails to work during mulitball, but doesn't result in loss of turn.
                + If a problem with a machine is known before the game is started (for example a kickback that is known to be non-working or flaky), then when that feature fails to work it isn't considered a significant malfunction even if the result is loss of ball in play. If a malfunction forces a game to be aborted for all players, the players may vote to either replay on the same machine, or on a different machine.
          o Positive Malfunctions
                + If a malfunction causes a player to receive an exceptionally unfair advantage over the other players, and there is no logical way to avoid it, then the game is stopped and a new game is started on a different machine. If the player tries not to take advantage of the problem once it is discovered, and it is then determined that there is a way to easily avoid it, then the game may continue with all players agreeing to avoid the problem.
                + If a problem arises that can be attended to, the game shall be fixed and restarted. Any completed games prior to the malfunction must be recorded, and that player shall not replay. Players who are have not completed their games may receive a safety score. If a substantive score is attained prior to a malfunction, this score may be used as a safety score for the restart. This means that a player may receive no less then this safety score on the replayed game.
                + (Ex.- At Pinbrawl 2000, the Scared Stiff machine started popping out 2 balls during the Stiff-O-Meter round. Because this gave the player involved an unfair advantage, a complete restart occurred. This player received a safety score equal to his score just prior to the malfunction during the Stiff-O-Meter round.)
                + A complete replay for all players may be elected if it unanimously decided by both teams following a malfunction.
    * Sec. 3 – Power outages
          o In the event of a power outage interrupting a game, all unrecorded games on the machine must be played over. This goes for games which were completed, but not recorded. Any recorded games stand.

    * Sec. 4 – Stuck Balls
          o A  stuck ball will be returned to the ball shooter / launcher or placed on the flipper if that is a possible or fairer resolution. If the ball cannot be unstuck in a fair manner; the affected game(s) may be replayed at each affected player's request, or the affected player(s) may elect to keep the score attained so far providing the stuck ball was not responsible for racking up extra points. Players must decide to keep, or replay, the game immediately. If the ball is stuck and you tilt trying to release it without notifying the judge(s), you LOSE it.
          o If for some reason a game cannot be opened to unstick a stuck ball; then once the judges are present you may attempt to  nudge  the ball free and if you are able to free the ball without tilting you may continue play; and take the score for that game (even if you tilted). Alternatively, if you tilted while trying to free the ball under judge's supervision, you may elect to replay the game. You must inform the judges of your decision of how you want to proceed on a  tilted ball  prior to shooting any subsequent ball(s) in that game. If you fail to do so and you launch and  play  your next ball; then it shall be assumed that you wished to continue playing the current game.
          o Note:  play  means you tried to do something with the ball in this case such as flipping the flippers or attempting in some way to save a draining ball.
          o Note: If in Multi-Ball you manage to get a ball stuck; and knowingly continue to  play  the remaining ball(s) for more than 30 seconds without notifying the judges that you want the ball unstuck; then it will be assumed that you wanted to play that way as it was to your advantage. It will then be up to you to shake the ball loose on your own and risk tilting the machine. If you cannot unstick the ball on your own; the game shall be replayed from scratch.

    * Sec. 5 - Problem Machines
          o If a machine has mechanical failures on a regular basis that affect the completion or outcome of games, the tournament coordinator may choose to disallow the game as a choice in future matches until it is apparent the problems have been resolved.
          o If a problem with a machine is known, but it is decided to play on the game anyway without any special rules, then the problem is accepted as part of the game and cannot be considered a malfunction. Because it is common for each machine to have at least one problem, the tournament coordinator will try to notify the teams of all problems prior to the start of the tournament.

    * Sec. 6 - Distractions
          o In general, random distractions that occur during tournament play are considered normal play conditions. A player may not interfere in any way with his/her opponent(s) game. Penalty to be decided by the tournament coordinator, but may range from warnings to game disqualification to tournament expulsion depending on the circumstances and intent of the interfering party.
    * Sec. 7 - Tilts
          o If a player tilts another player(s)'s ball, the tilting player is disqualified from that game and each individual affected, may elect at his/her option, to continue and take the final score or to re-start the game.

    * Sec. 8 – Slam Tilts
          o If a player intentionally slam-tilts a machine they automatically forfeit the current game. A slam tilt will result in a score of 1pt, and 3pts. for the player and his partner for that game. The opposing player(s) may elect to replay their games or if possible take their current scores. They keep the score that is higher. On some games the scores are retained; if you slam tilt on your last ball and you are the last player, and scores are retained; then you may be given your score.
          o An intentional slam tilt is any intentional use of  significant  force that results in a slam tilt. If it is unclear if a slam tilt was intentional, or that the use of force was  significant , then the tournament coordinator decides if it was or was not.

    * Sec. 9 – Death Saves and Bang Backs
          o Death saves and bang backs are not allowed at PinBrawl. A player that successfully performs a death save or bang back forfeits their score on that game. However, it is OK if the ball bounces back into play of its own accord. Repeated violations will, at the discretion of the judges, be grounds for disqualification.
          o At any time, alternate rulings may be substituted on a case-by-case basis, if both teams unanimously decide on the ruling.



PinBrawl v9.5 (2009) - World Team Pinball Championships
Tournament Directors
John Kosmal: Pinlicious@gmail.com
Josh Sharpe & Zach Sharpe

25th Annual Pinball Expo 2009
October 14th to Sunday October 18th, 2009
Westin Chicago North Shore