Flip Frenzy!

Matches

Head-to-Head

Time

2-3 hours

Complexity

+++

More pinball, less waiting! This is a fun, fast-paced format where you’ll play more games than strikes or knockout. Players are also incentivized against long, drawn out matches

  • Players are entered into a que for one-on-one matches.
  • A win is 1 point, a loss is -1. Most points wins.
  • This is a timed format. Play goes on for a set time, then no new games fire. Get in as many as possible!
  • It’s not just about how well you play your games, it’s about how many games you play. Putting up a billion on Godzilla is cool, but while you’re showing off someone’s winning five games on Trident!

Additional Notes

  • Que is managed by matchplay – login and load up.
  • This is a timed format, so YOU are responsible for watching the que and being ready when you’re up. If your opponent doesn’t show up quickly, grab a TD and we will start a 2 minute countdown. If they don’t show, it’s an auto-loss. No whining, we’re adults and watching matchplay is not hard.
  • We typically do a break every hour during; the total pause time will be at least 15 minutes, but we will give at least10 minutes from the last match finishing after pausing the timer.
  • Conceding a match at any point is fine. Plunging your ball rather than playing if you’re way ahead is also fine.
  • Both players MUST play at least one ball each game – no colluding to just give someone a win.
  • Unless otherwise noted, no extra balls – plunge them for skill shot or bonus, but do NOT touch the flippers
  • Pairings are first available, meaning matchups are quasi-random.

Strikes (Knockout)

Strikes (Knockout)

Matches

3-4 Player Groups

Time

Varies – usually 2-3 hours

Complexity

++

Losers take strikes (points), get too many and you’re out. Straightforward format for all skill levels

  • Players are sorted into 3-4 person groups each round
  • Wins are 0 points/strikes. 2-3 depends on the scoring format
    • Fair Strikes: 0/1/1/2 or 0/1/2
    • Progressive Strikes: 0/1/2/3
  • Strikes to get knocked out vary. Usually 3 (fast), 5, or 7 (long, 4+ hours). At OLPH it’s usually 5, which takes 2-3 hours, but may be adjusted based on attendance.
  • Not a timed format – play goes until the one person is left standing

Additional Notes

  • Pairings managed by matchplay – login and load up.
  • Unless otherwise noted, no extra balls – plunge them for skill shot or bonus, but do NOT touch the flippers
  • Usually each round will sort groups by current score (i.e., play folks with similar standing), though this is up to the organizer

Matchplay

Matches

3-4 Player Groups

Time

Varies – usually 2-3 hours

Complexity

+

Winners get points, most points wins. Easy to understand, casual format

  • Players are sorted into 3-4 person groups each round
  • Point systems vary. Most common is 7/5/3/1, but may be any setup announced up front. We sometimes use 4/2/1/0 for finals, giving the winner a bonus point.
  • Events are may run for a set time, set number of matches, or until someone reaches a set score

Additional Notes

  • Pairings managed by matchplay – login and load up.
  • Unless otherwise noted, no extra balls – plunge them for skill shot or bonus, but do NOT touch the flippers
  • Usually each round will sort groups by current score (i.e., play folks with similar standing), though this is up to the organizer

Pin-Golf

Matches

Solo Play / Groups

Time

Varies w/ course length

Complexity

+

Reach a target score or objective in as few balls as possible!

  • Machines typically set to five balls, with score or objective posted on machine.
  • Your score on each “hole” is the number of balls taken to meet the objective. Like golf, lower scores are better.
  • If you fail to meet the objective in the provided number of balls, you get +1 score (i.e., scratch on a 5 ball game = 6 points)
  • Usually courses are played in a group of 3-4 people, plunging balls once you meet the target.

Additional Notes

  • Once you meet the target, get your score recorded and plunge remaining balls to keep the course moving. If you play additional balls, they WILL be added to your score.
  • This is a great social format, and good for new players since it’s not direct competition. Objectives also can encourage newer players to learn about games.
  • Unless dedicated scorekeepers are assigned, have another player in your group sign off on scores.

Single Elimination

Matches

Head-to-head

Time

30-60m per round

Complexity

+

One-on-one – the ultimate competitive experience! Typically reserved for finals

  • Best out of three or five (can be more, but not here)
  • Winner moves on, loser is out.
  • Losers may be sorted by either head-to-head loser brackets or single-round matchplay.

Additional Notes

  • Each player usually chooses one game (two if playing to five); highest seed chooses tie breaker game if needed.
  • Player who did not chose the game gets player order choice.
  • Any final-match ties will be broken by pistols, 10 yards at daybreak. Or one ball on the game of TDs choice.
  • Unless otherwise noted, no extra balls – plunge them for skill shot or bonus, but do NOT touch the flippers
  • Usually each round will sort groups by current score (i.e., play folks with similar standing), though this is up to the organizer