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