RULES

Australian Open Pinball Championship Rules

PLEASE NOTE: All times are NSW times – QLD time is 1 hour behind.

Main Event

The Australian Open is an open card-based qualifying and match play final rounds event. During open qualifying, each player may purchase as many cards as they like to attempt to qualify for the final rounds. A point system is used to rank each player’s score on each machine. Those who possess the highest-ranking cards at the end of qualifying will participate in the match play final rounds.

In the final rounds, qualifying players play against each other in multiplayer games. A 3,2,1,0 point system is used to determine who advances to the next round and, ultimately, who wins the division.

The Australian Open will be held on a bank of 12 tournament games. The Open division cards are $20 each with 5 games recorded on each card.

Cards can be made void by a scorekeeper if desired. Only the best card entered counts to your ranking. Purchased cards are Non-transferable to other players, and non-refundable. Cards may be purchased prior to the event or after registration. Cards can be purchased individually or in multiples.

Players will be added to a digital queue for a machine prior to play by either a scorekeeper or by themselves via the tournament website. Each player can only join one queue at a time regardless of machine division. If the machine is open with no queue, they must still be added to the queue by a scorekeeper prior to beginning play to verify available entries. If there is a queue the scorekeeper will call the player when it is their turn if the player is not already present. If the player does not appear promptly, the next person in line may go ahead of them as called out by the scorekeeper. Once a player has completed their game, the player may either choose to have the score counted or to void the entry. If they choose to count the score, the scorekeeper will record the score, which the player should verify. The scorekeeper will then ask the player if they wish to be added to a new game queue if unused entries are available.

At the end of each game, players should wait for a scorekeeper to record their score before leaving the machine. It is the player’s responsibility to ensure that the scorekeeper records the score and to double check the recorded score for correctness. Any player abandoning their machine will be given a recorded score of zero for that play.

At any point during play or immediately after play has been completed, the player may elect to abandon their card by notifying the scorekeeper that they wish to void. This will void all the scores recorded on the card, and the card will not be entered into the scoring system. No money will be refunded, but the player has no further obligation to complete the previously in-progress card and is free to purchase additional cards if they wish. Only one card in each division may be opened at any time.

All scores are entered by an official scorekeeper and must be verified by the player. No changes can be made after the scores are entered.

No practice games allowed on any main bank games ie all games must be part of a card entry. Games can only be started with the approval of a scorekeeper after queuing on the Neverdrains software. If a player is not present when their name is called twice by the scorekeeper per the queue, they may be moved to the back of the queue.

Qualifying will run from 10 am – 11pm Friday November 29 and again from 10am – 7pm Saturday November 30th. Finals placings will then be available on the Neverdrains Software. Link will be available at the tournament.

Final 32 players will compete in a 3-game 4 player matchplay event. Top 4 qualifiers receive byes for the first 2 rounds. Qualifiers 5-8 receive a bye from the first round. Top 2 in each group will advance to the next round. Finals will be held from 11am, Sunday December 1st. In the event that two or more players are tied on the qualifying bubble, such that not all of the tied players can advance to the final rounds, a tie-breaking procedure will be utilized. A single game will be played on a machine randomly selected from the qualifying bank of the division. The tied players will play, in randomly determined order, in a multiplayer game on the selected machine, and will subsequently be ranked in the order of their scores on that game. If more players are tied than the selected machine will support in a single game, multiple games will be played to accommodate all tied players, in randomly determined order, and the resulting scores will be compared as if they had occurred in a single game on the same machine.

The same procedure outlined above will be used to break ties on the “bye” line.

In the event that two or more players are tied but are not on the qualifying bubble, a simpler tie-breaking procedure will be used in order to save time. Each player’s best game rank will be examined. The player with the highest game rank will be given the highest seeding, proceeding through all tied players, in descending order of game rank.

Game selections for all games each round is done by the highest seed. The selection may be deferred to the next lower seed and play order preference selected. The play order is selected in seed order 2,3,4 then 1 (unless deferrals made). All 3 games are chosen at the start of each round. 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; therefore, the advantage of qualifying in first place can be significant.

Tie breakers will be on a single game chosen by the higher seed.

No game may be chosen twice during the finals by anyone selecting the game. Should it be needed, an enforced referral may be needed if all games already chosen.  Group game selection is done first by Group 1 (containing the highest seed for that round) and then in descending group order. Wherever possible game selections should not overlap as to position between groups to prevent delays. Player groupings is done by Neverdrains Software.

32 Qualifiers, First Round

Group 19202132
Group 210192231
Group 311182330
Group 412172429
Group 513162528
Group 614152627

Round 2

Group 15121320
Group 26111419
Group 37101518
Group 4891617

Quarterfinals
In the quarterfinal rounds, the players advancing from the previous round will be divided into four groups as follows:

16 Players
Group 116712
Group 225811
Group 334910

Semifinal Rounds (8 Players)

For the semifinal rounds the qualifiers advancing from quarterfinals will be divided into two groups of four. The groups will be organized according to the original qualifying rank as shown here:

8 Players
Group 11458
Group 22367

Final Rounds (4 Players)

Four players advance to the final round. The final round is conducted in the same manner as the semifinal round. The total scores for this round will determine the ordering of winners. All ties in the final round are considered significant.

Unless otherwise determined by tournament officials, the same machines will be used in the final rounds as the previous rounds.

Winners

Tiebreaking

Significant ties between players at the end of the quarterfinal, semifinal, or final round will be resolved by one tie-breaking game. Note that a tie is only significant if it affects whether or not a player will advance toward the final round, or occurs in the final round.

In a tie-breaking game, the highest-seeded player can choose the machine to be played from among those games that were not previously selected for that round. The highest-seeded player may instead choose the order of play. The choice of game, if it has not been chosen, or the choice of order of play, will proceed through all tied players from highest seed to lowest seed until the machine to be played and order of play have been established.

If more than one group of players are tied, the machine is chosen for the group with the highest-ranking tied player first. The selected machine is not available for selection in lower groups. All tied groups will play their tie-breaking games in parallel.

In the unlikely event of an exact scoring tie on the tie-breaking game, only those affected players will play another tie-breaking game, on another game chosen in similar fashion, under the same rules.

CLASSICS EVENT

Unlimited “card-based” system. Each card must have 5 unique games from the Classic Bank of games.

Cards can be made void by a scorekeeper if desired. Only the best card entered counts to your ranking.

All scores are entered by an official scorekeeper and must be verified by the player. No changes can be made after the scores are entered.

No practice games allowed on any main bank games ie all games must be part of a card entry. Games can only be started with the approval of a scorekeeper after queuing on the Neverdrains software. If a player is not present when their name is called twice by the scorekeeper per the queue, they will be moved to the back of the queue.

Qualifying will run from 10 am – 10pm Friday November 29 and again from 10am – 6pm Saturday November 30th. Finals placings will then be available on the Neverdrains Software. Link will be available at the tournament. Finals will take place from 7pm, Saturday November 28th.

Final 24 players will compete in a 3-game 4 player matchplay event. Top 8 qualifiers receive a bye from the first round. Top 2 in each group will advance to the next round.

Game selections for all games each round is done by the highest seed. The selection may be deferred to the next lower seed and play order preference selected. The play order is selected in seed order 2,3,4 then 1 (unless deferrals made). All 3 games are chosen at the start of each round.

Tie breakers will be on a single game chosen by the higher seed.

No game may be chosen twice during the finals by anyone selecting the game. Should it be needed, an enforced referral may be needed if all games already chosen.  Group game selection is done first by Group 1 (containing the highest seed for that round) and then in descending group order. Wherever possible game selections should not overlap as to position between groups to prevent delays. Player groupings is done by Neverdrains Software (see below from https://www.indisc.com/tournament-rules/).

For 24 qualifier divisions, players qualified in positions #1-8 will receive a bye, advancing them directly into the Quarterfinals. Players will be divided into groups as follows:

24 Qualifiers, First Round
Group 19161724
Group 210151823
Group 311141922
Group 412132021

Quarterfinal Rounds (16 Players)

In the quarterfinal rounds, the players advancing from the previous round will be divided into four groups as follows:

16 Players
Group 118916
Group 2271015
Group 3361114
Group 4451213

Semifinal Rounds (8 Players)

For the semifinal rounds the qualifiers advancing from quarterfinals will be divided into two groups of four. The groups will be organized according to the original qualifying rank as shown here:

8 Players
Group 11458
Group 22367

Final Rounds (4 Players)

Four players advance to the final round. The final round is conducted in the same manner as the semifinal round. The total scores for this round will determine the ordering of winners. All ties in the final round are considered significant.

Unless otherwise determined by tournament officials, the same machines will be used in the final rounds as the previous rounds.

Winners

Tiebreaking

Significant ties between players at the end of the quarterfinal, semifinal, or final round will be resolved by one tie-breaking game. Note that a tie is only significant if it affects whether or not a player will advance toward the final round, or occurs in the final round.

In a tie-breaking game, the highest-seeded player can choose the machine to be played from among those games that were not previously selected for that round. The highest-seeded player may instead choose the order of play. The choice of game, if it has not been chosen, or the choice of order of play, will proceed through all tied players from highest seed to lowest seed until the machine to be played and order of play have been established.

If more than one group of players are tied, the machine is chosen for the group with the highest-ranking tied player first. The selected machine is not available for selection in lower groups. All tied groups will play their tie-breaking games in parallel.

In the unlikely event of an exact scoring tie on the tie-breaking game, only those affected players will play another tie-breaking game, on another game chosen in similar fashion, under the same rules.

Women’s Open

Unlimited “card-based” system. Each card must have 5 unique games from the Main Bank of games.

Cards can be made void by a scorekeeper if desired. Only the best card entered counts to your ranking. Only games specifically entered on a purchase “Women’s Open” card can be used towards qualify for finals.

All scores are entered by an official scorekeeper and must be verified by the player. No changes can be made after the scores are entered.

No practice games allowed on any main bank games ie all games must be part of a card entry. Games can only be started with the approval of a scorekeeper after queuing on the Neverdrains software. If a player is not present when their name is called twice by the scorekeeper per the queue, they will be moved to the back of the queue.

Qualifying will run from 9 am – 10pm Friday November 27 and again from 9am – 10pm Saturday November 28th. Finals placings will then be available on the Neverdrains Software. Link will be available at the tournament.

Final 32 players will compete in a 3-game 4 player matchplay event. Top 4 qualifiers receive byes for the first 2 rounds. Qualifiers 5-8 receive a bye from the first round. Top 2 in each group will advance to the next round. Finals will be held from 9am, Sunday December 1st.

Game selections for all games each round is done by the highest seed. The selection may be deferred to the next lower seed and play order preference selected. The play order is selected in seed order 2,3,4 then 1 (unless deferrals made). All 3 games are chosen at the start of each round.

Tie breakers will be on a single game chosen by the higher seed.

No game may be chosen twice during the finals by anyone selecting the game. Should it be needed, an enforced referral may be needed if all games already chosen.  Group game selection is done first by Group 1 (containing the highest seed for that round) and then in descending group order. Wherever possible game selections should not overlap as to position between groups to prevent delays. Player groupings is done by Neverdrains Software.

Target Matchplay

The opening event will commence 5:30 or soon after.

Matchplay.events will be used to select games, players and order. All games available will be eligible for inclusion. Balanced pairing will be used

Groups of 4 (or 3 when necessary) will play 3 games per round. Scoring will be 7,5,3,1. First 16 players to reach 30 points will advance to finals. Tie breakers done on a single game chosen at random.

Finals will be played as 4 player groups of 3 games per round. Scoring 7,5,3,1 to advance top 2 players each group to the next round. Tie breakers done on a single game chosen at random.

4-Strike Knockout

This even will commence at 7pm or soon after.

Matchplay.events software will be used to select players, groups and order. Swiss pairing used.

Strikes will be awarded 0,0,1,1 (or 0,0,1) in each group. 1 game per round.

Final player with strike/s remaining will be the winner. Matchplay will decide placings.

Unless otherwise determined by tournament officials, the same machines will be used in the final rounds as the previous rounds.

Thanks to organisers at INDISC, USA for these rules and for Neverdrains Software for scoring support during the tournament.

https://www.indisc.com/tournament-rules/