TOPL Rules

1.                Introduction

The Toronto Pinball League (ToPL) rules are based on the Professional Amateur Pinball Association (PAPA), International Flipper Pinball Association (IFPA) and Free State Pinball Association (FSPA) official rules, with modifications based on variable attendance and skill levels.  These rules are designed for leagues consisting of three people up to an unlimited number of players, playing on four machines at a single location.  Scoring is based on how well one does relative to players of similar ability.  The nature of the ToPL league system allows players of all skill levels to play in a single league that is fun and competitive for everyone.

1.1.           League Officials

TOPL is run by a group of three volunteer Senior League Officials (SLOs), who are chosen by election as detailed in 1.3.  The three SLOs are responsible for making sure the league operates, including collecting and tracking league finances, booking meets, running meets and tournaments, maintaining the league’s online presence, and enforcing the league rules.  SLOs are responsible for dividing responsibilities among themselves based on their abilities, for example one person may take on collecting money, one the week to week score sheets, and one the rules and website maintenance.  In general, it is expected that the SLOs will vote on major league policy changes, including rule changes, fee increases, and player disciplinary actions.  No one SLO should make changes to any of these unilaterally.

1.2.           Rulings by SLOs

During any TOPL event, a ruling may be required by an SLO.  Any player may request a ruling based on a malfunction, stuck ball, etc, however it is not required if all players in the group agree on an outcome.  If an SLO needs to issue a ruling, they cannot be involved in the game.  If it is not possible to find an SLO that can rule (e.g. all SLOs are involved in the game in question), then the SLO can choose another member they believe is qualified to make a ruling.  Please keep in mind that the SLO team are also players, if you need a specific ruling on something and a SLO is currently playing a league match, find a SLO who isn’t playing currently or wait until the SLO has finished their current turn.

1.3.           Elections

Elections are carried out by secret ballot online every two calendar years, and correspond with the nearest end of season playoffs.  The current SLOs are responsible for appointing a Chief Returning Officer (CRO) to oversee the election.  The CRO may not run for an elected position, but may be a current elected SLO should they decide not to run for another elected position or term.  The CRO will notify all league members that an election is due at least three weeks before the playoffs of the season the election is happening in.  Potential candidates will need to make their intent to run for an elected position known no later than one week before the election date, after which voting will be open for a minimum of four days before the playoffs.  Members may choose to proxy their votes to another eligible member if they so choose.  Members will be able to vote as many times as there are open positions.  For example, if there are three positions open, every member can vote for three different people.  The members with the three highest vote totals would be the new SLO team.

1.4.           Eligibility

Any member who has a valid percentage for either of the two seasons directly preceding the election may vote, and may choose to run for an SLO position.  There are no limits on the number of terms one member may serve in a position, either consecutively or non-consecutively.

1.5.           Removal of an SLO

If a situation arises where an SLO is found to be grossly incompetent, corrupt, or otherwise unfit to continue to perform their function, league membership may force their early removal.  A petition signed by 50% of the current or prior season’s active members (i.e. members with valid percentages) presented to the other SLOs will trigger an immediate referendum on removal of the SLO.  This will be carried out in the same manner as a regular election, albeit with one of the other SLOs acting as the CRO.  The SLO will be removed from their position in the case of a vote in favour of removal by 2/3 of the eligible voters.  Should this occur, the remaining SLOs will take over the removed SLO’s duties until a suitable replacement can be found via a byelection.  Byelections proceed in the same manner as a regular election, with the exception that the CRO may choose to condense the timeframes in the interest of filling the vacancy more quickly.

If there is less than three months remaining in the current term, the remaining SLOs may choose to appoint a league member to fill a vacancy instead of holding a byelection, however every effort should be made to keep three SLOs active at all times.

If a situation arises where an SLO voluntarily resigns, then the provisions above for a byelection will apply.

1.6.           Discretion of League Officials

These rules are a guide. At times situations will arise that aren’t specifically covered by these rules. In these cases, the SLO should make a decision in the spirit of the rules. This decision shall be documented for later reference, and be applied consistently should the situation arise again.

Rulings shall be made by any member of SLO Team. Any designated official is excluded from ruling on any play situation that directly affects their actual or potential standing as a player. Such persons may also be recused where their decision affects a close friend or family member, at the discretion of other SLO’s.

TOPL accepts all feedback and constructive criticism, including player complaints, without reservations. However, please recognize that TOPL strives to be fair even in the most difficult situations. Complaints will be taken seriously, ruled upon, and considered resolved. There is to be no whining.

1.7.           Season

A single season of league play consists of a number of weeks, customarily 7, which may be non-continuous due to holidays or expected large-scale absenteeism. At the end of the season, a playoff tournament will be run and league members will compete for the title of TOPL Champion.

While players are generally expected to attend all 7 weeks of a season, this may not always be possible, so when calculating scores (both total points and percentage), a player’s lowest two weekly scores will be dropped, whether they are zero (absent) or nonzero.

2.                Regular League Nights

For a regular league night, players are arranged into groups of three or four, based on the number of people in attendance.  Players are placed in groups based on the score they received at the last recorded league night they attended.  All new players who have never played in the league before are given a default median score of 14 for seeding purposes.

A match consists of five games, played on four different machines (if possible) during a single meet. All games are played in multiplayer mode, where players alternate turns and scores are displayed simultaneously on the machine.  If a machine does not allow the required number of players to play simultaneously, or if an SLO indicates that a game should be played one player at a time, the order on the score sheet should still be followed, with the maximum number of players completing their full games in sequence.  At the end of each match, scores are recorded for the purpose of awarding an overall season winner, and to determine the group ranking for the next league night.

2.1.           Start Time

Any practice games in progress by league players at league start time are immediately halted at SLO’s discretion. Players join their assigned group and begin league play immediately.

2.2.           Singing In

It is a player’s responsibility to find the sign in sheet and place either a ✓or X beside their name.  If a player does not sign in, they may not be eligible to play in league that night.

The sign in sheet will be located in as convenient a place as possible at each location. It will always be in the same area as the machines, on a flat surface so that people can sign themselves in.  Announcements of league meets may contain additional instructions for signing in, including contingencies for players running late, and cutoff times for the start of play.  These will be considered supplements to these rules.

2.3.           Group Size

If the number of players is a multiple of 4, players will be arranged in groups of 4.  If the number of players is not a multiple of 4, players are arranged into as many groups of 4 players as possible, with remaining groups having 3 players.  The higher-ranked groups will have 3 players.
Ranking is based on the final score from each player’s previous week.  This allows movement between skill level groups on a weekly basis.

2.4.           Unannounced Lateness

If a player arrives late unannounced, the SLO will attempt to place the player in their designated group if possible. If that is not possible, they will be placed in the next available group. This may put the player in a group of higher skill. If play has already started and the SLO determines the player’s arrival would unduly disturb group distribution, the player may be excluded from that week’s play.

If a player arrives after their group begins play, the player may join the game in progress if possible. Joining the game is permitted if the machine permits it, and the last player of the group has not finished their first ball. Adding players should be done so as not to disturb the person currently playing. If unable to join the game in progress, the late player will receive a score of zero (0) for that game.

2.5.           Announced Lateness

If a player gives advance notification of possible lateness, the SLO will place the player in the appropriate group prior to beginning play. If a player arrives after their group begins play, the player may join the game in progress if possible. Joining the game is permitted if the machine permits it, and the last player of the group has not finished their first ball. Adding players should be done so as not to disturb the person currently playing. If unable to join the game in progress, the late player will receive a score of zero (0) for that game.

2.6.           Leaving early

If a player needs to leave a meet early, they will receive a score of zero on any games for which they are absent, unless alternate arrangements are agreed on by the remainder of the group and the SLO (for example, allowing a player to play ahead of their group and record their scores separately).

If any player ties the Median score, the player will be deemed the winner over the Median.

2.7.           Playing Order

Player order is determined by the scoresheet and player ranking. Player order changes for each machine. Player order is indicated on the scoresheets.

3.                Scoring

It is each player’s responsibility to be sure that their machine scores are recorded correctly on the scoresheet as each game is finished. In order to avoid errors, scores must include commas to separate thousands, millions, etc. Any possible scoring errors should be brought to the attention of the SLO as soon as possible. Once notified of a possible error, the SLO shall contact all the players in the affected group to determine their recollection of the scoring. If all players are in agreement, then the scoring will be corrected. However, if all players in the group do not concur with the reported error, then the scores as written on the scoresheet shall stand.

3.1.           Game Points

The player scoring highest, second, third, and fourth on a machine will respectively receive 7, 5, 3, and 1 game points.  3 player groups will score 7, 4, or 1 points.  The number of points available per player for the meet, which is the total number of points awarded for all 5 games played combined, ranges from 5 to 35, assuming no player receives a 0.
In the unlikely event of two or more scores on a machine being tied, an average point value of the tied positions will be awarded for each tied score. For example, a tie for 2nd place would earn each player 4 points..
Game points are one measure of a player’s ability, one that depends both on their ability and their attendance record: of two equally-able players, the one attending the most weeks will have a higher season score.  This serves as incentive to attend league nights as regularly as possible.

3.2.           Percentage

Percentage is the calculation that is used by the league to better determine a player’s skill level.  All weeks of the season, less the 2 dropped weeks (5 total), are included in the percentage calculation.
A players’ percentage is used for the handicapping system as well as to determine the winner of the Most Improved Award.
Weekly scores can vary from 5 to 35 points; this is applied to a zero-to-100 (percent) scale.  The average of a player’s percent scores for the season is what we call their percentage.  Note that for percentage calculations, scores are transformed from a 5-35 point scale to a 0-12 point one.
A player must attend at least 5 meets per season for their percentage to be valid.

3.3.           Lifetime Percentage

A player’s lifetime percentage is calculated based on the last 90 weeks we have in the system for the player, and it is used to handicap players for overall point totals.  Lifetime percentages are only valid after at least 15 played weeks (across all seasons).

3.4.           Handicap

Based on the lifetime percentage, a per-week adjustment is applied to the players’ scores for the handicap champion tracking:

20% – 30% – 11 points
30% – 40% – 9 points
40% – 45% – 7 points
45% – 50% – 5 points
50% – 55% – 4 points
55% – 60% – 2 points

4.                Machine Selection

For each meet, machines are selected by the first player in play order.  This allows for each player to get choice of a machine.  In a 3-player group, the player with the lowest point score after the 3rd game chooses the 4th machine.  In case of a tie, the player listed first in the play order on the score sheet chooses the game.  A machine may not be selected twice by the same group.  Subsequent score submissions for the same machine title will not be counted.  In any other cases of disputes on machine selection, an SLO will select the machine for the group.

4.1.           Machine Replacement Selection

If a machine should become unplayable during league play, a replacement machine must be selected by the player who chose the unplayable machine, subject to as many of the following constraints as possible.

The replacement machine:

  • Should be in good working order.
  • Should not be already scheduled for play by the affected group.
  • Should be chosen to minimize group backlogs.

Groups that have already completed play on the unplayable machine will retain the scores from that machine.  If a replacement machines is used, and no other groups are able to play on the replacement machine, that group will not be eligible to receive a high score on that machine for the night.

5.                Playoffs

The TOPL playoff system is a match play tournament which consists of two-player, single game matches. Advantage (selection of game or play order) is given for total points during the regular season.  Playoffs are held on week 8 of the season.

5.1.           Fees

The playoffs are open to all paid members who have participated in the season.  Guest players are not allowed for a playoff tournament.

Host fees still apply to playoffs, as detailed below.

5.2.           Playoff Divisions

There are two playoff divisions: A and B.  The A division playoffs are open to the top 8 players for the season, assuming a minimum of 16 valid players has been reached.  If the number of valid players is less than 16, the top 4 will make the A finals.  All other league members will be able to play in the B division playoffs. Match play for the two divisions takes place concurrently as separate tournaments.

5.3.           Division Eligibility

Players are placed into A or B division based on the current season standings.  There are no other restrictions on eligibility, other than that a player must have paid their league fees for the season.

5.4.           Playoff Format and Machine Selection

The format of the playoffs is that of match play.

Using a piece of software (currently matchplay.events), players are matched up against each other.  The higher seed gets choice of game or order for the round, and a player may not choose the same game twice.  A division is configured as a 7 round, round robin tournament.  B division is configured as balanced pairings.

Once the software has generated the pairings players should report to their machines as quickly as possible.

At the end of the game, the player who has won must record the results into the software.  The actual final score is of no consequence, they one thing that matters is who has won and who has lost.

Once all players have completed playing in that round, new pairings will be generated and play will continue as listed above.

The software will do its best to ensure that no 2 players play each other twice unless all other players have been played.

This format works best the faster people play as it means more rounds can be played, so please make sure you are prompt in reporting who has one.

The player who wins will have 1 point added to their total and the losing player will not receive a point.

In the event that there are an odd number of players in the playoffs, a “Joker” will be added into the system to give a bye to a player in that round.  The player matched against the “Joker” will get a point for the round.

B division Matchplay will continue for an announced time window (typically 1.5-2h), with no new rounds starting after the cutoff.  Games in progress will complete.

5.5.           Late Arrival

Players who arrive after match play has started may still enter at the start of the next round, but will not receive any handicap/compensation for missed rounds.

5.6.           Finals

The finals will be for the top 4 in each division.  These are run as a single elimination bracket, best 2 games out of 3.  High seed gets choice for the first game, low seed for the second, and high for the third if required.  Games selected during initial match play rounds may be chosed again for the finals, however a player may not choose the same game for the semifinal/final rounds.

5.7.           Ties

In the event of a tie for standings before finals, a winner take all match will happen between all the affected parties.  A single game will be selected by the SLO team at random and order of play for the tie will be chosen by the highest qualifier from the qualification round.

5.8.           Prizes

Each division (A and B) will hold its own finals, separate from the other division. The top 4 win cash prizes. The A division winner gets custody of the playoffs trophy. The cash prizes are determined on the day of the playoffs, as they depend on how much money the league holds after paying for food & drink, and the number of players who opt to move from B to A.

Each player will be assigned a value from their league fees.  That value will follow the player regardless of what division they end up playing in.  The prize pool will be the total amount of each players’ value in their given division.  The value of each player may change from season to season depending on the administrative costs of the league during a given season.

Players who have paid their league fees and who do not show up to playoffs will have their value split between the two divisions based on the percentage of players in each division.  So if 70% of the players are in the A division and 30% are in the B division the value will be split 70/30 between the divisions.

  • Example: The current value for a player for the given season is $18.  There are 20 people in the A division and 5 people in the B division.  The A Division will have $360 prize pool based on the number of players and the B division will have $90.
  • Example 2: The current value for a player for the give season is $15. There are 10 people in the A division and 10 people in the B division.  The A division prize pool will be $150 and the B division Prize pool will be $150.

For a 4 player payout, the prize pool is divided proportionally in a 50/25/15/10 split, rounded to the nearest five dollar increment.  For an 8 player payout, the split is 30/18/15/12/10/7.5/5/2.5.

6.                Fees and Dues

6.1.           Season Fee

The SLOs will collect the season fee at the beginning of each season. Fees are set at $30 for the season, which covers league operating expenses, food for the playoffs, and tournament prizes.  Players must pay the season fee to compete in any regular league meets.

6.2.           Occasional players and first time players

If a player is not ready to commit to full Season membership, they can play one week per season with no league fees (host fees still apply).  This accommodates both visitors and new players.  After one free week, players must pay the $30 league fee to keep playing.

6.3.           Host fee

When playing at non-arcade locations where machines are set on free play, a $15 location fee is also charged. This money goes directly to the host, to compensate them for the time, effort, and parts required to keep the machines in league-ready shape.

6.4.           Games

At locations where games are not set to free play, players will pay for all of their own games.

6.5.           Guests

A fully paid league member may usually bring 1 guest who does not participate in league play, and does not need to pay the league fees.  Although guests are not responsible for the league fees, they are responsible for the location fees.  Please be sure to notify an SLO that someone is a guest, and not liable for the full fees.  Guests are also allowed at the discretion of the host, and we ask that you respect the hosts’ wishes if they do not want extra people in their homes.

7.                Machine Play Rules —General

7.1.           Extra Balls

On all machines, extra balls must be plunged and not played normally. These are referred to as “unallowable” or “plunged” balls in this document.

When a player is required to plunge an extra ball, the player may touch the machine to set up a skill shot before launching the ball. Once the ball is set into motion, the player may shake or nudge the machine, and is allowed one single flip. The player may opt not to flip at all if they wish not to.  Beyond the single flip and shaking or nudging the machine, no other interaction with an extra ball is permitted.  This includes video modes, multiballs, shooter buttons, extra cabinet buttons (e.g. FIRE button on ACDC/Star Trek), or any other game features.

7.1.1.      Ball Save

If the ball is returned to a launcher lane that requires a manual plunge (e.g. by a ball saver), the player may re-plunge the ball. If the player has used their single flip on the current extra ball, they cannot flip again on a ball save. Conversely, if the player has not yet flipped, they may do so on a ball save.

Some machines will give infinite ball saves (e.g. Tales of the Arabian Nights). In that case, the player is forced to flip once in order to hit any switch and end the cycle. The choice of aim and timing is up to the player.

7.1.2.      Stuck Extra Balls

If a plunged extra ball becomes stuck somewhere on the machine, the player may attempt to nudge the machine to free the ball. If nudging fails to free the ball, and there is no operator present to free the ball, the player (or SLO) will be required to tilt the game in an attempt to free the ball. No compensation is provided in this event, nor is it considered a major malfunction.

7.2.           Consolation balls

In the event that a ruling by an SLO results in a player needing to play a consolation ball, the following rules apply:

  • If the player has earned, or has the potential to earn one or more extra balls, they may choose to play one of them at any point in the game.
  • In cases where machines are set to more balls than are customary (e.g. a 3 ball game set to 4 balls for a tournament), the fourth ball may be played.
  • Once the game is completed, the player may play a single ball on a new game and have the score of this ball added to the score from the previous game. Note that the state of the machine (modes etc) will not be reset to a state that the player was in during the previous game.

Note that if the game allows a “buy in” feature for an extra ball, the player may not use this feature to continue at the end of their game.  This is because this often awards extra bonuses to a player that would result in an unfair advantage, e.g. free mode or multiball starts.

7.3.           Replays and Specials

No award is given for credits earned by replays or specials during league play. If a machine awards extra balls for replays or specials, they are played as prescribed in the Ball Save section.

7.4.           Malfunctions

The unique charm of pinball lies, in large part, in the physical nature of the game. Unfortunately, this means that unusual events and outright malfunctions cannot be prevented, nor can they be perfectly compensated for. TOPL attempts to strike a balance between compensating for malfunctions and accepting the physical nature of the game.

In certain cases, malfunctions will be dealt with more strictly during playoff rounds than during league nights, at the discretion of the SLO

7.4.1.      Minor Malfunctions

A minor malfunction is any incident without external cause which deviates from the normal course of gameplay, without directly causing a player’s loss of turn and without providing any player a significant advantage over others. A minor malfunction is considered part of normal play. Tournament officials shall determine what constitutes a significant advantage; in the event that such an advantage is obtained, refer to “Beneficial Malfunctions”.

A minor malfunction that occurs repeatedly, to the extent that it is markedly affecting play of the machine, may be considered a major malfunction at the sole discretion of tournament officials.

The following examples would be considered minor malfunctions:

  • A player tilts away a stuck ball when it was not clearly necessary.
  • A multiball round ends prematurely but does not result in loss of turn.
  • A ball goes airborne and drains.
  • A lit kickback fails to kick the ball back into play.
  • A ball saver fails to work.
  • A player tilts another player’s ball. (This is Interference.)
  • Minor game features not working as intended (e.g. a single switch not scoring in a context such that the majority of the game can still be played)
  • Feature lights not working

7.4.2.      Major Malfunctions

A major malfunction is a gameplay problem with a machine that results in the premature loss of ball in play in a fashion that is not a normal feature of the machine’s gameplay. These may be unusual one-time events, or they may indicate a recurring problem that will need to be addressed by technicians.

The following are examples of major malfunctions:

  • A player is forced to tilt the ball in an attempt to dislodge a stuck ball (unless it is an unallowable extra ball; see section Ball Save).
  • A turn ends prematurely (i.e. with 1 or more balls in play).
  • A ball is auto-plunged or otherwise shot into play prematurely.
  • Game resets
  • The bonus count begins 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 lit kickback fails to return the ball to play, ending the player’s turn. This does not apply to other ball saving devices such as timed ball savers, ball traps, or gates.
  • Major game features not working that significantly impact gameplay.
  • A flipper ceases to function

If a problem with a machine is announced to league players by the SLO before league play is started, then that problem is not considered a major malfunction even if the result is loss of ball in play.

Any malfunction that results in the loss of one or more balls during multiball play, without losing all balls so as to end the player’s turn, will only be considered a minor malfunction. Loss of Tilt warnings, without loss of ball, shall not be considered a major malfunction. Loss of any lit feature, running mode, or other gameplay specifics, shall not be considered a major malfunction.

When a major malfunction occurs, it is the player’s responsibility to notify the SLO, calmly and promptly. If the SLO agrees that the incident is a major malfunction, the player will be provided with a consolation ball. The player’s total score on the additional ball of play will be added to their previous score, and the new game will be terminated.

At the request of the player, if and only if a SLO approves, the major malfunction may instead be handled as follows. The current game will be terminated and the score recorded. A new game will be started, and after the appropriate number of balls have been played in the new game, the new score will be added to the old score to determine the player’s total score, and the new game will be terminated. This approach is functionally similar to the previous paragraph, but may afford different strategic opportunities to the player. In no event will a player be allowed to abuse this rule through intentionally seeking a major malfunction.

If a major malfunction occurs early in the play of the first ball by the first player, tournament officials may rule that the current game is voided and the scores discarded. Machine repairs will be attempted and the player(s) will restart their play without needing to track the previous score.

In the event that two or more major malfunctions take place during the same game, the current scores of the player(s) will be recorded, and the game terminated. Once the machine has been repaired, players will be provided additional ball(s) of play on a new game, as necessary to provide the correct number of balls of play for each player. Alternatively, SLO may choose to allow the affected player(s) to replay the game from scratch, and the higher score for each player will be recorded as their official score, except in any case where the original score was unfairly improved by the malfunction or was significantly increased during attempts to investigate or cure the malfunction. In the event that a recurring major malfunction cannot suitably be repaired, the failure must be treated as a catastrophic malfunction.

Under certain specific conditions, a major malfunction may be declined by the player. This must be approved by the SLO, and must not result in a situation which provides an unfair advantage to the player. The SLO can declare a machine unplayable at any time if it is not functioning properly and the resulting malfunction(s) will, in their estimation, impair the ability of players to obtain fair scores. If the first ball played by all players result in major malfunctions, or if play cannot be continued on a machine for any reason, the machine is automatically declared unplayable for the rest of the meet, or until the machine is repaired. In these cases, the entire game is replayed immediately on a machine designated by the SLO.

7.4.3.      Catastrophic malfunctions

Catastrophic malfunctions, such as slam tilt, total machine failure, fire due to overheated components, main processor halts, and similar events are handled on a case by case basis, using the malfunction rules described above if possible. Frequently, catastrophic malfunctions will invalidate all scores for that group on that machine, however, depending on when the malfunction occurs, the scores as played may stand if so decided by the SLO (e.g. catastrophic malfunctions on the last ball of the game). Any recorded scores on the machine at the time of failure will be used if the machine is brought back into service and affected players replay, or players accept agreed-upon scores.

It is recommended that the league prepare a maintenance sheet on which is noted any malfunctions that are found on the various machines during league play. This list should be passed on to the site’s management to assist in the proper maintenance of the machines.

7.4.4.      Beneficial Malfunctions

Any malfunction which provides at least one player with a significant advantage over any other player competing on that machine is known as a beneficial malfunction. SLO shall determine what constitutes a significant advantage.

Any beneficial 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 of this would include an unexpected software ball save, a ball that bounces back into play without player action, or a ball that comes to rest on an unlit kickback in the outlane (which will lead to a ball search, kicking the ball back into play). Any such behavior shall not be allowed if it repeats, meaning that tournament officials may require players to allow the repeatedly-saved ball to drain, or play on the machine may be terminated in accordance with catastrophic malfunction rules, at which point repairs may be attempted.

Any beneficial malfunction which provides one or more players with a significant scoring or strategic advantage in a way that is not part of normal gameplay will void the score of the affected player(s), unless all immediately-affected players and SLO can agree on a suitable adjustment of the score or other elimination of the advantage. If the beneficial malfunction has been specifically avoided by the player, it is unlikely that a penalty is necessary. If any player score(s) are voided, the affected player(s) may then replay the game after the other players have finished, and the new score(s) are used for the affected player(s).

Examples of beneficial malfunctions would include a jackpot switch that registers when a different target is hit, a valuable switch that scores repeatedly without the ball contacting it, a failed Tilt sensor, or a ball stuck during multiball (See also “Stuck Balls”).

Any situation which indicates the presence of a beneficial malfunction should be brought to the attention of the SLO promptly. Any player who intentionally takes advantage of a significant beneficial malfunction may be given a warning and/or have their affected score interrupted and disqualified by the SLO. It is the responsibility of all members of a group to ensure that positive malfunctions are not abused.

7.5.           Stuck Balls

During the course of play, it is possible for one or more balls to become stuck on a playfield feature, usually after becoming airborne. If this happens during single ball play, the player must wait for automatic ball searches to occur. The expiration of any timed feature during this period is not considered a malfunction.

If the stuck ball has not been freed after four such searches, or if the machine is not performing searches for some reason, the player must alert an SLO.  The player must remain alert and at the machine, as they are responsible for the ball if it becomes freed at any point. In the event that a “chase” ball is served into the game, the player is responsible for continuing play, and a suitable malfunction will only be ruled if the machine is unable to function normally from this point forward.

An SLO may initially choose to try to free the stuck ball through judicious nudging, tapping, etc. The player must remain ready to resume play at the machine during this attempt. If actions by the official result in a Tilt, this will be treated as a malfunction and a consolation ball will be awarded. If the official frees the ball but the player does not successfully continue play, this is normal play (the fault of the player). Loss of Tilt warnings due to tournament official nudging is considered normal play.

If the SLO is unable to free the stuck ball, the machine will be opened, and the stuck ball removed and placed, according to the player’s choice, in either the plunger lane, or on either upraised flipper, with the flipper button held by the player. In the case of older machines with electromechanical scoring, the option of placing the ball in the plunger lane will not be available, unless the flipper configuration somehow prevents holding balls elsewhere. In the case of newer machines with lockout coils, upraised flippers may not be possible while the machine is open, so the plunger lane will be preferred.

At the SLO’s discretion, or as a result of freeing the ball, the ball may be placed in another location, so long as it is possible to resume normal play once the machine has been closed. If more than one ball is stuck, each freed ball will be placed according to the rules above, although possibly in multiple locations.

If the ball is inadvertently freed while the machine is open and drains without the player regaining complete control (stopped on a flipper), this will be treated as a malfunction and the player will be awarded a consolation ball. If the machine cannot be opened successfully, or if opening or closing the machine terminates the game(s) in progress for any reason, this will be treated as a catastrophic malfunction. If the ball is freed and the machine closed without the player’s loss of ball, play continues as normal.

Any player who chooses to shake or bump the machine in order to free a stuck ball does so at their own risk. No allowance will be made for a player who tilts while attempting to free a stuck ball, whether or not SLOs are present.

If a ball becomes stuck during a multiball mode, the player should attempt to trap the other ball(s) in play and request assistance. A stuck ball during multiball often represents a significant beneficial malfunction, and intentionally taking advantage may result in a penalty. Please note specifically that a ball ending up in the plunger lane during multiball on a machine where there is no autoplunger (or where the autoplunger for some reason refuses to fire) counts as a stuck ball. See “Beneficial Malfunctions” for further details.

Any player who misuses a game feature in order to intentionally trap a ball during a multiball mode, such as holding in the plunger in order to defeat the autoplunger, may be given a warning and/or have their affected entry interrupted and disqualified by SLO.

In situations where a ball is trapped in a way that it can be released through player action other than shaking or bumping – for example, a ball at rest underneath a flipper which the player controls – this is not deemed to be a stuck ball. Balls trapped in this fashion during multiball modes are not generally considered to be a rules violation, although the ruling will depend on the exact machine and situation.

Any ball that comes to rest in an outlane, where any portion of the ball is below the outlane post, is not deemed a stuck ball. In these instances, players will have the option of attempting to free the ball themselves or to ask a tournament official to place the ball in the drain for them.

7.6.           Multiple balls in single ball play

If a game puts multiple balls into play when not in a multiball (for example through a faulty physical lock or ball trough), the player should immediately attempt to drain one of the balls and return to single ball play.  If this ends their turn prematurely, the player can play a consolation ball.

7.7.           Gameplay Promptness

When a player’s turn comes up in a league match, they are expected to begin play promptly. If a league player does not begin play in a reasonable amount of time, the SLO may plunge the ball for him, and the player may not play the ball.

7.8.           Practice Games

Once league play starts, a player may not practice games that they are scheduled to play later in that match. Practice games are allowed on machines that a player is not scheduled to play during that match, if it does not interfere with league play by their own or other groups. Practice games must be ended immediately if a league group is ready to begin a scheduled game on that machine.

7.9.           Distractions

In general, random distractions that occur during league play (including minor physical bumps) are considered normal play conditions and no allowances are made for the effects of such distractions on a player’s game.

7.10.       Non-League Players

League players do not take precedence over other customers at the establishment. Having a non-league customer play your ball is considered a distraction and not interference; control of the ball should be regained as quickly and politely as possible. Close attention should be paid by league players to their game in progress to guard against this situation.

8.                Illegal actions

8.1.           Playing Own Unallowable Extra Ball

If a player nudges, flips, or otherwise plays their own unallowable extra ball beyond the allowed single flip, they must stop as soon as the error is recognized. The other group members may request a game restart if the amount of play time and scoring of said ball is deemed excessive by the SLO.

If a player intentionally plays an extra ball in an attempt to improve their score in the hope that the other groups members don’t notice, will fall under the realm of cheating and will be dealt with as such.

This does not apply in cases where a player must flip once to avoid “infinite ball saves.”

8.2.           Playing Opponent’s Ball

The violator shall attempt to trap the ball(s) on a flipper as soon as the error is realized. On the second or greater offense (per meet), the violator receives a machine score of zero (0) for the game.

If the affected ball was an unallowable extra ball, there is no additional compensation for the victim. Otherwise, the victim may choose one of three options: continue playing the erroneously plunged ball (if control can be recovered), play a single extra ball (Consolation ball), or replay the entire game. The player must request a decision from all players in the group before play resumes. The requesting player is responsible for ensuring that the next player does not begin play before a decision is announced. If they allow the game to continue without announcing their request, then it is presumed that they wish to continue the game and play an additional ball. If the game is replayed, the second (replay) score becomes their score on that game, regardless of whether it is better or worse than their previous effort. The rest of the group waits for the player to finish the replayed game before starting their next game.

Any player who plays out of turn deliberately in order to employ this rule will be disqualified entirely.

8.3.           Interference

Interference in another player’s game is not tolerated. Interference includes intentional slam tilts, tilting an opponent’s ball, or nudging the machine during another player’s ball, even if the action does not cause the victim to lose the ball. It also includes intentional distraction of a player during their play. Talking or coaching is not considered interference, unless the player at the machine specifically requests that they not be talked to during play.

An intentional slam tilt is one caused by an aggressive and excessive shove of the machine, or by an attempted bangback or deathsave. Any other slam tilt is considered accidental. All slam tilts are handled as catastrophic malfunctions.

If a player interferes with another player, causing a drain and/or loss of turn, the victim of the interference may request to replay the entire game. If the next player starts play with no decision announced, the victim is presumed to wish to continue their game. The interfering player is required to pay for the replayed, even if there are credits on the machine.

Interference is considered a serious violation of league play rules, and a penalty is attached. Serious violations are cumulative over an entire season, not just one match. For these violations, the following penalties are assessed:

  • First and second offense: Forfeit the current game with a machine score of zero (0).
  • Third offense: Forfeit of all games in the current match with machine scores of zero (0).

Behavior which causes a player to be ejected from the establishment by the management will be penalized as an automatic third offense, even if it occurs before or after league play.

  • Fourth offense: Forfeit of season. The player’s scores are wiped, and the player will be suspended from the league.

Violence of any kind against fellow players, vandalism of pinball machines or other property will be penalized as an automatic fourth offense.

8.4.           Not Starting the Proper Number of Games

If too many games are started inadvertently, balls for the extra games are plunged but not played. If too few games are started, additional games are started, if possible, so that the number of games on the machine matches the number of players in the group. If the proper number of games cannot be started by the above means for some reason, the game is ended immediately and a replay of the machine by all players commences. The player responsible for the wrong number of games being credited (who pressed the credit button) pays the cost of the restart.

8.5.           Out of Order Playing

Players must take their turn on all machines in the correct player order as determined by the scoresheet. If a player’s turn is incorrectly played by another group member, the group may take one of two actions: the incorrect order can be maintained for the remaining duration of the game if the order sequence occurs from the beginning of the game, or all play must halt and the game restarted with all players in the correct order based on the scoresheet. If the group decides to continue play, the order must be corrected on the scoresheet to avoid confusion later while recording the totals.

8.6.           Deathsaves and Bangbacks

Deathsaves and bangbacks (“biffs”) are techniques used by some players to return a ball back into play that has already gone down an outlane or otherwise drained. These techniques can significantly damage machines, and are therefore not allowed in TOPL league play. A player that attempts to perform a deathsave or bangback will receive a machine score of zero (0) on that game, and must plunge any remaining balls without playing them. However, it is allowable for the ball to bounce back into play of its own accord.

8.7.           Unallowable Practice Games

While players are allowed to play other games while waiting to play league games during regular season nights or playoffs, players are prohibited from practicing on known tournament games in advance of competing on them.  This can give a player an unfair advantage, and knowingly breaking this rule is considered cheating.

8.8.           Delay of play

Players are responsible for making sure they are at their assigned machine when it is their turn to play.  If a player cannot be found when it is their turn to play, an SLO may decide to plunge the player’s ball for them if the player’s absence results in an overall delay of tournament play.  If a machine has an “auto launch” feature, absentee players will not be compensated for loss of balls if they are not present to play them.

8.9.           Cheating

Pinball can often be frustrating, especially during competition. The ToPL rules are designed to deal fairly with this fact, to encourage people to control themselves, and to compensate for various mishaps that might occur during play. On the other hand, violation of any rules with the clear intent of preventing another player from fairly playing the machine or of unfairly increasing one’s own score can only be described as cheating, and is not tolerated. Cheating will result in the player’s immediate suspension from the league.

9.                Prizes and awards

9.1.           Replay Prize

A replay award is a free entry into the next TOPL season, which waives the player’s league fees.  A player may only earn one replay in a season.  A replay must be used in the next season that the player chooses to play in, although they may choose to save their replay for a future season if they are unable to play.  Replay awards expire after three TOPL seasons or one calendar year, whichever is shorter.  A replay award is considered equivalent to having paid the league fees in the first week of the season, and does not grant a player a valid percentage if the replay is used at a season playoffs.

9.2.           Season Champion

The player who has the highest overall point total for the season will be awarded the season champion trophy, and will be granted a replay.  The overall point total takes all weeks of the season into account, whether or not a player attended, except for the lowest three scores being dropped.

9.2  Pinball Wizard
The player who has the highest handicapped point total for the season will be awarded the Pinball Wizard trophy, and a Replay into the next season. The overall point total takes all 13 weeks of the season into account, whether or not a player attended, except for the lowest three scores being dropped

9.3.           Most Improved

The most improved award is based on improvements in a players’ percentage.  The current season’s percentage is compared against the average of the past two seasons.  The player with the largest improvement wins the most improved award, which grants a replay.  For the purposes of this award, a valid percentage must be based on at least 7 weeks.  A player must have two valid previous percentages to be considered for this award.  Percentages may have been earned in any of the last six TOPL seasons or two calendar years (whichever is longer), and do not need to be consecutive.

The Most Improved Award is based on a player’s season percentage improvement over their lifetime percentage.  The player with the largest improvement wins the Most Improved Award, and will be awarded a Replay into the next season.  For the purposes of this award, a player’s season percentage is calculated on the player’s best 10 scores (13 total minus 3 dropped scores).  A player’s lifetime percentage is calculated over the previous six TOPL seasons or two calendar years (whichever is longer), and do not need to be consecutive.  A new player is eligible to be considered for this award in their 2nd season

9.4.           World Pinball Player Ranking (WPPR) points

The WPPR system is administered by the International Flipper Pinball Association (IFPA http://www.ifpapinball.com/), and is intended to rank players worldwide based on tournament results.  WPPR points are awarded for the regular season (up to and including week 13) and are divided among all players based on point totals for the season.
As per IFPA Rules, to be eligible for WPPR points, league members must compete in at least 50% of the total meetings/sessions that were held in a season to be included in the results submitted to IFPA.

10.           TOPL locations (private)

With the general lack of public locations to play pinball in the GTA, most TOPL events are held at members’ homes. Details such as start/end times, address, and additional house rules will be posted on the private calendar and in the emails sent to league members before the event. Any house rules provided by hosts should be treated the same as any rules in this document.  Regardless of location, members must respect a host’s machines, and excessive roughness, banging on the glass, kicking machines, and vandalism will not be tolerated.  Members must also be respectful of our hosts ability to maintain their machines, and should report issues using a problem posting form, or in person in a respectful, non-accusatory manner.  Members who abuse these rules can, at the request of the host, or at the discretion of at least two SLOs, be asked to leave the premises, and will also receive a zero on all games for the event.  Repeated offenses will result in suspension from the league.

11.           Covid-19

TOPL will continue to follow the guidance of the provincial government with respect to Covid-19, and any other similar events that would make gatherings like TOPL meets unwise.  Currently, this allows for indoor events, with masks being optional.  Any league member that wishes to continue to wear a mask may do so.  As masks are optional at this point, no harassment or disrespect of any members’ mask preferences will be tolerated.

In the event that a host wishes to require masks, we will treat that as any other house rule as outlined above and ask that you respect the host’s wishes.  As with other house rules, every effort will be made to communicate these in advance.

The Toronto Pinball League