Pinburgh Match-Play Championship

April 11-14, 2013

The Pinburgh Match-Play Championship is the largest pinball tournament in the world. Featuring over 250 games and 400 players battling the silverball over three solid days of competition for more than $60,000 in prize money.

The match-play format offers a social experience as players from all over the world compare skills during a series of multiplayer matches spanning the first two days. Twenty-four qualifiers are invited to compete in the final rounds on Sunday, while all other players are encouraged to take part in a consolation tournament held throughout PAPA headquarters in parallel with the final rounds.

Pre-registration before play begins is required!
Spectators are welcome to attend, and there is no fee charged for admission.

General Information

How to Qualify:

Pinburgh features guaranteed match play for two full days for each and every participating player, regardless of skill level.  As a player, you will spend Friday competing in a series of four-player groups (occasionally three-player). For each session, you will be seeded based on your performance up to that point. Expect to spend approximately ten hours playing pinball competitively on Friday.

On Saturday, you will be assigned to the A, B, C, or D Division based on your play up to that point. Some players will have pre-existing restrictions which may require them to be in the A or B Division, regardless of how well they play on Friday.

You will then spend another ten hours playing in another series of four-player groups, which will determine whether or not you qualify for finals play on Sunday.  In the D Division, your record from Friday will be discarded, but for all other Divisions, your record is cumulative over both days.

For more information, please read the official rules.

Divisions of Play:

All play takes place as singles, in four skill divisions. At the beginning of play, all players compete together, without divisions. At the end of play on Friday, skill divisions are assigned according to rankings and restrictions. Generally speaking, this division happens by quartile ranking, with certain players assigned to A, B, or C Division based on skill division restrictions.

Division Restrictions:

The following restrictions are designed to discourage any Player from intentionally competing beneath his or her level of skill:

  • Players who qualified in the A Division of PAPA 11-15, players who made the final four in the A Division of Pinburgh 2011-12 or any PAPA World Championship, players who made the final four in the B Division of Pinburgh 2012, players who made the 2012 PAPA Circuit Final, and players in the top 25 of the IFPA’s World Pinball Player Rankings (WPPR) as of March 1, 2013 are restricted to A Division.
  • Players who qualified in the B Division of PAPA 11-15, players who made the final four in the B Division of Pinburgh 2011, players who made the final four in the C Division of Pinburgh 2012, players who made the playoffs in the A Division of Pinburgh 2011-12, players who earned 50 or more points in the 2012 PAPA Circuit, and players in the top 100 of the IFPA’s World Pinball Player Rankings as of March 1, 2013 are restricted to A and B Division.
  • Players who qualified in the C Division of PAPA 11-15, players who qualified in any Classics division of PAPA 11-15, players who made the final four in the C Division of Pinburgh 2011, players who made the playoffs in the B Division of Pinburgh 2011-12, players who earned 10 or more points in the 2012 PAPA Circuit, and players in the top 250 of the IFPA’s World Pinball Player Rankings as of March 1, 2013 are restricted to A, B, and C Division.

Tournament coordinators reserve the right to modify these restrictions as they deem necessary. Only a player’s highest restriction will apply. In all cases, players will be informed before or during play on Friday of any skill division restriction that applies to them, and a list of these restrictions will be made available to all players. Note that, for example, a player with a B Division restriction may still qualify in A Division as a result of strong play on Friday.

Pricing & Prizes

Pricing:

A one-time registration fee of $150 is required of each player who wishes to play in the Pinburgh tournament. When pre-registering, players may also commit to purchase PAPA tokens for gameplay in tournament or casual games. Games will be set for token play, and players may purchase more tokens as desired. After tournament expenses, all token and merchandise sales go towards charity!

There will be a custom, collectible token for Pinburgh attendees only; this ultra-rare token will be included in each roll of tokens sold at the event, but otherwise will not be put into circulation.

Due to the match play nature of the tournament, no player may register for Pinburgh less than two hours prior to the start of play.

Please note that pre-registration is required for all players! Registration on-site is only available until 10:45am on Friday.

The guaranteed prize package for Pinburgh is based on a full field of 400 players.

 Division ADivision BDivision CDivision DConsolation
1st Place$7,500$3,000$1,500$800$600
2nd Place$4,000$1,600$900$600$400
3rd Place$2,500$1,250$600$400$300
4th Place$1,500$750$400$300$250
5th-8th Place$1,000$500$300$250$200
9th-16th Place$600$350$250$200
17th-24th Place$400$250$200$200
Top Qualifier$500$250$150$100
Session Bounties$50 per Session = $1,250
Total Prize Package:$60,000!

Recent Changes

This is a list of differences between Pinburgh 2012 and Pinburgh 2013.

  • The entry fee has been raised from $100 to $150. As always, admission to the facility will be completely free.
  • We have restricted the event to a maximum of 400 players.
  • We have added a D Division, to reflect the broader range of skill levels amongst so many players.
  • We have further clarified skill-based division restrictions.
  • We have changed the Major Malfunction rule to add balls from a new game, rather than requiring a complete replay as the only option.
  • We are collecting league affiliations at registration time.
  • We will no longer create “widowed” tiers of 4 players when the tier size is greater than 8, to avoid “trapping” the same group of players together in consecutive sessions.
  • Certain machines are now designated as single-player, in order to minimize the effects of jackpot rollover and lock stealing.
  • 2-player and 1-player groups are now possible under specific circumstances when one or more players are absent. These should be very rare.
  • We will open one day early this year, in order to run the Circuit Final event. There will be no Pinburgh competition on this day, but spectators are welcome and the facility will be open to the public. Practice on tournament machines will only be available on this day (Thursday).
  • There will be a short warm-up tournament when the doors open at 9am on Friday, to encourage attendance and player check-in.
  • We are running a shuttle to three hotels.
  • We will be reserving parking directly in front of the facility for carpooling only.
  • We have added a remote parking lot, which the shuttle will visit.

Qualifying

Finals


 Division A          
First Round, Group P
#PlayerAddams FamilyWinsWizardWinsDr. DudeWins8 Ball DeluxeWinsTotalResult
9Cayle George70,132,280289,220211,854,9802259,00017tie
16Keith Johnson94,211,950344,15014,710,7101612,86038adv
17Cryss Stephens65,537,7701103,560313,439,1003246,06007tie
24Johnny Modica31,652,500035,1100947,3300475,56022
Tiebreaker to Advance to Quarterfinals
PlayerWizardResult
Cryss Stephens153,090adv
Cayle George72,630
First Round, Group Q
#PlayerDr. DudeWins8 Ball DeluxeWinsAddams FamilyWinsWizardWinsTotalResult
10Noah Davis3,065,00031,047,090338,162,610263,550210adv
15Roy Wils1,265,8102559,5302360,126,720371,220310adv
18Mats Runsten961,4401512,060111,594,680046,47013
23Bob Matthews842,7600252,090020,672,680128,87001
First Round, Group R
#PlayerAC/DCWinsTarget PoolWinsTX-SectorWinsStarsWinsTotalResult
11Robert Gagno53,856,12034,41321,221,900156,77006tie
14Sean Grant19,691,05004,53731,828,690269,28016tie
19Jim Belsito47,503,02021,67001,923,690372,20027adv
22Matthew Clark39,163,31012,58511,121,300097,33035
Tiebreaker to Advance to Quarterfinals
PlayerStarsResult
Robert Gagno29,360
Sean Grant98,540adv
First Round, Group S
#PlayerIndy 500WinsCard WhizWinsJudge DreddWinsMysticWinsTotalResult
12John Flitton262,285,630132,300245,501,98001,000,00036adv
13Dave Stewart507,436,320218,020185,758,350137,02004
20Adam Becker217,842,340012,7000103,360,860270,57013
21Andy Rosa635,802,380388,1003128,776,4103107,140211adv
Quarterfinals, Group T
#PlayerAddams FamilyWinsWizardWinsDr. DudeWins8 Ball DeluxeWinsTotalResult
1Keith Elwin135,731,610391,09027,848,48031,005,150311adv
8Joshua Henderson57,905,7601134,81031,402,4501515,03027adv
16Keith Johnson29,870,530071,71006,815,7602208,59002
15Roy Wils111,197,200288,8401840,3400416,15014
Quarterfinals, Group U
#PlayerIndy 500WinsCard WhizWinsJudge DreddWinsMysticWinsTotalResult
2Jorian Engelbrektsson40,720,110017,2200203,944,4903512,02025
7Jörgen Holm504,473,860362,3002196,507,7702169,24018adv
10Noah Davis307,557,360271,3303142,319,0000109,70005
17Cryss Stephens192,306,890133,3001143,475,1201742,82036adv
Quarterfinals, Group V
#PlayerDr. DudeWins8 Ball DeluxeWinsAddams FamilyWinsWizardWinsTotalResult
3Andrei Massenkoff3,166,5703183,00013,771,300055,12015
6Mahesh Murthy1,494,3501337,650220,496,820185,16026tie
19Jim Belsito1,904,4402979,180351,308,510250,66007adv
12John Flitton635,3900174,000057,913,3503130,42036tie
Tiebreaker to Advance to Semifinals
Player8 Ball DeluxeResult
John Flitton1,306,620adv
Mahesh Murthy329,030
Quarterfinals, Group W
#PlayerAC/DCWinsTarget PoolWinsTX-SectorWinsStarsWinsTotalResult
4Donavan Stepp16,456,91015,27831,986,5300107,42026tie
5Zach Sharpe14,330,38005,15523,466,050252,64015
21Andy Rosa65,352,50023,74612,038,2001212,31037adv
14Sean Grant173,631,71031,96704,000,000313,65006tie
Tiebreaker to Advance to Semifinals
PlayerTX-SectorResult
Sean Grant1,105,720adv
Donavan Stepp782,960
Semifinals, Group X
#PlayerIndy 500WinsCard WhizWinsJudge DreddWinsMysticWinsTotalResult
1Keith Elwin908,051,700278,6703352,331,3303743,690210adv
17Cryss Stephens159,464,220158,020278,044,19011,137,43037adv
12John Flitton60,671,070010,020072,935,5600230,88011
21Andy Rosa1,479,042,580324,7001104,130,790256,17006
Semifinals, Group Y
#PlayerJudge DreddWinsMysticWinsIndy 500WinsCard WhizWinsTotalResult
8Joshua Henderson74,867,7001201,9102221,948,770022,69025
7Jörgen Holm167,000,000376,1700270,635,700147,70037adv
19Jim Belsito16,659,5600427,0103512,960,760222,18016tie
14Sean Grant105,900,4002153,4201670,895,930312,38006tie
Tiebreaker to Advance to Finals
PlayerJudge DreddResult
Sean Grant94,622,000adv
Jim Belsito85,890,330
Finals
#PlayerAddams FamilyWinsWizardWinsDr. DudeWins8 Ball DeluxeWinsTotalResult
1Keith Elwin98,372,0602117,940340,433,7003450,740210#1
17Cryss Stephens280,259,340324,00002,900,0000477,15036#2
7Jörgen Holm11,727,410091,70023,134,6802341,59015#3
14Sean Grant68,097,460138,84013,044,8101178,03003#4
Division B
First Round, Group P
#PlayerTransformersWinsGatorWinsTaxiWinsParagonWinsTotalResult
9Jerry Bernard8,022,76035,7103827,2801121,160310adv
16Derek Fugate4,321,51013,2151883,150235,37004
17Timothy Street5,177,33022,3660782,860085,67024
24Sanjay Shah3,225,64003,42121,520,960339,04016adv
First Round, Group Q
#PlayerGodzillaWinsFast DrawWinsHigh SpeedWinsFrontierWinsTotalResult
10Dale Geiger37,341,440115,8401998,5201339,93003
15Fred Richardson11,465,330012,15001,373,2202814,40035tie
18Helena Walter205,095,360386,77033,990,0103799,220211adv
23Olli-Mikko Ojamies197,289,510280,3402682,3800394,34015tie
Tiebreaker to Advance to Quarterfinals
PlayerSorcererResult
Olli-Mikko Ojamies541,090adv
Fred Richardson317,140
First Round, Group R
#PlayerHigh SpeedWinsFrontierWinsGodzillaWinsFast DrawWinsTotalResult
11Dean Grover371,1402204,600074,948,080390,68038adv
14David Horner136,0401296,040114,782,210056,10024
19Kim Brennan101,0500564,610359,621,310212,83005
22Brian Dols750,2103306,430247,882,410154,53017adv
First Round, Group S
#PlayerTaxiWinsParagonWinsTransformersWinsGatorWinsTotalResult
12Andreas Pettersson958,190140,430110,435,51012,07403
13Mike Clinton728,0500137,710211,711,92033,55827adv
20Jack Tadman1,476,280213,110010,686,11022,99415
21Adam Kiesler2,101,0503215,42033,092,32004,03439adv
Quarterfinals, Group T
#PlayerGodzillaWinsFast DrawWinsHigh SpeedWinsFrontierWinsTotalResult
1Dan Gutchess93,922,500249,94011,767,37021,842,93038adv
8Kevin Ryan14,564,160167,48031,181,5501380,15027
9Jerry Bernard177,313,100364,06022,565,2103295,85008adv
23Olli-Mikko Ojamies10,179,680049,2300370,8300299,70011
Quarterfinals, Group U
#PlayerCorvetteWinsSurferWinsSorcererWinsCountdownWinsTotalResult
2Mateo Leyba1,151,604,040341,91011,901,800346,14007adv
7Joe Said381,442,730043,2303981,670293,80016
18Helena Walter513,435,920128,5600359,0001165,66024
24Sanjay Shah831,910,940242,9402328,2000192,26037adv
Quarterfinals, Group V
#PlayerHigh SpeedWinsFrontierWinsGodzillaWinsFast DrawWinsTotalResult
3Johan Genberg1,119,06001,645,2103159,126,210321,99006
6Nick Zendejas5,264,7603247,160146,567,290140,86027adv
11Dean Grover1,211,5901297,980228,094,160039,41014
21Adam Kiesler1,424,1202230,800054,601,4502125,16037adv
Quarterfinals, Group W
#PlayerSorcererWinsCountdownWinsCorvetteWinsSurferWinsTotalResult
4Chris Heilig742,390225,0700499,320,750131,55014
5Ed Zeltmann216,2201175,17031,058,233,660294,71039adv
13Mike Clinton1,315,570379,2902339,165,210027,88005
22Brian Dols105,040073,43011,201,026,140352,95026adv
Semifinals, Group X
#PlayerGodzillaWinsFast DrawWinsHigh SpeedWinsFrontierWinsTotalResult
1Dan Gutchess42,415,600019,7900336,720052,18000
24Sanjay Shah44,880,340142,47012,974,5602392,40026
21Adam Kiesler48,233,460263,04031,345,6601528,75039
5Ed Zeltmann115,990,030357,33024,493,0003347,65019adv
Semifinals, Group Y
#PlayerTransformersWinsGatorWinsTaxiWinsParagonWinsTotalResult
9Jerry Bernard16,820,94035,43331,304,630249,170210adv
2Mateo Leyba10,339,81014,19422,249,810322,87006adv
6Nick Zendejas16,566,68021,8541803,680045,66014
22Brian Dols3,612,31001,6770942,550161,24034
Finals
#PlayerAddams FamilyWinsWizardWinsDr. DudeWins8 Ball DeluxeWinsTotalResult
2Mateo Leyba57,268,380247,44002,617,3702810,77037tie
5Ed Zeltmann18,910,3800103,700323,374,0903517,65017tie
9Jerry Bernard67,493,020362,57011,183,2700652,15026#3
21Adam Kiesler49,018,360167,89021,381,7501251,00004#4
Tiebreaker for #1
PlayerDr. DudeResult
Ed Zeltmann699,890#2
Mateo Leyba3,355,420#1
Division C
First Round, Group P
#PlayerTRON: LegacyWinsVolleyWinsBanzai RunWinsFuture SpaWinsTotalResult
9Joe Burkart7,024,750225,2501702,920174,02015
16Therese Lundgren4,235,910173,6003381,1600159,63026adv
17Emmanuel Marchand3,721,580056,6902991,330214,26004
24Ad Jonker22,047,250310,57001,041,0803355,39039adv
First Round, Group Q
#PlayerDemolition ManWins2,001WinsWhirlwindWinsSkateballWinsTotalResult
10Alvar Palm1,469,396,53031,682011,562,1303282,78028adv
15Dominic Nardini383,694,26014,1163952,1000216,63004
18Bayless Rutherford240,736,59001,79312,854,58021,241,81036tie
23Mike Gin433,049,07022,98321,077,0401232,03016tie
Tiebreaker to Advance to Quarterfinals
PlayerVolleyResult
Mike Gin40,290
Bayless Rutherford44,190adv
First Round, Group R
#PlayerFish TalesWinsStrato-FliteWinsCyclopesWinsGenesisWinsTotalResult
11Andrew Lee18,656,610093,7403894,3101622,66015
14Steven Marsh48,594,020274,4501984,2202861,56027adv
19Rod Lawrence41,402,240183,45021,185,2803340,57006tie
22Jeff Parsons73,883,980347,7100704,31002,684,99036tie
Tiebreaker to Advance to Quarterfinals
Player???Result
Rod Lawrence1,638,260
Jeff Parsons1,983,950adv
First Round, Group S
#PlayerCyclopesWinsGenesisWinsFish TalesWinsStrato-FliteWinsTotalResult
12Douglas Haider517,4101429,480126,687,420175,80025
13Eric Asher395,12002,832,460350,761,650387,36039adv
20Jake Peterson678,4502328,48006,698,200044,53002
21Jeff Minzen963,69032,494,280250,098,220249,64018adv
Quarterfinals, Group T
#PlayerTRON: LegacyWinsVolleyWinsBanzai RunWinsFuture SpaWinsTotalResult
1Bryan Jozwiak5,821,440167,0102907,190121,87004
8Chase Nunes8,822,250316,7600996,2602154,52027adv
24Ad Jonker4,717,630048,76011,325,140371,14015
18Bayless Rutherford8,611,170281,4003676,7900200,41038adv
Quarterfinals, Group U
#PlayerBanzai RunWinsFuture SpaWinsTRON: LegacyWinsVolleyWinsTotalResult
2Janne Toukkari1,389,290280,72033,360,450074,96027adv
7Matt Hess1,622,410362,46016,150,680131,48005
10Alvar Palm1,293,820159,930016,285,1903119,49037adv
16Therese Lundgren1,070,090074,790214,125,440257,10015
Quarterfinals, Group V
#PlayerFish TalesWinsStrato-FliteWinsCyclopesWinsGenesisWinsTotalResult
3Chuck Jackson53,225,560264,3902788,22021,638,83039adv
6Francesco La Rocca65,865,800369,4403449,250053,03006adv
14Steve Marsh23,053,370064,1801797,2803490,48015
21Jeff Minzen35,867,620131,6000668,41011,172,65024
Quarterfinals, Group W
#PlayerDemolition ManWins2,001WinsWhirlwindWinsSkateballWinsTotalResult
4Brian Stahl166,871,66003,08034,855,4303211,30006
5Chuck Webster227,888,78012,17711,431,6001258,45014
13Eric Asher332,059,89021,38902,255,22021,806,19037adv
22Jeff Parsons475,367,66032,7152798,5400664,89027adv
Semifinals, Group X
#PlayerFish TalesWinsStrato-FliteWinsCyclopesWinsGenesisWinsTotalResult
18Bayless Rutherford11,010,8702119,19031,175,2702140,54007adv
10Alvar Palm10,315,0801105,21021,227,4603706,65039adv
6Francesco La Rocca28,065,820335,0800934,4101538,16015
13Eric Asher5,671,300066,4501531,0600554,51023
Semifinals, Group Y
#PlayerTRON: LegacyWinsVolleyWinsBanzai RunWinsFuture SpaWinsTotalResult
8Chase Nunes12,299,340267,00023,106,7403394,320310adv
2Janne Toukkari14,438,930355,4800607,6300179,25014
3Chuck Jackson8,587,400155,54011,065,190180,22003
22Jeff Parsons1,549,250081,42031,216,9002222,33027adv
Finals
#PlayerDr. DudeWins8 Ball DeluxeWinsAddams FamilyWinsWizardWinsTotalResult
10Alvar Palm1,006,5801931,770217,716,830150,19004#3
18Bayless Rutherford1,594,0703141,590053,948,370272,45016#2
8Chase Nunes1,044,88021,360,6903126,081,8503152,340311#1
22Jeff Parsons988,3400354,060117,696,8800112,31023#4
Division D
First Round, Group P
#PlayerIron ManWinsAztecWinsEarthshakerWinsKISSWinsTotalResult
9Simon Brown???2560,93021,368,7600167,78015
16Brandon Schwab???1005,240,7803377,23037adv
17Dustin Ohl???0???12,751,380279,40003
24Daniel Cotler???3879,23032,264,6401296,13029adv
First Round, Group Q
#PlayerEarthshakerWinsKISSWinsIron ManWinsAztecWinsTotalResult
10Frederick Asher???3238,18023,132,1601215,19017adv
15JT Harrison???0274,93006,422,3402232,32024
18Erin Ray???290,82033,017,6900318,04038adv
23Steve Kapinos???134,070112,095,8003178,45005
First Round, Group R
#PlayerScared StiffWinsJumping JackWinsMotordomeWinsGorgarWinsTotalResult
11Scott Kutheis2,142,040043,2203356,7800136,27036tie
14Kevin Myers3,070,310223,64001,131,530270,93015
19Chris Compton2,587,610139,36021,350,370356,96006tie
22Jonathan Williams5,099,650330,4501417,3701101,56027adv
Tiebreaker to Advance to Quarterfinals
PlayerElvira and the Party MonstersResult
Chris Compton7,845,620adv
Scott Kutheis2,214,200
First Round, Group S
#PlayerRipley’s Believe It or NotWinsDragonWinsElvira and the Party MonstersWinsMedusaWinsTotalResult
12William Wulf II2,374,5100???2246,1900172,50013
13Ron Hallett Sr7,820,1302366,3003877,7002420,63029adv
20Rod Winzinek3,194,5001137,1000480,4401552,16035
21Larry West17,592,9303???11,305,1203143,76007adv
Quarterfinals, Group T
#PlayerScared StiffWinsJumping JackWinsMotordomeWinsGorgarWinsTotalResult
1David Hanna2,130,480131,4102603,5300148,88025
8John Delzoppo8,984,770346,3703911,8903151,870312adv
24Daniel Cotter852,630024,0300730,930188,89001
10Frederick Asher2,218,800229,0301827,4302130,64016adv
Quarterfinals, Group U
#PlayerIron ManWinsAztecWinsEarthshakerWinsKISSWinsTotalResult
2Jason Brand11,548,5103383,48031,639,2701190,980310adv
7Andrew Lum4,660,9901169,31016,354,5003150,64027adv
18Erin Ray10,753,3902162,24001,699,880284,93015
16Brandon Schwab3,575,1900265,700291,040035,81002
Quarterfinals, Group V
#PlayerEarthshakerWinsKISSWinsIron ManWinsAztecWinsTotalResult
3Aaron Cooke1,276,900155,77006,746,1003344,33004
6Donny White1,684,3702219,73023,501,6302465,78028adv
22Jonathan Williams939,3600179,90012,790,5301556,58035
21Larry West4,919,0603312,95032,636,3400422,59017adv
Quarterfinals, Group W
#PlayerMotordomeWinsGorgarWinsScared StiffWinsJumping JackWinsTotalResult
4Bill Walborn226,690062,42011,162,600035,26034
5Patrick Volk807,680391,59035,966,070225,55019adv
13Ron Hallett Sr418,090147,84005,167,440128,63024
19Chris Compton631,520278,38026,127,260311,33007adv
Semifinals, Group X
#PlayerScared StiffWinsJumping JackWinsMotordomeWinsGorgarWinsTotalResult
8John Delzoppo3,107,450112,0900340,230140,12002
7Andrew Lum5,356,230335,2501878,9002115,26039adv
21Larry West2,011,140053,5603316,240073,34025
5Patrick Volk3,186,950238,1402961,010352,09018adv
Semifinals, Group Y
#PlayerIron ManWinsAztecWinsEarthshakerWinsKISSWinsTotalResult
10Frederick Asher2,989,5900233,91012,798,000361,07004
2Jason Brand10,447,7703160,21002,203,2502196,23027adv
6Donny White7,110,6901441,32032,076,850093,26015
19Chris Compton8,430,8202282,77022,194,9401564,11038adv
Finals
#PlayerIndy 500WinsCard WhizWinsJudge DreddWinsMysticWinsTotalResult
7Andrew Lum170,944,220361,720241,317,630157,85006tie
5Patrick Volk89,873,340135,200152,748,4403125,04016#3
19Chris Compton32,600,570023,79009,385,2100321,22033#4
2Jason Brand117,702,980274,260350,128,0502290,19029tie
Tiebreaker for #1
PlayerIndy 500Result
Jason Brand262,257,870#1
Andrew Lum38,473,600#2

Photos


Champions


TournamentDate Winner  
Pinburgh 2013 - Division A201304/14/16Keith ElwinPA2013-14 PAPA Circuit
Pinburgh 2013 - Division B201304/11/16Mateo LeybaPA
Pinburgh 2013 - Division C201304/11/16Chase NunesPA
Pinburgh 2013 - Division D201304/11/16Jason BrandPA

Rules


Pinburgh: Official Rules

Version 2017.0
The Pinburgh Rules are tournament specific alterations built upon PAPA’s larger competitive ruleset found here. Any situations not addressed in the Pinburgh rules default to the main set of PAPA Competition Rules. Any tournaments, leagues, or organizations wishing to copy our rules for their own purposes should adopt the primary PAPA ruleset first. All organizations copying our rules are reminded that they are licensed under the Creative Commons, which requires including a reference link back to the original source: PAPA.org.


Pinburgh is the Match Play Championship event operated by the Professional and Amateur Pinball Association (PAPA) at ReplayFX. This document specifies the official operating rules and regulations of the event.

The event coordinators for Pinburgh are Doug Polka, Bowen Kerins, Kevin Martin, Mark Steinman, and Elizabeth Cromwell. Event coordinators organize volunteers, handle malfunctions and rulings, delegate responsibilities and authority, and otherwise work to ensure the smooth operation of the tournament. Event coordinators and designated officials may not participate in the tournament.

I. Quick Overview

Pinburgh is Match Play For All: three days of match play pinball competition, with no players eliminated until the third day. All players compete in groups on Day 1, with the quality of their play determining whether they go to A, B, C, or D Division for Day 2. All players compete in groups on Day 2 within their division, with the quality of their play determining whether they advance to finals. Qualifiers compete for the division prizes on Day 3, while everyone else plays in a consolation double-elimination tournament. 160 cash prizes will be awarded, including $15,000 to the champion.

That’s right, it’s twenty or more hours of fun, competitive pinball play for everyone, for one entry fee. Note: while games are free to play, all players must have a ReplayFX show pass to enter the tournament.

II. Overall Competition

1. Divisions of Play

All play takes place as singles, in four skill divisions. At the beginning of play, all players compete together, without divisions. At the end of play on Day 1, skill divisions are assigned according to rankings and restrictions. Generally speaking, this division happens by quartile ranking, with certain players assigned to A, B, C, or D Division based on skill division restrictions.

All players, winning or not, grant PAPA, ReplayFX LLC, Replay Foundation, and any and all other event sponsors and organizers, individual and collective, the right to use their names, scores, and likenesses for the purpose of promoting this tournament as well as other pinball-related events. This right is transferable without restriction.

2. Skill Division Restrictions

The following restrictions are designed to discourage any player from intentionally competing beneath his or her level of skill:

Division A Restrictions

  • Qualified in Division A of PAPA 16-20
  • Final Four in Pinburgh 2012-2016
  • Final Four in any PAPA World Championship
  • Final Four of Pinburgh 2016 Division B
  • Final Four of PAPA 20 Division B
  • Top 50 IFPA WPPR Ranking

Division B Restrictions

  • Qualified in Division B of PAPA 16-20
  • Final Four in Pinburgh Division B 2012-2016
  • Final Four of Pinburgh 2016 Division C
  • Final Four of PAPA 20 Division C
  • Qualified for Pinburgh 2012-2016 Div A Finals
  • Top 200 IFPA WPPR Ranking

Division C Restrictions

  • Qualified in Division C of PAPA 16-20
  • Qualified in any Classics Division in PAPA 18-20
  • Final Four in Pinburgh Division C 2012-2016
  • Final Four of Pinburgh 2016 Division D
  • Final Four of PAPA 20 Division D
  • Qualified for Pinburgh 2012-2016 Div B Finals
  • Top 500 IFPA WPPR Ranking

Tournament coordinators reserve the right to modify these restrictions as they deem necessary. Only a player’s highest restriction will apply. In all cases, players will be informed before or during play on Day 1 of any skill division restriction that applies to them, and a list of these restrictions will be made available to all players. Note that, for example, a player with a B Division restriction may still qualify in A Division as a result of strong play on Day 1.

3. Schedule

The tournament schedule will be posted on ReplayFX.org/schedule.

4. Fees

A one-time $120 registration fee is required of each player who wishes to compete at Pinburgh, in addition to admission to ReplayFX. Each registered player receives an identifying number and this number is used to track his or her play.

All players must check in by 9:30 am on Day 1. Players who are not checked in by 9:30 am may be removed from the tournament. Online pre-registration is required.

5. Prizes

The tournament features a guaranteed package of cash prizes.

The guaranteed prize package for Pinburgh is as follows:

 Division ADivision BDivision CDivision D
1st Place15000400020001000
2nd Place750020001250750
3rd Place400012501000600
4th Place25001000700400
5th – 8th1200700500300
9th – 16th700500350250
17th – 28th500350250200
29th – 40th350250200200
Top Qualifier500250150100
Total Prize Money$100,000

Other non-cash prizes may be awarded for special competitions, door prizes, etc, at the sole discretion of tournament coordinators. All prizes will be paid by check, and appropriate IRS regulations for tax reporting will be followed. We will provide the appropriate forms for non-U.S. Citizens. Checks will be mailed within 60 days of the completion of competition. All winners must completely fill out a W-9 form prior to receiving their check.

III. Day 1: Full-Field Play

1. Day 1 Format

Day 1’s match play will be a series of five sessions of multiplayer pinball, with multiple games played per session. In each session, opponents are determined based on each player’s win-loss rank. At the end of the five sessions, players will advance to each of the A, B, C, and D Divisions.

All players must be onsite for the start of Session 1 promptly at 10 am after checking in by 9:30 am. There will be a 90-minute break for dinner after Session 3, with Session 4 starting promptly at 6:15 pm.

2. Playing a Session

During each session, all players will be assigned to a group. A set of four games will be randomly assigned, which will usually consist of one dot-matrix machine (DMD), one electromechanical machine (EM), one late solid state (LSS) or early dot-matrix machine, and one early solid state (ESS) machine. Games will be played in the order prescribed by the group’s score sheet. Tournament coordinators will make efforts to avoid requiring any player to play a specific machine more than once.

Players must go to their assigned groups promptly. If a player is missing, do not start play; inform tournament organizers of the missing player. Any player who is more than 10 minutes late for their group will be removed from the session, and will automatically receive a 0-12 record for the session.

Practice or warm-up time is not allowed for anyone, including during sessions, except for players in final rounds. The only designated practice time is on the morning of Day 1, as listed in the Pinburgh schedule.

The best-seeded player within each group (the first player listed on the scoresheet) chooses the order of play for the first game. The remaining players choose their order, in descending order from best to worst seeding. For subsequent games, the last-place finisher of the previous game chooses the order of play for the next game. The remaining players choose their order, in ascending order of finish in the previous game (3rd place, then 2nd place, then 1st place).

A few machines have been designated as single-player games, even though they may support multiple players, due to “catch up” features or other issues with significant competitive impact. These machines will have signs on them, and will be marked as such on score sheets.

All players will play their games and record the results. Exact score ties between two or more players will be resolved with a one-ball playoff on the same game. When all four (or six) games have been completed by a group, each player will have a win-loss record from the session. The best possible win-loss record for a session is 12-0 and the worst is 0-12. In three-player groups, win-loss records will be multiplied by a factor of 1.5. In the unlikely event of a two-player group, win-loss records will be multiplied by a factor of 3.

A group must complete and sign its score sheet for the session, then return it promptly for entry. While it is not necessary for the entire group to be present when returning a score sheet, multiple players should deliver it together to ensure accuracy. Once completed and signed, all score sheets are final. Please check the score sheet carefully before signing. Prompt entry of score sheets is essential to the timely progression of the tournament. In any scenario where a player has already defeated his or her opponents and still has one ball left to play, that ball should be plunged but not played, as it cannot affect the results. A score must be recorded for the winning player.

Unsigned score sheets will be processed normally; if there is any dispute that necessitates a ruling, it must be brought to the attention of tournament coordinators immediately. Once seedings have been published for the next session, no changes can be made to prior recorded results, except to reverse any advantage a player may have gained from an incorrect score sheet. Tournament officials will not reverse a disadvantage a player receives by signing an incorrect score sheet.

Sessions are scheduled for 2 hours and 15 minutes. Please play promptly, and inform tournament officials immediately if a ruling is needed or if a game is malfunctioning. Move on to the next machine as soon as it is available.

3. Game Assignment

A list of the games used in the tournament will be available online in advance of the tournament, and on pinburgh.com during the tournament.

More than one group of players will be assigned to the same set of machines, and will play in a different order, in order to minimize delays. Groups may not skip or play machines out of order. In cases where a game in a group has malfunctioned, a new game may be assigned from the backup area, and the score sheet will indicate this.

4. Seeding Players

Before the first session, all players will be “seeded” in the tournament, ranked by their WPPR point totals as of July 1, 2016.

Unranked players will be given the lowest available seeds, in alphabetical order.

Following the first session, players will be “seeded” in the next session by their cumulative win-loss records, with the best win-loss record receiving the highest seed. When seeding a session, ties in records will be broken by random draw.

5. Group Assignment

In each session, the field will be “tiered” for assignment into groups, using predetermined tier sizes. Within each tier, groups will be created using the highest available seed, the lowest available seed, and the two available seeds that are closest to the middle of the tier. The lowest tier may have fewer players, and three-player matches will only be created within the lowest tier. If at any time, the number of players in a tier would be exactly 1, 2, or 5, those players will instead be added to the last tier, except during any session which uses 4-player tiers. In those cases, tiers will be rearranged to ensure that each tier has at least three players. Whenever the predetermined tier size is greater than 8, no tier of 4 or fewer players will be created. Those players will instead be assigned to the lowest tier.

During Session 1, the entire field will play as a single tier, and the arrangement of lowest-seeded players in each group will be reversed. With a sample field size of 700 players, the Session 1 groups would be:

1-350-351-526, 2-349-352-527, 3-348-353-528, …, 175-176-525-700

In the case of less than 700 starting players, there may be one, two, or three 3-player groups at the end of the list.

During Session 2, each tier will have 300 players and 75 groups:

1-150-151-300, 2-149-152-299, 3-148-153-298, …, 75-76-225-226
301-450-451-600, 302-449-452-599, 303-448-453-598, …, 375-376-525-526

During Session 3, each tier will have 128 players and 32 groups:

1-64-65-128, 2-63-66-127, 3-62-67-126, …, 32-33-96-97
129-192-193-256, 130-191-194-255, 131-190-195-254, …, 160-161-224-225

During Session 4, each tier will have 64 players and 16 groups:

1-32-33-64, 2-31-34-63, 3-30-35-62, …, 16-17-48-49
65-96-97-128, 66-95-98-127, 67-94-99-126, …, 80-81-112-113

During Seesion 5, each tier will have 32 players and 8 groups:

1-16-17-32, 2-15-18-31, 3-14-19-30, …, 8-9-24-25
33-48-49-64, 34-47-50-63, 35-46-51-62, …, 40-41-56-57

In the case of less than 700 players, there may be up to 3 three-player groups in each session. These groups are the ones that would normally involve the lowest-seeded players in each session. For example, if there are 698 players, two three-player groups will occur in each session, and they will be the ones where normally seeds #699 and #700 would play.

6. Division Assignment

At the end of Session 5, players will be assigned into A, B, C, and D Divisions. About one-fourth of the field will be placed into each division. Players who are tied at a division’s cutoff will be moved into the higher division for Day 2.

A minimum of one-fourth of the field of players will qualify for A Division: for example, if there are 650 players in the tournament, a minimum of 163 will qualify for A Division. This does not mean all players in the top one-fourth will necessarily make A Division. Any player with an A Division restriction will be forced into the A Division regardless of his or her win-loss record (but this will not increase the size of the division). In case of ties, all tied players will play in A Division on Day 2.

A minimum of one-half of all players will qualify for A and B Divisions, combined: for example, if there are 650 players in the tournament, a minimum of 325 will qualify for A and B Divisions, combined. Any player with a B Division restriction will be forced into the B Division regardless of his or her win-loss record, unless his or her record was sufficient to qualify for the A Division instead. Enforcing this restriction will not increase the size of the B Division. The actual size of B Division may be slightly larger or smaller than one-fourth due to ties.

A minimum of three-fourths of all players will qualify for A, B, and C Divisions, combined: for example, if there are 650 players in the tournament, a minimum of 488 will qualify for A, B, and C Divisions, combined. About one-fourth of all players will qualify for C Division. Any player with a C Division restriction will be forced into the C Division regardless of his or her win-loss record, unless his or her record was sufficient to qualify for the A or B Divisions instead. Enforcing this restriction will not increase the size of the C Division. The actual size of C Division may be slightly larger or smaller than one-fourth due to ties.

All remaining players are assigned to D Division.

IV. Day 2: Divisional Play

1. Day 2 Format

Day 2’s match play is identical to Day 1: a series of five sessions of multiplayer pinball (numbered 6 through 10), with multiple games played per session. In each session, opponents are determined based on a player’s win-loss rank. At the end of the five sessions, after possible tie-breaking games, top finishers will advance to Day 3’s finals.

In D Division, players’ records from Day 1 will be disregarded during Day 2’s play. All D Division players will start Day 2 with a 0-0 record. In A, B, and C Divisions, players’ records will not be wiped clean, and win-loss records from Day 1 are carried over.

All players must be onsite for Player Roll Call at 9:45 am. There will be a 90-minute break for dinner after Session 8, with Session 9 starting promptly at 6:15 pm.

2. Playing a Session

Sessions on Day 2 play identically to Day 1.

Please remember: Once completed and signed, all score sheets are final. Please check the score sheet carefully before signing. Score sheets must be turned in promptly, since prompt entry of score sheets is essential to the timely progression of the tournament.

3. Game Assignment

The assignment of games on Day 2 will be performed in the same fashion as on Day 1.

4. Seeding Players

Before Session 6, players will be “seeded” by their win-loss record from Day 1, with ties broken by random draw. In D Division, this seeding will be used even though players’ records are wiped before play.

Following Session 6, players will be “seeded” in the next session by their win-loss record, with ties broken by random draw.

5. Group Assignment

In each session, the field will be “tiered” for assignment into groups, using predetermined tier sizes, in the same fashion as Day 1’s sessions. Three-player matches will appear only within the lowest tier.

During Session 6, each tier will have 96 players and 24 groups:

1-48-49-96, 2-47-50-95, 3-46-51-94, …, 24-25-72-73

During Session 7, each tier will have 48 players and 12 groups:

1-24-25-48, 2-23-26-47, 3-22-27-46, …, 12-13-36-37
49-72-73-96, 50-71-74-95, …, 60-61-84-85

During Session 8, each tier will have 16 players and 4 groups:

1-8-9-16, 2-7-10-15, 3-6-11-14, 4-5-12-13
17-24-25-32, 18-23-26-31, 19-22-27-30, 20-21-28-29

During Session 9, each tier will have 8 players and 2 groups:

1-4-5-8, 2-3-6-7
9-12-13-16, 10-11-14-15

During Session 10, each tier will have 4 players:

1-2-3-4, 5-6-7-8, 9-10-11-12, …

There may be up to 3 three-player groups in each division during each session. These groups are the ones that would normally involve the lowest-seeded players in each session. For example, if there are 178 players in A Division, 2 three-player groups will occur in each session, and they will be the ones where normally #179 and #180 would play. During Session 10, as many as three lowest-ranked groups will be three-player groups.

6. Qualifying for Finals

At the end of Session 10, players within A, B, C, and D Divisions will qualify for finals. The qualifiers from A, B, and C Divisions will be the players with the best combined win-loss records for Sessions 1-10. The qualifiers from D Division will be the players with the best win-loss records from Sessions 6-10.

The top 40 players in each division will qualify for finals. The top 16 players in each division will receive a bye. The top 4 players in each division will receive two byes (directly to the quarterfinals). The #1 player in each division wins the top qualifier cash bonus.

In case of a tie for 40th place (for entry into finals) a single-game tiebreaker will be played immediately after Session 10 on a machine selected by tournament staff. Players must appear for the tiebreaker immediately or risk losing their spot in the tiebreaker. Tiebreaker winners advance to finals. The order of play in the tiebreaker will be random. If more than four players are tied, players will be put into balanced groups of two or more. Ties for other seeded positions, including byes and the top qualifier, will be broken by the tied players’ win-loss records after Session 9, and previous sessions’ cumulative records as needed. In the unlikely event that players had the same win-loss record through all ten sessions, seeding will be determined by the original seeding of the tournament.

V. Day 3: Final Rounds

1. Final Rounds

Final rounds employ the same format as session play. All finalists should check in before 9 am and must check in by 9:10 am. Any player who is not available will be disqualified. Players will be moved up in rank, and alternate players will take the lowest-seeded positions in the finals.

Players in final rounds will be placed in four-player groups and play a four-game session in the same format as Sessions 1-10. At least two sets of machines will be available for play. The highest seeded player in the round will select the set of machines for his or her group to play, or may elect to give up their choice to the next player. Choice of sets will then proceed through the remaining groups, in descending order of seeding, with the highest seeded player in each group making the choice. At no time will a player be allowed to pick the same set of machines in consecutive rounds. Each set of machines may be selected by a maximum of two groups. Some groups will not get to select a machine set.

As in regular Pinburgh sessions, the highest-seeded player within each group chooses the order of play for the first game. The remaining players choose their order, in descending order of seeding. For subsequent games, the last-place finisher of the previous game chooses the order of play for the next game. The remaining players choose their order, in ascending order of finish in the previous game.

Each round of the finals will be executed and scored identically to Sessions 1-10. The top 2 of 4 players in each group, according to win-loss record, will advance to the next round, until the final four players are determined. These four players will play a final four-game session to determine the division winner. In case of a significant tie, a one-game playoff will be played on a machine randomly selected by tournament coordinators among finals machines in other machine sets. In case of a tie between the first and second-place finishers in a group, both players advance.

At the beginning of each round of the finals, a brief warm-up time will be provided for players on their selected set of machines. Players must cooperate with tournament coordinators when instructed to switch between machines or discontinue warm-up.

The #1-#4 seeds pass through to the quarterfinals, and the #5-16 seeds pass through to the second round. The first round of finals will start with the following six groups:

First Round, Group 1: #17, #28, #29, #40
First Round, Group 2: #18, #27, #30, #39
First Round, Group 3: #19, #26, #31, #38
First Round, Group 4: #20, #25, #32, #37
First Round, Group 5: #21, #24, #33, #36
First Round, Group 6: #22, #23, #34, #35

Two players from each group, for a total of twelve players, will advance to the second round to join the #5-#16 seeds. These players are re-ranked according to their qualifying seeding, and assigned to groups as shown here:

Second Round, Group 1: #5, #16, #17, #28
Second Round, Group 2: #6, #15, #18, #27
Second Round, Group 3: #7, #14, #19, #26
Second Round, Group 4: #8, #13, #20, #25
Second Round, Group 5: #9, #12, #21, #24
Second Round, Group 6: #10, #11, #22, #23

Two players from each group, for a total of twelve players, will advance to quarterfinal rounds to join the #1-#4 seeds. These players are re-ranked according to their qualifying seeding, and assigned to groups as shown here:

Quarterfinals, Group 1: #1, #8, #9, #16
Quarterfinals, Group 2: #2, #7, #10, #15
Quarterfinals, Group 3: #3, #6, #11, #14
Quarterfinals, Group 4: #4, #5, #12, #13

Two players from each group, for a total of eight players, will advance to semifinal rounds. These players are re-ranked according to their qualifying seeding, and assigned to groups as shown here:

Semifinals, Group 1: #1, #4, #5, #8
Semifinals, Group 2: #2, #3, #6, #7

Two players from each group, for a total of four players, will advance to the final round.

VI. Malfunctions and Rulings

Most rules governing malfunctions and rulings are governed by the full PAPA ruleset, found here. The specific rules below supersede the full PAPA ruleset.

1. Major Malfunctions

If a major malfunction occurs that will require significant repairs, tournament coordinators may declare a “Disabled Machine” (see section below). Because the tournament needs to move quickly from session to session, it is not possible to make significant repairs during a match. A new machine will be assigned to the group for immediate play, and the game in progress will be declared void.

In the event that two or more different major malfunctions take place during the same game, the machine will be declared “Disabled” and a new machine will be assigned to the group for immediate play. During final rounds, if the first machine in a set is disabled, the machine set selection process will be restarted, if possible.

3. Beneficial Malfunctions

Any situation which indicates the presence of a beneficial malfunction should be brought to the attention of tournament coordinators promptly. Any player who intentionally takes advantage of a significant beneficial malfunction may be given a score of zero by tournament coordinators.

If the beneficial malfunction has significantly increased the score of any player(s), affected players’ scores will be void, as described in “Catastrophic Malfunctions”. Tournament coordinators will determine whether it is appropriate to continue play on the same machine or declare it disabled.

4. Disabled Machines

Any tournament machine that breaks down during play will be attended to by technicians as promptly as possible. In the event that a breakdown is severe and cannot be repaired promptly, the machine may be taken out of service temporarily or permanently. Results on that machine from prior sessions will not be disqualified, and the machine will be replaced by another machine selected by tournament coordinators.

Tournament coordinators may choose to disable a machine for any reason during or between sessions of play. Typical reasons may include malfunctions, incorrect settings, or unusually high playtime.

5. Player Errors

Coaching of any player while he or she is at a machine is not allowed and may lead to sanctions. Spectators and other players must refrain from commenting on play in a way that affects the current player.

No player may use reference materials of any kind, whether printed or electronic, while playing his or her ball. Reference materials may be used at any other time, however, even during a session or final round.

VII. Machine Settings

Most rules governing machine settings are identical to the full PAPA ruleset. The specific rules below supersede the full PAPA ruleset.

1. Software Settings

Please note that older machines may have different settings, such as allowable extra balls, five-ball play, or a Tilt penalty of “entire game” rather than “current ball”. Players will play the game “as is”, even if there is no sign indicating an expected change in machine behavior. For example, if a machine is set for five-ball play, groups may not end the game after three balls. Electromechanical machines will generally be set for five-ball play, but if they are set for three, they will be played as three. Please contact tournament officials if a game is acting in an unusual way.

VIII. Player Conduct

All rules governing player conduct are identical to the full PAPA ruleset, with additional, superseding rule(s) listed below.

1. Absences

When session groups are announced, all players must proceed immediately to their assigned set of machines and check-in with the other players in their assigned groups. If a player is absent, tournament officials must be notified promptly. An announcement may or may not be made to attempt to locate the absent player. Any player absent 10 minutes after a session’s start time will be disqualified from the session, and will receive a score of 0-12.

When a player is determined to be absent, tournament officials will alter the affected group appropriately, recognizing that other groups will have begun play and should not be unduly disrupted. A 4-player group can easily become a 3-player group.

Under extraordinary circumstances due to multiple player absences, a 2-player group or even a 1-player group may be forced to play. In the event of a 2-player group, four machines will be played and the record will be tripled, yielding the standard point opportunity to each player. In the event of a 1-player group, the singleton player will be assigned to “shadow” an existing 4-player group and play three of the same machines. Wins will be assigned based on the scores the singleton player surpasses, but corresponding losses will not accrue to players in the 4-player group.

If a player who was present initially cannot be found during the play of a group, tournament officials must be notified promptly. That player will be allowed no more than 3 minutes to return. If he or she does not return, each ball for that player will be promptly plunged and left unplayed. Any player who has more than one such absence may be disqualified from the tournament.

Any player who is absent at the beginning of two consecutive sessions without notifying tournament coordinators of an emergency in advance will be disqualified from the tournament. Disqualified players will not appear in subsequent sessions nor may they qualify for finals.

Any player who is not present at the beginning of finals will be disqualified and replaced by the next lower-ranked player. Any player who is absent during final rounds will be subjected to the rules described above for absences during group play.

At no time may any person be substituted for an absent player.

2. Disallowed Practice

Practicing on any tournament machine except during the designated times on Thursday morning or during final rounds is strictly forbidden. Practice will be treated as interference and penalized accordingly.

IX. Miscellaneous

All miscellaneous rules are identical to the full PAPA ruleset, with additional, superseding rule(s) listed below.

1. Special Score Handling

Any player who reaches the maximum possible score on a machine that has such a limit, will receive that score as their total. If two or more players reach the maximum possible score on the same game, those players will be considered tied for that game.

During sessions, any player whose machine “rolls over” to a zero score is responsible for confirming this with his or her opponents before and after the rollover occurs.

2. Event Disruption

In the event of a power outage, large disruption, or similar circumstance that impacts the Pinburgh schedule in a significant way, tournament officials retain the right to shorten any phase of the tournament, including but not limited to shortening rounds, eliminating rounds, adjusting the number of qualifiers and prize amounts, or rescheduling portions of the tournament. All decisions made by tournament directors in this regard are final, and no refunds will be issued should a large disruption of the nature discussed here trigger the enforcement of this rule. By participating in Pinburgh, all players understand and accept the risk that large disruptions outside the control of Pinburgh and ReplayFX staff could potentially impact the event and force alterations to the schedule and other related aspects of the tournament.

3. Creative Commons License

Creative Commons LicenseThese PAPA Tournament Rules by PAPA.org are licensed under aCreative Commons Attribution-Share Alike 3.0 United States License.

The intent is that the rules can be adapted and reused, with attribution, with the license preserved.