Downtown Pinball League Season Warmup Frenzy
Wednesday July 21 7:30PM
Flipper Frenzy – 2 hours of play across two 1 hour sessions (see the bottom of this email for the Ulysses explanation of the frenzy format)
Signups at 6:30 last call at 7:20. Tournament starts at 7:30 SHARP. 15 minute intermission from 8:30-8:45.
34 players max, first come first serve.
34 players max, first come first serve.
$5 entry payable on site. 100 percent payouts for top 4 (40%,30%,20%,10%) plus ties if necessary.
Hey, that’s some Raffle!
We’ve got a smorgasbord of league related merch to raffle off at this event. Each $5 entry will include 2 raffle tickets to be dispersed among raffle items of your choosing, so if there’s a particular thing you’re interested in, or a specific size that works, you can go for that. The raffle will commence as soon as the tournament ends, and you must be present to win, so be sure to stick around after we finish up session 2.
In addition to the two raffle tickets earned with the entry fee, players can earn more raffle tickets by completing goals (coming soon).
Gameplay goals:
- Crush a “classic” (win a round on one of the following games: Sea Witch, Future Spa, Mystic)
- Start the Bride mode on Monster Bash (complete each ramp 3 times)
- Collect a Super Skill Shot on Black Knight Sword of Rage (hold left flipper when plunging and hit one of the lit shots before time runs out)
- Purchase the Amban Rifle from the Foundry on Mandalorian (collect enough Beskar by completing shots to light Foundry at the scoop)
- Collect 3 Chimichangas (yum) to light a quest on Deadpool (shoot the right orbit and then 3 lit yellow Chimi shots)
One ticket per person, per goal. So you can earn up to ~10 additional tickets by doing each goal once and only once. And don’t be a schlub and try to cheat. If we catch you cheating we’ll remove you from the raffle entirely.
Flipper Frenzy rules/format explained:
- X machines chosen from all the available machines at Mission Control to be in this tournament based on the turnout
- Head to head match play on a machine
- At the start, players are drawn randomly to play on each available machine and assigned an order
- Any players not drawn on a machine to start are placed in a queue—YOUR PLACE IN THE QUEUE IS IMPORTANT, DO NOT FORGET IT
- Once a game has concluded, BOTH P1 AND P2 report the result to the tournament director/queue manager. At this point, P2 will go to the end of the line. P1 will become P2 on a new game. The front of the line will become P1 on this new game.
- IF YOU ARE NOT PRESENT WHEN YOUR TURN IN THE QUEUE COMES UP, YOU WILL BE ASSIGNED A LOSS, FORFEIT YOUR SPOT AND BE PLACED AT THE BACK OF THE QUEUE
- Standings determined by highest win-loss differential (+/-X)
- Ties for top 4 will split pot… for example, a tie for first and second will earn 35/35 instead of 40/30 percent
- You may concede your match at any time. If you concede, inform your opponent and plunge out the remaining balls to “complete” the game
- If you are player 2 and are leading on ball 3, you must victory plunge, you cannot play it out at this point
- You must plunge out extra balls earned to keep the tournament moving along and game times down
- IFPA Rules in effect for any tournament rulings necessary.
