Winter Season 2017-2018
Pre-Play and Registration Days: Jan 8th, 13th, 15th
League Runs: Jan 22nd – March 12th
Play Offs: March 19th

Spring Season 2018
Pre-Play and Registration Days: April 9th, 14th, 16th
League Runs: April 23rd – June 11th
Play Offs: June 18th

Welcome to Level One’s Silverball Super League open pinball league.

We would like to thank FSPA (FSPAZONE.ORG) and PAPA (PAPA.ORG) for their help on the rules and the use of their software for our league. 

This is an open league, which means all skill levels and genders are welcome to register (with a small fee that will go to prizes) and participate. Each league season will consist of 3 pre-play sessions (Monday evening, Saturday afternoon and the following Monday evening), 8 league sessions (1 session per week, every Monday evening) and a play off session where we will hand out division prizes. All league scores will be updated online, and with the IFPA after each season.

After the first 2 league seasons, we will hold a raffle – raffle tickets are given based on attendance during every two seasons and the prize will be a pinball give-a-way.

Registration Form-Spring
FEE: $10
In-person and online registrations will be available at any time before the start of a new season. There is the ability to guest play during a league to see how it works, but scores achieved will not be valid.

How the league works:
Each league season is comprised of 8 league sessions, that will typically be held on a Monday. During each  session, each group contains 3 or 4 players. 4 games will be played at each session; the order will be decided at random by the officiator and noted on the scoresheet handed to each group – the groups will then be based from performance. The games played during that session can be decided by the group. Players within a group play each game together and scores are recorded on the official score sheet for that group. Points are awarded for each game based on how players score compared to other players in their group. Bonus points are also awarded based on the total points each player accumulated for all four games.

Groupings: The first session will be grouped at random, in groups of three or four. The order of play is determined by the order of the names on the sheet. In 3 player groups, the winner moves up, the loser moves down, and the remaining player stays in the group. In 4 player groups, the top two players move up and the bottom two players move down. There are slight changes to this for the first and last groups, i.e. in the first group only the loser(s) moves down, and in the last group only the winner(s) move up.

Attendance: League players are expected to attend all matches of the season.

League Start Time:
Any games in progress by the league players at league start time are halted and players join their assigned groups to begin league play immediately.

If the league official is notified before the league start time that a player will be late, then players in the affected group will wait up to 15 minutes before beginning play.

If the league official is not notified, or the player arrives after his 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 started their first ball.

If a player is not present and eligible to play a game, and does not have preplay scores for that game, a forfeit will be recorded for that player. The forfeiting player will receive zero (0) points for that game. The remaining players in the group will still play the game and the game points will be assigned based on the number of eligible scores recorded.

If for any reason only one player in a group is present and eligible to play (or has preplay scores for) a game, that player earns a win by forfeit and receives three (3) game points. That player still plays the game and their score will be recorded for statistical purposes. If a player wins all four game in a league night by forfeit, he will be awarded two (2) match bonus points.

  • *Any player who joins the league after the first game of the season will accumulate forefeits for the games they did not play. It is left to the league official’s discretion to determine if these forfeits are “countable forfeits”; that is, if they count towards possible forfeiture of the season for that player (8 forfeits and the player forfeits the entire season). Unless designated by the league official, all forfeits are considered “countable”.
  • Forfeit of the Season:
  • If a player accumulates a total of eight (8) countable forfeits during a season, he automatically forfeits the season, and may not play in the league again until the next season begins or participate in the play offs.
  • Inclement Conditions:
  • The league official may cancel a league match or institute a Liberal Leave Policy, due to inclement weather or other conditions, particularly if travel conditions are deemed unsafe for players. The league official will set conditions under which league play will automatically be cancelled and/or under liberal leave, and will advise all players of this condition prior to the start of the season.
  • Liberal Leave Policy:
  • If the league is operating under the liberal leave policy due to conditions, league play will go on as scheduled but players may miss league if travel conditions are unsafe for them. These absent players may POST play games for the affected match using the rules of a preplay (but allowing them to save their preplay scores for another date). Players in attendance for league will record their scores normally.
  • The lowest-ranked player present in each group will have the first machine selection for their group. All players not in attendance for normal league play have until 12:00 AM on the day before the next scheduled match to complete and report their post-play scores to a league official. Post-play scores do not count against the preplay allowance. Alternatively, players may inform the league official, after the announcement of liberal leave but before the scheduled start of play for the affected match, that they wish their undated preplay scores to be used. Preplay scores used under these conditions will no longer be available for future use.
  • Guests:
  • Non-League members may play as a guest in the league at the league official’s discretion. A guest’s scores are recorded on the score sheet, but game points and match bonus points are assigned as if the guest player were not present.

Machine Play Rules – GENERAL:

Extra Balls:
Extra balls must be plunged and not played, 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 no longer touch the machine or nudge it in any way. If the ball is returned to a launcher lane that requires a manual plunge (e.g. a ball save), the player may re-plunge the ball. 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, the player must inform the league official and the ball will be freed by the league official.

Replays and Specials:
No award is given for credits earned by replays or specials during league play. If a machine awards extra balls, replays or specials, they are played as noted above.


Pinball machines are complex assemblies that can exhibit many unintended behaviors during play. To keep league play on track and prevent excessive focus on minor glitches, only serious machine malfunctions can affect league play. Serious machine malfunctions are broken down into two categories: major malfunctions and catastrophic malfunctions.

A major malfunction is one that results in a loss of a playable turn that is not a normal part of the game (i.e. premature loss of turn). A “playable turn” includes the player’s current turn at play, and any other balls that the player is entitled to play. This does not include “unallowable” extra balls. Note that an active multiball is part of the “current turn at play” and therefore a major malfunction during multiball is only counted once. In disputed situations, the league official shall decide whether or not a malfunction is considered major.

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).
  • A turn ends prematurely (i.e. with 1 or more balls in play).
  • A ball is auto-plunged or otherwise shot into play without the player’s involvement, resulting in loss of ball.

The following examples would not be considered major 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.)

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

Catastrophic malfunctions deny a player a playable turn without that player having any opportunity to play the ball. As with major malfunctions, this does not include “unallowable” extra balls. The following are examples of catastrophic malfunctions:

  • Total machine failure / reset
  • Slam Tilt
  • Loss of electrical power
  • Fire due to overheated components

Note that these events are not considered catastrophic for the ball the player is currently playing, provided the ball was put into play before the malfunction occurred. That player receives a major malfunction, not a catastrophic malfunction. In disputed situations, the league official shall decide whether or not a malfunction is considered catastrophic.

If two (2) or more major malfunctions or one (1) catastrophic malfunction occur to a player during the course of a game, the player will be allowed to play as many balls on a new game of the same machine as were affected by malfunction on the original game. After those balls are played, the displayed score from the new game is added to the displayed score from the original game to calculate the player’s final overall score for the game. Affected balls include any balls prematurely ended by major malfunction and any balls never launched into play, this does not include extra balls. At the league official’s discretion, balls to be played on the new game may start with other than ball 1, in which case the leading ball(s) must be plunged and the displayed score from those ball(s) subtracted from the player’s final score. The rest of the group waits for the player to finish the compensatory game before starting their next game.

The league official can declare a machine unplayable at any time if it is not functioning properly and the resulting malfunction(s) will, in his 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 league official. 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.

Practice Games:
Once league play starts, a player may not practice games that he is 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 his own or other groups.

Non-League Players:
League players do not take precedence over other customers at the establishment. Close attention should be paid by league players to their game in progress to avoid a non-league customer playing anyone’s balls accidentally.

Illegal actions during a game: 

Extra Balls and Opponent’s Balls
Playing extra balls are not allowed, if an extra ball is played and the error is recognized the player will finish their extra ball and plunge the next ball as if it were an extra ball.

If your opponent’s ball is put into play accidentally, the player shall attempt to trap the ball(s) on a flipper as soon as the error is realized. If the league official is present, they will offer a warning, if the violation continues to happen with the same player, their next ball must be plunged as if it were an extra ball.

Interference in another player’s game will not be tolerated. Interference includes (but isn’t limited to) 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 his play. Talking or coaching is NOT considered interference, unless the player at the machine specifically requests that they do not want to be spoken to during the play. If a player interferes with another player, causing a drain and/or loss of turn, the victim of the interference may either replay the entire game, or continue the game and play one (1) addition ball to replace the interfered ball (using either an earned extra ball, or buy in a ball). If the next player starts with no decision announced, the victim is presumed to wish to continue their game. The interfering player is required to pay for the replayed game or the buy-in ball.

Slam Tilts:
An intentional slam tilt is one caused by an aggressive and excessive shove the machine. Any other slam tilt is considered accidental, all slam tilts are handled as catastrophic malfunctions. The violator of a slam tilt due to excessive force or aggression will pay for the next game.

Point System: Players earn 0 to 4 points per game. Players are initially assigned points based on their finish, i.e. first, second, third or fourth. Then bonus points are awarded based on the score between players. The same system is used to determine bonus points after all four games have been completed. The maximum points a player can receive during a meet is 20.

For three-player games, the winner is awarded three (3) points, and the second-place player gets two (2) points. A bonus point is awarded to the winner if he exceeds the sum of the second- and third-place player’s scores. Otherwise, the bonus point is given to the third-place player.

For four-player games, the winner is awarded three (3) points, the second-place player two (2) points, and the third-place player one (1) point. One bonus point is allocated to either the first- or third-place player, as in a three-player match. Another bonus point is given to the second-place player if his score exceeds the sum of the third- and fourth-place players. Otherwise, the second bonus point is given to the fourth-place player.

Any ties on the machine score will be resolved by a one ball playoff between the affected players on the same machine. If this playoff does not resolve the tie, additional balls will be played until the tie is broke.

Match Bonus Points:
Match bonus points are awarded at the end of a league match to increase the reward of winning the overall match, and to keep players competitive through the end of the final game. Match bonus points have the same value as game points in determining league standings.

After all four games of a match are played, the actual (not effective) league points for the players are totaled. Match bonus points are allocated by treating these totals as machine scores for a “fifth” game. Match bonus points are awarded in a similar manner as game points. However, there is a difference in 4 player groups. The first match bonus point will be awarded to the first place player if he equals or exceeds the sum of the second and third place players’ scores; otherwise, the first match bonus point is awarded to the third place player. Likewise, the second match bonus point will be awarded to the second place player if he equals or exceeds the sum of the third and fourth place players’ scores; otherwise, the second match bonus point is awarded to the fourth place player.


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. Any possible scoring errors should be brought to the attention of the league official as soon as possible. Once notified of a possible error, the league official 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.


Three Player Scoring
Place Base Points Is #1 pts > #2 pts + #3 pts?
1st 3 Yes: +1
2nd 2
3rd 0 No: +1


Four Player Scoring
Place Base Points Is #1 pts > #2 pts + #3 pts? Is #2 pts > #3 pts + #4 pts?
1st 3 Yes: +1
2nd 2 Yes: +1
3rd 1 No: +1
4th 0 No: +1

Divisions: Players are assigned divisions by week 4, which are based on average ladder position. If a player has been at the top of group 1 all season, they have an average rank of 1. These averages continue to change week to week until  week 8 is completed, at which time the divisions are locked.

Playoffs: Players in the top half of each division qualify for the playoffs. Players competing in the playoffs compete within their own divisions.  Standard point system applies to each round. The player with the most points wins, and there are tie-breakers in place.

Playoff Divisions:
To provide fairness to players of all skill levels to participate in the play offs, the league is separated into playoff divisions based on the league size. Leagues with 8-10 players will consist of a two divisions (A and B). Leagues having between 11-19 players will be divided into three (3) divisions (A and B and C) with Division A containing the top-ranked players. Leagues having 20 to 28 players will be divided into four(4) divisions (A, B, C, D). Division sizes are determined by dividing the number of players into equal-sized groups, with any extras allocated to the higher division.

Division determination is finalized at the end of the third-to-last meet each season, which allows for two meets of direct competition for playoff qualification before the season ends. Ladder rankings for each player are averaged across all meets, excluding the first and last two meets of the regular season. At the end of the third-to-last meet, all league players are listed in descending order of average ladder ranking, and this listing is divided into divisions as specified above. Player dropouts in the final two meets do NOT affect the number of divisions or qualifiers in each division.

Prizes: Prizes are purchased using league dues and awarded to the first, second and third place finishers in each division.