Subject: PINGOLF RULES 2.0
From: jon.norris@aquila.com (Jon Norris)
Date: Thu, 28 Jul 94 21:20:00 -0600

Pingolf Rules   Version 2.0     7/26/94

This is a scoring system where pinball scores are
divided into threshold levels.  These threshold levels
determine the players performance by comparing
their final pinball score to their level.  These
threshold levels are determined by past performance
on the individual game. These levels change
(like reflexing) during the life of the game.

NOTE- The phrase "A great player" refers to a
player who plays "Scratch" or is not given a handicap.

The threshold levels are:

Other-(8) This is awarded for an "Awful" score.
Triple Bogey-(7) This is awarded for a "Poor" score.
Double Bogey-(6) This is awarded for a "Fair" score.
Bogey-(5)  This is awarded for a "Average" score.
Par-(4)  This is an "Good" score.
Birdie-(3)  This is for a "Great" score.
Eagle-(2)  This is for a "Super" score.
Double Eagle-(1) This is awarded for an "Ultimate"
score.

Specials on older games-  Add twenty percent of the
replay value to the players final score for each special
won.  Since most of these games were Electro-
mechanicals, all scorekeeping must be done by
hand anyway. This twenty percent is added to the
final pinball score, then the threshold for the final
is written down.

Strokes- These are units in which we keep score in
Pingolf.

Handicap- Players who play with a handicap are
given strokes (subtracted) on certain games.
Final stroke scores are based on average strokes
per game when it comes to a players average
and handicap. (This differs from the previous
method of calculating for eighteen games) A great
player should average "Par" (4 strokes) per game
using pingolf scoring.  If an average player averages
5.6 strokes per game, then they are allowed to
subtract strokes from their scores
in an attempt to bring that player to "Par".  This
player would be allowed to subtract appx. 1.6 strokes
per game.  See the handicapping chart at the end of
this document.

League type team play: (for this league)  We will
fine tune this as needed.
The set-up will be to form two person teams .
The season will last as long as
needed to have all teams play all other teams one time.
(If there are six
teams, the season will last five weeks).  Each week,
the match will be five games, with the winning
team of each game receiving two points, and the
winner of the match receiving one additional point.
If the match is tied after game five, then a shootout
game will be played:

Shootout,  this is one game playing "Flipper-Flipper"
for each team. Team with the higher handicap
gets to choose game and playing order.  If both
teams have the same handicap, then a coin is tossed.
Actual pinball score will determine the winner
This "Shootout" situation should not happen very
often, but may prove interesting when it finally does.
(This is not the World Cup of Soccer)  This means
that there are eleven possible total points per match.
This is expanded from seven of the past two meetings
because too many matches were close near the end,
with the winner receiving too many points for
winning the match, making the final score look
more lopsided than it actually was. Also notice that
we have dropped game six, due to the length of the
five game match. Now, any "Ties" go directly to a
"Shootout".

Individual statistics will be kept, so that at the end
of the season, there will be a winning team and
winning individual.  As players handicaps are
determined, those players will be given "Strokes"
during matches.  Separate champions for the
individual title  (lowest average) and Team play (total
match points). This time, the individual title will not
be handicapped.  In future seasons after people have
established long term handicaps, a Handicapped
individual champion will also be included.

        A coin will be tossed, with the winning team
choosing either the first game or playing order.
The other team has the other pick.  The losing team
chooses both the next game and playing order.
If the game results in a "tie", then one point is
awarded for each team and the pick reverts back
to the game before that, unless "that" is the
coin toss. The other team wins the fictitious toss.
If the match results in a "tie", then one half point
is given to each team.

        Here is how the initial Pingolf scoring will
work: Lets say that the replay score on CUEBALL
WIZARD is 100,000,000 , we begin at 20% of
that and then we keep doubling for each new
threshold level.  Look at this example:

Other           -  Scores from 0 to 20M.
Triple Bogey    -  Scores from 20M to 40M.
Double Bogey    -  Scores from 40M to 80M.
Bogey           -  Scores from 80M to 160M.
Par             -  Scores from 160M to 320M.
Birdie          -  Scores from 320M to 640M.
Eagle           -  Scores from 640M to 1,280M.
Double Eagle    -  Scores 1,280M or higher.

This way, we can walk down the row of games
and write down all of the current replay scores to
use for league play. This way, management does
not need to become involved with special "set-up"
of the games.  The league would simply need a
location large enough to have all teams playing
at the same time.

Bangbacks and Death saves- If a player attempts
one, they are considered "Scratch" (this game)
Only one successful save of these type are allowed
per game.

If you tilt the next player, then a decision must be
made. If the tilted player is on the other team,
they get the following choice:
1- Replay entire game from the beginning
2- let the score stand and multiply the tilted players
score by 1.5
If the game is Slam Tilted,  then the same holds
true. If the game is to be replayed, the guilty party
should pay for all four credits. If the game is not
replayed, then this game should be marked so that it
does not count toward any players averages. If
this game is replayed, then the player who "tilted"
should go first, followed by their team partner
shooting second. The other team would play
third and fourth. If one player tilt-warns the next
player, the above paragraph holds true, except
multiply by 1.2.

* Stalling is not allowed.
* Players may coach or help their partner
* No buy-ins are allowed.
* Unsportsman like conduct will not be tolerated.
*If a game malfunctions during play, either play
will continue or if all members of the teams
involved agree, that game may be restarted on
another game.  If the game malfunctions in a
way that play can not continue, then this game
must be restarted on another game.


Pinball Handicap Scoring (PHS)  This is almost
identical to Pingolf except that higher awards
are given for exceeding thresholds.  For
example, a "Par" will receive ten PHS points,
but a "Bogey" only receives nine PHS points.
 The players handicap remains the same, but
their average is kept in PHS points.  To
transfer a strokes per game average to PHS
points per game average, use the following
formula:  ("x" equals the players strokes
per game average) ("y" equals the players PHS
points per game average).

                ((7-x)+7)=y

Here is an example list of players Pingolf strokes
per game averages and the players PHS points
per game averages.  Notice that their handicaps
remain the same.  I came up with this system
because I have heard complaints that we should
not use reverse scoring.  Using PHS scoring, a
"ten" becomes "Par", so this makes it easy to
figure a players handicap without having to use
a calculator.
                        Pingolf              PHS
Accomplishment       Stroke score        Point score
Double Eagle            1                       13
Eagle                   2                       12
Birdie                  3                       11
Par                     4                       10
Bogey                   5                        9
Double Bogey            6                        8
Triple Bogey            7                        7
Other                   8                        6

I have added this PHS section as "Food for thought".

