Back for its third year, the UK Pinball Team Tournament is the challenge for groups of four to compete against other teams from around the country and across Europe.

Teams needed to pre-register for the UK Pinball Team Tournament. There was a maximum of 16 teams for the tournament and as there are now 16 registered teams, registration has closed.

Entry to the UK Pinball team Tournament costs £10 per team of four and needs to be paid at the registration desk at the show. Registered teams are shown below and they will be split into two groups according to the total WPPR points earned by team members. Those groupings wil appear shortly.

Full details of the format for the UK Pinball Team Tournament are show below but if you have any questions please contact the Tournament Organiser Nick Marshall here.


Registered teams

The following teams have been registered for the UK Pinball team Tournament.

 
Team name
Team members (captain in bold)
1
German Pinheads Albert Medaillon, Peter Scheldt,
Robert Sagstetter, Gregor Zimmerer
2
South West Stiffs Eddie Mole, Greg Mott,
Peter Blakemore, Ian Thurston
3
Yorkshire Flippers Andrew Stockdale, Garry Speight,
Eddie Lehan, Kevin Burrows
4
Dutch Pinball Team Magic Mellows, Martin Ayub,
Keith Donaldson, Chris Poibug
5
Magic Moments Phil Dixon, Aid Cooper,
Nick Marshall, Terry Sullivan
6
Brummie Ball Bangers Roger Thornton, Paul Cowan,
David Dutton, William Dutton
7
Who Dares Pins Albert Nomden, Paul Jongma,
Dirk Klaver, Mark van der Gugten
8
The Mod Fathers Stan Simpson, Ivan Durneen,
Tom O'Hare, Mark Squires
9
Mid-Aged Madness Darren Ball, Graham Hart,
Adrian Donati, Andy Foster
10
Martians Attack Roy Bussink, Helen Colman,
Malcolm Lashley, David Ainslee
11
The Dredded Nomads Sean Rowe, David Shelton,
Gary Flower, John Trudeau
12
Soapdodgers John Higgins, Derek Penn,
Ian Fitzpatrick, Scott Nesbitt
13
The Specials (When Lit) Alan Syson, Paul Morris,
Colin Hampton, Andrew Heighway
14
Barney Army Benny Benstead, Lee Benstead,
Pete Carney, Paul Dasley
15
Isle of Wight Warriors Andy Moore, William Moore,
Alex Moore, Andy Netherwood
16
Team Steam Clayton Jacobsen, Brett Sullivan,
Paul Smith, Luke Carvel


RULES

The team competition will start on Saturday at 11am all teams from Group A must be registered to play by this time. As pre-registration is required for this tournament and as it is being run in tandem with the UK Pinball Lague finals, teams will be split into two groups, A & B as follows:

GROUP A - 11am start
 
GROUP B - 1pm start

Rank
Team name

1

3

5

8

10

12

14

16

German Pinheads

Yorkshire Flippers

Magic Moments

The Mod Fathers

Martians Attack

Soapdodgers

Barney Army

Team Steam
 

Rank
Team name

2

4

6

7

9

11

13

15

South West Stiffs

Dutch Pinball Team

Brummie Ball Bangers

Who Dares Pins

Mid-Aged Madness

The Dredded Nomads

The Specials (When Lit)

Isle of Wight Warriors

Group A starts play at 11am on Saturday, Group B starts at 1pm Saturday. Contestants should assemble so they are ready to begin play at their allocated time.

There will be 2 rounds in total, a qualifying round followed by a four team final.

There are eight machines in the qualifying round, each team will play on up to seven of these machines.

The team matches are as follows:

GROUP A        
Game 1
Game 2
Game 3
Game 4
Machines 1 & 2
14 v 16
1 v 5
3 v 12
8 v 10
Machines 3 & 4
1 v 3
3 v 10
5 v 8
12 v 14
Machines 5 & 6
10 v 12
8 v 16
1 v 14
5 v 16
4 Ball machine
5 & 8
12 & 14
10 & 16
1 & 3


GROUP B        
Game 1
Game 2
Game 3
Game 4
Machines 1 & 2
13 v 15
2 v 6
4 v 11
7 v 9
Machines 3 & 4
2 v 4
4 v 9
6 v 7
11 v 13
Machines 5 & 6
9 v 11
7 v 15
2 v 13
6 v 15
4 Ball machine
6 & 7
11 & 13
9 & 15
2 & 4

Teams register and pay their £10 entry fee, in return they will receive a score sheet and player badges.

There will be 3 matches against other teams from your group and one 4 ball team game against all other 15 teams.

  • Within each group, there will be 3 matches in which two teams play each other on two machines, with two players from each team playing a four player, three ball game in a match scenario. 
  • Once the match is over, points are awarded as follows: 1st  9 points, 2nd 5 points, 3rd 2 points and 4th zero points. These points are to be noted on the score card and verified by both team captains.

Over the 3 matches, this will give a team a maximum of 84 points.

Unfortunately, Teams 3, 4, 15 and 16 are allocated to play the same machines twice. Therefore, when their 2nd match takes place, the 2 team members who have not played the machine previously must play the match on that machine.

The 4 ball game

For the 4 ball game, there will be two identical machines. This is a one player 4 ball game (i.e. 1 ball per player).  All teams have been allocated a machine and a time to play. If you choose not to play in your allocated time slot and the game is not finished prior to the end of that entire group’s allotted time, no points will be awarded.

All 16 teams will play one of the 2 games and note their score, this score is to be verified by a tournament official. Should one of the games break down, all play will continue on the other machine until the broken down game is fixed. All completed games on the broken down machine will still count.

If there is a preference for a team to play a particular one of the two games, this is acceptable, but please note the timing rule above.

Points for the four ball game will be awarded as follows: 1st 15 points, 2nd 12 points, 3rd 10 points, 4th 7 points,  5th 5 points, 6th 4 points, 7th 3 points, 8th 2 points and 9th 1 point. All other places will score zero.

When all seven machines have been played and the scores recorded, the contestant’s entry is completed and they should vacate the playing area.

Total team scores as well as the “Team machine” scores will be displayed on a projector screen or on display monitors in the tournament area.

When all games have been played and their scores recorded, the final rankings will be declared. The four teams with the highest ranking points will go on to the finals.

If there is a tie for fourth place, the team with the highest score on the 4 ball “team game” will prevail and in the unlikely event that there is still a tie, a single game on one of the 4 ball machines shall decide the position.

Should a machine break down occur during the match and the machine cannot be repaired in a timely manner, a substitute machine will be brought in. All previous (completed) match points will still count on the broken down machine as this is a match scenario.

Should a machine malfunction occur, the tournament officials will liaise with the team captains in order to provide a solution suitable to both teams.

Whilst playing their ball, a player may have oral help from their non playing partner, but their partner MUST NOT touch the machine.

If any team is seen to be trying to gain an unfair advantage (such as a non player touching a launch button to use a “power bomb”) the team will be warned or at the discretion of the tournament officials disqualified from that match.


Final

The final will take a similar format, all eight machines will be used. Two members from each team will again play in matches on two machines simultaneously, each team will play each other once as follows in a 3 ball game:

Match 1
Team 1 vs Team 3  (Machines 1 and 2)
Team 2 vs Team 4  (Machines 3 and 4)

Match 2
Team 1 vs Team 2 (Machines 5 and 6)
Team 3 vs Team 4 (Machines 7 and 8)

Match 3
Team 1 vs Team 4  (Machines 1 and 4)
Team 2 vs Team 3  (Machines 3 and 6)

Again the points will be awarded as follows: 1st  9 points, 2nd 5 points, 3rd 2 points and 4th zero points. These points are to be noted on the score card and verified by both team captains.

Once all teams have played each other, the finals will be over. The winner will be the team with the most points, 84 being the maximum. Should there be a tie at the end of the final, the highest score from the four ball team game from round one shall be deemed as the decider.