(Topic ID: 131254)

Pingolf rules?


By dendoc

4 years ago



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  • 33 posts
  • 15 Pinsiders participating
  • Latest reply 4 years ago by mot
  • Topic is favorited by 3 Pinsiders

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    #10 4 years ago

    I've run a *ton* of pingolf tourneys and my introduction was at a league final as a "fun" side tourney that was all objective goals, so that's mainly how I always ran them. I didn't find out until later that the "traditional" Pingolf was to go for a replay.

    If you're dealing with mostly newbie players, the goals should be pretty straightforward. If you have experienced players, look for features on the playfield that they generally avoid on purpose. For example, the Cast a Spell targets on Scared Stiff.

    TZ: I've done x number of door prizes. You could also do "collect two dead ends" (very hard).

    STLE: Warp ramps is probably good, or advance "punch-it" targets to a certain level.

    ACDC: Start double scoring. Advance song jackpot to X value and collect. Relight any song.

    RS: X number of blasts.

    WOZ: Collect x witch hurry-ups.

    TOMMY: Not familiar enough. Modes?

    TSPP: Itchy and Scratchy multi

    METLE: Get Add-a-ball during any multi, or x number of piston shots.

    LOTR: Collect X rings, or start Fellowship multi.

    #21 4 years ago

    Also consider a stroke limit. With objective based 6 is good. Set games to 5 ball.

    Also re: goals it's desirable to choose goals that can be verified even if the ball ends or the player tilts out. Cuts down on cheating and or just times when the player lost track of things in the moment.

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