Alpine Club / Ski Club pinball rules and strategy

Strategy summary

The goal

Make A–E to advance the mountain climber. The lit top target opens the ball-return gate and increases the eject-hole awards. Alpine Club awards replays; Ski Club awards extra balls.

  1. Advance the climber: Hit the upper A, B and C bumpers and pass through the D and E side lanes. Making A–E advances the mountain climber. Reaching the peak awards one replay on Alpine Club or two extra balls on Ski Club.

  2. Open the gate: On Alpine Club, roll over the button directly below the top target while the button is lit to light the target. Hit the lit top target to open the ball-return gate and increase the eject-hole value.

  3. Collect from the holes: Shoot either eject hole below the D and E lanes. On Alpine Club, use the adjacent lamps to read the award: 300 points, 500 points or Special. Collecting Special awards one replay.

  4. Collect an extra ball on Ski Club: Hit the top target when lit to open the ball-return gate and increase the eject-hole value. Shoot either eject hole when its Extra Ball lamp is lit to add one ball.

Need to know
Alpine Club climber carryover
The mountain climber keeps its progress from one game to the next on Alpine Club.
Alpine Club score awards
The five-ball card awards one replay at each of 3,000, 4,100, 5,200 and 6,300 points. Use the fitted card for other settings.
Alpine Club match
At game end, matching the last score number to the lit backglass number awards one replay.
Sources and references5 source links and outbound references.
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Playbooks

Alpine Club / Ski Club playfield

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