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.
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.
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.
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.
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.