View on GitHub

Pinball Rule Sheets

A repository of rulesheets for pinball machines

Dungeons & Dragons: The Tyrant’s Eye

[Official Rulesheet]

Game Information & Overview:

Dungeons & Dragons: The Tyrant’s Eye is the fourth Brian Eddy-designed pinball machine following his return to Stern in 2019. Tiamat, a once-banished five-headed dragon, plans to spread darkness across Faerun. Players choose their class and embark on a journey to stop the threat. This machine features the PinSave feature, allowing players to resume playing from where they left off last game if they are using Insider Connected.

Layout:

Pro

DungeonProTopPlayfield-adfkjehfa3-scaled|257x500, 100%

Premium/LE

DungeonPremiumTopPlayfield-adfkjehfa3-scaled|257x500, 100%

Playfield features exclusive to the Premium/LE models include:

Modes of Play:

These modes are accessible by holding both flipper buttons during attract mode until a menu appears. The following options are available:

Character Selection / Leveling Up:

Select a character at the start of the game by using the right flipper button to cycle through the available options. Each character is assigned a fixed class.

Characters will level up automatically as they gain experience points (XP). This is typically through completing battles, finding treasure, and completing modes/quests. The other three members of the player’s party are level-matched to the player’s character. Equipped items are “copied” to the other party members, although they only impact the Armor Class (AC) or ToHit rolls of the rest of the party.

Character Class Perks Base Stats Str/Dex/Con/Int/Wis/Cha
Ardor Dragonborn Paladin Bonus damage to dragons 11 HP, 16 AC, 15% Luck, 120 Gold 18/13/13/11/17/13
Anya Halfling Rogue More Luck / Treasure 9 HP, 16 AC, 40% Luck, 130 Gold 14/18/13/11/15/12
Frey Curlyfoot Dwarf Cleric Bonus damage to undead enemies 11 HP, 18 AC, -15% Luck, 110 Gold 16/14/16/12/19/9
Helenir Weavhart High Elf Wizard Longer Shield Timer 7 HP, 13 AC, 15% Luck, 140 Gold 13/16/12/16/13/12

Unlock additional characters by completing the campaign. These unlocked characters are not available in competitive play to prevent unfair advantages between players.

Character Class Perks Base Stats Str/Dex/Con/Int/Wis/Cha Unlock Mode
Rhyme Tiefling Ranger Good with Ranged Weapons (2 blue arrows at once) 11 HP, 12 AC, 15% Luck, 140 Gold 18/13/12/10/11/13 The Undermountain
Juniper Amari Wood Elf Bard Increased 2x Scoring Timer 9 HP, 15 AC, 60% Luck, 160 Gold 11/15/13/13/13/18 Ritual of the Chosen
Goregath Goliath Barbarian Rage (replaces ranged weapons, collects all lit shots once per ball) - can be repurchased from Fizmo’s for 300 gold). Extra damage to Abashi & Yugoloths TBD TBD Rescue the King
Rowan Freewander Human Fighter TBD TBD TBD Unlocked with topper connected

The stats are described in the status report as follows:

Insider Connected Save Features:

If the player signs in using Insider Connected, campaign progress with the selected character is automatically saved. Each character’s stats, items, and campaign progress are saved separately. Character level/items/stats are not “shared” between separate campaigns. The legendary equipment earned through later levels of dungeon crawl also disappears once the game ends regardless of whether the player is signed in.

Logged in players can choose to start a new campaign with a character that does not have a saved campaign, resume a character’s saved campaign progress, or hold the action button to do a “one shot” and start a new campaign with the saved character from the beginning without saving progress.

For the cooperative game mode, each player’s party members are level and item matched to their selected/loaded character just as if they were playing solo.

Skill Shots:

The skill shot value is 2M x a multiplier equal to the ball it was collected on (extra balls add +1x to the multiplier). The super and MXV skill shots start at 6M.

The Campaign Map:

![MAP 690x498, 75%](upload://lqAvdRYMoi5ojXd3xUmpaXPZ0Od.png)

The overall campaign progress and the party’s location are represented by the map of Mid-West Faerûn from the Forgotten Realms setting and the inserts on the playfield located between the slings. The player selects a starting location for their party at the beginning of a new campaign by pressing the left flipper button to cycle through the location options while selecting their character/class. Players can choose to start in Greenest, Westgate, Arabel, or Kobold Town, with the corresponding city insert flashing yellow on the map.

When resuming a saved campaign, a location can’t be selected; the party automatically starts in the last city visited at the end of the previous game.

Plunging the ball will start or resume the campaign with the currently selected character and the selected/last location.

Town Quests/Modes

The quests/modes at each location are depicted using “1”, “2”, and “3” inserts with an Orange, White, Blue, or Purple border. The player must travel between cities to complete the color matched level 1 and 2 modes in either order to unlock the same color level 3 mode in Dragonspear Castle or Gauntlgrym.

Town Dungeons

Once all of the leveled quests at a location are completed, the player can start the location’s Town Dungeon. Town Dungeons are multiple phase modes, and lock the player out of any multiballs or other features that they could otherwise start during the prior quests.

After completing each phase of the Town Dungeon, players can hit green shots to heal if they have taken damage and have healing potions, or hit the center spinner shot while the yellow arrow is lit to advance to the next phase. The arrow will timeout after a period of time, which can repeat the prior phase or require hitting a dragon target to relight.

A treasure chest is lit at the left kickout after each Town Dungeon phase.

Completing any Town Dungeon qualifies Darkhold for a bonus round.

Quest completion

Completed modes and cities are lit solid red if the mode/dungeon was failed or green if it was cleared successfully. There are currently no penalties for failing most campaign modes, but if the player loses a level 3 mode, they will miss out on their associated artifact. Fizmo can give 2nd chances on any artifact that the player failed to obtain.

Note: Completed modes cannot otherwise be repeated whether completed or failed!

Location Quests / Modes:

Greenest:

The Orange and White town quests/modes in Greenest have two options. Players can choose to do either the White 1A or 1B, and Orange 2A or 2B options, but not both A and B options for the same color in the same campaign. There is no main advantage or drawback with either option.

Town Dungeon:

Travel Destination Options: Dragonspear Castle, Darkhold, Westgate

Westgate:

Town Dungeon:

Travel Destination Options: Greenest, Darkhold, Arabel

Arabel:

Town Dungeon:

Travel Destination Options: Westgate, Darkhold, Kobold Town

Kobold Town:

Town Dungeon:

Travel Destination Options: Darkhold, Arabel, Gauntlgrym

Darkhold:

Travel to Darkhold must first be enabled by completing any town dungeon mode.

Travel Destination Options: Dragonspear Castle, Gauntlgrym, Greenest, Kobold Town, Westgate, Arabel

Dragonspear Castle:

Town Dungeon:

Finishing the Sammaster fight or getting the Scepter completes the mode, returns the party to town, and lights 3 blue shots to begin the selected wizard mode.

Travel Destination Options: Gauntlgrym, Greenest, Darkhold

Gauntlgrym:

Town Dungeon:

Finishing off the Minotaurs with Nighdaar or defeating Balinor completes the mode, returns the party to town, and lights 3 blue shots to begin the selected wizard mode.

Travel Destination Options: Dragonspear Castle, Darkhold, Kobold Town

Traveling Between Locations:

The player starts the game in travel mode, with the party moving to the location that they pressed with the left flipper at the start of the game. During travel mode, some shots are lit with blue arrows. Shots will randomly spawn enemies, with more difficult ones spawning in the Underdark if the player is headed to Dragonspear Castle or Gauntlgrym. The enemy difficulty increases for players who are past level 7. Hitting three blue shots, killing all enemies in the battle, entering the Dungeon Crawl, or draining will exit travel mode and put the party in the new location.

Once the player reaches the city, they can re-enter travel mode by a shooting yellow “choose action” shot (the same way they would start a location mode), and selecting the city they want to travel to.

Battles:

Battles are the meat of the game and the main way of leveling up your characters. Many of the location modes revolve around battles for their duration, and the player can also encounter random enemies if they are traveling or exploring a dungeon.

To start a battle, shoot a yellow “choose action” shot and then select a battle. During battles, shoot red shots to deal damage. Your party has four members, including your character, and every time you make a lit red shot, each member of the party rolls a D20 to determine the damage output of the shot.

The red arrows will start to flash and progressively get faster to indicate when a monster is about to attack the party to deal damage. Party members will be eliminated and removed from combat if they reach zero HP from taking too much damage. Town modes will end in failure if all four of the party members are wiped out in a battle.

Ranged Attacks (Action Button):

To deal long-ranged damage, hold the action button. A blue arrow shot will begin moving from the left to right side of the playfield and back. When the button is released, the lit shot at the time that the button was released will be spotted. This rule only applies to battle damage, and cannot be used to spot shots in any other ongoing modes.

Reload: Reload the ranged weapon by making a successful shot to any lane or ramp (whether lit or unlit).

Powerups: The items below can upgrade the ranged attack’s damage and accuracy.

Note: as the Wizard, no ranged weapons can be purchased or upgraded from Fizmo. As the Barbarian, ranged weapons are disabled and the game will make an effort to never give any ranged weapons.

Stealth Missions:

Stealth missions are a special type of mode that requires performing certain actions with a stealth meter. Stealth mechanics are used in the following quests: Spy on Puck (Purple 2), phase 1 of Mystery at the Bottom of the Mine (Kobold Town Dungeon), and phase 1 of Rescue the King.

The meter starts at 100% stealth and decreases each time the ball hits a sling. The decrease amount per sling hit varies by class. From highest to lowest is the Barbarian, Cleric, Paladin, Wizard/Bard, Ranger, then Rogue with the least reduction per sling hit.

If the stealth meter reaches 0%, a battle starts which pauses the main objectives until the battle is completed. Battles are only triggered once per stealth mode, so successfully completing the battle will allow unhindered main objective completion.

Dungeon Crawls: Light dungeon crawl by hitting the Dungeon standup targets near the right orbit and side ramp, or spot targets by hitting the center spinner. Once lit, start the dungeon crawl mode based on the table model:

Dungeon crawl starts with a 20-second long ball save. To explore the dungeon, shoot the flashing orange shots to move forward or purple shots to reach a direction choice. For each direction choice, the player can choose between the two or three presented door or hallway options using the respective flipper or action button.

Choosing a direction will discover one of the following:

There are 5 total levels of dungeon crawl, with procedurally generated layouts that reset every Sunday. Finding the treasure room in levels 2, 3, 4, or 5 of dungeon crawl awards a legendary artifact; the order they are given in resets along with the layouts every week.

If the player drains during dungeon crawl, their progress will be saved. The player will be placed close to where they were when they drained whenever they start dungeon crawl next in the same game.

On competition mode, the player can only start one dungeon crawl per ball in play.

Multiballs:

Dragon Multiball / Town Celebration Multiball:

Hit the 3-bank standup targets under Rath to spell DRAGON to light this multiball at the right orbit and side ramp (the latter shot is only lit when no other modes are running). The first time it is started in a game, letters will be spotted for every 2 3-bank targets completed. Afterwards, all three must be hit to spot a letter. The current Dragon Multiball level per party member is saved via Insider Connected, and maxes out at level 10.

Dragon Multiball is a 6 (Pro) / 8 (Prem / LE) ball multiball mode with an unlimited ball save. One shield use is added as soon as the multiball starts. The player must hit Rath the listed number of times before enough balls drain. Playing as the Dragonborn, Ardor, reduces the amount of shots it takes to defeat the dragon. Every dragon defeated will increase the player’s level by 1.

Starting at level 3, the trough behind the dragon on Prem / LE will hold balls to make the multiball slightly easier to control. Starting at level 6, the super jackpot on Prem / LE can only be scored by getting Rath out of the way of the upper loop and then quickly shooting the upper loop before his position resets.

Otherwise, every level acts the same way: shoot the 3-bank, then hit Rath to deal damage before his head raises back up again. For the entirety of the multiball, jackpots can be scored at the flashing shots for 1x, then 2x, then 3x value, with a super jackpot lit at the upper loop after scoring a 1x jackpot at each shot. The jackpots are worth 250k x the number of drains left before Rath wins and the super jackpot starts at 3M + (500k per level) + the combined value of all jackpots collected prior. Scoring a super jackpot also adds one shield use and deals damage to the dragon (1 hit x the current dragon multiball level, to a maximum of 6).

If the player fails to defeat Rath, the flippers are frozen to drain all balls in play, and the player’s party remains in the same town with a ball placed in the shooter lane and automatically plunged back into play.

If the player defeats Rath, the game immediately begins Town Celebration Multiball with the remaining balls still in play from Dragon Multiball. The two orbits, side ramp, and right ramp are lit for jackpots worth 500k x the number of jackpots collected during Dragon Multiball. Collecting them all lights the side loop for a super jackpot worth a 4x jackpot.

Draining down to one ball ends the Town Celebration Multiball. After completing Town Celebration Multiball, the next purchase from Fizmo will be 50% off its normal price for that town.

Gelatinous Cube Multiball:

Shoot the left orbit to lower the ramp at its entrance, then shoot the left ramp. This must be repeated 1-4 times, with the same ball, before it will be held at the gelatinous cube magnet. The amount of shots required can be set by the operator and defaults to medium:

Once ball 1 has been stuck, a hurry-up value will start decreasing from 5M. The player can either start the multiball by releasing the locked ball, or lock another ball and increase the hurry-up value by 5M by shooting the right orbit. Then, the player can either start multiball or add a fourth ball to the multiball by hitting the left ramp again as the final shot.

During gelatinous cube multiball, four shots are lit at a time for jackpots: these can include the two orbits, upper loop, side ramp, or right ramp. Each jackpot is worth the scored hurry-up value, which increase by 3M per each jackpot scored to a max of 25M. Collecting them all lights the side loop for a super jackpot worth a set 20M and resets the process.

After playting gelatinous cube multiball, it must be requalified by completing any map mode.

Other Scoring:

Critical Hits:

Hitting the captive ball target will start it flashing for 15 seconds. Hitting it again will award a critical hit and give various perks to the player:

Healing Potions:

Party members will take damage in battle modes as monsters attack. The party is automatically healed when they reach a city or after a mode is completed.

However, if the party has healing potions, they can be used during multi-phase Town Dungeons to restore HP by shooting green shots between phases/levels before moving to the next level. The player can store up to 3 healing potions at a time, and HP healed is impacted by class and level:

A green potion icon on the UI indicates the number of available healing potions carried by the party. Healing potions are collected via:

Belongings:

Every shot on the playfield corresponds to a different belonging. Each belonging adds 10k to end-of-ball bonus, and collecting full sets of belongings adds 100k to end-of-ball bonus. Full sets of belongings can also be purchased from Fizmo.

Shooting the upper loop repeatedly will spot one belonging towards completing the current set.

Gems:

During single-ball play, if the player can currently advance towards starting Dragon Multiball, every dragon target hit will award 1, 2, or 3 gems. 10 gems can also be bought from Fizmo. Gems score 10k each in end-of-ball bonus, and collecting 50 gems over the course of the game will light the extra ball at the right ramp.

Fizmo (Shopkeeper):

Earn gold by winning battles, shooting the yellow triangle shots left behind by defeated enemies, and opening up treasure chests found in town dungeons or Dungeon Crawls.

If the player is in a town (ie. not in a dungeon, mode, or traveling) and has enough gold to purchase an item in the shop, they can shoot the left eject to shop at Fizmo’s. Each town’s shop will contain a set of purchase options from the following lists, with the medium and big items split across all seven locations (so one item from both lists):

“Small Items”:

“Medium Items”:

“Big Items”:

The player can also opt out of making a purchase by selecting the “Pass” option, in which case Fizmo’s will relight the next time the player earns gold. Items will be covered with a “Sold out” indication if the character has reached the purchase limit for that item.

The prices are halved for the next visit if a player completes dragon multiball, then visits Fizmo. If the player chooses the same item more than once in a game, their gold price will subsequently increase by 10%.

Each town has a different fixed set of items that are updated every Sunday.

Treasure Chests / Mimic Hurry-Up:

Treasure chests can be lit at the left eject in various ways throughout the game:

Every treasure chest awards small points and typically, a variety of items. These can include gold, gems, healing potions, and / or equipment.

Rarely, the treasure chest will turn out to be a Mimic, which starts the Mimic Hurry-Up mode. Slay the Mimic and reap the chest’s awards by shooting the left eject once more before time runs out. The hurry-up score starts at 50M.

Equipment:

Earn equipment by finding it in treasure chests, or by selecting them from Fizmo’s if he has magical weapons, magical armor, or trinkets for sale.

There are various different modifiers for equipment based on their “flavor”. For instance, an item “of Tymora” would increase the player’s luck and result in higher amounts of gold gained from treasure chests. The modifiers are listed below:

Legendary Equipment:

Legendary equipment can be earned by reaching levels 2, 3, 4, or 5 of dungeon crawl, then finding the treasure room hidden within any of those levels. The order that these four pieces of equipment are given in resets along with the dungeon crawl maps every Sunday.

All legendary equipment gives the player 10 uses by default, and up to 20 can be stacked; once the uses have been depleted the character’s legendary equipment will revert to the highest level one they currently have of the current type. They only last for the duration of the current game, and are not saved via Insider Connected.

Artifacts:

Players can collect artifacts by completing level 3 missions in Dragonspear Castle and Gauntlgrym.

If the player failed in collecting any artifact, Fizmo can offer 2nd chances to obtain them.

Hidden Temple (2x Scoring):

Light the hidden temple by shooting the “secret door” bar target in front of it, or by hitting the hidden temple itself, two times; once to start the target flashing, then again in 20 seconds. When lit, shoot the hidden temple to start timed 2x scoring for 20 seconds.

Shoot the secret door or hidden temple again while 2x scoring is running to extend the timer by +5 seconds.

Shield (Ball Saver):

The shield is a unique metal bar located between the flippers that saves balls headed straight down the middle. It is activated by pressing the action button when flashing.

Flipping a pinball stopped against the left or right side of the shield will often hit the right ramp or left orbit, respectively.

Relight the action button/shield insert by lighting the set of 4 return lane inserts enough times. 1 return lane completion is required for the first shield increasing by 1 each time, to a maximum of 5.

Normally the player can only save up to two shield uses at a time, but if the Dragon Heart Shield is in their possession up to five can be saved. The Glass Shield of Endurance also extends the time that the shield is raised to 2x its normal length.

Extra Balls:

Light extra ball at the right ramp by:

End-of-Ball Bonuses:

Wizard Modes:

Tiny’s Dice Game (Mini-Wizard Mode):

Qualified by buying from Fizmo in a town shop, or by starting three modes (either numbered modes or town dungeons). Once lit, shooting the center spinner starts the timed mode.

Hitting the center spinner collects the spinner value (25k per spin). All other shots are lit to add a small amount of time and increase the number on the dice, and are cleared when hit or when the die reaches 20. The maximum value of a spin (excluding bumps that were awarded from Fizmo is 500k (25k x 20).

Prem/LE Only - The dungeon entrance will pop up and down during the mode. Hitting the entrance will increase the spinner value.

Tavern Brawl (Mini-Wizard Mode):

Tavern Brawl is a two ball multiball mode qualified after completing all of the following:

Once qualified, the mode starts by hitting the center spinner when no other modes are running.

Shooting the center Tavern shot three times will enable 1x, 2x, and 3x Jackpots on the left ramp for about 30 seconds. Every time the looping ramp is lit, one additional tavern shot will be needed to light it than before.

The left eject, orbits, and ramps award jackpots starting at 4M + 200k per jackpot.

Hit the bank of three gold standup targets to spell DRAGON. Completing DRAGON will light the right “shortcut” loop one time to add a ball to the mode and light the super jackpot at the upper loop, one time only.

Prem/LE Only - DRAGON isn’t required to light the super jackpot, just the add-a-ball. Instead, after hitting any dragon shot, the dungeon shot will raise for a short time. Hitting the dungeon shot lights the super jackpot.

Ritual of the Chosen (Bard Unlock):

Ritual of the Chosen is a wizard mode located in Dragonspear Castle that is available after clearing the Town Dungeon mode, The Lich of Dragonspear Castle. After finishing the Town Dungeon, the side ramp, center shot, and right ramp are lit blue to start this mode.

The mode is a repeating set of tasks across 5 dragon battles. Each level/battle starts with a 15 second timer and unlimited ball saver, where drains subtract 8 seconds from the timer. Shooting green lit shots will “lock” pinballs for the next mode and extends the timer. Starting with level 2, green shots will also heal your party.

Once the timer expires, the ball save stops and a multiball mode with 2 plus any additional locked balls begins. Hit 5 red damage shots to finish the level and move on to the next.

The table will drain all of the balls in play before starting the next level timer, which may play the ball saved animation.

Completing this mode resets the campaign map and unlocks the Bard as a selectable character in future game starts.

Rescue the King (Barbarian Unlock):

Rescue the King is a wizard mode located in Gauntlgrym that is available after clearing the Town Dungeon mode, The Battle of Gauntlgrym. After finishing the Town Dungeon, the side ramp, center shot, and right ramp are lit blue to start this mode.

This mode is a 7-phase fight that incorporates elements of all of the prior map modes.

Completing this mode resets the campaign map and unlocks the Barbarian as a selectable character in future game starts.

The Undermountain (Ranger Unlock):

The Undermountain is a wizard mode that can only be accessed by going certain paths in the The Lich of Dragonspear Castle or The Battle of Gauntlgrym town dungeons:

Once either task is completed, the side ramp, center shot, and right ramp are lit blue to start this mode.

This mode is a 6-phase fight with ball save active for a short time on each level.

Completing this mode resets the campaign map and unlocks the Ranger as a selectable character in future game starts.