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Pinball Rule Sheets

A repository of rulesheets for pinball machines

Game of Thrones Pinball

Game Information & Overview:

Thanks to captainbzarre for starting this thread!

Rules Overview:

A image version of the rulesheet can be found at http://i.imgur.com/P7tWVL8.jpg.

Choose Your House

At the beginning of a game, you will be able to choose which one out of the seven houses to fight for. After choosing a house, that house’s mode is immediately qualified to play (except Targaryen, which immediately spots the mode as completed), and more importantly, you acquire the house’s in-game powers, both persistent benefits as well as player-controlled one-time benefits initiated through the Action Button. Every house’s Action abilities are available only once per ball, except Lannister as well as Greyjoy (in some instances). When the Action Button is solidly lit in the color of your house (or Plundered house), it is available and ready to use.

As of recent code, you may now also replace your chosen House’s Action Button power (not Persistent ability) by purchasing one of three House Action abilities in the Mystery selection screen: if you collect a lot of gold, Martell, Baratheon, and Tyrell house abilities may be purchased. (Example: Martell costs 3,800 gold) The purchased House Action ability replaces your current House Action ability for the remainder of the game.

These powers are:

Summary of new additional persistent house benefits from post-1.34 code (not action button-related): Lannister: when you hit the standups, they give 143% more gold than previous code. Baratheon: completing the drop target bank advances progress toward Wall MB. Targaryen: (you can now choose to play as Targaryen!) it immediately and completely spots Targaryen house completion without playing any of the three levels of Targaryen.

Shots

There are 7 major shots on the game:

Left Drop Target 3-Bank: A bank of drop targets that, when completed, lights Lord of Light once per game (see below) and advances the spinner by one level. Qualifies House Baratheon at the left ramp after three completions.

Left Loop: A loop half with a spinner. Can be backhanded from the left flipper. Qualifies House Greyjoy at the left ramp after three completions. On the Premium / LE models, an issue with the gates near the bumpers will often result in obtaining two shots to the left loop.

[Pro] Dragon: A lane that has a kicker target at the end and a post to trap the ball if needed. Used as the Mystery and Extra Ball shots, and to start Battle at the Wall Multiball. Qualifies House Targaryen at the left ramp after three completions. -or- [Premium/LE] Castle Black: A lane (longer than the Dragon shot) that has a kicker target at the end. Used to advance towards Battle at the Wall Multiball. Qualifies House Targaryen at the left ramp after three completions.

Left Ramp: A ramp that arcs around the right half of the playfield and feeds the right flipper. Can be shot from both flippers from a cradle, but usually is shot from the right flipper (backhands tend to occur more often on the Premium / LE model, however). Locks balls for Blackwater Multiball, starts Hand of the King & Iron Throne wizard modes, and starts House Battles. Qualifies House Lannister after three completions… meaning that if you’ve selected a house that isn’t Lannister, starting Blackwater Multiball without having made the left ramp prior will always allow you to choose a House Battle to stack up with the Multiball.

Right Ramp: A ramp that arcs around the playfield and feeds the left flipper on the Pro or the upper playfield on the Premium/LE. Can be backhanded from the right flipper. House Stark’s shot.

Right Loop: The second half of the loop, which feeds the Iron Throne toy on the Premium/LE for the Extra Ball, Mystery, and Battle at the Wall Multiball start. Otherwise, this shot doesn’t have anything special attached to it. House Martell’s shot.

Right Target 2-Bank: A bank of touch targets that light locks for Blackwater Multiball and light Wildfire when completed. House Tyrell’s shot.

Miscellaneous Things

All versions allow for a soft plunge and a hard plunge. Playfield validation occurs on a rollover hit.

[Pro] Skill Shot: Hard plunge into the lit lane to collect the skill shot award of (500k x Ball #) and 1 bonus X.

[Premium/LE] Plunge options: There is no skill shot, but a hard plunge will feed the upper playfield once per ball.

Bonus X: Complete the two top lanes to increase the bonus multiplier. Bonus X can also be awarded in the pop bumpers or as a Mystery Award. [Pro] Top lane completions also advance to the Wall Multiball. Bonus X caps out at 20x.

Bumper awards: Shooting a ball into the pop bumpers allows several awards to be matched up on the display. These can be collected at any time. Some awards I’ve seen are:

As a side note, this style of pop bumper usage has been trademarked by Stern under ReelPops, so there could be more of this style of pop bumper in future (or current, such as Wrestlemania) Stern games.

Mystery: Completing all of the gold standup targets lights the Mystery shot at the [Pro] Dragon or [Premium/LE] Right Loop; shoot it to initiate the award select. You will be presented with three options: keep your gold, and two awards that cost gold. One award is a generally random award that costs some of your gold, and the other award is the most expensive you can buy. Mystery awards include:

All “Big” point awards are displayed as their multiplied values.

A list with values/bonuses seen on version 1.26 is being worked on. Known values can be seen below:

Specials: 25 million Extra Balls: 15 million; collected at the Dragon [Pro] or Right Loop [Premium/LE].

Winter is Coming: Once a house is lit, the shot you made to advance to it “ices over”. Complete any combination of three “iced over” shots or target banks (does not necessarily have to be the same shot) to start the mode. During the mode, the last “iced over” shot will flash and no other progress (other than locks, lighting outlanes, and multiball starts) can be made. Shoot the flashing white shot to collect the hurry up value. Collect four hurry-up values to begin the Winter Has Come mini-wizard mode. Each of the seven shots can be collected (both target banks, both ramps, both loops, and the dragon). Warning: if your third Blackwater lock is lit and you start Winter is Coming on the center ramp, multiball will start without the option to choose House modes to stack into it! One possible workaround strategy is to just get the center ramp hurryup out of the way before locking balls. This is by design and is not a bug.

Multipliers: There are two types of multipliers in the game: one for the overall playfield scoring and another for combos collected. Making shots allows the multipliers for other shots to increase up to 5x. Shooting the battering ram 3 times qualifies the playfield multiplier, and shooting it again begins a round where all playfield values are 2x for a period of time. For each subsequent 4 hits to the ram, the playfield multiplier will increase 1x to a maximum of 5x. The higher the multipliers are, the less time you have to use them. These multipliers can be cashed in at any time during the ball by pressing the action button; despite taking away all multipliers, this also can award some decent points. The best way to handle cashing in is by pressing the action button as the ball drains. Exception: If you have wildfire lit at the ram, only 3 hits are required to increase the playfield multiplier. Also, you will notice that after the first hit to the battering ram the blue arrow in front of it will start flashing. While this is flashing, you can advance to the next portion of lighting the playfield multiplier. If this times out, you must hit the ram again, get the arrow flashing, then hit the ram a second time to advance. So, while in theory it only takes 3-4 hits to the ram to increase the playfield multiplier, if you take too much time, it can take you more hits.

Lord of Light targets: Completing the three drop targets to the left activate ball saves at the left + right outlanes. By default, the targets will only award ONE Lord of Light per game, so use it wisely! Further Lord of Lights can only be obtained through the pop bumper or shop mystery features.

Wildfire: To light the Wildfire mini-mode, complete a set of lock targets or earn the mode through Mystery/Pop Bumper awards. Shooting the battering ram allows you to collect Wildfire when lit by shooting it again and again. The first hit gives 10 Wildfire, and each subsequent hit gives 1 more Wildfire than the previous hit. Wildfire increases your Blackwater Multiball jackpots, though it has a diminishing effect the more Wildfire you have. You can also collect 5 Wildfire from a pop bumper award or by locking balls for Blackwater Multiball.

Swords: Completing any house mode (or a pop bumper award) lights the right ramp to collect an sword. These can be multiplied for huge points. They also allow you to advance your playfield multipliers higher – initially, you can only go up to 3x, but each sword increases the cap by 1x up to 5x. Further Swords are just for point awards.

Multiballs

Blackwater Multiball: Shoot the two standup targets to the right to light lock at the left ramp. You must lock a ball prior to lighting your next lock. Lock 3 balls to begin the multiball. During multiball, complete the five major shots to collect Jackpots and light the Super Jackpot at the battering ram. The Super Jackpot stays lit for 20 seconds and can be collected as many times as you hit the ram, which also counts for playfield multiplier increases. The Super Jackpot is worth ((6 * SJP level * jackpot amount) + SJP BASE AMOUNT) * playfield multiplier. When the Super Jackpot times out with the multiball still running, the Jackpots re-light and need to be collected twice, but the second shot and the Super Jackpot are worth double. Timing out subsequent Super Jackpots will add another shot required for completion at 1x higher multiplier, and make the Super worth 1x more. Locks for the first multiball only require one hit to either green target; 2nd BWMB locks require both individual targets to be hit; 3rd+ BWMB requires completing both targets on a timer after the first target is hit.

Wall Multiball: [Pro] Completing the top lanes 6 times enables Wall Multiball. Shoot the dragon to begin the multiball. [Premium/LE] Shooting Castle Black 6 times enables Wall Multiball. Shoot the right loop to begin the multiball. [Both] Completing the Baratheon drop targets, while playing as House Baratheon, also spots one advancement toward Wall. Once the 3-ball multiball begins, shoot 3 ramp shots to collect Jackpots and light the Super Jackpot on the Dragon. The Jackpots will then be lit on the loops. Shooting 3 loops lights the Dragon again for a Super Jackpot, and Jackpots return to the ramps. Baratheon’s powerup increases the value of the Jackpot and Super Jackpot, and used to be a viable house for high scores via Wall MB, but later code revisions decreased the points from Wall MB significantly. Further Wall multiballs require 11 top lane completions/Castle Black shots.

Add-A-Ball: An Add-A-Ball is available for all multiball modes. Add-A-Ball is added to the pop bumper awards, and can be cycled into randomly (there is no way to favor it as an award). This can only work once per multiball. This is separate from House Martell’s Add-A-Ball, and whether that has been used or not has no apparent influence on the bumper Add-A-Ball.

You may not stack these two multiballs, nor make progress toward either one during another multiball.

House Modes

At the beginning of a game, the house you have selected will always be the first mode available. However, shooting other shots three times each during the game enough times enables other modes to be activated. If you have two or more modes qualified, you may choose to play two house modes at once (stacked) so long as you are not playing as House Greyjoy. The modes are activated by shooting the left ramp at any time when the mode start light is lit, and a player may strategically choose to pass and choose to battle no houses. If you choose to Pass, then you must qualify a new house mode or light the third Blackwater Multiball lock in order to relight the mode start shot on the left ramp. You cannot “pass” on a mode if you only have one mode left to complete. All modes are timed (except for Targaryen III, which lasts until completed or you drain). Failure to complete timed modes will force the player to restart the mode by shooting the left ramp (re-qualifying a failed mode is not required). Progress through modes is saved only for certain houses. These modes are:

Dragons 1 and 2 will light the ramps, loops, and then dragon for hurry-ups. Level 1 requires one of each ramp/loop to be shot to progress to the next shot, Level 2 requires both. Level 3 lights 3 shots for hurry-ups; collect all 3 to light the Dragon. In addition, any shots on the Dragon will spot a lit hurry-up. The three shots per wave appear to be random each time. Complete this cycle 4 times to complete Targaryen. If you take too long to complete a wave during Level 3, you are “attacked” (“DRAGON FIRE!”) and you must restart that wave with a different set of “penalty” shots – however, you do not time out of the mode entirely. Greyjoy players have a hurry-up at the target banks (only one needs to be hit) before starting a Level.

Completing three House Modes lights Extra Ball. Completing four modes qualifies Hand of the King wizard mode. Completing all modes qualifies Iron Throne wizard mode.

Winter Has Come Mini Wizard Mode:

Completing four Winter Is Coming hurry-ups will immediately begin Winter Has Come. WHC is a four-ball multiball with two alternating phases:

The values of the four WIC hurryups collected will influence the jackpot scoring in this mode, meaning Stark’s ability can make this mode quite lucrative. Once WHC is complete, no more WIC hurryups can be collected until Iron Throne is completed; all shots corresponding to lit houses will no longer “ice-over”.

It is possible to stack Winter Has Come with Wall or Blackwater multiball. To achieve this, you must start your fourth Winter Is Coming hurryup on a shot that will not start the multiball you need. While the hurryup is counting down, start your desired multiball. The hurryup will continue into your multiball. Collect it before it expires, and Winter Has Come will stack into your existing multiball!

Hand of the King Mini Wizard Mode:

Completing four houses while not currently challenging a house will light HOTK. The houses that you take into HOTK wizard mode can be important. Each house brings with it an attribute that will make it easier or more difficult to get through the mode. They are as follows:

Bear in mind that even though Stark, Baratheon and Martell sound undesriable to bring in, they do offer more opportunities for shots that can mitigate what would be an otherwise poor HOTK.

HOTK is a mini wizard mode that is completed in “sets”.

You’ll also notice that the inlanes will be flashing yellow. A ball that travels through the inlane will increase the combo value of each of the main shots to the by 1x, and set all shots to the maximum current shot multiplier. For instance, if your multipliers are [1x 2x 2x 2x 1x], after a lit inlane, they will be [3x 3x 3x 3x 3x]. This is available at all times, regardless if you have Tyrell’s powerup or not. This can also temporarily increase the combo multiplier to 6x.

Iron Throne Wizard Mode:

Completing all of the house modes lights the mode start shot for IT wizard mode. Like HOTK, this multiball is is based on completing sets of shots.

Casual mode settings

In recent updates, Casual Mode is set to off by default.

Difficulty, HOME, and Directors Cut INSTALLS will change the setting.

Holding the right flipper button for 3 seconds before starting a game will allow the game to start NOT in casual mode if desired. If you are approaching a machine in the wild, it may be wise to quickly flipper through the attract mode. If casual mode is on, one of the screens will be a description of how to enable “advanced play”. If you do not see this screen, casual mode is off.

Upper Playfield

The Premium and the LE both have an upper playfield, which consists of two flippers, a scoop where the ball may enter from, three touch targets surrounding two back lanes (where the ball will fall into the left loop), a left castle “mini-loop,” and two rubber bits going up the upper playfield to serve as slingshots. In addition, since the switch used to validate the right ramp is hanging into the upper playfield, hitting the wire gate hard enough will spot you right ramp shots.

Castle Multiball

During regular play, the upper playfield is used to advance towards Castle Multiball. Completing a set of 3 targets and then shooting the ball out a back lane collects “Archers!”, “Charge”, “Breach” and “Castle Multiball” in that order. After collecting one bit of progress a drop target will rise in front of the Right Ramp. Shooting the drop target or starting a mode/multiball will drop the target.

Castle Multiball is…honestly something that not many players seek, so if anyone has any information on it fill me in here. :sweat_smile:

Upper Playfield During Modes

During modes, the upper playfield is used to collect Castles and advance in the modes. At any point, shooting the Castle loop awards certain things in a mode (see below). In addition, hitting one of the 3 lit targets lights the outer targets and awards 5 seconds on the current mode(s). Hitting one of the outer targets lights the center target and gives another 5 seconds. Hitting the center target awards 5 more seconds and lights the castle loop, and collecting the castle gives 15M up front, 7.5M in bonus (!), and lights extra shots on the upper playfield for the following awards:

Spinner Rule:

There are 9 levels to the spinner.