Black Knight: Sword of Rage
Stern Pinball, 2019 — shot-by-shot rules and strategy guide.
Open Black Knight: Sword of Rage in the Pinball Genie app →Designer Steve Ritchie, code Tim Sexton, art Kevin O'Connor/Zombie Yeti. Spike 2 hardware in Pro / Premium / LE editions. Premium/LE add a transparent upper playfield with a 3rd (right) flipper and the Catapult ball-launcher, enabling Catapult Multiball and Last Chance; the Pro is a lower-playfield-only game. The central toy is a motorized Black Knight with a spinning flail on one face and a raise/lower shield hiding the shield scoop/VUK behind it. Reputation: brutally punishing because shot guides are bouncy rubber posts close to the flippers — hence the mantra "backhand, backhand, backhand" (orbits are the safe exception).
Skill Shots
- Pro Standard: plunge into the lit W-A-R top lane (750K, +250K each).
- Pro Super: hold left flipper, hit a center shot (1.5M, +500K each).
- Prem/LE Standard: hit the light-lock target under the Catapult (1M).
- Prem/LE Super: full plunge to lock in the upper Catapult (2M).
Monster Battles (the modes)
Five color-coded battles — Mud Bog (Hydra), Molten Fire (Magma Beast), Burning Sands (Sandworm), Wicked Cavern (Hell Hand), Deep Freeze (Lich Lords). Hit the three center shots to light a battle (the monster is set by the lightning wheel), shoot the flail ramp to raise the shield, then shoot the shield scoop to start. Battles carry ball-to-ball on a ~65s timer; win one for a KNIGHT letter and a lit Extra Ball. Win all five to qualify the Black Castle wizard mode.
Sword of Rage / "The Power"
Charge the meter with right 3-bank drop hits (bank completion ≈ +20%, individual ≈ +1%). When full, POWER lights at the center target — collect it during a battle for 2x scoring the whole battle plus that mode's power upgrade.
Multiballs
- Triple Knights Challenge (all): hit the light-lock shield standup to light locks, lock 3 at the scoop, then jackpot phases culminating in a Super Jackpot worth 3x + a KNIGHT letter.
- Catapult Multiball (premium-le): lock 3 in the upper Catapult; lower shots pay 250K jackpots, Super Jackpot at the Catapult with a multiplier up to 4x.
- KNIGHT Multiball (all): spell K-N-I-G-H-T (from battles, WAR hurry-ups, Triple Knights super jackpots), start at the left spinner lane. Retro 3-ball MB with playfield scoring x balls-in-play (up to 3x) — the game's biggest scoring window.
- The King's Ransom (2nd KNIGHT): ~60s 3-ball MB, unlimited ball save, +5x Bonus X, Extra Ball lit.
- RAGE Multiball: the final phase of Black Castle — a 6-ball frenzy with the center target lit for 1M+/hit.
Combos & money
BKSOR has no conventional combo system: the only true combo is the U-Turn (orbit→orbit loop that lights an Extra Ball at the shield scoop). Real points come from farming Super Features (esp. the Super Spinner — light SUPER at the center target via the spinner, boost at the left lane until purple) and cashing them via a Magna-Save Super Jackpot inside the 3x KNIGHT Multiball, using Triple Knights as the base MB and always stacking a mode. WAR hurry-ups (complete the W-A-R top lanes) are repeatable and escalate.
Awards & defense
Mystery (complete R-A-G-E inlane/outlane rollovers) lights the scoop for a random award. Magna-Save (action button) catches the ball at the right outlane and cashes any active Supers as a Super Jackpot — relight it by completing the right drops. Bonus X advances via WAR-lane completions.
Wizard — Black Castle → RAGE Multiball
Win all five battles, start at the scoop (~200s): hit the three inner shots to light four outer loops, complete the loops, then a final shield-scoop shot delivers the killing blow and starts 6-ball RAGE Multiball. After it resolves the five battles reopen — the repeatable capstone.
Edition tags: Catapult MB, upper-playfield shots/3rd flipper, Last Chance, and Prem/LE skill shots are premium-le; everything else is all.
How Black Knight: Sword of Rage plays
Black Knight: Sword of Rage is a punishing retro Stern where the Magna-Save button is both your drain defense and your cash register. Win the monster battles to open the Black Castle, and spell K-N-I-G-H-T for a multiball that multiplies every point by the balls in play.
The loop
- Light SUPER on the left spinner, start a Super Mode at the center target, and boost it at the left lane until its icon glows purple.
- Complete the W-A-R top lanes, nudging the lit lane over with a flipper tap, to bump Bonus X and flash the center shots for a decaying hurry-up.
- Qualify a monster battle at the center shots, raise the shield with the flail ramp, and start the battle and a lock together at the shield scoop.
- Bank K-N-I-G-H-T letters as you win battles, finish WAR hurry-ups, and cash Triple Knights jackpots, then run KNIGHT Multiball from the left spinner lane and empty your boosted Supers into a Magna-Save.
- Win all five battles to unlock the Black Castle, beat the Black Knight, and set off the six-ball RAGE Multiball.
Reading the lights
- W-A-R Top Lanes (lanes) — lit: The three top lanes spell W-A-R, and a lit lane is a letter still open, so roll through it to bank that letter. · then: Complete W-A-R to step Bonus X and flash the three center shots white for a fast-decaying hurry-up - bank it quickly at the flail ramp and end at the center target for a KNIGHT letter. Bonus X holds from ball to ball, so it keeps paying later. · control: Either flipper button: tap a flipper button to shift which of the W, A, and R lanes is lit, sliding it toward the lane the ball is rolling down (as the ball crosses the top lanes)
- Super Modes (status) — lit: Ripping the left spinner lights SUPER at the center target, and starting one turns on an untimed Super Mode that keeps scoring until you deliberately cash it. · then: Stack several Supers - Super Spinner is by far the richest - and boost each at the left lane until its icon turns purple. Then dump the whole pile with a Magna-Save, ideally inside 3x KNIGHT Multiball, where they pour out 200 to 300M.
- Magna-Save (status) — lit: The Magna-Save insert glows when the magnet above the right outlane is armed, and a dark one will not fire until you relight it on the right drop bank. · then: Each save also rings up every Super Mode you have running as one Super Jackpot and then ends them. Time that cash-out for KNIGHT Multiball and it is multiplied by the balls in play, up to 3x - the single biggest collect on the game. · control: Action button: press the lockbar button as a ball drifts toward the right outlane and the magnet grabs it before it can drain (the moment the ball heads for the right outlane)
- Monster Battles (mode) — lit: Hitting the lit center shots qualifies a battle - a spinning wheel decides the monster - and the flail ramp then raises the shield to expose the scoop that starts it. · then: The scoop starts the battle and locks a ball at the same time, so you always drag a mode into multiball. Each of the five battles you win, from the Hydra's Mud Bog to the Magma Beast's Molten Fire, awards a KNIGHT letter, lights an Extra Ball, and counts toward the Black Castle.
- K-N-I-G-H-T (letters) — lit: Letters of K-N-I-G-H-T light as you earn them - winning battles, finishing WAR rounds, cashing Triple Knights super jackpots - with K and N already lit at the start. · then: Spell the word to light the left spinner lane, and shooting it runs KNIGHT Multiball, where playfield scoring is multiplied by the balls in play up to 3x - the money window you save your boosted Supers for. A second spelling instead starts The King's Ransom, a low-risk multiball with unlimited ball save and a free +5x Bonus X.
- Triple Knights Lock (mode) — lit: The small light-lock standup lights the scoop for a lock - one hit for the first multiball, more for each after - and the exposed scoop banks the ball. · then: Lock three balls to start, then run the phase jackpots on the spinner, ramp, and scoop to light a Super Jackpot at the ramp worth triple, plus another KNIGHT letter. Because a battle and this lock both live at the scoop, nearly the same shot arms both.
- U-Turn Loop (shot arrows) — lit: One orbit shot turns the arrow in front of it red to arm a U-Turn, and looping the same orbit again with no other shot in between escalates the value. · then: Keep the U-Turns going, watching the lightning-bolt inserts change color as the value climbs, until an Extra Ball lights at the shield scoop. It is the game's one true combo and its most repeatable route to a free ball.
- Black Castle (mode) — lit: Winning all five monster battles lights the scoop for Black Castle, the showdown against the Black Knight himself. · then: Clear the inner center shots to light four outer loops, complete those loops as the flail spins harder and the shield kicks back meaner, then land the final scoop shot. That blow triggers RAGE Multiball, a six-ball frenzy on the always-lit center target and the game's capstone.
Lane change: the flipper buttons move the lit lane. Tap a flipper button to slide which of the W, A, and R top lanes is lit toward the lane the ball is rolling down, then let it roll through to bank that letter. Completing W-A-R steps the Bonus X - which sticks from ball to ball - and flashes the center shots for a hurry-up that ends in a KNIGHT letter.
Start scoring
- Ball one — Hold the left flipper through the plunge for the Super Skill Shot into a center target, then backhand the right drops to arm Magna-Save, your lifeline against the right outlane. Finish the W-A-R lanes for that first hurry-up and a step of Bonus X, and cradle to backhand almost everything, since the close posts punish loose forehands. — Super Skill Shot, Tournament Opener (Pro), Backhand Everything (Safe Play), Bonus X (WAR Lanes)
- Building — Charge Super Modes to purple - Super Spinner above all - before you ever start KNIGHT Multiball, because boosting shuts off during it. Stack a monster battle with the Triple Knights lock at the scoop, and grab The Power from the right drops for 2x scoring inside a fresh battle. — Super Spinner Farm, Mode + Multiball Stack, Triple Knights Challenge, The Power (Sword of Rage 2x)
- The big one — Win all five monster battles to open the Black Castle, beat the Black Knight, and set off the six-ball RAGE Multiball, the repeatable summit of the game. The largest single collect, though, is a pile of purple Supers cashed with a Magna-Save inside 3x KNIGHT Multiball. — Black Castle (Wizard Qualification), RAGE Multiball, KNIGHT Multiball, Build Supers, Cash in KNIGHT MB
The Magna-Save on Black Knight: Sword of Rage
Center of the lockdown bar.
The lockdown bar button is your Magna-Save, wired to a magnet tucked above the right outlane. Press it as a ball drifts toward that outlane and the magnet snatches it before it drains. It doubles as the cash register: a successful save also pays out every Super Mode you have running.
- Ball drifting toward the right outlane: Fires the magnet above that outlane and catches the ball instead of letting it drain.
- Supers banked when that drain comes: The save cashes every active Super at once as a single Super Jackpot, then ends those Supers.
- During KNIGHT Multiball: That cash-out gets multiplied by balls in play, up to 3x — the biggest single collect on the game.
- Right after a save is spent: Nothing happens on a press; finish the right drop target bank to relight the magnet.
Goals in Black Knight: Sword of Rage
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Hold the left flipper through the plunge, then hit one of the three center shots — flail, center target or shield — for 1.5M, plus 500K more on each successive Super Skill Shot.
Reward: 1.5M +500K each additional
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On Premium/LE, full-plunge to lock the ball directly in the upper-playfield Catapult for 2M and a head start on Catapult Multiball.
Reward: 2M +500K each additional (premium-le)
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The game's only true combo: shoot an orbit to arm a red U-Turn, then loop the orbit repeatedly without any other shot to escalate points and light an Extra Ball.
Reward: Escalating points; lights Extra Ball at the shield scoop
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The #1 money maker: light SUPER at the center target via the spinner, start a Super Mode, then boost all active Supers at the left lane — repeat to pump the value sky-high before cashing in a 3x multiball.
Reward: 200-300M when cashed at 3x
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Complete the W-A-R top lanes to advance Bonus X and light the three center shots for a decaying hurry-up; escalates in value every restart.
Reward: Each shot from 3M rising to max 25M; KNIGHT letter on completion
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The structural money multiplier — because mode-start and the Triple Knights lock are both at the shield scoop, you start a Monster Battle and multiball with essentially the same shot.
Reward: Modes award 20-35M inside multiball
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Magna-Save Super Jackpot Cash-Out
Bank and boost several Super Modes, then press Magna-Save as the ball heads for the right outlane — saving the ball also cashes every active Super as one Super Jackpot.
Reward: Banks all Super values as a single jackpot (multiply inside KNIGHT MB)
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The main lock multiball: hit the light-lock standup to light lock, lock 3 balls at the shield scoop, then run the jackpot phases to a 3x Super Jackpot.
Reward: Super Jackpot = 3x jackpot value + a KNIGHT letter
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Premium/LE only: relight and lock 3 balls in the upper-playfield Catapult, shoot lit lower-playfield shots for jackpots, and collect a multiplied Super Jackpot at the Catapult.
Reward: Super Jackpot up to 4x via the standup (premium-le)
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The money feature: earn K-N-I-G-H-T from battles, WAR hurry-ups and Triple Knights super jackpots, then start at the left spinner lane for a retro 3-ball MB with playfield scoring multiplied by balls in play (up to 3x).
Reward: Playfield x balls-in-play up to 3x — the biggest scoring window
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The 2nd K-N-I-G-H-T completion: a ~60-second 3-ball multiball with an unlimited ball save, an immediate +5x Bonus X, and the Extra Ball lit — a huge, low-risk points-and-safety window.
Reward: Unlimited ball save, +5x Bonus X, Extra Ball lit
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Cut off the Hydra's 4 heads across five shots — seal a shot to start its timer, then hit it again to cut a head.
Reward: KNIGHT letter + lit Extra Ball on win
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Defeat 4 Lichs on three blue shots — freeze a Lich blue-to-red, then hit a red shot to kill it plus any other lit red shots.
Reward: KNIGHT letter + lit Extra Ball on win
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Complete 8 total shot sequences across the 7 major shots — best played single-ball since it is a long shot-heavy mode.
Reward: KNIGHT letter + lit Extra Ball on win
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Make 8 alternating side shots — a random left-side shot lights, hitting it lights a random right-side shot, repeating with an extra shot each cycle.
Reward: KNIGHT letter + lit Extra Ball on win
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Charge the Sword of Rage meter with right 3-bank drop hits, then collect POWER at the center target during a battle for 2x scoring the entire battle plus the mode's power upgrade.
Reward: 2x battle scoring + power upgrade
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Advance the playfield-persistent Bonus X multiplier by completing the W-A-R top lanes; it multiplies the end-of-ball bonus and King's Ransom drops +5x for free.
Reward: +1 Bonus X per WAR completion; multiplies end-of-ball bonus
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Black Castle (Wizard Qualification)
Win all five monster battles to unlock Black Castle at the scoop, then defeat the Black Knight: clear the three inner shots to light four outer loops, complete the loops, then land the final scoop shot.
Reward: Triggers RAGE Multiball + a time-based completion bonus
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The Black Castle reward: a 6-ball multiball with the center target always lit for a frenzy bonus starting at 1M per hit, scaled to the Black Castle time remaining.
Reward: 6-ball frenzy, 1M+ per center hit + time-based completion bonus
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A concrete first-30-seconds sequence: land the Super Skill Shot, light both saves, complete WAR, then start a mode and lock together at the scoop.
Reward: Both saves online, first hurry-up, and a mode+MB stack building
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Backhand Everything (Safe Play)
The core survival rule: cradle and backhand nearly every shot because the close rubber posts make missed forehands drain down the middle — orbits are the only safe forehands.
Reward: Dramatically lower drain rate on a punishing layout
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Build Supers, Cash in KNIGHT MB
The high-score engine: level Super Spinner and other Supers to purple before KNIGHT Multiball (boosting is disabled during it), then hammer the spinner at 3x while keeping Magna-Save armed.
Reward: Hundreds of millions in a single 3x window
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Sword of Rage carries two alternate games that bypass the ordinary ruleset completely, offered as a selection when a game starts. Each is a self-contained multiball with a leaderboard of its own, kept apart from the standard game's champions.
Reward: A standalone Retro Black Knight Multiball or The King's Ransom Multiball, each with unique high score leaderboards
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