Dungeons & Dragons: The Tyrant's Eye

Stern Pinball, 2025 — shot-by-shot rules and strategy guide.

Open Dungeons & Dragons: The Tyrant's Eye in the Pinball Genie app →

Designed by Brian Eddy (playfield) with code by Dwight Sullivan, released February 2025 in Pro ($6,999), Premium ($9,699) and LE ($12,999, 740 units honoring D&D's 1974 origin). The theme is the Dragonshield Guild's campaign across Faerun to stop a dragon war led by Tiamat, with Xanathar the beholder — "the Tyrant's Eye" — as the concrete final boss.

Layout

A dense three-flipper playfield (two lower + one upper "third" flipper) with no pop bumpers, deliberately echoing Eddy's The Shadow. Cascading ramps and loops feed the upper flipper, and a central Magnetic Narrow Path grabs the ball for a slow, controlled upper-flipper setup. Key shots: left orbit (Gel Cube lock / damage), right orbit (starts Dragon MB), left ramp (right-flipper only), Road to Town right ramp (extra balls, choose-action), side/bridge ramp, Red Cave upper loop behind Rath, the central Tiny's Tavern spinner, the 3-bank standups under Rath the Relentless (animatronic red dragon bash toy), Fizmo's left eject, the Gelatinous Cube electromagnet lock, a Critical Hit captive ball, dungeon standups, the secret door + Hidden Temple (2x scoring), and the between-flippers Shield. Premium/LE add a pop-up dungeon scoop, multi-axis Rath that spits balls, and 8-ball (vs 6-ball Pro) Dragon Multiball.

Multiballs

Modes & Campaign

Pick a class and starting city at plunge. Each location has numbered quests (Orange/White/Blue/Purple, roughly level 1/2/3) plus a Town Dungeon, started from the yellow choose-action shot. Battles use red-arrow damage shots that roll a d20 for each of four party members; the captive ball twice = a Natural 20 / Critical Hit that spots shots or advances DRAGON/lock/2x progress. A Dungeon Crawl roguelike sub-game (lit at the dungeon standups, started at the spinner on Pro or the pop-up scoop on Prem/LE) explores procedural rooms for XP, gold, extra balls and legendary equipment.

Wizard Modes (the 3 campaign endings)

Reached by clearing a Dragonspear Castle or Gauntlgrym Town Dungeon and picking a branching CHOICE, then starting via three blue shots (side ramp / center / right ramp): The Undermountain (Xanathar boss, unlocks the Ranger), Ritual of the Chosen (five chromatic-dragon battles, unlocks the Bard), and Rescue the King (unlocks the Barbarian). Two mini-wizard modes — Tiny's Dice Game (3 modes to qualify) and Tavern Brawl (Dragon MB + Gel Cube MB + a Dungeon Crawl to qualify) — start at the center spinner.

Multipliers, Shield & Skill Shots

Strategy

There is no traditional combo counter — "combos" are really mode-based jackpot loops plus shield-staging. Tournament consensus: focus on Tavern Brawl, lighting it by playing Dragon MB, Gel Cube MB and a Dungeon Crawl; favor Gelatinous Cube over Dragon Multiball for value; stack 2x scoring over everything; take extra balls (they permanently raise the skill-shot multiplier). Beginners should pick Ardor (Paladin) and open in Arabel or Kobold Town, banking the MXV skill shot and using captive-ball crits and ranged weapons to avoid risky shots. A good game clears ~200M.

Editions

Pro: no pop-up scoop (spinner starts the crawl), single-axis Rath, 6-ball Dragon MB. Premium/LE: pop-up dungeon scoop, multi-axis ball-spitting Rath, 8-ball Dragon MB. The Gelatinous Cube and its electromagnet lock are on all three models, as are the Magnetic Narrow Path, the Shield, the Critical Hit captive ball and the Hidden Temple. LE adds cosmetics only (mirrored backglass, shaker motor, upgraded audio, 740 numbered units).

How Dungeons & Dragons: The Tyrant's Eye plays

Lead a party through a Forgotten Realms campaign - spell DRAGON to wake Rath, lock balls in the Gelatinous Cube, run town quests and dungeon crawls, and light Tavern Brawl for the biggest points. Beat the chromatic dragons or the Xanathar beholder to end the campaign.

The loop

  1. Rip the center Tavern spinner and work the Dragon standups; spelling D-R-A-G-O-N qualifies Dragon Multiball while the spinner and standups start town, dice and dungeon features.
  2. Backhand the left orbit so its ramp drops, then fire the left ramp and let the ball ride through into the Gelatinous Cube magnet to lock for Gel Cube Multiball.
  3. Double-tap the Critical Hit captive ball for a Natural 20 to safely spot letters, locks and progress, and open the secret door to roll the Hidden Temple for 2x on everything.
  4. Play Dragon Multiball, Gel Cube Multiball and a Dungeon Crawl to light Tavern Brawl at the spinner, then push the campaign to a wizard-mode finale.

Reading the lights

  • DRAGON Standups (letters) — lit: Each lit letter of D-R-A-G-O-N is one you have banked on the standups beneath Rath, and spelling the whole word qualifies Dragon Multiball to start at the right orbit. · then: Feed the standup bank to add letters - the first comes every couple of hits, then each letter wants the whole bank - and double-tap the Critical Hit captive ball for a Natural 20 to spot one safely. With DRAGON complete, the lit right orbit starts the headline multiball under unlimited ball save, or use the side ramp when nothing else is running.
  • Gelatinous Cube Lock (status) — lit: The cube magnet lights to freeze and hold a ball once you have run the orbit-into-ramp chain that reaches it, and a locked ball stays frozen in the cube until enough are banked to release them. · then: Send the ball up the left orbit to drop its ramp, then fire the left ramp so it rides through into the cube and locks. The first lock starts a hurry-up, and banking the rest spills every held ball into Gelatinous Cube Multiball, the most lucrative one to invest in.
  • Hidden Temple 2x (multiplier) — lit: The Hidden Temple behind the upper flipper lights once the secret-door bar target that guards it goes down, and it stays lit for only a short window for you to roll the lane. · flashing: The doubler insert winds down over about twenty seconds once it is running, and each re-hit tacks on more time. · then: Hit the secret-door target to light the temple, then roll the Hidden Temple lane to double every point you score for about twenty seconds. Re-hit the door or temple to extend it, and stack it over a multiball or Tavern Brawl for the single biggest score swing on the machine.
  • The Shield (status) — lit: The Shield insert lights once you have charged the post by rolling through the return lanes, and a lit Shield is a stored center-drain block waiting between the flippers. · flashing: The Shield insert flashes when the post is armed and ready for the action button. · then: Charge it through the return lanes, then press the button to block a center drain - or settle the ball on the raised post off the right flipper and re-fire the left ramp, turning one shot into a farmable Tavern Brawl loop. Each use asks for more return lanes than the last. · control: Action button: press while the Shield is flashing to raise the metal post between the flippers, stopping a ball headed straight down the middle so you can settle it for a repeat shot (as the ball heads for the center drain)
  • Tavern Brawl Loop (status) — lit: The left ramp lights as the Tavern Brawl jackpot loop after you rip the center Tavern spinner to lower it, and the lit ramp pays escalating jackpots until its short timer runs out. · then: Rip the center spinner to lower and light the left ramp, then loop it for its climbing 1x, 2x and 3x jackpots, staging the ball on the raised shield so you can keep firing the ramp. Spell DRAGON on the standups to light a one-time super at the upper loop, and each time you relight the ramp it demands another center hit on top of the last.
  • Town Quests (mode) — lit: The yellow choose-action shot at the right ramp lights whenever your party is standing in a town with no mode running, and shooting it launches whichever quest that town is holding. · then: Take the right-ramp action shot to start a quest, then follow its colored shots - red rolls the party's dice for damage, orange chases the objective - to a hurry-up finish. Clearing the lower quests opens the level-three quests that award the campaign's permanent artifacts.
  • Dungeon Crawl (mode) — lit: The dungeon lights at the standup targets near the right orbit, and once lit the center spinner - or the raised pop-up scoop on Premium and LE - is where you drop in. · then: Light it at the dungeon standups and start it at the spinner or scoop, then chase flashing orange shots to press deeper and purple shots to pick your route, choosing the door with a flipper or the action button. A hidden treasure room down the lower levels hands over game-changing legendary gear.
  • Campaign Finale (mode) — lit: After you clear a qualifying Town Dungeon, three blue shots light back in town - the side ramp, the center spinner and the right ramp - and taking all three starts the wizard mode you unlocked. · then: Shoot the three blue shots to begin the ending you earned: the Undermountain pits you against Xanathar the beholder - the title's Tyrant's Eye - at the upper loop, while Ritual of the Chosen runs the five chromatic dragons. Finishing one permanently unlocks a new hero for the next campaign.

Lane change: not verified for this machine yet.

Start scoring

The Action Button on Dungeons & Dragons: The Tyrant's Eye

Center of the lockdown bar.

Two systems hang off this button. The Shield is a metal post that rises between the flippers and stops a center drain dead. Ranged attacks are the other half: a held press sweeps a blue arrow across the playfield, and whatever shot it's sitting on when you let go takes the damage.

Goals in Dungeons & Dragons: The Tyrant's Eye

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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