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, an electromagnet cube, 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, cube electromagnet, multi-axis ball-spitting Rath, 8-ball Dragon MB. LE adds cosmetics only (mirrored backglass, shaker motor, upgraded audio, 740 numbered units).

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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