The Mandalorian

Stern Pinball, 2021 — shot-by-shot rules and strategy guide.

Open The Mandalorian in the Pinball Genie app →

Designer Brian Eddy, Stern SPIKE 2. Editions: Pro / Premium / LE. The game is built on the "3 M's" — Modes (Missions + Encounters), Multiballs (Razor Crest), and Multipliers — feeding three mini-wizard modes and the This Is The Way wizard mode.

Skill Shots

Multiballs — Razor Crest (3 versions)

Qualify by hitting the center Razor Crest uplift target (~3 hits first time, more each subsequent MB); the Boba/Fett targets cycle which is next: (1) Ice Spider, (2) Jetpack, (3) Pirates. Start at the center ramp. Super Jackpots add +2.5M each to end-of-ball bonus. After a MB, complete Hunter to relight the center target for a Razor Crest Hurry-Up. Ambush is a separate value-building multiball/hurry-up (trigger: U-Turn on Pro / right scoop on Prem-LE), cashed at the right ramp (~720M ceiling with all multipliers).

Modes

Multipliers

Three +1X playfield inserts: Boba Fett → Green (30s), Hunter → Orange (75s), Scope → Blue (75s). All three = +5X for 6X total. Flamethrower adds a one-shot 2X on flaming arrows (stacks → ~12X). This is the "Fire Triangle" high-score play. Bonus X grows +1x per CHILD completion and +2x per skill shot. Completing This Is The Way grants a permanent +1x Signet.

Wizard Path

Complete all three mini-wizards (Precious Cargo, You Have What I Want, I Like Those Odds), then make all six major lit shots + left scoop to start This Is The Way (10M + Signet; resets Missions/MBs/Encounters).

Economy

Beskar currency funds the Foundry (lit at left scoop): buy two adjacent items per visit; each purchase raises that item's cost +50%. Notable: Extra Ball 600, Multiplier 500, Flamethrower 175. The Child/Grogu mystery award (via orbits) grants Beskar, equipment, multipliers, and Light Extra Ball.

Editions differ mainly on the Encounter mini-playfield (rotating dual-flipper on Prem/LE vs single-flipper on Pro), the Grogu Force magnet (Prem/LE only), the up/down inner-loop scoop ramp (Prem/LE), and the Ambush trigger (U-Turn Pro / right scoop Prem-LE).

How The Mandalorian plays

Play the Mandalorian hunting bounties across the galaxy with the Child along for the ride. Take Missions and Encounters, build the three Razor Crest Multiballs, spend Beskar at the Foundry for gear, and work toward the wizard mode This Is The Way.

The loop

  1. Shoot the left and right ramps to light a Mission, start it at the left scoop, and chase its flashing shots on the timer.
  2. Tap the Razor Crest uplift target to qualify a multiball, set which one loads next at the Boba Fett targets, and start it at the center ramp.
  3. Light Scope, Hunter, and Green off their shots to stack up to a 6X playfield, then fire the Flamethrower to double your biggest collect.
  4. Earn Beskar from the Hunter loop and mystery awards, then spend it at the Foundry for equipment that sits behind the action button.
  5. Clear the three mini-wizards -- all three Razor Crest Multiballs, all three Encounters, and all five Missions -- to light This Is The Way.

Reading the lights

  • Mission Ramps & Scoop (mode) — lit: The Chapter and Helix ramps light to arm a bounty Mission; hit one and then the other in any order and the left scoop lights to begin it. · flashing: Inside a Mission the next shot flashes yellow and cyan -- that is the one paying the rising combo value if you chain it quickly. · then: Start the Mission at the scoop and chase the flashing shots on its timer. Play any two Missions in a game and the Extra Ball lights; finish all five to clear one of the three doors into This Is The Way.
  • Razor Crest Multiball (mode) — lit: The Razor Crest uplift target lights to qualify a Razor Crest Multiball, and the two Boba Fett targets set which of the three -- Ice Spider, Jetpack, or Pirates -- loads up next. · flashing: During the multiball the U-Turn flashes for the Super Jackpot once you have banked the purple shots. · then: Tap the uplift target a few times, start the multiball at the center ramp, build the Super on the purple shots, then take it at the U-Turn with the Flamethrower firing so that one shot lands doubled. Play all three multiballs to clear Precious Cargo.
  • Blue / Orange / Green Multipliers (multiplier) — lit: Three playfield multipliers stack: Blue from finishing Scope at the ramps, Orange from clearing the Hunter bank, and Green from the two Boba Fett targets, running 6X when all three are lit together. · then: Blue and Orange hold for a stretch while Green is short and the only one you can start mid-multiball, so save Green for last. With all three live, start a multiball and fire the Flamethrower to push a single collect toward twelve times its base.
  • Hunter Return Lanes (lanes) — lit: Clearing the Hunter standup bank lights one return lane to start Hunter; roll through the lit inlane and the mode runs on a short timer while you trade the two orbits. · then: Line the lit inlane up with the ball and roll through to start Hunter, then shoot the flashing orbit and the opposite orbit to finish it for a pile of Beskar and a fresh Orange multiplier -- and the whole loop is repeatable. · control: Either flipper button: a tap of either flipper button swaps which inlane is lit, so you can slide the lit return under whichever inlane the ball is dropping toward and start Hunter without waiting for one exact feed (Hunter lit, before the ball reaches a return lane)
  • Encounter Mini-Playfield (mode) — lit: The Chapter ramp insert flashes red when an Encounter is ready, and once you begin it the left-ramp shots divert the ball up onto the Encounter mini-playfield. · flashing: A flashing red left-ramp insert means the next Encounter is qualified and waiting to start. · then: Clear three waves of targets up top, keeping the ball alive with the tilting mini-flipper, to finish the bonus level. Complete all three Encounters to open You Have What I Want.
  • Ambush Hurry-Up (mode) — lit: With no mode running, a ring of shots lights briefly around the U-Turn, and catching two of them starts Ambush. · flashing: During Ambush the U-Turn flashes to lock the countdown, then the ramps flash white to pump the value up. · then: Lock the value at the U-Turn, feed white ramp shots to add time and points, then cash out at the right ramp once the shots have turned blue -- restarting it stacks another playfield multiplier on top.
  • CHILD Lanes & HEAL (lanes) — lit: Spelling C-H-I-L-D across the top lanes steps up your end-of-ball bonus multiplier, and orbit shots light HEAL at the outlanes. · then: Keep HEAL lit at both outlanes as a cheap save, since there is no long ball save to lean on, and bank CHILD completions to fatten the bonus your multiplier rides on.

Lane change: the flipper buttons move the lit lane. Once the Hunter bank is down and a return lane lights to start Hunter, tapping either flipper button swaps which inlane is lit. Slide it under the return the ball is taking and roll through to start the mode -- a short timer worth a pile of Beskar and a fresh Orange multiplier -- and the loop repeats.

Start scoring

The Action Button on The Mandalorian

Center of the lockdown bar.

The lockdown bar button is where your gear sits. Four of the five items you buy at the Foundry wait behind it and its color tells you which one is ready to spend. Collecting the gear is the easy half; picking the moment is the hard half, because a wasted press costs you the item until you earn another.

Goals in The Mandalorian

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

Pinball Genie is an independent, solo-built project operated by Pinball Genie LLC. It is not affiliated with, endorsed by, or sponsored by any pinball manufacturer or theme rights holder.