The Mandalorian Rulesheet

Table of contents

Game Information

The story of The Mandalorian is set after the fall of the Galactic Empire and before the emergence of the First Order. The series follows the travels of a lone gunfighter in the outer reaches of the galaxy, far from the authority of the New Republic.

In this action-packed pinball quest, players are transported to a galaxy far, far away as they play as the Mandalorian, teaming up with key allies and protecting Grogu, while battling dangerous enemies and forces across their journey.

  • Lead Designer: Brian Eddy
  • Lead Game Developer: Dwight Sullivan
  • Lead Mechanical Engineer: Tom Kopera
  • Lead Sound Designer: Jerry Thompson
  • Lead Artist: Randy Martinez
  • Display Effects Lead: Paul Chammankit
  • Associate Game Developer: Mike Vinikour
  • Software Support: Dean Grover, Corey Stup, Mike Kyzivat, David Sullivan, Mark Guidarelli, Tanio Klyce
  • Director of Animation: Chuck Ernst
  • Artists / Animators: Tom Kyzivat, Olivia Jensen, David Liskovec, Marc Raneses, Mark Galvez, Alex Borre, Mimi Ernst
  • 3D Models: Chuck Ernst, George Gomez, Alex Borre, Mimi Ernst
  • Art Director: Greg Freres
  • Production Art: Steven Martin, Justin Frait
  • Sculpt Decorations: Dave Cortez
  • Voice Talent: Carl Weathers
  • Music: Ludwig Göransson, Shawn Myers
  • Alpha Testing: Nick Weyna
  • Release Date: May 11, 2021
  • Wiki Rulesheet based on Code Rev: 0.98.00


  • Outlanes: Standard. The outlanes have a “HEAL” light that lights when the feature is qualified.

  • Inlanes: Standard. The left inlane is fed to by the left ramp and the right scoop (Premium/LE only). The right inlane is fed to by the right ramp. Both have an orange insert that flashes when a Hunter mode is qualified. The left inlane has a blue light marked “scope” that flashes when the feature has been qualified.

  • Hunter Target Bank: Three stand-up targets, located directly above the left inlane area. Hitting all three targets lights one of the inlanes to start a Hunter mode.

  • Spinner: Directly in front of the entrance to the left orbit. Super spinner can be activated here by (?)

  • Left Orbit: Sends the ball either around to the right orbit, or diverts it to the top of the CHILD lanes. Also collects the “C” lane in CHILD if it isn’t lit.

  • CHILD Top Lanes: Five top lanes, directly above the bumpers, that can be accessed by weak shots to the orbits or diverted when the Child mystery award is lit. Spelling CHILD increases the bonus multiplier by +1x.

  • Magnet (Premium/LE only): When the Child mystery award is lit, the magnet will catch the ball above the “I” lane to set up for the award.

  • Left scoop: A small scoop, in a similar position to the mission start shot from Williams Indiana Jones. Accesses the foundry when the purple insert is flashing, starts one of the five main missions when the yellow insert is flashing, and collects lit extra balls. Generally kicks out the ball to the left flipper.

  • Bumpers: Two pop bumpers located behind the Foundry scoop. Balls that exit the bumpers either exit out the left orbit or behind the Razor Crest target.

  • Left Ramp: A long, tight ramp shot that goes behind the back wall of the game and feeds the left inlane. One of the two shots required to start missions. Enough shots to the left ramp will enable encounters.

  • Left Ramp Diverter: When the mini playfield is required during a mode, shots to the left ramp will send the ball into this diverter area where it drops down above the mini playfield’s right flipper.

  • Razor Crest Target: This swinging target can only be made with a strong shot from the flippers, and counts down towards multiball modes and Razor Crest Hurry-Up. Shots that hit the target are sent onto the center ramp.

  • Center Ramp: This ramp is accessed by strong shots to the Razor Crest target. It can either drop the ball above the left flipper (ie. mosh pit from Monster Bash) or hold the ball to start one of the multiball modes.

  • Mini Playfield: A small playfield located in the upper right corner of the game, with two mini-flippers and six standup targets with corresponding inserts. An exit between the flippers sends the ball out the entrance to the right orbit. It can be shot either through a weak plunge, or through a left ramp shot that diverts the ball into the mini playfield. On the Prem / LE model, this playfield tilts up and down to make play more difficult.

  • Mini Playfield Targets: Six standup targets are located on the mini playfield. All six targets can be made from both flippers; when lit during encounters, the required targets will be lit in a yellow color, while during bonus levels or sneaky encounters they will be lit in a larger variety of colors.

  • U-Turn (Pro) / Right Scoop (Prem / LE): A simple, albeit tight, orbit shot that sends the ball behind the right ramp and out the right orbit entrance. On the Prem / LE, shots to the U-Turn will lower a scoop that feeds an upper ramp exit back to the left flipper. Counts down towards starting an ambush after enough shots, and one of the shots required to qualify or collect Scope.

  • Right Ramp: A short ramp, with two standup targets on the side. One of the two ramp shots required to start missions. One of the shots required to qualify or collect Scope.

  • 2X Targets: To the left and right of the right ramp entrance are two standup targets marked with “2x” inserts. When one of these targets has been hit, the value of the next right ramp shot will be multiplied; the targets time out after about 15 seconds, but the timer can be reset with another hit. The left 2x target is one of the shots required to qualify or collect Scope. These will stack if both of them are lit, making the right ramp 4x.

  • Right Orbit: Sends the ball either around to the left orbit, or diverts it to the top of the CHILD lanes. Balls that exit the plunger come out here.

  • Boba Fett targets: Two standup targets, with dark green inserts marked “BOBA” and “FETT”. Lighting both inserts adds a playfield multiplier for 30 seconds.

  • Display & Timer:

    • The timer is on the upper right corner of the display. Note that if you have stacked timed modes, it will only show one timer at a time with a note under the timer indicating which mode it applies to.
    • The display often gives precedence to full screen video clips from the show, removing all the other display info (ball, score, timer, items, Beskar, etc.) for a potentially long amount of time if you string multiple video clips together.

Modes of Play

These modes are accessible by holding both flipper buttons during attract mode until a menu appears. The following options are available:

  • Standard:
    See below for full rulesheet.
  • Competition:
    Same as Standard but with elements of randomness removed.
  • Cooperation:
    Shared progress between 2 to 4 players.
  • Team Play:
    2 vs. 2 players, 3 vs. 1 player or 2 vs. 1 player.
  • Impossible Play:
    Game set to Very Hard:
    • No ball save or extra balls (cannot purchase them from the Foundry).
    • Multiballs harder to light.
    • Multiball ball save shortened.
    • Slightly less Beskar awarded.
    • Unable to purchase Armor from the Foundry.
    • ~2.5 seconds of hold time per flip before flipper releases. Hold time recharges when flippers are not flipped. Does not affect the mini playfield flippers. (Think: party game.)
  • Monster Play:
    In a multiplayer game, player one is the “Monster” and plays with Impossible Play rules. All other players are set to Standard Play.
  • Challenge Mode:
    In the Challenge mode, you directly play the the “You have what I want” wizard mode.
  • DJ Mixer:
    Typical jukebox feature as seen in most modern Sterns, allowing you to play the music featured in the machine, including a number of specific playlists.

Skill Shots

  • Regular Skill Shot:
    Launch or full plunge the ball, which falls into the CHILD top lanes area. A strong shot will always fall through the “C” lane, so either time your plunge accordingly or nudge the ball through either of the two cycling lit lanes. Skill shots award 1 million points (+1M per skill shot) and these awards:
    • +2 Bonus X
    • Light The Child
    • +1 Super Pops bumper
  • Super Skill Shot:
    Super Skill Shots can be rather risky, but can reward equipment or other awards if you can make them consistently. The left flipper must be held before a shot to the U-Turn is made, followed by a right ramp shot and then one of three final shots within 5 seconds per shot. Each final shot gives a different award:
    • Left scoop - Immediately start a Mission. If Missions are already lit, then one use of Whistling Birds is awarded. (see Foundry section)
    • Left ramp - Immediately starts an Encounter. If Encounters are already lit, then one use of Rising Phoenix (Pro) / Jet Pack (Prem / LE) is awarded. (see Foundry section)
    • Center ramp - Immediately starts one of the three Razor Crest Multiball modes or a Razor Crest Hurry-Up depending on what feature will be started next. If the feature was already lit, then one use of Amban Rifle is awarded. (see Foundry section)

Razor Crest Multiball / Razor Crest Hurry-Up

The Razor Crest is the Mandalorian’s ship, which originally served as a military patrol craft prior to the rise of the Galactic Empire and helped him during his early years as a bounty hunter.

There are three Razor Crest Multiball modes that can be played throughout the game - they cannot be replayed until This Is The Way has been activated. These three multiball modes are started based on the currently flashing numbered green insert, which is changed by hitting the “BOBA” and “FETT” standup targets when a multiball isn’t currently lit. After the first Razor Crest Multiball has been played, Razor Crest Hurry-Up will have to be started for the next multiball to be accessed.

During all Razor Crest Multiball modes, a one-time add-a-ball opportunity is available if the Amban Rifle has been collected (see: Foundry). Pressing the action button will add a ball to the Multiball and restart it if activated during the grace period.

Shots to the Razor Crest target will increase the flashing speed of the insert in front of the center ramp (green for multiball, blue for hurry-up). Shots to the target that do not make it around the ramp still count toward qualifying the next feature, but shots must make it all the way to the gate to start a qualified feature. Each successive feature started will requires an additional target hit; the first Razor Crest Multiball requires 3 hits, the first Razor Crest Hurry-Up requires 4 hits, etc.

There are three Multiball modes that can be activated from shots to the Razor Crest target:

(1) Ice Spider Multiball

In “The Passenger” (S2E2), the Mandalorian, his passenger the Frog Lady, and the Child are stuck in an ice cave on Maldo Kreiss after a failed attempt to flee from the New Republic. Ice spiders quickly emerge, and the three have to escape the cave as quickly as possible.

  • Jackpot Phase: Shoot all of the purple lit shots once to kill the ice spiders and qualify the Super Jackpot phase. Each shot extinguishes after being shot, so all shots must be made once to begin the Super Jackpot phase. During this phase, hitting any targets on the upper playfield increases the timer for the Super Jackpot phase by 5 seconds.

  • Super Jackpot Phase: Unlimited Super Jackpot lit at the U-Turn shot on a 20-second timer, built up by the target hits that were made during the first phase of the mode. When the Super Jackpot phase times out, the jackpots will relight.

(2) Jet Pack Multiball

Gideon, an officer of the Empire’s secret police during the Empire’s takeover of Mandalore, finally meets the Mandalorian in “Redemption” (S1E8). To attempt to destroy the Imperials once and for all, the Mandalorian uses his jet pack to ambush Gideon’s TIE Fighter with explosives.

  • Jackpot Phase: All shots are lit purple to score jackpots and increase the Super Jackpot value; shots can’t be repeated until a different shot is made. During the jackpot phase, the left ramp will always divert balls onto the mini playfield, where shots to any of the six standup targets (now flashing purple) will score jackpots and add to the Super Jackpot value. Hitting all six targets will add a ball!

  • Super Jackpot Phase: After draining down to single-ball play and ending the multiball, one 20-second timed Super Jackpot is lit at the U-Turn shot. This can be massive if the flamethrower or playfield multipliers are active.

(3) Pirates Multiball

“The Believer” (S2E7) opens with Migs Mayfield and the Mandalorian hijacking a transport containing a large shipment of rhydonium, a lucrative mineral desired by the Imperials. Their attempts to reach the facility are nearly thwarted by a surprise attack, from pirates that desire the rhydonium even more.

  • Jackpot Phase: Shoot waves of lit shots to take out pirates and score jackpots. Each successful shot extinguishes, and each Wave requires one additional jackpot shot to complete.

    • Wave 1: Two purple shots.
    • Wave 2: Three red shots.
    • Wave 3: Four green shots.
      During the jackpot phase, the rhydonium meters will slowly increase based on time or switches. You want to keep the meters low. If your meters get too high, you can shoot the spinner in front of the left orbit to stabilize the rhydonium and decrease your meters. If the meters max out, you better shoot that spinner to relight your jackpots…
  • Super Jackpot Phase: Begins after Wave 3. One Super Jackpot is lit at the U-Turn shot; after collecting the Super Jackpot, if more than one ball is in play, then you wrap back around to Wave 1 with each jackpot now requiring two shots to each purple arrow.

Razor Crest Hurry-Up

Razor Crest Hurry-Up lights at the center ramp after the first and third Razor Crest Multiballs and is started in the same way. This is a timed hurry-up mode where three shots to the Razor Crest target have to be made, collecting values for each shot from a dwindling score pool that increases each time the target is made. Hitting the target three times in total or running out of time ends the mode.

Precious Cargo

Mini-wizard mode for having played all 3 Razor Crest Multiballs once. After the second Razor Crest Hurry-Up, this must be started at the center ramp in the same way as the previous features - hitting the Razor Crest until it lights, then shooting the center ramp.


Missions are 60-second timed, story-based modes that provide great scoring potential; in addition to the points scored during the missions, each completed mission on the current ball adds 2.5 million to the end of ball bonus, and a timer bonus (2.5 million per remaining second) is rewarded on the final shot of the mode. Make sure to play these out, ideally with multipliers. Once a ball drains or the timer ends, the currently active mission will be failed and can't be played again until **This Is The Way** has been started.

Shoot the left and right ramps once each to qualify a mission at the left scoop, indicated by the yellow flashing inserts. On default settings, ramps towards the first and second missions can be spotted with a shot to the left scoop, but not those for later missions.

Combos can be collected exclusively during missions and will add additional points to the next shot made. These are indicated by yellow / cyan flashing inserts.

Using “Whistling Birds” (see: Foundry award, or Super Skill Shot) will collect all of the mission’s currently lit shots.

Missions can be changed (from left to right) by hitting either of the 2x targets to both sides of the right ramp. If a mission has already been qualified, the currently lit mission is locked in and can’t be changed.

The five missions are (need scoring info for all missions):

(1) Find the Asset

“The Mandalorian” (S1E1) marks the beginning of the Mandalorian’s quest, where he takes on a mysterious bounty from the Client that could change his life forever.

Three shots will be flashing yellow; when any of them are made, the right ramp will light for a hurry-up lasting about 10 seconds. Making the hurry-up will then light both orbits and the left ramp (for the hurry-up value?); after two shots have been made to any of the orbits or left ramp, the left scoop will light to finish the mode or you can continue to shoot the orbits and left ramp for more points.

(2) Deceive the Magistrate

Ahsoka, former Jedi Padawan of Anakin Skywalker, returns to settle the score with Imperial Magistrate Morgan Elsbeth at the beginning of “The Jedi” (S2E5).

This is a mode in two halves, represented by yellow inserts for Mando and blue inserts for Ahsoka. For Mando, the right ramp must be made to start a hurry-up at the left ramp (with an optional bonus shot worth ? at the right orbit); for Ahsoka, the U-turn must be made, followed by the right orbit and then the U-turn again. The final shot at the left scoop will only light when both halves have been completed.

(3) Destroy the Imperial Base

In “The Siege” (S2E4), after repairs to the Razor Crest prove ineffective, Green Karga & Cara Dune talk the Mandalorian into sieging and destroying an old Imperial base.

A very worthwhile mode that can be huge if played with lots of playfield multipliers and Multiball, this is a simple “shoot all shots” affair where shots to the left spinner will increase the values of each shot made (shown by the inserts changing color from yellow to orange to red). The left scoop will finish the mode when enough shots have been made.

(4) Defeat the Mudhorn

The Mandalorian reluctantly accepts the Jawas’ request to obtain the egg of a Mudhorn in “The Child” (S1E2), but is quickly thrown into one of his toughest fights yet.

Big scores can be obtained from this mode by building up the value for each shot before making them. Four flashing yellow shots must be made, which are changed by the pop bumpers; if either orbit is made, the ball will be diverted into the CHILD rollover lanes and increase the value for the yellow shots. The left scoop will light to finish the mode after all four yellow shots are made, and the left and right ramp will be lit for one-time bonus shots (worth ?) when the scoop lights.

(5) Infiltrate the Freighter

“The Heiress” (S2E3) follows the Mandalorian taking on an Imperial freighter while forced to team up with Bo-Katan, leader of a different branch of the Mandalore not followed by mainstream society.

A quick, but potentially dangerous mode. One shot to the U-turn will light both the left ramp and left orbit for a brief period of time; shooting either of those shots will light the left scoop to finish the mode. The right ramp will also light when the final shot is lit for a bonus (worth ?).

I Like Those Odds

Mini-wizard mode for having played all 5 missions once, which starts with a shot to the lit center ramp. Missions don’t need to be completed to access I Like Those Odds.


Encounters are three untimed modes played on the Mando helmet-shaped mini playfield. The Pro version has a single-flipper mini playfield, Prem / LE has a tilting mini playfield with two flippers.

An Encounter can be started by shooting the left ramp until all the inserts on the mini-playfield are solidly lit, and the insert in front of the left ramp changes to flashing red. The next ramp shot will start the Encounter. After all three levels of the current Encounter have been completed, more ramps will be required to start the next Encounter (3 for the second, 5 for the third). Progress towards completing Encounter levels carries over between attempts.

Each Encounter has three levels, shown by red 1-2-3 inserts on the mini playfield, with two phases each:

  • Phase 1: Untimed. Shoot only the yellow-lit targets. Successful hits will flash green, while misses will flash red. If you drain out of the mini playfield, you can shoot the left ramp to pick up where you left off.
  • Phase 2 (Bonus Level): Completing the last yellow target of each level immediately begins a timed Bonus Level for significant additional points (2 million + points for each target made during the Bonus Level), which has no impact on your Encounter progress. All six targets will be lit during the Bonus Level, but the strobing purple-lit targets will add more to the value for finishing the Bonus Level. If you drain out of the mini playfield, the Bonus Level will immediately end and the next left ramp shot will begin the Encounter’s next level (unless an Encounter has been completed). (Prem / LE: during Bonus Level, the tilting mini playfield will vary its pitch.)

Encounters may be played while Missions are running, but not during any of the Razor Crest Multiball modes. If an Encounter level is already running, shots that drop into the mini playfield from the orbit entrance can collect and finish the current encounter level (although the game doesn’t indicate this in any way, as the display, lights, and audio will prioritize Sneaky Encounter). If an Encounter level has been completed this way, the Bonus Level will start on the next left ramp shot instead of immediately after it has been completed.

Sneaky Encounter: Soft plunges and orbits that enter the mini playfield start a Sneaky Encounter, with a starting value that carries over multiple entries. This encounter has a 10 second timer that resets as successful target shots are made (progressing through blue - purple - green), and when the ball exits the mini playfield.

There are three Encounters that all must be completed in order; there is no way to change the currently lit Encounter.

(1) Protect the Child

The Child finally gains mastery over the Force in “The Tragedy” (S2E6), and uses it to defend the Mandalorian and his crew from invading Stormtroopers.

(2) Catch the Jawas

Before reluctantly finding the Mudhorn egg for the Jawas in “The Child” (S1E2), the Mandalorian first discovers the Jawas scavenging parts from the Razor Crest.

On the Prem / LE, the mini playfield will constantly rotate when this Encounter is not active; its angle will be locked in when the left ramp shot is made.

(3) Escape to the Sewer

Bounty hunter droid IG-11 teams up with the Mandalorian to enter the sewers of their enclave at the beginning of “Redemption” (S1E8).

You Have What I Want

Mini-wizard mode for having completed all 3 Encounters, which starts as the “fourth” Encounter by making seven shots to the lit left ramp, then making it again.

Other Features


Mandalorian warriors often integrated flamethrowers into their combat gear, as a quick way to fend off the Jedi. As the player takes the role of the Mandalorian in this machine, they will similarly have one use of the Flamethrower by default at the start of the game.

The Flamethrower is activated by holding the action button to use your Flamethrower to light all main arrow shots on fire with red arrows. The “fire” spreads from the right to the left of the playfield, starting at the right orbit, and will continue to light shots for as long as you hold the action button – if you let go before the flames get to the left orbit, then you lose the opportunity to light those shots on fire. Your next shot to each red-lit shot will score 2x for all associated points for that shot, and will extinguish the fire on that shot. Flaming shots can be made at any time, but disappear when the ball drains.

If the Flamethrower has already been used, additional uses of the Flamethrower can be bought at the Foundry.

Remember - don’t press the action button if you drain a ball, as this will waste your Flamethrower and it won’t do anything else for you! Similarly, just pressing the action button once will only light the right orbit, which isn’t too valuable of a shot.


The Foundry has many items in stock for those who have enough Beskar to pay for them, and is dedicated to helping Mandalorian warriors in battle.

Once Beskar has been collected through any method (Hunter, CHILD mystery, Scope, etc.), “Foundry” will light at the left scoop to trade in the Beskar for a variety of features. Five of these items are equipment used to “enhance” Missions, Encounters, and Multiballs, which can also be obtained through other methods.

Two adjacent items can be purchased during each trip to the Foundry, with a 10% discount on two-item purchases. You may also pass and save your Beskar for later.

Each time you purchase an item, that item’s cost will increase by 50% from its current cost (not the base cost). For example, the first Light Encounter is 100 Beskar, the 2nd would be 100 x 1.5 = 150, your 3rd would be 150 x 1.5 = 225, etc. Armor and Extra Ball can only be purchased once and will be replaced with ? on further visits to the Foundry.

Item Description Cost Restrictions
Armor Extended ball save times (including multiballs) 200 Max. 1
Whistling Birds One-use “smart bomb” for missions, CHILD mystery, multiballs 175
Rising Phoenix (Pro) / Jet Pack (Prem / LE) Action button immediately completes current Encounter level (Prem / LE - levels mini playfield) 175
Flamethrower One use of the Flamethrower at the action button 175
Amban Rifle Multiball add-a-ball 175
Start Mission Immediately starts the currently lit mission 175
Razor Crest Immediately lights next multiball or hurry-up 300
Light Encounter Immediately lights next level of an Encounter 100
Light Scope Lights left inlane for Scope 75
Light Heal Lights outlane ball saver 200
Extra Ball Lights extra ball at the left scoop 600 Max. 1
Multiplier +1 playfield multiplier 500

If an item is incompatible with what you currently have (e.g. an item you already have, lighting something that’s already lit, or a purchased Extra Ball), it will be replaced with a “?” icon. This ? item always costs 100 Beskar. If you purchase the ?, the selector will rapidly flash randomly; pressing the action button will stop and win that item (ie. Press Your Luck but no whammies). ? can acquire items that you don’t currently have enough Beskar to buy, and if you manage to stop on a ? again, you will receive a random award from the following:

  • Light Ambush
  • Start Hunter
  • Start Dank Farrik Frenzy multiball (2-ball multiball, all switches score ?)
  • Light all three +1x playfield multipliers (6x multiplier!)
  • Light Child


As a bounty hunter, going on hunts is one of the easiest ways to collect Beskar.

Completing the left bank of standup targets at any time during normal play will light Hunter on one of the inlanes, which can be toggled between lit inlanes with either flipper button. Rolling through a lit inlane begins a 25-second timed Hunter mode to collect Beskar to trade at the Foundry. While your Beskar slowly builds through shots and switch hits, completing Hunter missions is the most lucrative source of Beskar. There are several different Hunts available, but they don’t change anything besides the video on the display.

They appear in this fixed order:

  • Capture the Mythrol
  • Defeat the Krayt Dragon
  • Find the Jedi

Whichever orbit was on the opposite side of the lit inlane that started the Hunt will collect a minimum of 200 Beskar and end the Hunt, or the Beskar can be built by 50 (?) per shot by hitting the lit left or right ramp. Completing a Hunt will also start a 75-second playfield multiplier.

Hunts can be started while in a Mission, and the “Hunt” timer will take display precedence over a Mission timer. However, they can’t be started during RCMB.


Another weapon built into the Mandalorian’s immense arsenal, the scope enables the Mandalorian to make precise hits on enemies from any distance.

Making a shot to the U-Turn, left 2x target, and right ramp lights a corresponding blue arrow in front of the shot. Hitting all three shots will start the “scope” insert flashing at the left inlane. Scope is a 5-second timed shot with a brief grace period, with different awards available on each of the shots that were used to light Scope:

  • U-Turn - Collects 2 random pieces of equipment, or awards points in compensation if equipment has already been collected.
  • Left 2x target - Collects 200 Beskar.
  • Right ramp - Awards 2 million.

Hitting any lit arrow before the timer expires collects the corresponding award and starts a 75-second playfield multiplier. All three Scope awards can only be collected once per set; once a set is complete, one of the four wizard modes must be played to re-qualify Scope.

There are three differents scope modes that appear in this fixed order:

  • Mayfield
  • Cobb Vanth
  • Boba Fett


Ambushes are a given as a bounty hunter - they’re inevitable if you’ve been in the business long enough, but thankfully easy to deal with and rewarding if you do.

Ambush is a mode qualified by making enough Ambush shots, which can only start when no other modes are running. Once a shot to the U-turn (Pro) / right scoop (Prem / LE) has been made, a white insert in front of the U-turn will start flashing for a brief time to count down towards lighting Ambush (when this timer is nearly over, a thermal detonator sound effect will start playing). The first Ambush requires 3 (Pro) / 5 (Prem / LE) shots; these shots increase each time Ambush has been played.

This is a unique hurry-up mode that starts with the U-turn / reverse scoop lit to stop the value counting down on the display, and all other shots lit in white to add a few seconds of time and increase the displayed value. Once the U-turn / reverse scoop has been shot, all shots except the U-turn and right ramp will light in blue to add to the value further and return to the white stage to potentially increase the ambush value further again. Shooting the right ramp when all shots are lit in blue will end the mode and award the value, meaning the mode can go on for as long as you like if you continuously increase the value.

Hitting both 2x targets and getting a bunch of playfield multipliers going before starting Ambush can lead to the final right ramp shot being massive.

The Child Mystery Award

Grogu, a Jedi being of the same species as Yoda, fell into the Mandalorian’s care near the beginning of his journey. Gideon and others continue attempting to reclaim their ownership of him, but the Mandalorian isn’t willing to give him up.

Qualify the CHILD mystery award by spelling C-H-I-L-D at the top rollover lanes. When lit, shots to the orbits will divert to the rollover lane area to collect an award based on the rollover that was made. If no rollover is made, a (random?) award is still awarded. The display will show which award is available at which rollover.

Awards include:

  • Equipment (Armor, Rising Phoenix / Jet Pack, Whistling Birds, Amban Rifle, or Flamethrower)
  • 300 - 400 Beskar
  • Super Pops
  • +1 Playfield Multiplier
  • Light Heal
  • Light Foundry
  • Increase Ambush Value +2,000,000
  • +1x - +3x Bonus Multiplier
  • 2,500,000
  • Light Extra Ball
  • Special

Bonus Multipliers

Completing all five C-H-I-L-D rollover lights when The Child is not lit will advance the bonus multiplier by +1. The flippers can be used to move the lit rollovers, and a shot to the left orbit will collect the "C" rollover. Bonus multipliers can also be increased by +2x from a successful skill shot, or by +1x to +3x from a mystery award.

Playfield Multipliers

Three “+1x” multiplier inserts with colored rings are seen above the right slingshot. Each insert lit adds +1x to playfield scoring when running. Lighting all three will instead award +5x for a total of 6x. Multipliers start automatically when earned and are timed; Hunter & Scope multipliers start at 75 seconds, Boba Fett multipliers start at 30 seconds and increase by 15 seconds with each completion. All multipliers share the same timer.

Completing This Is The Way and earning your Signet will add +1x playfield multiplier for the remainder of the game. A 75-second playfield multiplier (either Hunter or Scope) can also be started from a shot to the Foundry.

The multiplier inserts blink purple when active, and strobe between blue / purple when the timer is close to expiring.

  • Orange - Awarded by successfully completing a Hunter mode.
  • Blue - Awarded by successfully completing a Scope shot.
  • Green - Awarded by hitting the two green Boba Fett targets next to the inserts. Subsequent awards require more hits to start, and the timer will start 10 seconds lower if started again on the same ball (minimum of 10 seconds).

Super Pops

One of the two bumpers towards the bottom of the CHILD lanes can be lit for 50,000 points each by spelling CHILD, or from the skill shot. CHILD mystery award may also light both bumpers for super pops.

Super Spinner

Started by number of left orbit shots or number of spinner spins?

Extra Balls

Lit extra balls can be collected at the left scoop, and can be lit by:

  • Qualifying X Missions (Factory default: 1 mission)
  • Purchasing one at the Foundry for 600 Beskar (one time only)
  • Child Mystery Award (one time only, very rare)

This Is The Way (Wizard Mode)

Complete This Is The Way to earn your Signet. To qualify:

  • Complete Precious Cargo.
  • Complete You Have What I Want.
  • Complete I Like Those Odds.
  • Complete all six of the major lit shots (excluding the left scoop) after completing all of the above to light the left scoop to start the wizard mode.

This mode consists of three rounds, each of which alternates between a single-ball phase and Multiball Bonus Round. The single-ball phases start with a ball saver, where you must make 5 shots to qualify the scoop, left ramp, or center shot to start the multiball phase. The first round will have three shot choices per shot, the second will have two, and the third will have one.

The faster you complete the single-ball phase, the more time you will get for the multiball phase. All regular playfield shots score jackpots, and the mini-playfield scores its own jackpots. Completing the mini playfield increases the multiplier.

After completing three rounds of both phases, you will be awarded 10 million and your Signet. All missions, multiballs, and encounters will reset, and you will be awarded an additional playfield multiplier for the rest of the game.

Tips & Strategies

  • Never start a Razor Crest Multiball mode without bringing in a mission. More often than not, the multiball will allow you to complete the mission in far less time and with far less risk than it would take during single ball play.
  • Something big lit at the right ramp? Nail those 2x targets to the sides of the right ramp, and watch the score fly. Playfield multipliers can also raise these right ramp values by big amounts.
  • Your choices from the Foundry should reflect your play style. If you like to play loose and with minimal control, Light Scope + Light Heal is your best pick (and it’s very cheap too). If you prefer to develop a strategy before playing, Whistling Birds + Rising Phoenix can be helpful. If you’re low on Beskar, that ? icon is your friend. The Amban Rifle can be very useful during the mini-wizard modes too.

Curses, foiled again. :stuck_out_tongue:

I didn’t realise I was in a race. But does that mean I won? Huzzah! Now I can tell all my friends that I’m NOT a loser!


It’s a bit of a recurring joke around here that I’m usually the first to post the rulesheets for new games but I’ve been slacking lately, lol.

Ahh I see. Well step aside, looks like there’s a new rulesheet guy in town!

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Added Team Play and Impossible Play game mode details, or at least an outline of what they are.

Contrary to popular belief, Impossible Play does not use a plant-based substitute in place of beef.


Maybe a bit early, but I’ll ask it anyway…

So you have to shoot both ramps to light the scoop for a mission. right?
Is it always ‘shoot both ramps one time’ or do you have to shoot them more for the next missions?
It would be great if it become a bit more difficult. Maybe with a setting. First time shoot both ramps 1 time, socond time 2 times,etc…

May be too early to tell but TMNT always has you shoot each ramp only once, and I think that works out fine.

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yes, but TMNT has more modes.

Added more details based on gameplay I watched from @DEADFLIP stream of Mando from 6/15/21.

I updated Whistling Birds. It stops all shots now, I had 8 completed earlier including multiball start which I did not expect.

Added some additional edits from Stern’s published rule sheet from today

I just finished a relatively short video tutorial of me getting all the way through the game, including what can be paired with what, the Foundry items I gravitate toward, etc. I talk through every decision, including alternatives I could have chosen.


Added a ton… but I didn’t take good enough notes or have confidence on score values (fixed or not) and the multiplier timers/resets.

Was having problems timing them accurately verse resets.

Also in 0.96 the count of shots to start encounter seems wacky on the display. I think its 1-3-5 but not 100% sure.

Same on child orbits… seemed to increment 2 more orbits each time.

Has anyone noticed a bug where the encounter standups don’t register during an encounter mode? I was playing over the weekend and kept whacking one and it would never register. Opened the game up today and played some balls with the glass off and I can physically close the switches and they will never score. Sometimes 5 or 6 continued presses will award one. Sometimes nothing will award one. Every once in awhile it just works. It seems to get progressively worse as you progress through encounter modes but I have no actual evidence of this. If I go into switch test they’re all working perfectly fine, none are stuck closed or gapped too far.

The upper playfield on the pro I play has been wonky. Sometimes targets don’t register, upper playfield stays lit when ball exits upper playfield, rest of playfield stays dark. Haven’t paid too close of attention, but I saw ? as an option in the foundry, so I’m guessing this game got updated recently. New code hopefully helps. If your game is a pro, it’s probably code.

I’ve seen this many times on the Pro I play on location. I believe it’s triggered when the Scope is lit on the left inlane, and a left ramp shot mistakenly feeds the upper playfield. When the Scope is lit, a left ramp shot is supposed to bypass the upper playfield and feed the left inlane. But if the shot up the ramp is weak, or if you have a bad diverter, the ball can fall into the upper playfield instead. And since it’s not supposed to be there, you can hit the encounter targets all you want, but you won’t make any progress. You can tell the targets are registering because you get a few hundred pity points added to your score for each hit.

The most annoying part of this bug is that the lower playfield lights turn off in anticipation of the Scope sequence. (The upper playfield lights stay on.) Since the ball never reaches the left inlane, Scope doesn’t start, but the lower playfield stays dark until you finally do something that gets the game out of this weird state and turns the lights back on.

I think this is a different bug then what I’m experiencing. I started a fresh game with the glass off, did one ramp for encounters by hand and then kept throwing the ball in there to see what was happening. So I would have never gotten to a scope shot being lit. But I’m not surprised by this.

Another fault mode (I wouldn’t call this a bug exactly) is when the exit switch for the encounter area is flaky or not registering the game will not exit the encounter mode and leaves all the lights off. It will score shots and play any modes you start but it doesn’t end the encounter, and the lighting effects, until you drain I think. Found this one out when I tried to adjust that switch because balls were occasionally sitting on it, went too far with the adjustment and when it wasn’t registering all the time this was the result. Hopefully it gets fixed so hitting a switch outside the helmet encounter area ends the mode.

In case anyone experiences the encounter targets not scoring bug, I reinstalled the latest code and it’s back to working as expected. It will be interesting to see if this fault reappears or not.

Noticed weird behavior with The Child mystery award where it seems to only light once a game and from there it never lights again. Even when you make a skill shot and it says “The Child Lit” on the display it doesn’t light. Is this intentional?