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: 1.01.0

Layout

Premium/LE:

Pro:

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: The ball falls into the CHILD top lanes area by default. 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:

Super Skill Shot: Hold in the left flipper until the ball passes the C lane to light the super skill shot sequence: U-Turn to right ramp to one of three final shots, within 5 seconds per shot. Each final shot gives a different award:

Razor Crest Multiballs

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 by shooting the center Razor Crest target with enough strength to register a direct hit enough times; the multiball is determined by the currently flashing numbered green insert, which is changed by hitting the “BOBA” and “FETT” standup targets when a multiball isn’t currently lit, and is started with a shot that heads all the way around the center ramp. Each successive Razor Crest feature started requires an additional target hit.

After playing a multiball, the Razor Crest can be relit to start Razor Crest Hurry-Up by completing a Hunter mode. The Razor Crest also relights when the ball drains, if it isn’t currently lit. Playing all three multiballs in a single game qualifies Precious Cargo as the final Razor Crest award. Every Super Jackpot scored during multiball adds 2.5 million to end-of-ball bonus.

The three multiball modes are:

  • Ice Spider Multiball: The Mandalorian and his crew get stuck in an ice cave on Maldo Kreiss after a failed attempt to flee from the New Republic. Make all of the purple shots once to kill the ice spiders and light the timed Super Jackpot at the U-Turn, which can be collected as many times as possible before the 20 seconds expire and the jackpots relight. The timer for the Super Jackpot can be increased by 5 seconds per upper playfield target.
  • Jetpack Multiball: To attempt to destroy the Imperials once and for all, the Mandalorian uses his jet pack to ambush Gideon’s TIE Fighter with explosives. 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, with an add-a-ball for hitting all six targets. Super Jackpot lights at the U-Turn after multiball ends.
  • Pirates Multiball: The Mandalorian’s attempts to reach a valuable rhydonium facility are nearly thwarted by a surprise attack. Shoot waves of lit shots to take out pirates and score jackpots while keeping the rhydonium stable with switch hits and shots to the spinner. Each jackpot shot can only be made once per wave, and each wave requires one additional jackpot shot to complete. Complete Wave 3 to light the Super Jackpot at the U-Turn shot; after collecting the Super Jackpot, Wave 1 starts again 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 second Razor Crest Multiballs and is started in the same way, sharing the number of center target hits required to start it. This is a timed hurry-up mode where the player must make a certain number of shots to the Razor Crest target, collecting hurry-up values for each shot. The base hurry-up value, and the number of shots required to win the mode, increases based on the number of active Playfield Multipliers (+2 shots per multiplier). Hitting the target the required number of times or running out of time ends the mode.

Missions

Missions are 60-second timed, story-based modes that can be lit at the scoop by making a shot to both the left and right ramps; if a mission isn’t lit, the qualified mission can be changed by shooting either 2x target to both sides of the right ramp. After making all flashing yellow shots during a mission, typically ending with the scoop, the player will score a timer bonus worth 225,000 x the number of seconds remaining when they won the mode. Using Whistling Birds collects all of the mission’s currently lit shots.

Every completed mission adds 2.5 million to end-of-ball bonus, and playing all five missions is required to qualify I Like Those Odds. Once a ball drains or the timer ends, the currently active mission will end in failure and can’t be played again until This Is The Way has been started. Starting 2 missions lights the extra ball.

The five missions are:

  • (1) Find the Asset: The Mandalorian takes on a mysterious bounty from the Client that could change his life. 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 settles the score with Imperial Magistrate Morgan Elsbeth. 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: The Mandalorian is talked into sieging and destroying an old Imperial base to repair the Razor Crest. 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 attempts to retrieve a Mudhorn egg but is thrown into a difficult battle. 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 when the scoop lights.
  • (5) Infiltrate the Freighter: The Mandalorian takes on an Imperial freighter. 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.

Encounters

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 the insert in front of the left ramp changes to flashing red (1 ramp shot for the first Encounter + 2 per further Encounter started), at which point all left ramp shots will send the ball to the mini playfield for Encounter scoring. Encounters may be played during normal single-ball play or while Missions are running, but are otherwise delayed until currently active modes have been finished. The three Encounters listed on the playfield are identical in regards to rules, but use different scenes from the show and require more target hits per Encounter; all three must be completed, in order, to qualify You Have What I Want.

Each Encounter requires three waves of lit target hits indicated by the yellow flashing inserts on the mini-playfield, which can also be spotted by activating the Rising Phoenix (Pro) / Jet Pack (Prem / LE). After completing the three sets of targets, a timed Bonus Level begins where all shots score 2 million + points for each target made during the Bonus Level, and shooting the roving purple targets adds more points to the value scored at the end of the Bonus Level. Progress towards completing Encounter levels carries over between attempts, though Bonus Level ends when either the timer expires or the ball exits the mini-playfield.

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.

Other Features

Equipment

Throughout the game, the Mandalorian acquires several pieces of equipment. Only one use of each piece of equipment can be qualified at a time, and equipment can be qualified by:

The five pieces of equipment are:

  • Flamethrower (Orange): As the Mandalorian’s most trustworthy weapon, one use of the Flamethrower is given at the start of every game. Hold the action button to light all main arrow shots on fire from the right to the left of the playfield; 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 “flaming” 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.
  • Amban Rifle (Green): Press the action button to add-a-ball to any multiball mode, Razor Crest or otherwise. The action button only lights green once the initial ball save timer has run out.
  • Whistling Birds (Yellow): Press the action button to instantly collect all flashing shots during a mission. This also collects lit jackpots during multiball modes and is affected by the Flamethrower multiplier.
  • Rising Phoenix (Pro) / Jet Pack (Premium / LE) (Red): Press the action button to instantly complete a wave of targets during an Encounter. On the Premium / LE models, this also levels the mini playfield when used.
  • Armor: Adds additional time to the ball save timer, both in single-ball and multiball play. This piece of equipment can only be collected once per game.

Foundry & Beskar

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.

Beskar can be collected through the following methods:

Once any of the above methods have been achieved, “Foundry” will light at the left scoop to trade in the Beskar for a variety of features. Five of these items are equipment, which can also be obtained through other methods; while others can only be obtained here. 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 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:

Hunter

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 and can start at any time during single-ball play. 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 one of the most lucrative sources of Beskar. Three different Hunts are available that change the displays seen during the mode.

Shoot the flashing orbit, then shoot the opposite orbit to collect a minimum of 250 Beskar and end the Hunt; the Beskar can also be built by 25 per shot by hitting the lit left or right ramp. Completing a Hunt will also start a 75-second playfield multiplier and enable the Razor Crest if it isn’t currently lit.

Scope

Another weapon built into the Mandalorian’s immense arsenal, the scope enables the Mandalorian to make precise hits on enemies from any distance. Make a shot to all three shots with blue arrow inserts (U-Turn, left 2x target, and right ramp) to light Scope at the left inlane for a 5-second timed shot with a brief grace period, with different awards available at each of the shots that were used to light Scope:

  • U-Turn - 2 random pieces of equipment, or points if all equipment has already been collected.
  • Left 2x target - 200 Beskar.
  • Right ramp - 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.

Ambush

If no other modes are running and the U-Turn (Pro) / right scoop (Prem / LE) has been shot, all six major shots will light for about 5 seconds; two out of the six shots will start Ambush, while the others will escape and score a bonus of 2 million. On competition settings, the first shot will always start the mode. After the first Ambush has been played, the number of lit shots that might start the mode will decrease to 5.

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 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.

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 shooting either orbit once, and every two, three, etc. times thereafter. 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, the award lit at the “D” insert is scored; and using Whistling Birds while the five awards are lit will score them all. The display will show which award is available at which rollover.

Awards include:

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 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 - 75 seconds. Awarded by successfully completing a Hunter mode.
  • Blue - 75 seconds. Awarded by successfully completing a Scope shot.
  • Green - 30 seconds. Awarded by hitting the two green Boba Fett targets. Subsequent multipliers 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 & Super Spinner

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 is started upon collecting 100 spinner hits on a single ball, or from the mystery award. Every spinner hit for the remainder of the ball scores 50,000 points, increasing by 10,000 per left orbit shot to a maximum of 100,000.

Extra Balls

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

End-of-Ball Bonus

End of ball bonus is determined by:

multiplied by the bonus multiplier, which increases by +1x by completing CHILD and also increases by +2x from a successful skill shot. Switch bonus resets between balls.

Mini-Wizard Modes

To access This Is The Way, three mini-wizard modes must be started, corresponding to the three sets of inserts listed above the flippers. These mini-wizard modes are:

  • Precious Cargo: Play all 3 Razor Crest Multiballs once, then shoot the Razor Crest enough times to start this mini-wizard mode. (need more info)
  • I Like Those Odds: Play all 5 Missions once, then this mini-wizard mode will start. This wizard mode is split into three phases: first, shoot both ramps, the Razor Crest, and the scoop; then, shoot the above shots along with the U-Turn; and lastly, during 4-ball multiball, make every major shot to win the mode and start a wizard frenzy for 60 seconds (every switch scores 250,000 points).
  • You Have What I Want: Play all 3 Encounters once, then shoot the left ramp 7 times to start this mini-wizard mode. (need more info)

This Is The Way

Play all three of the mini-wizard modes, then make all six major lit shots followed by the left scoop, to start This Is The Way and attempt to earn your Signet.

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.

10 Likes

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!

2 Likes

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!

1 Like

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.

9 Likes

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.

1 Like

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.

https://www.twitch.tv/pinballandcancer/v/1074727016

4 Likes

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?