Dungeons & Dragons: The Tyrant's Eye Rulesheet

Quick Links:

[Official Rulesheet]

Game Information & Overview:

  • Lead Designer: Brian Eddy
  • Code/Rules: Dwight Sullivan, Elizabeth Gieske
  • Lead Mechanical Engineer:
  • Artwork: Vince Prose
  • Display and Animations: Chuck Ernst
  • Sound Design: Jerry Thompson, Charlie Benante
  • Release Date: February 2025
  • Wiki Rulesheet based on Code Rev:
    • Edit the Code revision, if applicable, when you make changes
  • Original Wiki Rulesheet hosted on Tilt Forums

Dungeons & Dragons: The Tyrant’s Eye is the fourth Brian Eddy-designed pinball machine following his return to Stern in 2019. Tiamat, a once-banished five-headed dragon, plans to spread darkness across Faerun. Players choose their class and embark on a journey to stop the threat. This machine features the PinSave feature, allowing players to resume playing from where they left off last game if they are using Insider Connected.

Rules Overview:

Layout:

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Premium/LE:

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Pro:

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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:

  • DJ Mixer

NOT a gameplay mode. This mode operates like a jukebox, allowing you to play the music featured in the machine, including a number of specific playlists.

  • Competition Install

Not from the gameplay menu, but the following is changed if a Competition Install is performed from the utilities menu:

Class Selection / Levelling Up:

Skill Shots:

Location Modes / The Map:

The player selects their first location at the start of each game, alongside their class, by pressing the left flipper.

There are three modes to complete in each location. Completing all three starts the location’s mini-wizard mode and allows the player to prove to the next town by shooting the right ramp.

Traveling Between Locations:

After completing everything there is to do in a location, shooting the right ramp will allow the player to start progressing towards the next location by hitting green shots.

Battles:

If the player is traveling or exploring a dungeon, hitting a green or orange shot may spawn an enemy that must be defeated.

Shoot the red shots to deal damage, and hit the captive ball to add a critical hit modifier to the next “damage” shot. Your party will also assist in dealing damage.

Battles are the main way of leveling up throughout the game.

Dungeon Crawls:

Light dungeon crawl by hitting the orange targets near the right orbit and side ramp, or spot the targets with center spinner hits. Then hit the center spinner shot to raise up the hidden dungeon shot from under the playfield.

To explore the dungeon, shoot the flashing orange shots to follow the path shown on the LCD display. The player might stumble into treasure chests that can be opened by shooting the left eject, or encounter random battles.

Purple shots in dungeon crawl correspond to intersections. The ball will be held, and the player will be prompted to pick a path (left, center, or right) using the flippers.

Dungeons are procedurally generated and reset every Sunday.

Multiballs:

Dragon Multiball / Town Celebration Multiball:

Hit the 3-bank standup targets under Rath to spell DRAGON and eventually light this multiball at the right orbit. The first multiball requires three shots to the 3-bank.

  • Level 1: Defeat Rath before 15 balls drain. There is an untimed ball save for this multiball but it will end in failure if enough drains are registered. Shoot the 3-bank / Rath to score jackpots built up by the red shots around the playfield, with super jackpots available at the upper loop after spelling DRAGON.

After defeating Rath during any multiball, town celebration multiball will start (victory laps).

Gelatinous Cube Multiball:

Shoot the left orbit to lower the ramp at its entrance. After enough shots to the ramp, the ball might be caught by the magnet inside of the gelatinous cube if it was traveling through the magnet at the correct speed. Up to 3 balls can be stuck and released at the cube before multiball starts.

Other Scoring:

Fizmo (Shopkeeper):

Earn gold by winning battles and opening up treasure chests found either by travelling or dungeon crawling. Shoot the left eject to open treasure chests when available.

If the player has enough gold to purchase an item, they can shoot the left eject to shop at Fizmo’s. Fizmo sells different equipment at each location, which changes on a weekly basis. The player can also opt out of buying, in which case Fizmo’s will relight the next time the player earns gold.

Hidden Temple (2x Scoring):

Light the hidden temple by shooting the “secret door” bar target in front of it, or by hitting the hidden temple itself, two times; once to start the target flashing, then again in 20 seconds. When lit, shoot the hidden temple to start timed 2x scoring.

Shield (Ball Saver):

The shield is a unique metal bar located between the flippers that saves balls headed straight down the middle. It is activated by pressing the action button when flashing.

Relight the action button to use shield by completing the return lanes enough times.

Extra Balls:

End-of-Ball Bonus:

Wizard Modes:

Tavern Brawl (Mini-Wizard Mode):

Tavern Brawl starts at the center spinner after completing all 3 of the following:

2 Likes

Wikified. As always, thanks for getting the sheet going.