Devil's Dare pinball rules and strategy

The Strategy

Devil's Dare uses Cave and Pit locks to create three-ball Multiball, then converts red-target hits into Three-Ball Multi-Mode. Complete the center and left banks for the two locks, release both balls, and build 70,000 from red targets before the countdown begins.

The goal

Prepare The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains. by locking one ball in the Cave and one in the Pit, score at least 70,000 from red targets during multiball to qualify Three-Ball Multi-Mode, then use the two-ball return-lane combo if the Pit shot is uncontrolled.

  1. Complete the center five-bank. Shoot the lit The lower ball-lock saucer. The center five-bank lights it. A shot into the lit Cave locks one ball. to lock the first ball.

    • The lower ball-lock saucer. The center five-bank lights it. A shot into the lit Cave locks one ball.: The lower ball-lock saucer. The center five-bank lights it. A shot into the lit Cave locks one ball.
    • A locked ball and completed-bank progress stay ready across player balls until the multiball starts.: A locked ball and completed-bank progress stay ready across player balls until the multiball starts.
  2. Complete the left five-bank. Shoot through the left spinner into the lit The upper ball lock behind the left spinner. A Cave lock and a completed left five-bank light it. to lock the second ball.

    • The upper ball lock behind the left spinner. A Cave lock and a completed left five-bank light it.: The upper ball lock behind the left spinner. A Cave lock and a completed left five-bank light it.
    • The shot locks the second ball. The game serves another ball to the shooter lane.: The shot locks the second ball. The game serves another ball to the shooter lane.
  3. Plunge the third ball. Make the next switch to release both locks and start The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains..

    • The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.: The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.
    • During three-ball play, each red standup or drop-target hit scores 3,000 and adds 3,000 to Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.. The award becomes 2,000 when two balls remain.
    • Two-Ball Multiball and Three-Ball Multiball are separate starts. They do not stack.
  4. During The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains., hit red standups and drop targets until Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. reaches 70,000.

    • Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.: Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.
    • Reach 70,000 before normal multiball ends to qualify Three-Ball Multi-Mode.: Reach 70,000 before normal multiball ends to qualify Three-Ball Multi-Mode.
    • If the threshold is not reached, the game adds the stored Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. once. The top three-bank plus either five-bank gives 2x. The top bank plus both five-banks gives 3x. does not multiply it.
  5. Keep two or three balls in play while the Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. counts down.

    • A timed round after normal multiball. The earned Multi-Mode Bonus becomes the countdown value and is also awarded as it counts down.: A timed round after normal multiball. The earned Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. becomes the countdown value and is also awarded as it counts down.
    • The countdown runs more slowly when more balls are in play. The round ends at zero. The playfield then becomes inactive and all remaining balls drain.
    • The player turn ends after the drain unless an The right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it. remains.

Alternative route: Two-Ball Multi-Mode

Use this route when the Pit shot rejects or a third ball is not worth the risk.

  1. Hit the flashing blue standup on the left. Note which outside return lane lights.
  2. Roll through the lit return lane. Shoot the Cave before another switch registers.
  3. After the Cave locks the ball, plunge the served ball. Make the next switch to start The Cave lock releases after the plunge and next switch. It ends when one ball remains..
  4. Hit red targets until Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. reaches 50,000.
  5. Keep both balls in play during It starts after normal multiball when Multi-Mode Bonus reached 50,000. The stored score becomes the countdown..
Need to know
Main route
Prepare The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains. first.
Long goal
Lock the first ball in the Cave.
Safer fallback
It starts after normal multiball when Multi-Mode Bonus reached 50,000. The stored score becomes the countdown.: Use this route when the Pit shot rejects or a third ball is not worth the risk.

Machine setup

  • Confirm Gottlieb Devil's Dare, System 80A, from 1982 before using these rules.
  • Confirm three-ball or five-ball play. The right red bank needs one completion in three-ball play and two in five-ball play for Extra Ball and Ball Save.
  • Confirm whether Extra Ball becomes a repeatable 100,000-point award and whether Special has tournament value.
Sources and references5 source links and outbound references.
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Playbooks

Devil's Dare playfield

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