Star Trek pinball rules and strategy
The Strategy
Star Trek lets Missions continue during Klingon Multiball, while ten Warp ramps start 60 seconds of 2x scoring. Shoot Mission Start at the far-left scoop or the Away Team lane, then choose a Mission and make its colored shots. Complete the green standup bank to light locks at Vengeance and the left scoop; the third locked ball starts Multiball.
The goal
Use Mission Start for Space Jump, the green standups and lock shots for All major shots score jackpots. The seventh jackpot is a 6,250,000 Super. The fourteenth is a 10,000,000 Super., and ten Warp-ramp shots for 2x scoring.
How to start a mode
Shoot the far-left Mission Start scoop or the Away Team lane under the upper flipper, then select Space Jump.
Recommended mode: Space Jump
Choose it when the major shots and Vengeance are reliable.
How to play it
Shoot the lit mode shots before the 30-second timer ends. Three shots earn bronze, six silver, and nine gold; when time ends, make one final lit shot to complete the mission.
Start Klingon Multiball
Complete the three green standup targets, then lock balls at Vengeance and the left scoop. On the first qualification, the third lock starts All major shots score jackpots. The seventh jackpot is a 6,250,000 Super. The fourteenth is a 10,000,000 Super..
Start Warp 9.1 scoring
Shoot the Warp ramp ten times to start 60 seconds of 2x playfield scoring.
Alternative route: Vengeance Multiball
Use this when Vengeance is safer than the green lock standups.
- Complete the right torpedo targets, press the Action Button to spend torpedoes as Vengeance hits, then make the final Vengeance hit to start Score ten damage shots at Vengeance or the lit white major shots..
Need to know
- Main route
- Start a mission, then stack Klingon or Score ten damage shots at Vengeance or the lit white major shots..
- Long goal
- Complete every Level II mission to light Enterprise Amok at Vengeance.
- Safer fallback
- Fast Kobayashi route: Use this when lock standups or multiball returns are dangerous, but mission starts are controlled.
Star Trek lets Missions continue during Klingon Multiball; ten Warp ramps start 60-second 2x. Start at the far-left Mission Start scoop or Away Team lane, complete the green standup bank, then lock at Vengeance or the left scoop. When the third lock and Mission Start share the left scoop, shoot it to choose a Mission and start Multiball; finish six Level I Missions for Kobayashi Maru.
The goal
Start a mission, then stack Klingon or Score ten damage shots at Vengeance or the lit white major shots..Make combo shots for 2x mission and jackpot values.Complete all six Level I missions.Then start A two-ball mini-wizard. The start immediately pays the stored bronze, silver, and gold medal bonuses..
- Hold a flipper during the plunge. Take the lit Super Skill Shot. Test both ramps, both orbits, the left scoop, and the Vengeance return.
Super Skill Shot and Combo rules
- Super Skill Shot: Holding a flipper changes the plunge award to a controlled playfield shot.
- Combo: A red-arrow shot made directly after another major shot scores 2x. Combos can double mode shots, medals, and jackpots.
- Start Space Jump at the far-left Mission Start scoop or the Away Team lane under the upper flipper. Make lit mode shots before the 30-second timer ends.
Level I mission timing details
- Six missions are available. Three shots earn bronze, six earn silver, and nine earn gold.: Six missions are available. Three shots earn bronze, six earn silver, and nine earn gold.
- When time ends, all major shots light for one final completion shot. A drain during that final-shot period also completes the mission.
- After one mode shot, the Away Team lane adds 20 seconds and changes the objective. In Space Jump, it leaves Vengeance as the final shot and awards the next medal only.
- Complete the three green standups. Lock balls at Vengeance and the left scoop. Leave the third lock at the left scoop when Mission Start is also lit.
First Klingon Multiball and Later attempts rules
- One green-bank completion lights two locks. The third locked ball starts three-ball multiball.: One green-bank completion lights two locks. The third locked ball starts three-ball multiball.
- One bank completion lights one lock.: One bank completion lights one lock.
- If the third lock and Mission Start share the left scoop, one shot starts a mission and All major shots score jackpots. The seventh jackpot is a 6,250,000 Super. The fourteenth is a 10,000,000 Super. together.
- Start the next mission with the third lock. During All major shots score jackpots. The seventh jackpot is a 6,250,000 Super. The fourteenth is a 10,000,000 Super., stage balls and make combo jackpots.
Klingon Multiball scoring details
- All major shots score jackpots. The seventh jackpot is a 6,250,000 Super. The fourteenth is a 10,000,000 Super.: All major shots score jackpots. The seventh jackpot is a 6,250,000 Super. The fourteenth is a 10,000,000 Super.
- After the second Super, collect the traveling 4,000,000 Double Jackpot. Then shoot the Warp ramp for the 20,000,000 Double Super Jackpot and a gold medal.
- The sequence then restarts. The feature ends when one ball remains.
- If the Warp ramp is controlled, reach The tenth Warp-ramp shot starts 60 seconds of 2x playfield scoring. before a large Super Jackpot or wizard start.
Warp 9.1 and Warp 9.9 rules
- The tenth Warp-ramp shot starts 60 seconds of 2x playfield scoring.: The tenth Warp-ramp shot starts 60 seconds of 2x playfield scoring.
- The eighteenth Warp-ramp shot also adds a second ball to single-ball play.: The eighteenth Warp-ramp shot also adds a second ball to single-ball play.
- Play all six Level I missions. Shoot the white-lit Vengeance shot to start A two-ball mini-wizard. The start immediately pays the stored bronze, silver, and gold medal bonuses..
Kobayashi Maru setup and scoring
- A two-ball mini-wizard. The start immediately pays the stored bronze, silver, and gold medal bonuses.: A two-ball mini-wizard. The start immediately pays the stored bronze, silver, and gold medal bonuses.
- All major shots except the Warp ramp need two hits. The first hit scores 500,000 or more. The second uses the value built in the matching Six missions are available. Three shots earn bronze, six earn silver, and nine earn gold..
- Combo shots double these values. Global 2x can double them again. A mode shot is capped at 7,500,000 before multipliers.
- Clear every lit shot to complete the scoring feature.
Builds toward: Enterprise Amok and Five Year Mission
- Complete every Level II mission to light Enterprise Amok at Vengeance.
- Complete every Level III mission to light Five Year Mission at Vengeance.
- Each completed Level III mission permanently lights 2x on its assigned playfield shot.
Sources and references13 references13 source links and outbound references.
- PinballCards
- Pinball Rulesheets
- PAPA Star Trek tutorial with Bowen Kerins
- Craig Pullen Star Trek strategy tutorial
- Current Star Trek code list
- Zach Sharpe at PAPA 18 World Pinball Championship
- Allentown Pinfest 2025 final
- Super Skill Shot technique reference
- Combo doubler technique reference
- Flipper staging technique reference
- Physical caution reference
- Physical caution reference
- Physical caution reference