100 Zombies Dice Slot Review
A city drowned in toxic green, a riveted steel frame streaked with something that looks suspiciously like dried blood, and dark water lapping at the bottom of the screen. For all that atmosphere, 100 Zombies Dice is really a maths exercise wearing horror clothes: the reels hand out small, steady line wins while the actual money decisions happen at the card table after each one.
It’s a deliberately old-fashioned build from Endorphina: a 5×4 grid, 100 paylines, and a total RTP of 98.03% that stands well above the industry norm. It’s a dice-conversion of the studio’s undead formula, and the dice do most of the grunt work in the paytable.
Endorphina have a busy catalogue of these dice conversions, and players who enjoy this one will find the same skeleton under Joker Ra Dice, Chance Machine 5 Dice and Thunder Crown Dice. Whether this one shuffles above them is the question.
Base Game and Paytable
The setup is classic Endorphina: five reels, four rows and 100 fixed paylines. Matching symbols need to land on enabled paylines across adjacent reels from the left, and only the highest combination on each line is paid. Scatter wins and line wins are added together, and the scatter counts in any position on the reels.
The paytable splits its personalities between zombies and dice. The top tier belongs to the survivors and the infected alike, with the machete-wielding Red Zombie Man and the Green Zombie Face leading, while the lower tiers are filled out by coloured dice in five shades. Here’s what each symbol pays, as a multiple of the total bet for three, four and five of a kind:
- Red Zombie Man / Green Zombie Face: 0.5x, 2x and 6x
- Woman with gun: 0.25x, 1.5x and 4x
- Nurse Zombie: 0.25x, 1.5x and 3.5x
- Hunter/Cowboy / Green Dice: 0.1x, 1x and 2x
- Purple Dice / Orange Dice: 0.05x, 0.5x and 1.25x
- Yellow Dice / Blue Dice: 0.05x, 0.25x and 1x
- Wild: 1x, 2.25x and 10x
- Scatter: 2x for three
Yes, the wild is the richest symbol on the board. It substitutes for everything except the scatter, and it appears stacked in both the main game and Free Games, so depending on where a reel stops you might get a full reel of wilds or just the start of a sequence. All pays are shown in money terms for the currently selected bet and number of enabled lines.
The character symbols deserve a word, because they’re where the theme lives. The Red Zombie Man comes armed with a machete, the Woman with gun is decked out in pink, the Nurse Zombie glows purple and the Hunter/Cowboy wears yellow, and each of them pays as a character rather than a prop. Below them, the dice take over: green sits with the Hunter at the fourth tier, while purple, orange, yellow and blue fill out the bottom three tiers. It’s a conventional split, but it keeps the horror icons at the top of the food chain where they belong.
With 100 lines in play, wins are frequent in the small sense: the bottom-tier dice only need three across adjacent reels from the left to return a fraction of the stake, and the wild-heavy reels can stack multiple lines into a single spin. The flip side is that the headline symbols are doing modest work. A five-of-a-kind on the best regular combination returns less than many games pay for four, which tells you where this slot’s payouts are concentrated.
Free Games
Land three scatter symbols and the game awards 10 Free Games played with stacked wilds. The scatters only appear on reels two, three and four, and they count in any position, so this is a middle-reels hunt rather than a full-grid one. Everything else about the trigger is standard.
Free Games run at the same bet and the same number of lines as the spin that triggered them, and the round can be won again while it’s running, so there’s no fixed ceiling on the number of freebies a single trigger can grow into. The stacked wilds are the whole point here: with ten spins and a retrigger in play, the wild-heavy reels get repeated chances to line up across the 100 lines.
The restriction of scatters to the middle three reels is worth pausing on. It means the triggering combination has to arrive within a three-reel window rather than five, which narrows the search area considerably, and because the scatters count in any position on those reels, the exact row doesn’t matter. During the round itself the stacked wilds behave exactly as they do in the main game, so a reel that stops favourably can fill entirely, and with four rows and 100 lines a full stack touches a lot of combinations at once.
Risk Game
After any win you can gamble it instead of taking it. Four face-down cards are dealt, the dealer turns one over, and you pick from the remaining three. Beat the dealer’s card and your win doubles, with up to 10 attempts in total to keep doubling. If you’d rather not risk it, the TAKE WIN button banks what you have and quits the round.
It’s a deck with teeth. A draw means your winnings stand unchanged and you can try again, but if the dealer wins any round you lose the lot and the game ends. The Joker beats everything, and the dealer can never draw one, which is a quietly brutal asymmetry. All four closed cards can be higher than the dealer’s, all four can be lower, and cards can reappear from round to round.
The maths is where it gets interesting. Risk every win regardless of the dealer’s card and the average return on the gamble is 84%, but your actual odds swing hard depending on what the dealer shows:
- Dealer’s 2: 162% return
- Dealer’s 3: 121%
- Dealer’s 4: 113%
- Dealer’s 5 to 8: 100%
- Dealer’s 9: 92%
- Dealer’s 10: 78%
- Dealer’s J: 69%, Q: 66%, K: 64%
- Dealer’s A: 42%
Cards aren’t dealt with equal probability either, so the printed odds are averages rather than guarantees. The smart play is obvious: gamble against low cards, take the money against high ones.
Run the ladder and the shape of the decision becomes clear. A win gambled against a dealer’s 2 is strongly in your favour, so you double and stay in. Face a king or an ace and the correct move is almost always to quit while you’re ahead, because the remaining attempts can’t claw back a losing pick. A single successful sequence of ten correct calls turns a modest line win into something the reels themselves would struggle to produce, and that asymmetry between patient exits and one bad card is what gives the feature its pull.
Our Honest Verdict
Overall Rating: 7.1/10
Playing 100 Zombies Dice is a patient, steady grind through a glowing green apocalypse, and the reason to pick it is that card table: it’s the rare gamble where the odds are published, so the outcome genuinely depends on your discipline rather than blind nerve.
That 98.03% RTP is the clear strength, and unlike most big numbers it’s backed by a gamble you can actually play well. The weakness is the reels themselves: the top regular symbol pays just 6x, so the base game feeds you scraps and hopes the stacked wilds arrive. Free Games do the heavy lifting, but they’re the only round on offer and there’s no published win ceiling to chase.
This suits players who like old-school line-pay dice slots with a smart gamble bolted on, and the RTP hunters among them especially. Anyone chasing big multipliers or varied features will find the horde here a little too tame.
100 Zombies Dice FAQs
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What is the RTP of 100 Zombies Dice?
100 Zombies Dice runs at a total RTP of 98.03%. -
How many paylines does 100 Zombies Dice have?
It has 100 fixed paylines across a 5×4 grid. -
What is the grid size of 100 Zombies Dice?
The game uses a 5-reel, 4-row grid with 100 paylines. -
When is 100 Zombies Dice released?
100 Zombies Dice’s release date is 9 November 2022. -
Who makes 100 Zombies Dice?
Endorphina. -
How do you trigger the Free Games in 100 Zombies Dice?
You need scatter symbols on reels 2, 3 and 4, which count in any position. Three of them start a round of 10 free spins played with stacked wilds. -
Can the Free Games round retrigger?
Yes, Free Games can be won again during the feature, and they run at the same bet and lines as the triggering spin. -
How does the Risk Game gamble work?
After a win you pick one of four face-down cards to beat the dealer’s card, doubling your win each time, with up to 10 attempts. A Joker beats everything and the dealer can never get one; the average return on gambling every win is 84%, ranging from 162% against a dealer’s 2 down to 42% against an ace.


