Chance Machine 20 Slot Review
Burgundy velvet darkness, a stepped gold frame fanning out around the reel window like an art-deco marquee, and thin bars of light dividing the five columns: Chance Machine 20 looks like a cabinet you’d find in a private room at the back of an old casino. That dressing is doing almost all of the entertaining, because the game inside it is one of the leanest you’ll meet – 98.01% RTP, a 5×3 grid, 20 fixed paylines, and not one bonus round. That return figure is the whole pitch, and Endorphina have built the rest of the cabinet to be played rather than watched.
What you get for that is deliberately lean: an expanding wild, two scatters and a card gamble, and no bonus round of any kind. It shares its burgundy table with Chance Machine 5 Dice, a five-line sibling that sits at the same low-lit table, and the wider Endorphina catalogue runs to louder rooms like Joker Ra and Fruletta. Stakes run from 0.20 to 200 per spin, so the table will take anything from a cautious flutter to serious money.
Twenty Lines, One Expanding Crown
All wins here are combinations of a kind, read from the leftmost reel along adjacent positions on an active payline. Only the highest combination on each line is paid, and scatter wins are added on top of line wins. Scatters themselves count from any position on the reels, which is the one genuine departure from the left-to-right rule.
The Crown wild appears on reels two, three and four only, substitutes for everything except the scatters, and expands vertically to complete combinations. It can’t build wins on its own from reel one, so its work is always in service of a paying symbol. Because it stretches to fill its reel, a single crown on the middle three can turn a partial line into a full one.
That restriction cuts both ways. Because the wild never lands on the outer reels, the biggest 7 wins always have to arrive without help. What the crown does instead is finish jobs: a bell on reels one and two, a wild on three, and a payline that had stalled at two of a kind suddenly pays for four.
The symbol set is classic cabinet stock: a Red 7 at the top, bell and clover beneath it, then BAR, then the four card suits in blue, red, purple and green. Nothing here invents a new iconography. The pleasure of the reels is recognition, not surprise.
What the Symbols Pay
Every value below is a multiple of the total bet, not the line bet:
- Red 7: 0.5x for two, 2.5x for three, 10x for four, 150x for five
- Bell: 2x for three, 5x for four, 25x for five
- Clover: 2x for three, 5x for four, 25x for five
- BAR: 1x for three, 2.5x for four, 10x for five
- Blue Spade: 0.5x for three, 1.5x for four, 5x for five
- Red Heart: 0.5x for three, 1.5x for four, 5x for five
- Purple Club: 0.5x for three, 1.5x for four, 5x for five
- Green Diamond: 0.5x for three, 1.5x for four, 5x for five
- Yellow Scatter: 3x for three, 20x for four, 100x for five
- White Scatter: 20x for three
The Yellow Scatter lands on all five reels; the White Scatter only lands on reels one, three and five. Three whites pay the same 20x as four yellows, which makes the rarer scatter the punchier one when it does arrive.
Notice how flat the ladder is beneath the 7. Five bells or five clovers return 25x, five BARs 10x, and the suits just 5x each. Those four suit symbols share identical values, so their colours are decoration rather than information. The 7 is the only symbol that pays for a pair, and the only one with a genuinely steep top step.
The Risk Game
After any win, before collecting, the Risk Game offers a card duel. Four cards are dealt face down; you pick one. Beat the Dealer’s card and your win doubles, and you can keep going, up to 10 attempts in total. If the Dealer takes any round, the winnings are gone and the game ends.
A few details give it more shape than most gambles. A draw keeps your winnings unchanged and grants another attempt. The Joker beats everything, and the Dealer can never draw one. Cards can re-appear from round to round, and the dealing probabilities aren’t equally distributed. TAKE WIN banks the current total and steps out of the round.
Your odds shift with the Dealer’s card:
- Dealer shows 2: 162% return on the round
- Dealer shows 3: 121%
- Dealer shows 4: 113%
- Dealer shows 5, 6, 7 or 8: 100%
- Dealer shows 9: 92%
- Dealer shows 10: 78%
- Dealer shows Jack: 69%
- Dealer shows Queen: 66%
- Dealer shows King: 64%
- Dealer shows Ace: 42%
Averaged across every card, the Risk Game round returns 84%, and that figure sits outside the game’s headline 98.01% return. Doubling into a deuce is close to a coin flip in your favour; doubling into an ace is a donation.
That spread is what gives the round its character. Because the Dealer’s card is dealt face up before you commit, every gamble is a calculation rather than a reflex. The middle of the deck is a fair fight while the edges swing hard both ways.
The ten-attempt limit does the rest of the work. A run of good dealer cards can compound a single modest line win into something the reels themselves would never have paid, and the TAKE WIN button means nothing is ever forced. The structure rewards nerve without ever demanding it.
Our Honest Verdict
Overall Rating: 7/10
Sitting at this burgundy table is a quiet pleasure, and the reason to choose it is simple: nearly every pound wagered comes back over the long run, which is rarer than it sounds. The spins themselves hum along in classic fruit-machine cadence, but the real seat-of-the-trousers moments arrive only when a win lands and the dealer’s card turns over.
The Risk Game is the best thing here by a distance. The dealer odds are printed plainly, so a double is a decision rather than a wish, and the Joker rule hands you the one card the house can never touch.
The weakness is that nothing else happens. There’s no free spins round, no pick’em, no ladder – so between feature-worthy wins, the machine offers only its own good looks. Players who like lean maths, readable odds and the nerve to double into a deuce will feel right at home here; anyone who needs a bonus round to stay interested should take the felt elsewhere.
Chance Machine 20 FAQs
-
What is the RTP of Chance Machine 20?
Chance Machine 20 runs at 98.01% RTP. That figure covers the main game only and excludes the Risk Game, which has its own average return of 84% per gamble round. -
How many paylines does Chance Machine 20 have?
It’s a 5-reel, 3-row slot with 20 fixed paylines. All line wins read from the leftmost reel across adjacent positions, and only the highest combination on each line is paid. -
What is the grid size of Chance Machine 20?
Chance Machine 20 uses a 5×3 grid: five reels and three rows. -
What is the minimum and maximum bet on Chance Machine 20?
Stakes run from 0.20 up to 200 per spin. -
When is Chance Machine 20 released?
Chance Machine 20’s release date is 9 September 2020. -
Who makes Chance Machine 20?
Endorphina. The studio also makes Chance Machine 5 Dice, Joker Ra and Fruletta, among many others. -
How does the Risk Game work in Chance Machine 20?
After a win you can gamble it in a card duel against the Dealer. Pick one of four face-down cards and beat the Dealer’s to double your money; you can keep going for up to 10 attempts in total. A draw keeps your winnings unchanged and lets you try again; a loss ends the round and takes your winnings. The Joker beats all other cards and the Dealer can never draw one, and the odds shift with the Dealer’s card, from 162% on a 2 down to 42% on an Ace. -
Does Chance Machine 20 have a free spins round?
No. The features are the expanding Crown wild, two scatter symbols that pay from any position, and the Risk Game gamble. There’s no free spins or bonus round of any kind.


