Chance Machine 5 Dice Slot Review
Deep burgundy velvet, gold fluted pilasters stacked up either side of the reel window, and dice instead of symbols: Chance Machine 5 Dice looks like a roulette salon’s private card room, stripped of everything but the table. It’s Endorphina doing classic-machine form, and the interesting thing about it is the number attached to that simplicity. This one runs at 98.02% RTP, several points above the typical video slot, on a 5×3 grid with 5 fixed paylines and a deck of cards for when you want to gamble a win.
It sits in the same trimmed-back family as 3 Coin Towers Dice and Thunder Crown Dice, Endorphina titles that swap elaborate bonus rounds for a handful of lines and a gamble ladder. Sister slot Joker Miner covers the other end of that catalogue. A lean grid and a card game are the whole proposition here.
The Dice and the Lines
The setup is about as old-school as a modern release gets. Five reels, three rows, five fixed paylines, and matching symbols have to sit on adjacent reels from the leftmost one to count. Scatters are the exception, paying from any position. Only the highest win per payline is paid, and scatter wins sit on top of line wins rather than replacing them.
Because the paylines are fixed, there’s no choosing to cover some lines and skip others: every spin plays all five, and the paytable values are multiples of that total stake. It’s a small design point, but it’s why the numbers below can be read straight off the bet rather than adjusted for a line stake. All prizes scale with the bet you’ve set.
The wild appears on reels two, three and four, substitutes for everything except the scatters, and expands vertically to finish combinations it lands inside. That expansion is the only real movement the base game offers, and on five lines a stacked middle-reel wild does a fair amount of work.
The Dice and What They Pay
Every paying symbol is a die, coloured rather than numbered, and all values below are multiples of the total bet:
- Red 7 Dice – 2x for two, 10x for three, 50x for four, 1,000x for five
- Lightning Dice / Pink-dot Dice – 8x for three, 24x for four, 140x for five
- Gold-dot Dice (large) – 4x for three, 8x for four, 40x for five
- Gold-dot (small), Blue-dot, Red-dot and Green-dot Dice – 2x for three, 6x for four, 20x for five
The paytable is a steep staircase. Everything from the second tier down is pocket money, and the gap between the Red 7 and the rest is the widest on the board. Note too that the Red 7 is the only symbol paying for a two-symbol run: every other die needs three from the left. That makes even a pair of Red 7s worth watching on the first two reels.
Two Scatters, Neither of Them Free Spins
There are two scatter symbols, and both are pure cash. The Star scatter lands on all five reels and pays from any position:
- Three Star scatters – 5x the total bet
- Four Star scatters – 20x
- Five Star scatters – 100x
The Mask scatter is narrower, appearing only on reels one, three and five. It pays a flat 20x when all three land, and that’s the only combination it makes. Because scatters count from any position, the Mask trio doesn’t need to sit on a payline to pay.
Neither scatter triggers a bonus round. There’s no free spins feature, no wheel, no pick-me. The scatters are cash symbols and nothing more, which is consistent with everything else here: five lines, a big top symbol, and one side game that’s entirely optional.
Stakes run from 0.05 to 100.00 per spin, so the betting range is wide enough for both cautious and aggressive bankrolls. Between the 1,000x top symbol and the scatter money, that’s the whole ceiling to work from on a game built this lean.
The Risk Game
Every win can be gambled, and this is the only feature beyond the reels themselves. Four cards are dealt face down; you pick one and it goes against the Dealer’s card. Win and your prize doubles, with the option to run it again, up to ten attempts in total. Lose and the win is gone. A tie is a draw: nothing changes, and you get another go. TAKE WIN collects and exits at any point.
Ten successful doublings is the theoretical ceiling of the ladder, and the game stops offering after that. A drawn card also doesn’t burn an attempt in the losing sense: a tie leaves the prize untouched and the choice open, so the decision each round is simply whether the Dealer’s card is weak enough to justify another flip.
The deck isn’t standard. A Joker beats everything, the Dealer can never draw one, and the four hidden cards can each sit above or below the Dealer’s value. Card probabilities aren’t evenly distributed either, and cards can reappear from round to round.
The Odds by Dealer Card
The return of a gambled round depends entirely on what the Dealer shows, and the spread is wide:
- Dealer shows 2 – 162% return
- Dealer shows 3 – 121%
- Dealer shows 4 – 113%
- Dealer shows 5 – 101%
- Dealer shows 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%
A deuce is a genuinely favourable spot at 162%, while an Ace against you is close to a coin-toss ruin at 42%. Taken blind on every card, the Risk Game averages an 84% return, which is below the main game’s figure, and that average sits outside the headline RTP. Chasing a low Dealer card is the whole skill of it, and there’s no skill in which card turns up.
Our Honest Verdict
Overall Rating: 7/10
Sitting at this burgundy table is a quiet, repetitive pleasure. You watch five lines, you collect small change, and once in a while a run of Red 7s makes the room light up. That 98.02% return and the card gamble are the two reasons anyone picks it: it’s one of the most generous cabinets you’ll find dressed this plainly.
The Risk Game is the best thing here, because the Dealer’s card turns a guess into a decision worth thinking about. The weakness is everything around it: with no bonus round of any kind, the long stretches between decent wins are just spins.
This one belongs to players who like old machines, lean maths and the nerve to double into a deuce. If a slot needs free spins to hold your attention, the Endorphina catalogue has plenty of louder rooms elsewhere.
Chance Machine 5 Dice FAQs
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What is the RTP of Chance Machine 5 Dice?
The RTP is 98.02%, well above the industry average. That figure covers the main game only; the optional Risk Game has its own average return of 84%. -
How many paylines does Chance Machine 5 Dice have?
It has 5 fixed paylines across a 5×3 grid. Matching symbols must land on adjacent reels starting from the leftmost one, while scatters pay from any position. -
What is the grid size of Chance Machine 5 Dice?
It’s a 5-reel, 3-row slot game with 5 fixed paylines. -
What is the minimum and maximum bet on Chance Machine 5 Dice?
Bets run from 0.05 to 100.00 per spin, so the range suits both small-stakes players and high rollers. -
When is Chance Machine 5 Dice released?
Chance Machine 5 Dice’s release date is 6 November 2023. -
Who makes Chance Machine 5 Dice?
Endorphina, a studio with a large catalogue of classic-styled slots alongside more feature-heavy titles. -
What does the wild do in Chance Machine 5 Dice?
The wild appears only on reels 2, 3 and 4. It substitutes for all symbols except the scatters and expands vertically to complete winning combinations. -
How does the Risk Game work?
After any win you can pick one of four face-down cards to beat the Dealer’s card. A win doubles your prize and can be repeated up to ten times; a loss ends the round and takes the winnings. The Joker beats everything and the Dealer can never draw one, while the round’s return ranges from 162% against a Dealer 2 down to 42% against an Ace.


