Loot & Labyrinths Slot Review
An adventurer’s desk holds this one together: a carved gold-and-bronze frame around the reels, faceted gems and a red-spined grimoire to one side, a blue polyhedral dice and an energy drink to the other, a torch burning somewhere behind it all. The dice matter, because Loot & Labyrinths is one of the few slots that actually uses them – its bonus rounds resolve on a 20-sided roll, with difficulty scores and a party of adventurers tipping the odds, exactly the way a tabletop session would. Play’n GO hasn’t just painted a dungeon on the frame; the role-playing conceit runs through the mechanics themselves.
The game runs on a 5×4 grid at 96.34% RTP with mid to high volatility and a 20,000x win ceiling. Fans of the studio’s fantasy catalogue will know the ground from Legend of the Ice Dragon and Champions of Mithrune. Time to gather the party.
The Dragonslayer Adventurer
The base game plays out on five reels and four rows, framed in dark wood and bronze, with a bronze plaque mounted above the reel area and a warm torch glow behind it all. The wild substitutes for all symbols except the bonus and scatter, and it’s the wild that drives the slot’s most visible progress mechanic.
Above the reels sits a tracker labelled Dragonslayer Adventurer. It counts wilds as they land, showing a running progress count, and the level one target is five wilds. The counter ticks up in plain view each time one appears, so a spin that lands a wild does two jobs at once: it pays as a symbol, and it advances the tracker. It also resets nothing; the count holds from spin to spin, which is what makes it a campaign rather than a single encounter.
The symbols with special jobs are:
- Wild – substitutes for all symbols except bonus and scatter
- Scatter – lands on reels two, three and four only
- Random Encounter – a bonus symbol that lands on reel one only and triggers the encounter games
- Dungeon – appears on the reels alongside the encounter messaging during play
The reel assignments are worth a second look, because they shape every spin. The rules state where the special symbols can land: the bonus symbol on reel one, and the scatter on reels two, three and four only.
The wild is also the richest symbol on the board, and it pays like this:
- 3 wilds pays 3.00
- 4 wilds pays 20.00
- 5 wilds pays 40.00
Those wild pays matter more than they first look. Because the scatter and the Random Encounter symbol can’t be substituted, the wild’s work is confined to the paying symbols, and a five-wild line at 40x is the best the regular board offers on its own. The jump from three wilds to four is steep, too: twenty times the prize for one extra symbol.
Random Encounters
The Random Encounter symbol is a bonus symbol that can land on reel one only. When it does, the rest of that row decides what happens next: the symbols sitting alongside it determine which of three bonus games fires, and each carries different winning potential.
It’s a trigger that keeps the base game on its toes. Every spin that lands the bonus symbol on the first reel becomes a read of the rest of that row, and the same trigger can lead somewhere cheap or somewhere worthwhile depending on who’s standing next to it.
The three combinations and their prize bands are:
- Monsters Attack – a mix of adventurers and monsters in the row, paying 10x to 50x the bet
- Treasure Lair – monsters only, paying 15x to 75x the bet
- Tavern Night – adventurers only, paying 20x to 100x the bet
So the row you want is a full party of adventurers, which is fitting for a game that rewards bringing friends to the dungeon. Note the ordering, too: the more adventurers the combination allows, the higher both ends of the prize band sit.
Rolling the Dice
Every bonus game resolves the same way, in a proper tabletop sequence:
- The bonus game assembles its cast of monsters and adventurers
- The strength of every monster type present is summed into the roll’s difficulty
- Each adventurer in the game grants a dice bonus, and adventurers can stack
- A 20-sided dice is rolled, with the bonuses applied
- A score meeting or beating the difficulty wins the prize
The push and pull is the monsters versus the party. More monsters push the difficulty up; more adventurers push the roll up. It’s the party’s strength against the dungeon’s, settled with one die.
The prize bands interact with that system in an interesting way. Tavern Night has the highest band but an adventurers-only row, so the dice bonuses will be plentiful and the difficulty low. A row stuffed with monsters is a row with no adventurers to help the roll, which is why Treasure Lair sits in the middle of the bands and not the top. Monsters Attack splits the difference in both directions.
Free Spins
Three scatter symbols trigger the free spins round, and the scatters can land on reels two, three and four only. That’s a narrow landing zone: all three middle reels need a scatter in the same spin, and nowhere else counts. The wild can’t stand in for one, either.
The round itself is generous on paper. You can win up to 75 free spins from the trigger, which is a long way past what most rounds in this volatility band offer.
Retriggers are built in. Three more scatters during the round award additional spins, so a bonus that’s already running long can keep extending itself. With a ceiling of 75 spins from the trigger alone, a lucky round could carry a serious number of rolls before it ends.
Our Honest Verdict
Overall Rating: 7.9/10
Playing this is like sitting down for a proper session: slow to start, plenty of bookkeeping between rolls, and worth it when the party finally clicks. The reason to choose it is the encounters – reading the row that lands next to the bonus symbol is a small decision every time, and no two triggers feel identical.
That encounter system is the strength, and not just for flavour. Tavern Night paying up to 100x on an all-adventurer row rewards understanding the game rather than waiting it out. The weakness is the ceiling underneath: no encounter prize breaks three figures, so everything above that rests on a scatter trigger squeezed into three middle reels. Mid to high volatility on top makes the wait real.
This is a game for players who like their maths dressed as a story, and especially for anyone who has argued about a dice roll at a kitchen table. Anyone after big immediate hits from simple features will find the dungeon longer than the loot. For the patient, though, the campaign pays off.
Loot & Labyrinths FAQs
-
What is the RTP of Loot & Labyrinths?
Loot & Labyrinths runs at an RTP of 96.34%. -
Is Loot & Labyrinths high volatility?
It sits in the mid to high volatility range, so wins can take their time arriving but have room to build. -
Who makes Loot & Labyrinths?
Loot & Labyrinths is made by Play’n GO. -
What is the maximum win on Loot & Labyrinths?
The maximum win is 20,000x your bet. -
When is Loot & Labyrinths released?
Loot & Labyrinths’ release date is 3 April 2025. -
What is the grid size of Loot & Labyrinths?
The game plays on a 5×4 grid of five reels and four rows. -
How do the Random Encounter bonus games trigger?
The Random Encounter symbol lands on reel one only. The symbols in the same row then decide which of the three bonus games fires: a mix of adventurers and monsters starts Monsters Attack, monsters only starts Treasure Lair, and adventurers only starts Tavern Night. -
Can free spins retrigger in Loot & Labyrinths?
Yes. Three scatter symbols landing during the free spins round award additional spins.


