Burning Coins 20 Dice Slot Review
by EndorphinaReleased Jul 31, 2026
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The dice re-skin of Endorphina's Burning Coins 20, with every fruit swapped for a coloured casino die. Twenty fixed lines feed one thing: six flaming gold dice open the Fiery Fortune hold-and-win, where the grid rebuilds into five columns of uneven height and COLLECT symbols pay the whole running total without consuming the prizes behind them.

Specifications
| Game Type | Slots |
|---|---|
| RTP | 96.01% |
| Volatility | Medium |
| Max Win | 1,500x |
| Grid | 5x3 |
| Paylines | 20 fixed paylines |
| Min Bet | $0.2 |
| Max Bet | $160 |
Burning Coins Series
Burning Coins 20 Dice Slot Overview
Take Endorphina's fire-and-gold slot Burning Coins 20, replace every fruit with a coloured casino die, and this is what comes out. The reason it exists is regulatory, since dice-slot markets want dice symbols, but the game underneath is a decent little hold-and-win.
Twenty fixed lines run left to right across a 5x3 grid and nothing clever happens there. What matters is the flaming gold dice. Each one lands carrying a printed cash prize, and six or more of them anywhere on the reels open the Fiery Fortune Bonus Game, where the grid tears itself down and rebuilds as five columns of different heights. That round is where the 1500x ceiling lives, and it is the only place those printed prizes ever get paid.
Medium volatility, 96.01% RTP, no buy button. The bonus turns up when it turns up.
Theme & Design
The reels hang over a burning desert at dusk: layered dunes on the horizon, a hazy orange sky, embers drifting up past the frame. Behind the stacked logo a giant gold coin engraved with a flame burns above a heap of more coins. Subtle it is not.
The symbols are the dice themselves, chunky and gold-rimmed, colour-coded by value: green, red and blue at the bottom, yellow and orange through the middle, a magenta six-pip die at the top. The wild is a white die with a fat red 7 across its face, the scatter a red die stamped with a gold star. Wins draw as thin yellow threads over the grid and the whole reel frame flares orange when a line pays, which on twenty lines means it flares constantly. Still readable, though. You always know what just landed and why.
Symbols & Paytable
| Symbol | Payout |
|---|---|
| Wild (white die, red 7) | 2x / 10x / 60x for 3/4/5substitutes for everything except the scatter and Burning Dice; lands stacked |
| Magenta die (6 pips) | 1x / 5x / 40x for 3/4/5the only regular symbol with a meaningful gap above the rest |
| Orange die (5 pips) | 0.5x / 2x / 10x for 3/4/5 |
| Yellow die (4 pips) | 0.5x / 2x / 10x for 3/4/5identical row to the orange die |
| Blue die (3 pips) | 0.25x / 0.5x / 2x for 3/4/5 |
| Red die (2 pips) | 0.25x / 0.5x / 2x for 3/4/5 |
| Green die (1 pip) | 0.25x / 0.5x / 2x for 3/4/5blue, red and green all share this one row |
| Scatter (red die, gold star) | 10x / 25x / 50x for 3/4/5pays from any position, wins added to line wins; does not trigger the bonus |
| Burning Dice (flaming gold die) | carries a printed prize of x1 to x25 total betpays only inside the Fiery Fortune Bonus Game; 6 or more trigger it |
Features & How They Work
Fiery Fortune Bonus Game
Six or more Burning Dice anywhere on the reels start the round. The dice that triggered it lock into the matching positions of a new grid, and that grid is not the 5x3 you were just playing: the outer columns hold 4 positions, the next two hold 5, and the centre column holds 6, for 24 in total. Line pays stop completely. Every uncovered position then spins its own small reel of Burning Dice, COLLECT symbols and blanks, and anything special that lands stays locked.
The round begins with 3 attempts. Every spin costs one. Land a single Burning Die or COLLECT anywhere and the counter goes straight back to 3, so a generous grid keeps itself alive. It ends when the attempts run out or all 24 positions are covered, and everything is totalled and paid at the finish. The bonus plays at the triggering bet and cannot be won again inside itself.
Burning Dice prizes and the COLLECT symbol
Every Burning Die carries a prize on its face worth a set multiple of the total bet: x1 through x9, then x12, x14, x16, x18, x20 and x25. That is a fixed list, not a range. There is no x10, no x13, and nothing at all between x20 and x25.
COLLECT is the piece that makes a round compound. It appears only in the bonus, and each one that lands is paid the sum of every prize currently sitting on the grid. The Burning Dice are not consumed and they keep their values, so a second COLLECT pays the whole running total again. Two of them late in a well-filled grid is where the big numbers actually come from.
Column jackpots
Fill an entire column and it pays on top of the prizes inside it, scaled to the column's height: 50x total bet for either 4-position outer column, 200x for a 5-position column, 1000x for the 6-position centre. Every column that fills pays, so several can land in one round.
These are fixed bet multiples with no meter behind them, nothing progressive. The 1000x centre column is also the number that several listings quote as this game's maximum win, which it is not; it is one component of a round that tops out at 1500x.
Lucky Time
Land 5 or fewer Burning Dice and the spin is not necessarily finished. Lucky Time fires at random on those spins and drops extra Burning Dice onto the reels until there are enough to trigger the bonus normally. How often it steps in is not published, and it plainly does not rescue every near miss, but it does mean a four-dice spin is worth watching until the animation stops.
Stacked wilds and scatter pays
The wild is the white die with the red 7 and it arrives stacked, covering a full reel when it lands well. It substitutes for everything except the scatter and the Burning Dice, and it tops the paytable in its own right at 60x for five.
The scatter pays from anywhere at 10x, 25x and 50x for three, four and five, which is enormous next to the line symbols: three scatters returns ten times what three of the best regular dice pays. Beyond that it does nothing. It does not open the bonus and it carries no other function.
Risk Game
Any settled win can be pushed through the Risk Game, a card double-up against the dealer. Four cards face down, pick one, beat the dealer's card and the win doubles, up to ten times in a row. A tie leaves the win untouched and costs nothing, the Joker beats everything, and the dealer can never hold one.
Endorphina publishes the returns on it, which most studios do not: always taking the risk averages 84%, swinging from 162% against a dealer 2 down to 42% against an Ace. The headline 96.01% excludes the whole thing. Column jackpot winnings cannot be gambled, and the feature is switched off during autoplay.
Screenshots

How Burning Coins 20 Dice Plays
The base game is thin and it does not pretend otherwise. Three of the seven regular dice pay identical amounts, five of the best of them is worth 2x the bet, and the balance drifts down in small steps instead of falling in chunks. Medium volatility here means frequency without weight. Wins land often enough to keep things moving and small enough that most of them do not cover the spin that produced them.
So you stop reading paylines and start counting flames. One Burning Die is background noise. Three or four and the spin has a shape to it, because the top-up can still arrive after the reels have stopped, which turns a dead spin into a half-second of waiting the game did not have to hand you.
Inside the bonus the rhythm changes completely. That counter sitting at 3, dropping to 2, to 1, then snapping back to 3 the instant anything lands, makes for a stop-start pattern far more nervous than a plain respin feature. Rounds either stall out in four spins or run and run. The centre column is the one everybody watches, and being six deep it fills last, if it fills at all.
Pros & Cons
Pros
- The bonus grid genuinely changes shape rather than just locking symbols into the base layout
- COLLECT pays the full running total and leaves the Burning Dice in place, so good rounds compound hard
- Lucky Time keeps near-miss spins alive instead of ending them at five dice
- Endorphina publishes the gamble's own return figures instead of hiding them
Cons
- Flat base paytable: blue, red and green dice share one row, and five of the best regular die is worth 2x the bet
- No free spins and no bonus buy, so the only route to the good part is landing six Burning Dice
- The Risk Game averages 84% and sits one click from every single win
- Mechanically identical to Burning Coins 20, so it is a symbol swap rather than a new game
Is Burning Coins 20 Dice Worth Playing?
The Fiery Fortune round is a properly built hold-and-win. The uneven column heights give the grid a target shape, COLLECT paying the full running total without eating the dice makes late landings matter, and 1500x sits within reach of a well-filled grid rather than being a number you would need a miracle to see. Endorphina put its effort here and it shows.
Everything around it is filler, and the base game will probably not hold anyone's attention on its own for long. Classic 20-line players with patience will get along with it fine. The Risk Game is a trap dressed as an option, and the dice skin changes nothing at all mechanically, which leaves this and the fruit original as the same game in different clothes.
Frequently Asked Questions
What is the maximum win in Burning Coins 20 Dice?
How do you trigger the Fiery Fortune Bonus Game?
Does Burning Coins 20 Dice have free spins?
Can you buy the bonus, and is there a progressive jackpot?
Is Burning Coins 20 Dice suitable for players under 18?

Reviewed by Arina, PR & Content Manager
PR & Content Manager at SlotsReach
Published 4 Aug 2026 · Updated 4 Aug 2026