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Chance Machine 100 Dice Slot Review

by EndorphinaReleased Feb 28, 2025

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Chance Machine 100 Dice is a luxury classic-dice slot from Endorphina rendered entirely in golden gemstone dice, a 5x4 game with 100 fixed lines and an expanding lightning-bolt wild driving a 3,000x max win.

Demo player curtain

Specifications

Game TypeSlots
RTP96.07%
VolatilityMedium
Max Win3,000x
Grid5x4
Paylines100 fixed paylines
Min Bet$1
Max Bet$80
Themes
Features

Chance Machine 100 Dice Slot Overview

Endorphina stripped this one back to the reels themselves. Golden dice, maroon velvet, and no bonus round anywhere in it. Everything that happens, happens on the base grid.

Holding it together is the lightning-bolt die. It lands only on the three middle reels, stretches to fill its column, and stands in for everything except the two scatters. With 100 fixed lines running across a 5x4 grid, a single expanded wild touches a lot of them at once, and a grid packed with wilds is the only route to the 3,000x ceiling.

This is dice paint on an old frame. Chance Machine 100 came first with crowns and diamonds, and the math underneath has not moved since.

Theme & Design

Every symbol is a chunky 3D die caught mid-tumble, cast in gold, with its pips set as coloured gemstones. A lone emerald sits near the bottom of the ladder, then amber, sapphire and magenta clusters, and above all of them a red-faced die stamped with a gold 7. The wild uses that same red-and-gold body but carries a lightning bolt where the pips should be, which makes it readable at a glance even on turbo.

Around the reels: oxblood velvet darkened at the corners, stepped gold rails throwing light down both sides, thin glowing seams between the columns. The logo is blocky gold-on-red capitals over a cursive machine 100 dice. It is well made and completely conservative, which is roughly the deal Endorphina has been offering with this cabinet for years now.

Symbols & Paytable

SymbolPayout
Lightning-bolt die (Wild)substitutes every symbol except the two scattersreels 2, 3 and 4 only, expands vertically to fill the reel
Red 7 die30x bet for five of a kindhighest-paying line symbol
Gem-pip dice (magenta, sapphire, amber, emerald)lower line pays, left to right from reel oneranked by pip colour, the bulk of every spin
Mask Scatterpays from any position, added on top of line winslands on reels 1, 3 and 5 only
Star Scatterpays from any position, added on top of line winslands on all five reels, best win per scatter type counts

Features & How They Work

One Hundred Fixed Lines

All 100 lines are locked on with no way to trim them, which sets the floor at 1 EUR and the ceiling at 80 per spin. That is a higher entry point than the 5, 20 and 40 line machines in the same family, and coverage is what you buy with it. Lines read left to right from the leftmost reel, only the best win on each line pays, and scatter wins are settled separately.

The Lightning-Bolt Wild

The wild shows up on reels 2, 3 and 4, never on the outer pair, and it expands vertically to cover its whole reel the moment it lands. It substitutes for everything except the Mask and Star scatters. Because lines pay from reel one inward, this expanding wild mostly extends combinations that already started rather than building them from scratch.

Three fully wild middle reels is the outcome worth waiting for, and it turns up often enough to matter. The 3,000x figure asks for all five reels covered, which is a different order of luck.

Two Scatters That Only Pay

Neither scatter triggers anything. The Mask drops on reels 1, 3 and 5. The Star lands anywhere across all five. Both pay from any position with no alignment required, both add their win on top of the line wins rather than replacing them, and only the highest win per scatter type counts on a spin.

Two scatter symbols on a game with nothing to trigger looks strange written down. In play they work as a second small income stream, and they are a decent part of why the balance keeps ticking over.

Risk Game

Any win can be pushed into the card gamble instead of banked. Four face-down cards, pick one that beats the dealer's, and the amount doubles. Repeatable up to ten times in a row. The joker beats every card and the dealer is never dealt one, so the odds sit a shade better than a coin flip. One wrong pick clears the lot.

Screenshots

Chance Machine 100 Dice slot gameplay showing the 5x4 reels of golden gem-pip dice with a lightning-bolt Wild and red 7
Chance Machine 100 Dice slot gameplay showing the 5x4 reels of golden gem-pip dice with a lightning-bolt Wild and red 7

How Chance Machine 100 Dice Plays

Pacing is flat and even, spin after spin, with nothing accumulating in between. A session is a long run of small returns landing against a stake that started at a euro. Turbo and autoplay are the natural settings here, and the game plainly expects both.

The Risk Game ends up carrying more of the entertainment than the reels do, because it is the only decision anyone makes in the entire thing. Bank the 40 cent win, or push it and watch a card turn over. That probably says something about the reels.

Medium volatility matches how it actually behaves. Money comes back often and rarely in amounts that shift the balance, dry stretches stay short, and the spikes depend entirely on whether the three middle reels agree to go gold at the same time. Everything else is texture.

Pros & Cons

Pros

  • Expanding wild covers all three middle reels and can light up a big share of the 100 lines at once
  • Two scatter types pay from anywhere and stack on top of line wins
  • Risk Game gives every win a decision, with the joker rule tilting it slightly your way
  • Dice art is sharp and stays readable at turbo speed

Cons

  • No free spins, no hold and win, nothing to build towards
  • Wild never lands on reels 1 or 5, so it extends wins more than it starts them
  • 1 EUR minimum is steep for a game this lean
  • Straight re-skin of Chance Machine 100 with the same math underneath

Is Chance Machine 100 Dice Worth Playing?

5/10

This is a slot machine in the oldest sense: pull, resolve, pull again, with one decision offered at the end of each win. It does that cleanly. The wild expansion looks good when three reels go gold together, the scatters keep money trickling back, and the dice art is a step up on the crowns-and-diamonds original.

The limits are obvious and not accidental. A 3,000x ceiling that needs a full grid of wilds is theoretical for almost everyone, and the 1 EUR floor makes this the priciest door into a family built on cheap spins. Twenty minutes in, the reels have shown you everything they have. That is either the point or the problem, depending on what you came for.

Frequently Asked Questions

What is the maximum win in Chance Machine 100 Dice?

3,000x your bet, and it comes only from covering the whole 5x4 grid with the lightning-bolt wild. There is no bonus round feeding into it.

Does Chance Machine 100 Dice have free spins?

No. There is no free spins round, no hold and win, and no buy feature. The expanding wild, the two scatter pays and the Risk Game are the entire game.

What is the RTP and volatility?

RTP is 96.07% and the math runs at medium volatility, the same as the rest of the Chance Machine line. Wins land regularly but stay small until wilds stack on the middle reels.

How does the Risk Game work?

After any win you can gamble it instead of banking it. Pick one of four face-down cards to beat the dealer's and the win doubles, up to ten times running. The joker beats every card and the dealer cannot be dealt one, but a losing pick wipes the whole amount.

Can I play the demo for free, and is there an age limit?

The demo runs on play money with no signup or download, so the mechanics are free to test. Real-money play is 18+ or the legal age in your country, and setting a deposit limit before you start is sensible on a game with a 1 EUR minimum spin.
Arina

Reviewed by Arina, PR & Content Manager

PR & Content Manager at SlotsReach

Published 31 Jul 2026 · Updated 31 Jul 2026