Chance Machine 20 Dice Slot Review
by EndorphinaReleased May 3, 2024
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Chance Machine 20 Dice is a luxe gems-and-jewels slot from Endorphina rendered entirely in golden dice, a 5x3, 20-line game with an expanding crown wild on the middle reels and two scatter-pay symbols, topping out at a 3,000x max win.

Specifications
| Game Type | Slots |
|---|---|
| RTP | 96.01% |
| Volatility | High |
| Max Win | 3,000x |
| Grid | 5x3 |
| Paylines | 20 fixed paylines |
| Min Bet | $0.2 |
| Max Bet | $200 |
Chance Machine 20 Dice Slot Overview
Every symbol on these reels is a die. Endorphina took its gem-and-jewel machine Chance Machine 20, recast the whole symbol set as golden cubes with gemstone pips, and left the maths untouched. The result is a 20-line, three-row slot with the manners of a pub cabinet and the paint job of a high-limit room.
The thing to chase is the crown wild. It lands only on reels 2, 3 and 4, and when it does it stretches across all three rows of its reel. Around that sit two separate scatter symbols that pay from anywhere, a card gamble after wins, and three network progressives your casino may or may not have switched on. No free spins, no bonus round, no buy button.
Theme & Design
Deep red velvet behind the reels, a ribbed gold frame around them, fifteen glossy dice in between. The low symbols are gold cubes with gemstone pips in amber, magenta, blue and green, climbing in that order, and the top end swaps colour for icon: a red die stamped with a gold 7, another carrying a gold lightning bolt. The crown wild breaks the palette on purpose, a pale silver-blue cube with a gold crown on its face, while both scatters land glowing red with the word scatter in gold script beneath them.
It looks expensive. Reading it at speed is the problem, because four low symbols separated only by pip colour and count means a grid of gold cubes blurs into itself, and you often register a win before you register what paid it. The dice tumble into position rather than blurring past, which sells the conceit better than the frame does.
Symbols & Paytable
| Symbol | Payout |
|---|---|
| Crown Wild die | no line pay of its ownreels 2, 3 and 4 only; expands to fill the reel and substitutes everything except the two scatters |
| Star Scatter die | scatter pay from anywhere, added to line winslands on all five reels; only the highest star win counts per spin |
| Mask Scatter die | scatter pay from anywhere, added to line winsreels 1, 3 and 5 only |
| Red 7 die | top line symbolpays left to right on the 20 fixed lines |
| Lightning bolt die | second-tier line symbolthe other red-faced high die |
| Green gem die | best of the four pip symbolssingle green stone on the face |
| Blue gem die | mid pip symbolthree blue stones |
| Magenta gem die | low pip symbolpink stones, the second cheapest face |
| Amber gem die | lowest pip symbolthe most common face on the reels |
Features & How They Work
Expanding Crown Wild
The crown die appears on reels 2, 3 and 4 only, then expands vertically to fill its reel when that completes a combination. It substitutes for every symbol except the two scatters. With 20 fixed lines running across three rows, a filled middle reel feeds a lot of them at once, which is why the big results here almost always start with a wild rather than a natural five of a kind. Nothing else rides on it, no multiplier, no sticky behaviour.
Two Scatters, Paid Separately
The mask die shows up on reels 1, 3 and 5, the star die on all five, and both pay from any position instead of along a line. Their wins are added to whatever the lines paid on the same spin. Only the best win per scatter type is paid, so a grid full of stars settles once at its top rate. Neither scatter opens a feature; they are pay symbols that ignore the paylines.
Risk Game
After a win, the card gamble opens. The dealer shows one card, four sit face down, and picking a higher one doubles the win. Equal cards draw and the round repeats, a joker beats everything, and the dealer never draws one. Up to ten pushes in a row are allowed. The odds swing hard with the dealer card, strongly positive against a 2 and down near two in five against an ace, averaging around 84% return, well under the 96.01% the reels give back. It stays locked during autoplay, and jackpot money cannot be gambled.
Mystery Progressive Jackpots
GRAND, MAJOR and MINOR progressives sit on top of the game as a network pool. They are drawn at random, with no trigger to hunt and nothing for the player to do. Larger bets improve the draw odds, and the stake has to fall inside an allowed range to qualify at all. Operators can disable the whole thing, so the ticker being visible is worth checking before treating it as part of the game.
Screenshots

How Chance Machine 20 Dice Plays
Sessions run flat, then jump. Twenty fixed lines on a 5x3 grid produce a steady dribble of small returns, mostly amber and magenta dice handing back a fraction of the stake, and the high volatility shows up as long stretches where nothing above a couple of times the bet lands. Then a crown fills a middle reel and the meter changes character entirely.
What it lacks is a second gear. A game with a bonus mode gives a session shape, a build-up and a payoff and a reset. Here the rhythm never shifts, so the tension has to come from the gamble ladder instead, and that ladder is the one point where the player makes an actual decision (and, at roughly 84 cents back on the euro, the one place where a bad habit gets expensive quickly). Turbo earns its place.
The 3,000x ceiling is honest but distant. It wants wilds on more than one middle reel with top dice filling the rest, and for my money the realistic outcome of a session is a decent hit on a wild-heavy spin or a slow bleed.
Pros & Cons
Pros
- The crown wild covers an entire middle reel, so one landing can carry several of the 20 lines
- Both scatter types pay from any position and stack on top of line wins
- Card gamble gives the player a lever, and the spot against a low dealer card is genuinely good value
- Dice art is sharp and the gold-on-red presentation looks a class above the mechanics
Cons
- No free spins or bonus round at all, so a session is base spins and gamble decisions
- Four low symbols separated only by pip colour make the grid hard to read at speed
- Progressive jackpots are operator-dependent and can be switched off entirely
- Mechanically identical to the original Chance Machine 20, so there is no reason to play both
Is Chance Machine 20 Dice Worth Playing?
As a re-skin the dice idea works better than it needs to. The cubes are legible at the top end, the gold-on-red is handsome, and Endorphina did more than recolour the gems and call it done. As a game, it is a 2020-era 20-line machine with one feature, and no amount of gold frame hides that.
The expanding wild carries the design, and carries it reasonably well, because a full middle reel across 20 lines pays properly when it lands. But high volatility with nothing to build toward is a hard combination to sit through, and dry runs feel longer when there is no bonus counter ticking in the corner. Endorphina has more interesting things in its catalogue. This one earns its place on the look and on that wild, and not much else.
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Reviewed by Arina, PR & Content Manager
PR & Content Manager at SlotsReach
Published 31 Jul 2026 · Updated 31 Jul 2026