Chance Machine 5 Dice Slot Review
by EndorphinaReleased Nov 6, 2023
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Chance Machine 5 Dice is a luxe gems-and-jewels slot from Endorphina rendered entirely in golden dice, a stripped-back 5x3 game with just five fixed lines, an expanding crown wild on the middle reels and two scatter-pay symbols.

Specifications
| Game Type | Slots |
|---|---|
| RTP | 96% |
| Volatility | High |
| Grid | 5x3 |
| Paylines | 5 fixed paylines |
| Min Bet | $0.05 |
| Max Bet | $100 |
Chance Machine 5 Dice Slot Overview
Every symbol on these reels is a golden die with its pips cut as coloured gemstones. The hook is what Endorphina left out: no free spins, no bonus round, nothing to buy. Five fixed lines, one crown wild that swells to fill its reel, and a card gamble sitting behind every win.
The wild lands on reels 2, 3 and 4 only, and it stretches over the whole reel to finish combinations. Two different scatter dice pay on their own terms, the mask restricted to reels 1, 3 and 5, the star free to land anywhere, and both add their wins on top of whatever the lines paid. Three network progressives run behind all of it when an operator switches them on.
RTP is 96%, volatility is high, and the ceiling sits somewhere around 3,000x. That is a lot of variance to carry on five lines, which is exactly the trade this game makes against its wider sibling Chance Machine 20 Dice.
Theme & Design
Deep red velvet, a heavy gold frame with stepped brackets running down each side, and fifteen glossy dice tumbling inside it. That is the whole set. The dice themselves are lovely: warm gold cubes whose top faces carry blue, pink, green, amber or red jewel pips, with more gems studded across the visible side faces so every cube catches the light a bit differently as it settles.
The high symbols break the gold monotony properly. A red-lacquered die with a fat gold 7 stamped on it, a lightning bolt in the same red-and-gold treatment, and a wild that switches to icy blue with a red-and-gold crown and the word 'wild' in gold script across its face. The scatter die is a gold mask, more grimace than face. Beyond the spin itself nothing moves, and the backdrop is bare velvet with a soft vignette, so the game lives or dies on how good the dice look. They look good.
Symbols & Paytable
| Symbol | Payout |
|---|---|
| Crown Wild (blue die) | no pay of its own, substitutes for everything except the two scattersreels 2, 3 and 4 only; expands to cover the full reel |
| Star Scatter die | scatter pay from any position, added to line winslands on all five reels; only the highest star win counts per spin |
| Mask Scatter die | scatter pay from any position, added to line winsreels 1, 3 and 5 only |
| Red 7 die | top line symbolthe headline combination, five across the reels |
| Lightning bolt die | second high line symbolshares the red-and-gold look of the 7 |
| Red gem dice | highest of the gem-pip groupline pays for 3, 4 or 5 from the left |
| Amber gem dice | upper mid gem payline pays for 3, 4 or 5 from the left |
| Green gem dice | mid gem payline pays for 3, 4 or 5 from the left |
| Pink gem dice | lower mid gem payline pays for 3, 4 or 5 from the left |
| Blue gem dice | lowest gem paythe filler symbol, everywhere on the reels |
Features & How They Work
Expanding Crown Wild
The crown die appears on reels 2, 3 and 4, never on the outer two, and it expands vertically to cover its whole reel. It stands in for every symbol except the two scatters. On a five-line game that expansion counts for more than it would on twenty lines, because one stretched wild occupies all five paylines at once. The best spins here are almost always the ones where a crown lands centrally and drags three or four lines home together.
Two Scatters, Both Paying
Two separate scatter dice, working to different rules. The mask shows up on reels 1, 3 and 5 only. The star can land on any reel. Both pay from wherever they fall, no payline involved, and both are added to line wins rather than replacing them. Only the best win per scatter type is paid on a given spin, so four stars across the reels pay their four-of-a-kind value once and no more. Neither one triggers anything: they are pay symbols, full stop.
Risk Game (card gamble)
Any win can be taken to the card gamble. Four face-down cards, one dealer card showing, pick a higher one and the win doubles. Up to ten doublings in a row. The Joker beats everything and the dealer never draws one, equal ranks are a push, and the whole thing averages around 84% return, though that swings hard with the dealer's card: against a 2 it runs at roughly 162%, against an Ace it drops to about 42%. Autoplay locks it out, and jackpot money cannot be gambled.
Progressive Mystery Jackpots
Three network levels, GRAND, MAJOR and MINOR, drawn at random with no trigger and no player input at all. Betting more improves the odds, and the stake has to sit inside the qualifying range to be eligible in the first place. Operators can switch the whole system off, so it may or may not be running wherever the game is loaded.
Screenshots

How Chance Machine 5 Dice Plays
Five lines is a small net. Spins go by with nothing landing on a payline at all, and the balance grinds down in steady little steps rather than dramatic drops, because the bet was spread thin to start with. Then a crown lands on reel 3 and the entire grid pays at once. Flat, flat, flat, spike.
What that does to a session is push all the tension into the gamble. Nothing accumulates between spins, so the only decision that ever matters is whether to carry a small win to the cards, and then whether to keep going. Doubling four times off a modest line hit is where this game gets its pulse, and it is also how most players will probably hand the lot straight back (the cards get you eventually). Turbo is close to mandatory. At normal reel speed the dead stretches feel longer than they actually are.
Pros & Cons
Pros
- One expanded wild covers all five paylines at once, so wins arrive in proper lumps
- Two scatter types pay independently and stack on top of line wins
- The gamble is unusually honest about its odds, which shift with the dealer's card
- Crisp, well-modelled dice art that holds up close
Cons
- No free spins, no bonus round, no buy feature - the base game is the entire game
- Five fixed lines plus high volatility means long stretches of nothing
- Purely a cosmetic dice re-skin of Chance Machine 5, mechanically identical
- Progressive jackpots depend on the operator and are frequently switched off
Is Chance Machine 5 Dice Worth Playing?
A small game doing one thing. The crown wild carries it, the two scatter dice keep the payline count from feeling quite as thin as it is, and the gamble ladder is where anything memorable happens. Endorphina has built a dozen variations on this cabinet by now, and swapping gems for dice changes nothing about the maths underneath.
High volatility is the part to take seriously. With nothing to break up the base game, a bad run has nothing to interrupt it, and the ceiling only comes into view with the top dice lined across all five reels. Endorphina has never pretended this is more than a well-dressed one-trick machine, and taken on those terms it does the job.
Frequently Asked Questions
What is the maximum win in Chance Machine 5 Dice?
Does Chance Machine 5 Dice have free spins?
What is the RTP and volatility of Chance Machine 5 Dice?
Is there a buy bonus feature?
Can under-18s play Chance Machine 5 Dice?

Reviewed by Arina, PR & Content Manager
PR & Content Manager at SlotsReach
Published 31 Jul 2026 · Updated 31 Jul 2026