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Fortune Chests Dice Slot Review

by EndorphinaReleased Sep 1, 2026

A 3x3 Endorphina slot with three chests over the reels, each hiding a different bonus, that fill with token dice and then admit the filling changes nothing. Our one bonus in 121 spins ended on its cheapest tier with the 500x counter one die short.

Demo player curtain

Specifications

Game TypeSlots
RTP96.08%
VolatilityHigh
Max Win1,500x
Grid3x3
Paylines5 fixed paylines
Min Bet$0.05
Max Bet$200
Hit Freq14.29%
Themes
Features

Endorphina has taken Fortune Chests, its three-chest cave slot from September 2025, swapped the fruit for dice and changed nothing underneath: the same 96.08% RTP, the same high volatility, the same 1,500x ceiling, the same three bonus games behind the same random trigger. It is a 3x3 with 5 fixed lines, released on 1 September 2026, where the reels barely matter; what matters is which of the three chests above them decides to open. Three chests, three different bonus rounds, none of them buyable and none of them earned. Token dice, non-paying dice that land among the others, fly up into the chests and the chests visibly fill, then the game tells you in plain words that the filling changes nothing.

We spun it 121 times at EUR 0.05 and got one bonus, the purple one, which paid more than all the base spins put together and stopped one die short of the round's 500x top prize. That round is most of what this review knows first-hand; the other two chests stayed shut.

Fortune Chests Dice 3x3 grid with the joker wild die on the middle reel and a token dice collecting up into the three chests above the reels
The wild is a joker die, and it is also the best line symbol in the game. Above it a token dice climbs into its matching chest - filling the meter the rules go on to say has no bearing on when a bonus fires.

What the base game does between chests

Three reels wide, so three of a kind is the only win that exists. Five lines cross the grid; a spin either puts one die on a full row or diagonal or it puts nothing anywhere, because there is no two-of-a-kind consolation on a grid this narrow. Nothing is what happens most of the time. Of our 121 rounds, 15 paid; the biggest of those was 5x the bet. The others were 1x, 2x, 3x, and 4x. Pocket change, on a game whose top line win is 50x.

The paytable is nine dice, three of them worth reading. The green joker die is both the wild and the best symbol, 50x for a full line, which is an odd pairing: the tile that fixes broken lines is also the jackpot tile - and it never shows up inside any bonus. Under it sit two white dice showing an 8 and a 7, faces no real die carries, at 30x and 20x. The six honest pip dice below pay by their pips in two flat bands - 5 and 6 pips pay 16x, 2, 3, and 4 pips pay 4x, the single green pip pays 1x. Five of the nine symbols are worth either 4x or 16x; the ladder has three interesting rungs and they are all at the top.

Three green one-pip dice lit across payline 5 in Fortune Chests Dice, paying 0.05 euro at a 0.05 euro stake
The cheapest win the game has - three one-pip dice for exactly the stake back, and the most common paying result of our session. Fifteen spins out of 121 paid anything at all.

Three chests, and a trigger that ignores them

Every so often a token die lands on the reels, sits over whatever was underneath, then flies off into the chest of its colour above the grid; the symbol it uncovers can still complete a line. The chests fill as the tokens arrive. Ours, past the halfway mark, looked like this: green and red wide open and heaped with gold, purple still shut. The purple chest is the one that fired. That is not a glitch. The game says, in a sentence of its own, that the bonus trigger is random and unaffected by how many tokens have landed. So the three chests are a progress bar that measures nothing - built, animated, and then disowned in the rules.

There is no scatter, no free spins mode, and no buy button. Whichever chest opens, it opens on its own schedule, one at a time; across our 121 spins, exactly one did.

The purple chest: jackpot collecting

This is the round we saw, on spin 116 of 121. The reels become a 3x3 of empty cells and four kinds of die - MIN, MID, MAX, and ULTRA - with a counter for each above the grid that wants five. Fill MIN for 20x, MID for 50x, MAX for 200x, ULTRA for 500x. There is no spin counter. The reels simply keep going until one counter completes, then spin once more and stop.

The Jackpot Collecting bonus in Fortune Chests Dice, a 3x3 grid of gold crowns with one MIN dice landed and four reward counters above it
The four tiers are fixed multiples of the stake and the game prints them live: 500x, 200x, 50x and 20x, left to right. Every dice that lands goes straight to its counter, and nothing limits the spins except which counter fills first.

That last rule is the whole round. The counter most likely to fill first is the cheapest one, so the 20x prize is what ends a round in which 500x was on the table. Ours ran thirteen spins with all four counters creeping up together; MIN reached five first. The round closed with ULTRA sitting on four dice out of five. The forced extra spin then landed a MID die and completed that counter too. 20x became 70x, EUR 3.50 on our stake, from the one spin that reads like a formality. Extra dice past five are not wasted either: a sixth die of any one kind puts an x2 on that tier, each further one adding one to it; we never got a sixth of anything.

The last spin of the Jackpot Collecting bonus in Fortune Chests Dice, with the ULTRA counter showing four of its five lamps lit
Where the round stopped. ULTRA was one dice short of its 500x when the cheapest counter completed and bought the single closing spin - the whole shape of this bonus in one frame.

The red chest: hold and win, and where 1,500x lives

The red chest opens a hold-and-win with a positional twist: the collectors and the prizes can never share a column. Royal dice, the collectors, can only land in the middle column, where they stick for the rest of the round; gold dice, the prizes, can only land in the two outer columns - and they do not stick. Each spin, every Royal on the board collects every gold die on the board, then the gold dice spin away and fresh ones come. You start with one Royal already on the centre reel. Gold dice carry 1x to 15x, or one of four gem jackpots: Emerald 25x, Sapphire 50x, Amethyst 200x, and Ruby 500x. The payout at the end is whatever total sits on every Royal.

Which is why this is the round that decides the ceiling. The largest prize printed anywhere in the game is 500x, whether that is a Ruby here or a full ULTRA counter in the purple chest; the advertised maximum is 1,500x. No single tile gets you there. A second and a third Royal in the middle column each collect the same gold dice again, so a Ruby that lands with three Royals on the board pays to all three. That is the one place in the game where a single die can pay more than once - the likeliest road to the top - and we did not see it. For scale, Lucky Barrel from Onlyplay is another 3x3 hold-and-win with a ceiling of 5,216x; 1,500x is a modest top for the format, reached by stacking Royals in the middle column while a Ruby sits beside them.

The green chest: pick me

A pick game - the one round of the three without a reel in it. Twenty chests on screen, ten picks to open them. The chests hide either a regular prize from 2x to 50x, counted as you find it, or a Royal; a Royal pays nothing itself but gives you one more pick. Three Royals pay the Royal Jackpot, 250x. Two Royals pay nothing extra at all, so the 250x is all or nothing and the extra picks the Royals buy are your only leverage. The green chest did not open for us either; its 250x stayed on paper.

The risk game

After any win, the bonus payout included, a card gamble is offered: four cards face down, beat the dealer's card and the win doubles, up to ten times in a row. It runs at an average return of 84%, which is not part of the 96.08%; the game prints the odds for every dealer card. Against a 2 you stand at 162%; against a 6, 7, or 8 it is dead even at 100%; against an Ace it is 42%. A draw costs nothing and gives you another go. Read the dealer's card before you press: a 2 is worth taking on, an Ace is not.

The dice version of last year's game

Fortune Chests came out on 16 September 2025 with the same numbers, the same three chests, and the same random trigger; this is that game with the faces changed. Its Joker, flaming sevens, and bars are now a joker die, an 8 die, and a 7 die; its token coins are token dice; the cave, the fire, and the maths did not move. Endorphina does this constantly - more than two dozen of its games have a Dice edition, from Sugar Glider Dice in 2019 to Burning Coins 20 Dice this July - and this is one more unit off that line, arriving almost a year to the day after the original.

The art carries it well enough. A treasure cave lit by open flame, gold heaped at the foot of a heavy gold frame, and glossy enamel dice with gilt edges that read clearly at speed, the jester cap on the wild included. The purple bonus swaps the cave for a blue crystal cavern with gold crowns marking the empty cells, which is the best-looking screen in the game and the only one where anything is happening.

Two days after this one, the same studio released 3 Golden Chests: also chests, also a hold-and-win, 96.04% RTP and a 1,400x ceiling on a 4x3 scatter-pays grid. It is the game a reader will mix this up with. The numbers are near enough to be a coin toss; the difference is that Fortune Chests Dice hides its hold-and-win behind a chest that opens at random, one of three, with no buy to force it.

Fortune Chests Dice splash screen showing five lit volatility flames, the three chest bonus games named, and a 1,500x maximum win
The splash is the only place in the client that names a ceiling, and 1,500x is the figure the 2025 original carries too. Five flames of five, as well - Endorphina's published scale does not go above high.

Pros and cons

Pros

  • Three genuinely different bonus rounds behind one trigger: a pick game, a collector grid, and a counter race.
  • The purple round's forced extra spin can change the result outright; ours picked up a second tier on it.
  • The gamble prints its odds card by card, 162% down to 42%, so you can decline it with reasons.
  • EUR 0.05 minimum, which makes the wait affordable.

Cons

  • The chests fill for show; the game admits the trigger ignores them.
  • The 20x counter is the one that ends the purple round, with 500x left on the board.
  • Across 121 spins the base game never came close to its own 50x top line; there is no buy to shorten the wait.
  • It is last September's maths with new symbols on it.

Our 121 spins at EUR 0.05 cost EUR 6.05 and returned EUR 5.30; the one purple chest was 66% of what came back. That ratio is the game. The base game is a three-reel line slot with a nine-die paytable that exists to fill time between chests, chests that open when they feel like it. What you are actually waiting for is the red one, because a Ruby at 500x collected by more than one Royal is the surest way the advertised 1,500x happens - and nothing you do at the reels brings it closer.

It sits beside Fortune Chests from September 2025 as the same game with dice on the reels; the dice are the only reason to pick one over the other.

Played and reviewed by the SlotsReach editorial team · Published 7 Sept 2026