Micro Knights Slot Review
by ELK StudiosReleased Feb 25, 2020
Free demo - play instantly in your browser
Medieval micro-knights on a 7x7 cluster grid with a queue mechanic. Symbols move off-grid and reconnect for wins. 9% hit frequency, 6 flag features, and 3 knight characters.

Specifications
| Game Type | Slots |
|---|---|
| RTP | 96% |
| Volatility | Medium |
| Max Win | 2,500x |
| Grid | 7x7 |
| Paylines | Cluster Pays (5+ connected symbols) |
| Min Bet | $0.2 |
| Max Bet | $100 |
| Hit Freq | 36.9% |
Micro Knights Slot Overview
Tiny knights, a bored purple dragon and a farmyard of extremely annoyed livestock. Micro Knights is ELK's medieval cluster game, and its one trick is that symbols keep leaving the board.
They do not vanish, though. Shoved off the 7x7 grid, they line up in a queue underneath it, and from down there they connect back with whatever is still on screen to build clusters of five or more. Three knights patrol the frame and keep meddling with all of this: one fattens the queue, one pushes whole rows into it, one fills a meter that releases feature flags.
The numbers are friendly rather than frightening. 96% RTP, a hit rate near 37% that is among the highest ELK has ever shipped, and a 2,500x cap that arrives well short of where most cluster rivals stop.
Theme & Design
Play happens over a bird's eye view of green medieval countryside: pine forest, a river winding past thatched cottages with red roofs, a ruined watchtower, a stone bridge, a castle parked on the horizon. The grid sits inside a fortress wall with crossed lances and a FLAG RELEASE banner along the top, a knight in a gold visored helmet leaning against the left edge, another two perched above with a crossbow and a flail. Down in the corner a purple dragon drapes itself around a small white turret, guarding the sloped path marked THE QUEUE.
Symbols are farm-and-tavern clutter: a joint of ham, a mushroom, a stone well, an archery butt with arrows stuck in it, then a green frog, a white rabbit clutching a carrot, a goat wearing a brass bell and a snorting tusked bull at the top. The wild is a golden chalice with a W on the bowl. Everything is drawn with the chunky, slightly gormless faces of a mobile puzzle game, which is either charming or cheap depending on your mood, and the art is good enough that it lands on charming. The soundtrack does lutes and drums until the knights get involved, at which point it turns into a daft rock riff.
Symbols & Paytable
| Symbol | Payout |
|---|---|
| Bull | 2.5x / 10x / 35x / 250x for 5 / 9 / 12 / 20+top symbol |
| Goat | 2x / 8x / 30x / 200x for 5 / 9 / 12 / 20+ |
| Frog | 1.5x / 6x / 25x / 150x for 5 / 9 / 12 / 20+ |
| Rabbit | 1x / 4x / 20x / 100x for 5 / 9 / 12 / 20+ |
| Mushroom, ham, archery target, well | 0.1x to 0.25x for 5, topping out at 10x to 20x for 20+the four low symbols |
| Golden Chalice Wild | substitutes for everything except the bonus symbol |
| Bonus Symbol | 3 award the Free Drops roundblocks cluster wins, does not pay on its own |
Features & How They Work
Cluster Pays and Drops
A win needs five or more matching symbols touching horizontally or vertically anywhere across the 49 positions. Winners are removed, everything above falls into the holes, and the drops repeat for as long as fresh clusters keep forming. Size is all that counts, not shape or position: the bull pays 2.5x for five of them and 250x once twenty or more link up.
The Queue
Symbols pushed off the grid slide into the queue below the board and stack up by type. A queued symbol counts as connected to the grid, so four frogs on screen plus frogs waiting in the queue pay as one cluster. They sit there until they win, until the bonus starts, or until the round ends. This is what the whole game is built on, and it is why a board that looks finished can still be one drop away from paying.
The Three Knights
Each knight does one job, at random, between drops. The Smashing Knight adds one to every symbol counter sitting in the queue, nudging half-built groups closer to a payout. The Charging Knight runs a full row off the grid and into the queue, skipping wilds and bonus symbols, moving up the board and then back down. The Collecting Knight handles the meter: every symbol in a winning cluster fills it, and when it tops out he hands over a flag and resets it.
The Six Flags
Flags arrive one at a time and they vary wildly in weight. Inferno burns every low-value symbol off the board. Extra Wilds scatters anywhere from 3 to 15 wilds. Super Size drops one oversized block, 2x2, 3x3 or 4x4. Charge sends 2 to 5 rows into the queue, and Epic Charge sends the entire grid there at once. Boosted Queue is the sly one: instead of grouping by type, every queued symbol connects to the grid independently, and that is where the fat clusters come from.
Free Drops
Three bonus symbols award five free drops. Five is not many, and on its own that would be a thin round. What rescues it is persistence: the queue and the meter both carry over across the whole bonus, so nothing resets between drops and the flags land on a board that is already loaded. There is no buy option either. Micro Knights predates ELK's X-iter menu, so the bonus only comes the slow way.
Screenshots

How Micro Knights Plays
It keeps you busy. Something lands roughly every third spin, the meter is always creeping up on the right, and a knight is forever rearranging rows, so the usual cluster-slot misery of fifteen blank boards in a row barely happens. Most of those hits are pennies, mind.
The rhythm sits in the meter rather than the bonus. You end up watching that column fill more than you watch the grid, because the flags are the moments when the board changes shape, and one landing on a well-stocked queue is where a session gets loud. Bonus rounds turn up as a pleasant extra, not the thing the whole grind is aimed at.
What it will not do is scare you. Balance movement is gentle in both directions and the spikes stay modest, which for my money makes it a decent low-stakes sit rather than something to chase.
Pros & Cons
Pros
- The queue keeps dead-looking boards worth watching
- 36.9% hit rate is high enough that the base game never stalls for long
- Six flags that reshape the grid instead of just topping up a win
- Bright, well drawn art with a lot of personality
Cons
- 2,500x ceiling is modest for a 7x7 cluster game
- Five free drops is a short bonus round
- No buy feature, so the bonus only comes organically
- Wins land often but most are small enough to barely register
Is Micro Knights Worth Playing?
Micro Knights is one of ELK's better ideas that never got the math to match it. The queue is clever, the knights give the board something to do between wins, and six flags cover enough ground that a long session rarely repeats itself. Presentation holds up too, from the opening cinematic of screaming moustachioed knights to the dragon coiled around its turret.
The ceiling is the trouble. 2,500x on a cluster grid was already modest in 2020, and against the cluster games people still talk about from that period it looks underfed. Play it for the mechanic and the mood, not the payday.
Frequently Asked Questions
What is the maximum win in Micro Knights?
How do you trigger the Free Drops bonus?
What is the RTP and volatility of Micro Knights?
Does Micro Knights have a buy feature?
Is the Micro Knights demo free to play, and what is the age limit?

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