Clover Flames Dice — Bonus Features
Clover Flames Dice runs five systems — count-based Scatter Payouts, cascading dice, the Clover Time lock bonus, Free Games and the card gamble. Here's what each is worth on the way to 1,000x.
If you need the setup first, the step-by-step Clover Flames Dice guide shows how to reach these rounds.
How Each Feature Pays
Trigger conditions, what the round actually does, the multiplier ranges and the honest read on when a feature is worth chasing. If you need the basics first, start with the step-by-step guide.
Scatter Payouts
How to Trigger
Land 8 or more matching dice anywhere on the 5x5 grid. Position is irrelevant — the game counts symbols, not lines.
What Happens
Endorphina throws out paylines entirely. Every one of the 25 cells is live, and a win is simply a count: eight matching dice pay, ten pay more, twelve or more pay the top rate for that symbol. Because adjacency does not matter, boards that a payline engine would score as blank still pay here — but the flip side is that a thin scatter of three or four of anything is worth nothing at all.
Multipliers
Per symbol, at 8-9 / 10-11 / 12+ matching dice, in multiples of the total bet. Sevens: 10x / 25x / 50x. Leprechaun Hat: 2.50x / 10x / 25x. Purple six: 2x / 5x / 15x. Orange five: 1x / 2x / 12x. Yellow four: 0.80x / 1.20x / 8x. Blue three: 0.50x / 1x / 5x. Red two: 0.40x / 0.90x / 4x. Green one: 0.25x / 0.75x / 2x.
Variants
One paytable, used in the base game and in Free Games alike. There is no Wild in this game, so nothing stands in for a missing die.
Strategy
The step from 11 to 12 matching dice is the one worth understanding: on sevens it doubles the payout from 25x to 50x, and on the Leprechaun Hat it more than doubles it. That is why cascades matter so much here — a board that pays at nine can refill into twelve.
| Minimum to pay | 8 matching dice |
| Pay tiers | 8-9, 10-11, 12+ |
| Top symbol | Sevens — 50x at 12+ |
| Lowest symbol | Green one — 2x at 12+ |
| Wild | None |
Cascading Reels
How to Trigger
Automatic after any paying combination. No symbol or count sets it off beyond the win itself.
What Happens
The dice that made up the win vanish and the cells above drop down to fill the gaps, with fresh dice falling in at the top. If the new board contains another qualifying count of eight or more, that pays too, and the board cascades again. The chain only stops when a refilled grid has nothing left that counts. Every cascade is paid at the same stake as the spin that started it.
Multipliers
No cascade multiplier ladder — each drop simply pays its own count from the standard paytable. The value of a chain is that it can lift a symbol from the 8-9 band into 10-11 or 12+.
Variants
The same tumble behaviour runs in the base game and in Free Games.
Strategy
Watch what is left standing after a cascade rather than the win figure. A board that keeps most of its sevens after paying is the one worth being interested in — that is the setup that reaches the 12+ tier.
| Trigger | Any paying count |
| Effect | Winners removed, new dice drop in |
| Chain ends | When a refill has no count of 8+ |
| Extra multiplier | None |
Clover Time Bonus
How to Trigger
Land 6 or more Golden Clover dice on a single base-game spin. The clovers themselves pay nothing in the base game — they only open this round.
What Happens
The board resets to a 5x5 grid holding your Golden Clovers and empty cells. Every clover already on the grid stays locked. You start with three attempts, and each new Golden Clover that lands puts the counter straight back to three — so a productive round keeps extending itself. The round closes when three attempts pass with no new clover, or when the grid is full.
Multipliers
Golden Clover dice carry cash values of their own, up to 15x the total bet each. On top of that the round can award one of four fixed jackpots: MIN at 20x, MID at 50x, MAX at 150x. Collect all 25 clovers and the Ultra Jackpot pays 1,000x total bet — the ceiling on this game.
Variants
One version of the bonus. It can be triggered from the base game or from inside Free Games.
Strategy
The counter reset is the whole mechanic: a run that keeps landing clovers is worth far more than a run that starts with eight. Nothing you press affects it, so the practical advice is to size your stake for a long enough session that the round gets a chance to arrive at all.
| Trigger | 6+ Golden Clover dice |
| Attempts | 3, reset by every new clover |
| Clover values | Up to 15x total bet each |
| Fixed jackpots | MIN 20x, MID 50x, MAX 150x |
| Ultra Jackpot | 1,000x — all 25 cells filled |
Free Games
How to Trigger
Land 3 or more Starred Dice — the green die with the gold star — anywhere on the grid.
What Happens
The Starred Dice pay in their own right and open Free Games at the same time: three of them award 10 rounds, four award 15, five award 20. The rounds run at whatever stake was live on the triggering spin, and the paytable is unchanged. Clover Time can still fire inside Free Games, which is the one route where both features stack in a single sitting.
Multipliers
Starred Dice pay 2x total bet for three, 5x for four and 50x for five, on top of the free rounds they award. Inside the feature, wins are paid from the standard scatter-pay table.
Variants
Three trigger sizes, and that is the only variable — there is no enhanced or high-volatility version to choose between.
Strategy
Five Starred Dice is the outcome that matters: 50x up front plus double the rounds of a minimum trigger. Three is far more ordinary, so treat a 10-round feature as a top-up rather than the session's payday.
| Trigger | 3+ Starred Dice |
| 3 / 4 / 5 scatters | 10 / 15 / 20 free rounds |
| Scatter pays | 2x / 5x / 50x total bet |
| Stake | Same as the triggering spin |
| Clover Time inside | Yes |
Classic Risk Game
How to Trigger
Offered after any win. Taking it is optional — collect instead and the win is banked.
What Happens
A face-down card appears and you call it: the colour, or the suit. Get it right and your win doubles. You can keep going, up to ten rounds in a row, with the whole balance riding each time. Get it wrong at any point and the entire amount you carried into the gamble is gone.
Multipliers
Each correct call doubles the amount at stake. Endorphina publishes the doubling and the ten-round limit; it does not publish separate multipliers or odds for the colour and suit calls.
Variants
Two call types — colour or suit — available on the same card.
Strategy
The honest read: this is a side game, not a return strategy. A chain that goes deep is a story, and a chain that ends on round four costs you a real win. Gamble the small ones if you enjoy it, and collect the ones that mattered.
| Available | After any win |
| Call | Colour or suit of a card |
| Correct call | Doubles the amount at stake |
| Maximum rounds | 10 in a row |
| One wrong call | The whole gamble is lost |