How to Play Clover Flames Dice

From your opening roll to the Ultra Jackpot at 1,000x, it's five steps. Get comfortable with Scatter Payouts, chase down Golden Clover dice, and decide when the Risk Game is worth the gamble.

RTP: 96.10%Max Win: 1,000xMedium Volatility
1

Set Your Bet

Open Clover Flames Dice and set your stake between $1 and $180. There are no lines to switch on — every payout on the paytable is quoted as a multiple of the total bet, so the stake you pick is the only number the maths uses.

2

Spin the Dice Grid

Hit spin. The 5×5 grid fills with dice and the game counts them: eight or more matching dice anywhere on the board is a win, wherever they sit. Winners then vanish and new dice cascade in from above, so a single spin can pay several times before the board runs dry.

3

Hunt Golden Clover Dice

Land 6 or more Golden Clover dice on a single base spin and Clover Time opens. Your clovers lock in place and you get three attempts to add more; every new clover puts the counter back to three. The clovers carry cash values up to 15x the total bet, and the round can award a fixed MIN 20x, MID 50x or MAX 150x. Fill all 25 cells and the Ultra Jackpot pays 1,000x.

4

Trigger Free Games (Optional)

The Starred Dice are the other trigger: three award 10 free rounds, four award 15, five award 20 — and they pay 2x, 5x or 50x the total bet on the way in. The rounds run at your triggering stake on the same paytable, and Clover Time can still open inside them.

5

Risk or Collect

After any win the Classic Risk Game appears. Call the colour or the suit of a face-down card and the win doubles; you can keep going for up to ten rounds. One wrong call takes everything you carried into the gamble, so decide before you start which wins you are willing to put back on the table.

Dice Paytable

Payouts are multiples of your total bet, and they step up at three counts: 8-9 matching dice, 10-11, then 12 or more. Note how steep the last step is on the sevens — that jump is the reason cascades are worth watching.

Dice8-910-1112+
Sevens10x25x50x
Leprechaun Hat2.50x10x25x
Purple six2x5x15x
Orange five1x2x12x
Yellow four0.80x1.20x8x
Blue three0.50x1x5x
Red two0.40x0.90x4x
Green one0.25x0.75x2x
Starred Dice (scatter)3 = 2x + 10 free rounds · 4 = 5x + 15 · 5 = 50x + 20
Golden Clover DicePays nothing in base play — 6 or more open Clover Time

There is no Wild in this game, so no symbol substitutes for a die you are missing.

Bonus Features Explained

Not sure what sets each feature off? The Clover Flames Dice bonus features page lists every trigger in detail.

Clover Time, Free Games, Risk Game — each one works on its own terms. Here's what happens on the grid when they fire.

Scatter Payouts

Forget paylines. Every dice symbol counts at any position on the 5×5 grid. Land enough matching dice anywhere and you're paid — no adjacent reels required.

Free Games

Starred Dice are the trigger: three award 10 free rounds, four award 15, five award 20. They play at your current stake, and Clover Time can still land inside them.

Clover Time Bonus

Six Golden Clover dice open the bonus. Every clover sticks, you get three attempts to add more, and each new one resets the counter. Fill all 25 cells and the Ultra Jackpot pays 1,000x.

Risk Game

Won something decent? Double it. Call the colour or suit of a face-down card and the win doubles — up to ten times in a row. Call it wrong and the whole thing goes.

Quick Strategy Tips

Bankroll first. Medium volatility produces moderate session swings, but the two features that matter — Clover Time and Free Games — both need a specific board, and Endorphina publishes no trigger rate for either. Budget in spins rather than in hope: a couple of hundred at $1 is a realistic session, and the base-game scatter pays are what keep you there.

Know the RTP. At 96.10%, this slot sits right at industry standard. Endorphina ships RTP variants in some jurisdictions (94.10%, 92.10%) — always verify the exact percentage in the game info screen before you start.

Use the Risk Game deliberately. Ten rounds of doubling sounds like a plan until you notice that every round puts the entire balance back on a single card. Use it on the small wins if you enjoy it. The rule that saves money is boring and works: if the win was big enough to change your session, collect it.

Play Clover Time, don't play for the Ultra Jackpot. A Clover Time round pays whatever its clovers are worth, plus a shot at the MIN, MID or MAX jackpot at 20x, 50x and 150x. The Ultra Jackpot at 1,000x needs all 25 cells locked, which is a different order of luck entirely. Treat the fixed jackpots as the realistic prize and the cap as a lottery ticket that comes free with it.

Ready to Try It?

Spin up the Clover Flames Dice demo first. Roll the dice grid and try a Risk Game double-up without a cent on the line.

Try Free Demo