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18+ Free-to-play social casino games No real-money play No purchases Glints have no cash value
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Hold & Spin · Rules & pay table

Northern Rune, explained

Northern Rune turns five reels of three rows on 20 fixed lines, with Hold & Spin on top. Lines pay for matching symbols from the left, the Knot wolf wild covers for the pictures, and each Rune carries a value. When 6 or more runes turn up anywhere, they stay put and earn respins. As a wild game, line pays are modest and Hold & Spin is rarer, but it can return a lot more. Everything is played for Glints, which have no value and cannot be bought or exchanged.

Open Northern Rune

A round, step by step

  1. Choose your stake with − and +. It covers all 20 lines, so each line gets an equal share.
  2. Press Spin. Quick makes the reels and respins faster.
  3. Three, four or five matching symbols on a line, starting from the leftmost reel, pay that line stake times the amount in the table.
  4. 6 or more runes anywhere start Hold & Spin: the runes lock, every other cell spins on its own, and you get 3 respins.
  5. Each new Rune that lands locks too and sets the respins back to 3. When the respins run out, every value on the board is added up.
  6. Fill all 15 cells and the Aesir Crown adds ×1,000 the stake on top.

Line pays, as multiples of the line stake

Symbol3 in a row4 in a row5 in a row
RunestoneRunestone×25×120×750
LongshipLongship×20×80×400
HelmetHelmet×12×50×250
AxeAxe×8×30×120
HornHorn×3×12×50
HammerHammer×3×10×40

Rune values, as multiples of the whole stake

SymbolValueMultiple
RuneRunePlain values×1, ×2, ×3, ×5, ×8, ×10, ×15
RuneRuneEmber×20
RuneRuneFrost×50
RuneRuneThunder×150
All 15 cellsAesir Crown×1,000 on top of every value

Special symbols

SymbolWhat it does
Knot wolf wildKnot wolf wildWild. Lands on reels 2, 3 and 4 only and stands in for every symbol except the Rune.
RuneRuneCarries a value. It does not pay on lines; 6 or more start Hold & Spin.

Worth knowing

  • 20 fixed lines. Only the longest match on each line pays, and pays on different lines add up.
  • Runes only count in Hold & Spin. Fewer than 6 in a spin return nothing on their own.
  • Named runes are rare: Ember ×20, Frost ×50, Thunder ×150. They are fixed multiples of the stake.
  • In Hold & Spin, cells that are not locked only show an empty slot or a new rune.
  • Hold & Spin belongs to the spin that started it: the stake is taken once, and line pays plus every value are added at the end.
  • Results come from the random generator in your browser. Earlier spins have no effect on the next one.
  • Outcomes are settled the instant you play, by the cryptographic random number generator built into your browser. Your level, your account and any earlier round have no bearing on them.
  • Guests play in demo mode on practice credits, and nothing from a demo is saved. Once you have joined and logged in, the game uses your own Glints.
  • Glints have no cash value; they cannot be bought, sold or exchanged. Should your balance run dry, a free top-up is always there.

18+ — for entertainment only. No real money play. No prizes of monetary value.

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