Hold & Spin · Rules & pay table
Storm Stallion, explained
Storm Stallion turns five reels of three rows on 20 fixed lines, with Hold & Spin on top. Lines pay for matching symbols from the left, the Lightning wild covers for the pictures, and each Storm orb carries a value. When 6 or more storm orbs 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 Storm StallionA round, step by step
- Choose your stake with − and +. It covers all 20 lines, so each line gets an equal share.
- Press Spin. Quick makes the reels and respins faster.
- Three, four or five matching symbols on a line, starting from the leftmost reel, pay that line stake times the amount in the table.
- 6 or more storm orbs anywhere start Hold & Spin: the storm orbs lock, every other cell spins on its own, and you get 3 respins.
- Each new Storm orb that lands locks too and sets the respins back to 3. When the respins run out, every value on the board is added up.
- Fill all 15 cells and the Storm Crown adds ×1,000 the stake on top.
Line pays, as multiples of the line stake
| Symbol | 3 in a row | 4 in a row | 5 in a row |
|---|---|---|---|
Stallion | ×25 | ×150 | ×750 |
Hawk | ×20 | ×100 | ×400 |
Wolf | ×15 | ×50 | ×250 |
Storm oak | ×10 | ×40 | ×150 |
Horseshoe | ×4 | ×15 | ×50 |
Saddle | ×3 | ×10 | ×50 |
Storm orb values, as multiples of the whole stake
| Symbol | Value | Multiple |
|---|---|---|
Storm orb | Plain values | ×1, ×2, ×3, ×5, ×8, ×10, ×15 |
Storm orb | Gust | ×20 |
Storm orb | Gale | ×50 |
Storm orb | Tempest | ×150 |
| All 15 cells | Storm Crown | ×1,000 on top of every value |
Special symbols
| Symbol | What it does |
|---|---|
Lightning wild | Wild. Lands on reels 2, 3 and 4 only and stands in for every symbol except the Storm orb. |
Storm orb | Carries 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.
- Storm orbs only count in Hold & Spin. Fewer than 6 in a spin return nothing on their own.
- Named storm orbs are rare: Gust ×20, Gale ×50, Tempest ×150. They are fixed multiples of the stake.
- In Hold & Spin, cells that are not locked only show an empty slot or a new storm orb.
- 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.







