Hold & Spin · Northlight Studio
Thunder Ram — how to play
Storm-charged Hold & Spin. Six lightning orbs lock in for three respins, and every orb that lands resets the count.
Play Thunder RamThe basics
Five reels, three rows and ten lines, with line wins paid left to right. Glowing orbs carry a value shown on the orb — a multiple of your whole stake — or the Mini or Major label. Six or more orbs start Hold & Spin: the orbs lock in place and you get three respins. Only empty spaces spin, and every new orb locks and resets the respins to three. When the respins run out, every orb's value is added up. Fill all fifteen spaces and the Grand is added as well.
- Mini: 25× stake
- Major: 100× stake
- Grand: 1000× stake
Paytable
3× 204× 605× 250× line stake
3× 154× 505× 200× line stake
3× 104× 305× 120× line stake
3× 84× 205× 80× line stake
3× 54× 155× 60× line stake- A3× 34× 85× 30× line stake
- K3× 34× 85× 25× line stake
- Q3× 24× 65× 20× line stake
Orb values: 1×, 2×, 3×, 5×, 8×, 10×, 15× the total stake, plus Mini and Major orbs.
Fair play
Results come from your browser's Web Crypto random number generator at the moment you play; nothing about your balance, level or earlier rounds changes the odds. For members, each round is booked on our server, which checks it against the paytable limits before updating your balance. Over a very long run, about 94 to 97 Embers of every 100 played come back as wins (standard card and wheel games follow their usual maths), but short sessions vary a lot.
Every game uses Embers or demo credits only. They have no cash value and cannot be bought or exchanged. Practice or success here does not mean future success at real-money gambling. If a game ever stops mid-round, reload the page: a round is only booked when it finishes.