A seaside village and a ginger beard
Smokey stands beside a timber house on the shore. Beyond the reels are a longboat with a carved prow, a sail, cliffs and blue water. The raccoon wears a blue horned helmet and a thick ginger beard tied into two braids, with a wooden shield and dark boots completing the costume. The village is bright and cartoonish rather than a grim battlefield.
Axes, swords, bows, hammers and helmets share the normal reels with letters and a ten. Enter a cash round and that everyday equipment disappears. Coins, diamonds and feature symbols take over. The shift is easy to see: building normal combinations gives way to filling the remaining empty positions.
What stays and what changes its value
- Weapons, helmets and letters
- The base game’s regular paying symbols form Ways wins. None appears in Raid Spins or the four FS bonuses.
- Coins and Diamonds
- Bronze, Silver and Gold Coins use different sets of values. Diamonds reveal 150×, 250× or 500× the stake. Cash symbols stick before revealing their values and contributing to the total.
- Green and Gold Clovers
- Green affects neighbouring cash positions; Gold covers the grid. Multipliers can be 2×, 3×, 4×, 5×, 10× or 20×. In FS bonuses a clover can also affect a cauldron holding an earlier collection.
- Skulls
- Dead symbols with no cash effect. In Raid Spins, three consecutive turns containing only these symbols use up the three lives.
- Heart
- Raises the bonus round’s maximum lives by one, up to five. Once that limit is reached, further Hearts stop appearing for the current round.
- Magic Cauldron
- Activates multipliers before collecting coins, diamonds and previous cauldrons. It stays with the collected total but cannot perform another collection itself.
- FS
- Their number in the base game selects the bonus. Their original positions become permanent multiplier squares; FS do not appear inside the bonus.
How three lives can sustain a longer round
Six Coins landing together open Raid Spins. Each re-spin costs a life, while a new Coin, Diamond or Clover restores the counter to three. Those finds all remain until the mode ends. After two dead turns, for example, one qualifying find restores the full allowance while the cash already on the grid stays in place.
FS bonuses retain the refill principle and add Hearts, cauldrons and Grid Multipliers. The latter occupy the exact positions of the triggering FS and multiply a Coin or Diamond on that position. Where cash lands therefore matters alongside its type. A Magic Cauldron cannot land on a Grid Multiplier.
When a Magic Cauldron arrives, square multipliers and clovers act first; the values then move into the new cauldron. A later cauldron can collect that total too. After the final life, remaining Coins and Diamonds reveal, multipliers act and cash values are added to the cauldrons. It is a chain of collections rather than an ordinary line payout.
How the feature works
Coins start Raid Spins
Six coins together open Raid Spins. Coins, diamonds and clovers stay on the grid, and a new one restores the lives.
FS bonuses add position effects
The FS rounds add hearts, Magic Cauldrons and Grid Multipliers at the triggering FS positions. A coin or diamond on a marked position receives its multiplier.
Calculate before collecting
When a Magic Cauldron arrives, position multipliers and clovers act before values move into it. A later cauldron can collect that total; remaining cash is settled after the final life.
Show game field
Raid Spins and four bonus tiers
All four FS bonuses start with three refilling lives. Their tiers change the number of marked positions and the multiplier strength. The top tier changes the available Coins as well.
Raid Spins
6 Coins together in the base game
Three refilling lives. Coins, Diamonds and Clovers stick until the end. The Hearts, cauldrons and Grid Multipliers of the FS bonuses are absent.
Berserk Free Spins
3 FS
Three marked positions with 2× multipliers. Hearts and Magic Cauldrons are available; the initial three-life limit can grow to five.
Valkyrie Free Spins
4 FS
Four marked positions at 3×, retaining the same life-refill and cash-collection rules.
Ragnarök Free Spins
5 FS
Five persistent Grid Multipliers at 5×. Cauldrons and Hearts follow the shared FS bonus rules.
Journey to Valhalla Free Spins
6 FS
Six marked positions at 10×. Bronze and Silver Coins are removed, leaving Gold Coins and Diamonds.
Symbols and payouts
For exact symbol payouts, open the paytable inside the demo. The game help also explains the bonus rules and identifies the active configuration.
Play demoGame help
Game questions
Why does Free Spins show three lives?
That is the mode’s official name, but its length uses a refilling counter. Each qualifying new find restores lives to the current maximum, so the number of turns is not fixed.
Can a cauldron appear in Raid Spins?
No. Raid Spins contains dead symbols, Coins, Diamonds and Clovers. Magic Cauldrons and Hearts belong to the bonuses triggered by FS.
Does a Heart only give one extra turn?
It raises the maximum life allowance by one, up to five. Later refills reach that new maximum.
How does a Gold Clover differ from a square multiplier?
Its effect covers an area: Gold reaches the whole grid. A Grid Multiplier stays on one position and affects a Coin or Diamond standing there.
What sets Journey to Valhalla apart?
The six triggering FS leave six 10× Grid Multipliers. Bronze and Silver Coins also stop appearing in this bonus.



















