Mighty Crown: Empire of Gold features and bonus round
Five fixed lines and a bonus that wants to fill the grid. Empire Bonus, Chance Level™, Volatility Levels™, a five-price feature buy and the gamble — every switch with its number attached.
A random regular symbol becomes the game symbol, BONUS turns WILD, everything sticks, and each new game symbol resets the respins to 3
full grid: 3x to 15x as the sum of three WILD multipliers
Feature
Chance Level™
Trigger
Set to OFF, x2, x5 or x10 before the spin
Effect
Raises the base bet and with it the chance at the Empire Bonus; the paytable behind it is untouched
at least 2x, 6x and 13x the bonus chance
Feature
Volatility Levels™
Trigger
Switched in the game menu
Effect
Low, Standard and High change how the return is distributed between small hits and big ones
3 levels in play, 5 in total
Feature
Buy Feature
Trigger
Bought from the shopping-cart button at the left of the control bar
Effect
Starts the Empire Bonus immediately; the top two prices also open the Extreme and Double Extreme volatility levels
50x, 100x, 200x, 400x or 600x bet
Feature
Gamble
Trigger
Offered after a winning round
Effect
Double or nothing on two symbols, up to 7 rounds in a row
up to 150 carried into the next gamble round
The numbers the features hang on
Provider
Wazdan
Grid
3 reels, 3 rows
Bet lines
5 fixed lines, leftmost to right
RTP
96.13%published value
Max win
up to 1,500x your bet per round
Symbols
7 regular symbols plus BONUS
Feature list
Chance Level™, Volatility Levels™, Buy Feature, Ultra Fast Mode
Bet steps
20.00 / 40.00 / 60.00 / 80.00 FUN in the demo client
Who pays what
Symbol
Role
Behaviour
Bonus
Trigger
Three BONUS symbols anywhere on the reels open the Empire Bonus. Inside the round they convert into WILD and stand in for the selected game symbol, carrying multipliers of x1 to x5.
Chakana cross
Mid
120.00 FUN for three, exactly double the total bet, and the bridge between the paying rows and the rhythm rows.
Feather headdress
Top symbol
Three of a kind pay 1,200.00 FUN at a 60.00 FUN total bet, which is 20x the bet on one line. The 1,500x ceiling of a round equals 75 of these lines.
Gem sun
High
180.00 FUN for three, 3x the bet. Sits close enough to the pyramid that the upper half of the table feels tightly packed.
Golden idol
Mid
60.00 FUN for three at a 60.00 FUN bet: the line that returns your stake and nothing more.
Llama
Low
36.00 FUN for three, 0.6x the bet. Part of the session rhythm rather than the payday.
Pyramid
High
240.00 FUN for three, so 4x the total bet. The second step of the table and the most common shape of a genuinely good base-game round.
Quipu
Low
24.00 FUN for three, 0.4x the bet. The floor of the table and the most frequent kind of contact with the reels.
Three of a kind on one line
Values captured in the demo client at a 60.00 FUN total bet, on five fixed lines paying leftmost to right.
Combination
Payout
Per bet
Role
Chakana cross
120.00 FUN
2x
Doubles the stake
Feather headdress
1,200.00 FUN
20x
The target of the round
Gem sun
180.00 FUN
3x
Upper-middle band
Golden idol
60.00 FUN
1x
Returns the bet
Llama
36.00 FUN
0.6x
Session rhythm
Pyramid
240.00 FUN
4x
Four bets from one line
Quipu
24.00 FUN
0.4x
Floor of the table
Mighty Crown: Empire of Gold features and bonus round
Mighty Crown: Empire of Gold keeps the reels simple and puts the complexity on
the rail underneath them: the Empire Bonus, Chance Level™, Volatility Levels™,
the feature buy and the gamble all live there. This page takes each one apart,
with the number it is worth at the bets you can actually select.
The round that carries the game is a ladder, and it has six stages worth
knowing before you spend anything on reaching it.
Three BONUS symbols open it. They can land anywhere across the three
reels; no line and no position is required. That is the only entry condition
the base game has.
A game symbol is chosen. One regular symbol that is already on the reels
is picked at random to be the game symbol of the round. From that point the
round is about that motif alone, and it might be the quipu just as easily as
the feather headdress.
BONUS becomes WILD. The BONUS symbols that triggered the round convert
into WILD symbols and stand in for the selected game symbol, so you never
start on an empty grid: the three that brought you here are already working.
Three respins, with a reset. You are given 3 respins. Every new game
symbol that lands puts the counter back to 3. This is the single most
important rule of the feature: a round that is going well extends itself,
rather than counting down to a fixed end.
Everything sticks. All game symbols and WILDs stay locked on the reels
for the rest of the round. The grid can only get fuller, never emptier, which
is what makes the reset worth having.
The round ends and pays. It closes when the respins run out or when the
grid is completely filled with game symbols and WILDs. A filled grid pays the
sum of the three WILD multipliers, each worth x1 to x5, so 3x to 15x your bet
on top of whatever the lines paid on the way.
The spread between 3x and 15x is where the tension lives. Three WILDs at x1
fill the same grid as three WILDs at x5 and pay a fifth as much, and because
the WILDs stick from the moment they land you can usually see which end of that
range you are playing towards long before the round closes. On an 80.00 FUN
bet, the x15 version of a filled grid is 1,200.00 FUN; at 20.00 FUN the same
result is 300.00.
Which game symbol got picked shapes the trip rather than the finish. A grid
filling with quipu pays 24.00 FUN per completed line while it fills; a grid
filling with headdresses pays 1,200.00 FUN per line at the same stake. The
closing multiplier sum can be identical in both cases, which is exactly why two
bonus rounds at the same bet can feel like different games.
Sticky WILDs, three respins, up to 15x on a full grid.
Chance Level™ is the only feature in the game that changes what a spin costs
without changing what a symbol pays. It has four positions.
Step
What it does to your bet
Chance at the Empire Bonus
At a 20.00 FUN base bet
At a 60.00 FUN base bet
OFF
Base bet unchanged
The game’s standard chance
20.00 per spin
60.00 per spin
x2
Doubles the base bet
At least 2x
40.00 per spin
120.00 per spin
x5
Multiplies the base bet by five
At least 6x
100.00 per spin
300.00 per spin
x10
Multiplies the base bet by ten
At least 13x
200.00 per spin
600.00 per spin
Look down the third column against the second. The x5 step multiplies the base
bet by five and is published as buying at least six times the chance; x10
multiplies by ten for at least thirteen times. Both of those are floors rather
than exact figures, which is the right way to read them: the minimum you are
buying, not the most you might get.
The other half of the feature is what it leaves alone. Chance Level™ does not
affect the paytable: symbol values continue to pay as they do for the base bet,
which means the higher steps buy frequency of access to the bonus, not a bigger
payout when you get there. Hold on to that distinction when you
compare it with the shop in the next section: one buys chances, the other buys
the round itself.
For the arithmetic of how this interacts with the published 96.13% and the
1,500x ceiling, the RTP page
runs the full set of calculations.
Volatility Levels™: three in play, two through the buy#
The provider rates the game very volatile as a baseline, and then hands the
setting over. Low, Standard and High are switchable in the game menu, so the
same 96.13% can be delivered in three different distributions without leaving
the session.
Low keeps more of the return in the lower rows, so the quipu and llama lines do
more of the work and a given balance stretches across more rounds. High pushes
in the other direction: fewer contacts, bigger ones, and the Empire Bonus
carrying proportionally more of the outcome. Standard sits between them and is
the sensible starting point for a first session, because it lets you feel the
base game before deciding which direction you want to move.
Extreme and Double Extreme are not on that menu. They come attached to the two
top feature-buy levels, which makes them a different kind of choice: you are not
adjusting a session, you are buying one specific round at the sharpest setting
the game has. How to sequence all of this across an evening is the subject of
the strategy page
.
Three levels on the menu, two behind the shop: the round is yours to configure.
The shopping-cart button at the left of the control bar opens a shop that sells
the Empire Bonus outright. Five levels,
and each one is a price rather than a frequency: 50x means the round costs what
fifty base spins cost at the same stake, nothing more and nothing less.
Level
Price in the demo client
As a bet multiple
At a 20.00 FUN bet
At a 60.00 FUN bet
LOW
3,000 FUN
50x
1,000.00
3,000.00
STANDARD
6,000 FUN
100x
2,000.00
6,000.00
HIGH
12,000 FUN
200x
4,000.00
12,000.00
EXTREME
24,000 FUN
400x
8,000.00
24,000.00
DOUBLE EXTREME
36,000 FUN
600x
12,000.00
36,000.00
Read the ladder as a sequence rather than as five separate offers. It doubles
three times, 50x to 100x to 200x to 400x, and then adds half again to reach
600x, so every step up to EXTREME costs as much as everything below it on that
rung. What you buy with each step is not a better round but a sharper one, and
the RTP page
sets each price against the 1,500x ceiling if you want
that comparison in full.
The clearest way to hold the top of that ladder is in rounds rather than in
currency. DOUBLE EXTREME at a 60.00 FUN step costs 36,000 FUN; the same 36,000
played at a 20.00 FUN step would have bought 1,800 base rounds. Neither figure
is a verdict on the purchase, and both are the number you actually want in front
of you before you open the shop.
The two highest levels do something the others cannot, which is where their
premium goes. EXTREME and DOUBLE EXTREME carry the Extreme and Double Extreme
volatility settings, the only path into those distributions anywhere in the
game. The three cheaper levels buy the same Empire Bonus you would reach on the
reels, just without the wait.
Which levels appear at all is a property of the build your casino serves, in the
same way the bet rail differs between builds. The demo client steps 20.00,
40.00, 60.00 and 80.00 FUN, while the rail drawn in the game rules starts at
1.00 and moves through 1.50, 2.00 and 2.50 to 100.00. Check the shop on your own step before you plan around a particular price.
After a winning round the gamble offers double or nothing on two symbols, and
it can be repeated up to 7 rounds in a row. One rule makes the whole feature
readable: no more than 150 is carried into the next gamble round.
That cap changes the feature depending on the size of your win. A small hit,
three quipu at 24.00 FUN for instance, has several doublings of room before the
carry limit applies at all. A large one, such as the 1,200.00 FUN from three
headdresses, meets the limit on the very first step, which makes the gamble a
marginal decision rather than an escalation path.
There is a second reason to treat it as a small-win tool. The gamble resolves
on two symbols, so each round is a single decision with no partial outcome: you
either keep doubling or you return to the reels with nothing from that hit.
Follow a 24.00 FUN quipu line up the ladder and the shape is easy to see. It
doubles to 48.00, then 96.00, then 192.00, and from that point the 150 carry
rule governs what travels into the next round, so the ladder flattens well
before the seventh step is reached. Run the same sum on your own bet step in
the demo once, and you will know exactly where your wins meet that cap.
Used deliberately, it is a way to turn a handful of small line hits into one
meaningful number without raising your bet step. Used indiscriminately after
every win, it is the fastest way to give the session’s progress back. The
game page
covers the button layout and the autoplay stop
conditions that sit beside it.
Card one of six: the trigger the whole feature set hangs on.
The reels carry seven regular symbols plus BONUS. Wins pay leftmost to right on
consecutive reels and hits on different lines are added, so on a 3x3 grid one
well-placed symbol frequently contributes to more than one paying line at once.
The five patterns are worth one look in GAME INFO before you rely on them. Line
1 runs straight across the middle row, line 2 across the top and line 3 across
the bottom; line 4 falls from the top left to the bottom right and line 5
climbs from the bottom left to the top right. Both diagonals cross the centre
cell, and so does line 1, which makes the middle position of the middle reel
the busiest square on the grid: three of the five patterns run through it, and
that is the mechanical reason one symbol so often pays twice.
The shape of the table tells you what a session feels like. The feather
headdress pays 1,200.00 FUN for three at a 60.00 FUN stake, twenty times the
bet on a single line. Below it the steps fall quickly: pyramid 240.00, gem sun
180.00, chakana cross 120.00, golden idol 60.00. Then come the two rhythm rows,
llama at 36.00 and quipu at 24.00, which pay less than the stake for a single
line and exist to keep the reels in contact with the balance.
That is a deliberately top-heavy table for a deliberately small grid, and it
explains why the ceiling is reachable at all: 1,500x is exactly 75 headdress
lines at 20x each, and with five overlapping lines and sticky WILDs in the
bonus, stacking several of them in one round is a real event rather than a
theoretical one. Recalculate the rows onto your own step before you play: at
20.00 FUN the headdress line is 400.00, at 80.00 FUN it is 1,600.00, and the
table stops being a reference and becomes a plan. The slot hub
holds the
short version of everything on this page, and the
head-to-head with 3 Golden Chests
puts this feature set against a rival compact grid. The demo
is where
you can try all five switches for nothing.
Every switch on this page is one tap away on a real balance.
18+. The feature buy costs a multiple of your bet and leaves the paytable
exactly as it is. Plan your budget first: see
responsible gambling
.
Feature questions
How do you trigger the Empire Bonus?
Three BONUS symbols anywhere on the three reels. Position and line make no difference, and Chance Level™ raises how often those three arrive.
What happens in the bonus round?
A regular symbol already on the grid is picked at random as the game symbol, the BONUS symbols convert into WILD and stand in for it, and you play 3 respins with everything sticking to the reels.
Does Mighty Crown: Empire of Gold have free spins?
The bonus round runs on 3 respins, and every new game symbol sets the counter back to 3. The free-spin idea lives in the respin counter here, and the counter can keep the round alive as long as fresh symbols land.
How much does a full grid pay?
The sum of the three WILD multipliers, each worth x1 to x5, so 3x to 15x your bet, plus whatever the line hits paid while the grid filled.
How much does the feature buy cost?
Five levels: 3,000, 6,000, 12,000, 24,000 and 36,000 FUN at a 60.00 FUN total bet, which is 50x, 100x, 200x, 400x and 600x your bet.
What does Chance Level™ do?
The x2, x5 and x10 steps raise the base bet by the same factor and deliver at least 2x, 6x and 13x the chance at the Empire Bonus. The paytable does not change with them.
Which symbol pays the most?
The feather headdress: three of a kind pay 1,200.00 FUN at a 60.00 FUN total bet, twenty times what the golden idol pays on the same line.
Is there a jackpot in Mighty Crown: Empire of Gold?
The number a round is aimed at is the ceiling of 1,500x your bet, which at a 60.00 FUN bet is 90,000.00.