Lucky, Grace & Charm: slot review and demo

Three heroines, a longship and runes: the Hold and Spin grid climbs two rows whenever it fills, and in free spins everything is tripled.

Free demo from the studio’s official server, with no registration. 18+

by Pragmatic Play

★ 7.9 High RTP 96.71% x10,000
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A seafaring 10-line slot: Hold and Spin on a grid growing up to 20 rows, tripled free spins, 96.71% RTP and a 10,000x cap.

Lucky, Grace & Charm review

The game is dated 15 July 2021 in the studio’s news post “Pragmatic Play combines flair with inventive features”. It comes from Reel Kingdom, a Pragmatic Play unit, and beside the logo on screen sits the caption Mega Hold & Spin. The game is a 5×3 slot on ten fixed lines with high volatility by the studio’s label: the RTP is 96.71% and wins are capped at 10,000x. Neither a bonus buy nor an ante exists, and both bonuses, Hold and Spin and the free spins, arrive only on their own.

A longship, runes and three heroines

The reels stand against a Celtic longship with sails bearing an RK sign. Violet mountains rise behind and the sea is indigo. The symbols come in two groups. The senior roles go to three heroines in frames of different colours (violet, green and gold), a glowing blue orb and a white rabbit, while the low ones are six stone runes with a coloured glow, running from ace down to nine. The Wild looks like a longship sail with a label, and the Bonus like a round coin with a crest.

The glow colour is tied to the rune, not to its payout: the ace glows green, the king red, the queen yellow-gold, the jack teal, the ten pink-lilac and the nine violet. The heroines, orb and rabbit are set in frames, so telling them from runes is easy even in turbo mode.

The stake is built from a coin over ten lines. The denomination rises from 0.01 to 25.00, which puts the total bet between 0.10 and 250. The studio demo opens with no registration and a notional balance of 100,000, and defaults to a 2.00 stake, which is the 0.20 coin.

What the heroines, orb and runes pay

Every line reads left to right starting on the first reel, and the best of its combinations is counted. Prices in the rules appear in dollars for a 2.00 bet; the table gives them as stake multiples.

Symbol 5 of a kind 4 3 2
Wild 900x 250x 25x 1x
Heroine in the violet frame 75x 12.5x 2.5x 0.2x
Heroine in the green frame 75x 12.5x 2.5x 0.2x
Heroine in the gold frame 40x 10x 2x none
Orb and rabbit 25x 7.5x 1.5x none
A and K 12.5x 5x 1x none
Q, J and 10 10x 2.5x 0.5x none
9 10x 2.5x 0.5x 0.2x

The Wild pays its own combination, and it is the richest: five Wilds on a line give 900x. The middle of the scale, the orb with the rabbit, costs a third as much as a heroine but clearly more than the card runes. The gap between top and bottom is wide as well: five violet-frame heroines pay 75x, five nines only 10x, seven and a half times less.

The violet and green heroines and the rune 9 already pay for two symbols in a row, at 0.2x, while two Wilds return the whole stake, 1x. A pair of heroines does not pay for the spin but prolongs a run and softens dead stretches. Two equal symbols at the start of a line come noticeably more often than three, but the rules do not disclose the share of such payouts in the total return.

The sail Wild: a doubler that lines of pure Wilds do without

The Wild swaps in for everything except the Money coins and the Bonus. Each time a Wild is part of a winning combination it multiplies the payout by 2, and lines made of Wilds alone are the exception: they have their own paytable and no doubling. For example, three orbs with a Wild give 1.5x times 2, which is 3x, while a line of five orbs with a Wild pays 25x times 2, which is 50x. The sail therefore helps most on the senior lines: a Wild beside a heroine turns 75x into 150x, not just a substitution.

The grid has just fifteen cells, and each of the ten lines passes through all five reels, so on average a little over three lines cross every cell. One Wild in the middle of the field often sits in several winning lines at once, and the doubling fires in each of them; at the edges that happens less often.

Money: the coins that open Hold and Spin

Money coins are open to each of the five reels, and on every spin their values are drawn at random from a predefined set. When five or more coins are on screen, Hold and Spin starts. The rules give no coin values, and the intro screen only recalls that multipliers of 2x, 3x, 4x, 5x and 10x turn up.

The rules set the sequence on a single spin. Line wins are paid first, the Bonus symbol pays separately for the total count on screen, and only then does Hold and Spin begin: the ordinary symbols dissolve, leaving only the coins that started it, and the reels are replaced by special ones holding just coins and empty spaces. Starting the bonus therefore does not take away the win of the same spin: if a line of heroines formed beside five coins, the player gets both the line payout and the round.

A grid of up to 20 rows and four respins that keep coming back

Hold and Spin runs on a potential 20×5 grid, but the round begins on an ordinary 3×5. Each time the screen fills entirely with coins, two more rows open above: 3, 5, 7 and so on up to the limit of 20 rows, that is from 15 to 100 positions.

The player has four respins in reserve. Any coin that drops on a turn is pinned to the screen until the finish, and as soon as at least one new one appears, the reserve is four again. The round ends after a streak of four empty respins in a row, or when no free positions remain. Pinned coins with a resetting counter follow the general scheme of Hold and Win mechanics, with the growing grid and the multipliers built on top of it.

That reset is what lies behind the studio’s high-volatility label: a round in which coins stop falling breaks off fast and brings almost nothing, while a long one snowballs, with no smooth transition between the two outcomes. The studio does not publish hit frequency or bonus frequency; how to read the scale itself is covered in the article on slot volatility.

The star multiplier: order decides everything

A special multiplier symbol appears only in the Hold and Spin round and takes the value 2x, 3x, 4x, 5x or 10x. As soon as it lands, it multiplies the whole sum gathered in the round so far and leaves on the next respin. The multiplier is not added to the coins, it multiplies what has accumulated, so the moment of its arrival matters.

With illustrative numbers: if 5x lands after coins worth 10 bets and coins worth 20 follow, the total is 10 x 5 + 20 = 70; if the same 5x arrives after both, it is (10 + 20) x 5 = 150, and a 2x after that takes the sum to 300. A multiplier is worth more nearer the end of the round, when the grid already holds many coins, and several multipliers compound through the common total. At the end of the round the values of all coins and multipliers are added and paid.

The Bonus and tripled free spins

The Bonus symbol works as a Scatter and pays for the count on screen, not along lines: two, three, four and five Bonus coins bring 2x, 5x, 20x and 500x the total bet. Between four and five symbols yawns a gap, 20x against 500x.

Three or more Bonus symbols at once open the free spins. The opening stock is 12 spins, and across all of it every win is multiplied by 3. If the winning combination includes a Wild, the multiplier is 6: the tripling stacks on the Wild’s doubling. Three Q runes pay 1.5x in free spins and 3x with a Wild; five gold-frame heroines give 120x, or 240x with a Wild. Any line in free spins is worth at least triple the base game, and the round wins precisely on lines that pay pennies in the base game.

Unlimited retriggers and Hold and Spin inside the bonus

If three or more Bonus symbols land again in free spins, the round gets 12 more spins. There is no cap on the number of extensions. On top of that, Hold and Spin can start inside free spins: five Money coins are enough, and its win adds to the round’s win. Two different routes meet here, coins with multipliers on a growing grid and tripled line play, and their meeting in one round is the richest scenario. The rules do not say whether the free spins tripling applies to the Hold and Spin payout.

What 10,000x means in this slot and why it is far away

The limit works like this: when the total of a spin reaches it, the game freezes the win and closes the round. Lines cannot get there even in free spins: five heroines with a Wild pay 450x, so over twenty such lines would be needed with only ten on the grid, and five Wilds with the tripling give 2,700x. What remains is several lines of five Wilds at once, or Hold and Spin with multipliers, so for the cap the bonus, the multipliers and the filling of the field must all coincide. The game data records the odds of that outcome as 1 in 4,549,025 rounds.

Among the studio’s slots in the same Hold and Spin tradition, Mustang Gold is worth setting alongside, with a 12,000x cap at low volatility, and among later games The Dog House Multihold from 2023.

Lucky, Grace & Charm — RTP: 96.71%; Volatility: high; Cap: 10,000x; Released: 2021-07-15.

Mustang Gold — RTP: 96.53%; Volatility: low; Cap: 12,000x; Released: 2019-01-17.

The Dog House Multihold — RTP: 96.06%; Volatility: high; Cap: 9,000x; Released: 2023-02-27.

Fire Strike — RTP: 96.50%; Volatility: low; Cap: 25,000x; Released: 2019-10-10.

Pros

  • Filling the Hold and Spin grid opens two additional rows, up to twenty rows.
  • Hold and Spin can also trigger within free spins.

Cons

  • Neither bonus purchase nor ante is available; the studio rates volatility as high.
  • The rules list possible coin values without their individual probabilities.

SlotAtlas editorial team

Game details are checked against the studio’s official materials. Demos run on the studio’s server. Found a mistake? Tell us and we will correct it.

How we check game information

FAQ

How many coins does it take to start Hold and Spin?

Five or more Money coins in any positions. The line wins of that spin are paid first, and only then do the ordinary symbols fade while the game switches to special reels holding only coins and empty spaces.

When does Hold and Spin end?

After four respins in a row with no new coins (every new coin resets the reserve to four), or when no free positions remain. Meanwhile the grid can grow from 3 to 20 rows, two rows for each complete fill.

By how much are free spins wins increased?

Every win is multiplied by 3, and combinations with a Wild get 6x, because a Wild in a line doubles the payout once more. The round starts with 12 spins, and every three Bonus symbols add 12 more with no limit.

Can Hold and Spin start during free spins?

Yes, five Money coins are enough, and the Hold and Spin win adds to the round's win. The rules do not say whether the free spins tripling applies to it.

Does the Wild double a line made only of Wilds?

No. Such a line has its own paytable: two Wilds pay 1x, five pay 900x, and no doubling applies. In free spins a line of five Wilds gets only the tripling, which makes 2,700x.

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