Joker & The Thief 2

Joker & The Thief 2

Joker & The Thief 2 is a slot game featuring a vibrant circus theme, with mischievous jokers and daring thieves. Players experience engaging graphics and immersive sound effects throughout the rounds. Special features, including wilds and bonuses, enhance gameplay, offering dynamic entertainment in a digital carnival atmosphere.

Play Button


Overview

Joker & the thief 2 is a SuperSlice® game with the following features
 Symbol collection meters

  • Free Spins
  • Joker Boost

The core gameplay is based on the SuperSlice® mechanic which is randomly played with between 2 and 12 slices each paid spin.
There are 5 symbols:
 Paying: Diamond, Golden bar, Lucky7

  • Wild: Joker
  • Thief

Players can collect wins or risk them by continuing to play with the goal of triggering free spins.

Symbol collection meters

A collection meter with 6 levels is displayed for each of the 3 paying symbols.
Each level displays a win amount, the lowest value (after 1 win) at the bottom, increasing to the highest (after 5 wins).
A paying symbol, the Joker, or the Thief are picked every paid spin.
When a paying symbol is picked, the lowest unlit level of the meter for that symbol is illuminated.
When a Joker symbol is picked, it substitutes for all 3 paying symbols and fills one level of all 3 meters.
The total value of all accumulated wins in all 3 meters is displayed in the Cash pot meter.
Hitting the Collect button transfers the value of the Cash pot to the player's wallet and resets the meters.
If a Thief symbol lands, the accumulated winnings are lost, and the meters will reset.

Free Spins

If one or more meters reach the 6th level, then free spins are triggered.
Free spins are played on a 6-row, 6-reel panel.
Clusters pay - a winning cluster is a group of at least 5 of the same type of paying symbol that are connected by landing horizontally or vertically adjacent to one another.
Symbols drop in from above, are removed if involved in a winning cluster, and replaced from above in a cascade. This will continue until no new winning clusters are formed.
There are 5 symbols: 

  • Paying: Diamond, Golden bar, Lucky7
  • Thief
  • Roaming Joker

One Roaming Joker will always be in view and will start in a random position, then move to an adjacent symbol position with each spin. It can also exit off one edge of the panel, either horizontally or vertically, and appear back in view from the opposite side of the panel.
The Roaming Joker does not move position in the event of a cascade.
After the panel has been presented, the Roaming Joker will reveal one of: 

  • Win multiplier
  • Scatter Magnet (three variants, one for each paying symbol)
  • Wild
  • Thief
  • Bomb

If the Roaming Joker reveals a multiplier, any cluster wins on the panel will be multiplied by its value.
If the bonus was won by filling the collection meter with only one of the paying symbols, then: 

  • For 777s symbol:
    • Multiplier 1 = 2x
    • Multiplier 2 = 3x
    • Multiplier 3 = 4x
  • For the BAR symbol:
    • Multiplier 1 = 3x
    • Multiplier 2 = 4x
    • Multiplier 3 = 5x
  • For the Diamond symbol:
    • Multiplier 1 = 4x
    • Multiplier 2 = 5x
    • Multiplier 3 = 6x

If the bonus was won by filling the collection meter with any two of the paying symbols, then: 

  • Multiplier 1 = sum of both collected symbols' Multiplier A’s (above).
  • Multiplier 2 = sum of both collected symbols' Multiplier B’s (above).
  • Multiplier 3 = sum of both collected symbols' Multiplier C’s (above).

If the bonus was won by filling the collection meter with all three of the paying symbols, then: 

  • Multiplier 1 = sum of all three collected symbols' Multiplier A’s (above).
  • Multiplier 2 = sum of all three collected symbols' Multiplier B’s (above).
  • Multiplier 3 = sum of all three collected symbols' Multiplier C’s (above).

If the Roaming Joker reveals a Scatter Magnet, it will collect all instances of its paying symbol and wins paid on the basis of a cluster of an equivalent number of symbols, provided that at least 5 of those symbols are collected.
If the Roaming Joker reveals a Wild, it can substitute for one or more of the paying symbols to increase cluster values.
If the Roaming Joker reveals a Thief, it is collected to the Thief Meter.
If the Roaming Joker reveals a Bomb, all blank symbols on the panel explode to create voids which are filled with new symbols from above in a cascade.
Free spins end after the Thief appears for a 3rd time.
Free Spins can pay up to 4616.7x your bet amount.

Joker Boost

This is an optional base game bet which is off by default. When enabled it increases the chances of the joker appearing at a cost of 1.7x the current base bet. 

Game Rules and Information

  • The bet level is set using the BET LEVEL selectors.
  • Click the SPIN button to spin the reels..
  • Minimum Bet £0.10
  • Maximum Bet £5.00
  • Wins are paid according to the pay table.
  • Malfunction voids all pays and plays
  • Multiple wins are added together
  • All Pays in the paytable reflect the current bet level
  • A game round completes when the cash pot is collected or the Thief appears.
  • The bet level is locked until after a game round completes.
  • In accordance with fair gaming practices, the outcome of each and every game is completely independent
  • The chances of getting a particular outcome are always the same at the start of each game
  • The odds of the wheel are not equal.
  • Freespins are paid according to the bet amount set prior to entering Freespins.
  • Return to Player: 83.5%-90.02%
  • Joker Boost Return to Player: 64.9%-90.08%

*All values (Bet Levels, Maximum Wins etc.) mentioned in relation to this slot game are subject to change at any time. Game features mentioned may not be available in some jurisdictions.