The masked killer wild
Vertical expansion
The wild lands as a single symbol and can then grow along its reel, covering a random number of extra cells upward or downward. On a five-row grid that growth is what links one wild to more than one payline: a wild stretched over three rows is part of every line that crosses those three cells. The expansion is decided when the wild lands; there is no separate feature to trigger it and no cost attached.
Multipliers x2, x3, x5 and x10
A wild can carry one of four multipliers: x2, x3, x5 or x10. The multiplier applies to every line win the wild completes. When more than one multiplier wild sits on the same payline, their values multiply rather than add: x3 and x5 make x15, x5 and x10 make x50, and two x10 wilds make x100. That arithmetic is how a cheap symbol turns into a large win. A line of props is worth 1.25x on its own at the low end of the paytable; the same line completed through two multiplied wilds can be worth a hundred times that.
What the wild does not do
The wild stands in for the ten regular symbols only. It does not substitute for the Scatter or for the Super Scatter, so a bonus round can be started only by the scatter symbols themselves. The wild is also a paying symbol in its own right: five of them across a line pay 30x the bet before any multiplier is applied.
Scatter and the disco-ball Super Scatter
The Scatter can appear on all five reels and is counted by number, not by position: three, four or five anywhere on the grid start Free Spins. The Super Scatter is an orange disco ball. It is limited to one per spin, and on its own it does nothing — it needs at least two ordinary Scatters on the same spin, and then the round that starts is Super Free Spins rather than the standard one. Both symbols are outside the wild's reach: a wild never completes a scatter count.
Free Spins
10, 15 or 20 spins
Three Scatters award 10 Free Spins, four award 15 and five award 20. The spins are played at the stake of the triggering spin on the same 15 lines, and the paytable does not change.
Sticky wilds
Every wild that lands during Free Spins stays in place until the round ends, together with the multiplier it brought in. Over 10 to 20 spins the reels fill up, and that is where the multiplication on a line starts to compound: each new multiplier wild on a line that already holds one multiplies the existing value instead of adding to it. A sticky x5 that is joined by a x10 on the same line is a x50 line for every spin that remains.
Merging wilds
A new wild that lands directly above or below a sticky wild merges with it into one taller wild. The published descriptions of the game agree on the merge itself and differ on what happens to the multipliers: in one account the two values are added together on the merged wild, in another the merged wild does not always receive a multiplier. Read the merge as a chance of a combined multiplier rather than a guaranteed one; the in-game rules screen is the place to check the exact wording of the version you play.
No retrigger
Scatters that land during Free Spins do not add spins. The round is exactly the 10, 15 or 20 spins awarded at the start. It can also end early: if the round's win reaches the 10,000x cap, the round stops at that point and the remaining spins are not played.
Super Free Spins
Super Free Spins start when the Super Scatter lands with two or more Scatters, and award 10, 15 or 20 spins by the same count as the standard round. The difference is the opening position: the first spin is guaranteed at least three wilds in random places, so the sticky grid starts three wilds up instead of empty. From there the rules are the same — wilds stick, carry multipliers that multiply on a line, and merge with new wilds above or below; there is no retrigger. Super Free Spins can also be bought outright for 500x the stake, which is covered on the Super Spin and bonus buy page.
How the features connect
The chain is short. In the base game a wild expands and, with a multiplier, turns an ordinary line into a multiplied one. Scatters move the game into Free Spins, or — with the disco ball — into Super Free Spins. Inside either round the wilds stop leaving, so every new multiplier is multiplied by the ones already on the line, and merges can stack the values further. The ceiling on all of this is the 10,000x cap, which ends the round the moment it is reached.
Where that cap is reachable is not published by the provider, and the following is a reading of the mechanics rather than a figure: the ingredients are a 30x line of wilds, multipliers up to x10 that multiply each other, and sticky wilds that keep those multipliers for the rest of the bonus. The odds of the cap — 1 in 4,914,004 — and the money it represents are on the return to player page; the symbol values that the multipliers act on are in the guide.
Questions
How do you trigger free spins in Killer Night?
Land three, four or five Scatter symbols anywhere on the reels in one spin for 10, 15 or 20 Free Spins. If the orange disco-ball Super Scatter lands together with at least two Scatters, the game starts Super Free Spins instead. The Ante Bet makes the trigger five times as likely, and the two bonus buys start a round directly for 100x or 500x the stake.
Do the wild multipliers in Killer Night add or multiply?
On a payline they multiply. Two multiplier wilds on the same line combine as x3 and x5 make x15, or x10 and x10 make x100, and the result applies to the line win. The one place where values are described as adding is a merge in Free Spins, when a new wild lands directly above or below a sticky one — and published descriptions do not agree on whether that happens every time.
What happens when wilds merge in Killer Night free spins?
When a wild lands directly above or below a wild that is already stuck, the two merge into one taller wild. The merged wild can carry a combined multiplier, with the two values added together, but the published descriptions of the game differ on whether a multiplier is attached every time. Treat the merge as a possible boost rather than a fixed rule, and check the rules screen in the game.
Can Killer Night free spins be retriggered?
No. Neither Free Spins nor Super Free Spins can be extended from inside the round. Scatters that land during the bonus award nothing extra, and the round is exactly the 10, 15 or 20 spins given at the trigger. The only way the length changes is downward: a round that reaches the 10,000x cap ends immediately.
What makes Super Free Spins different from Free Spins?
The start. Super Free Spins begin with at least three wilds already on the reels in random positions, so the sticky grid is never empty on the first spin. The spin count is the same — 10, 15 or 20 — and so are the sticky wilds, the multipliers and the no-retrigger rule. The round is triggered by the Super Scatter with two or more Scatters, or bought for 500x the stake.