Hold-and-Respin: Why the Counter Resets

Fictional hold-and-respin rules: locked R2 and R1 values are joined by R3; the counter resets to three, then runs to zero, paying R6.

Original animation with fictional example rules, not real gameplay. Captions are included in the video. Rules vary: check the game’s paytable. 18+ Play responsibly.

Video transcript

Hold-and-respin features can lock symbols while the empty positions spin again. Here are fictional rules: start with three respins and two locked symbols. No new symbol lands, so three becomes two. Next, one new symbol lands and locks. The counter resets to three; it does not add three to the two remaining. Three more attempts bring no new symbols: two, one, zero. The feature ends and pays the locked values: two plus one plus three equals six rand. Triggers, resets, full-grid awards and payout rules vary. Check the paytable. A feature does not guarantee profit. Eighteen plus. Play responsibly.

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