Knight Fight

Rules of the game

Knight Fight is a 6-row by 6-column slot with tumbling symbols. The game can expand the board to a maximum of 8 rows by 8 columns.

All Normal mode drops start with paying level 1 crest symbols and a board size of 6 rows by 6 columns.

A game round starts at the selected bet level when the player presses the Spin button.

If Auto Spin is enabled, you can play automatically. Press and hold the Spin button or use the Auto Spin button to set the number of rounds to be played automatically.

Prizes and winning combinations are paid according to the paytable.

Winnings are presented in the player's currency or coins. Players can change their preferences in the settings.

Winnings are displayed in the player's currency.

Knight Fight can be played in two game modes: Normal mode and Bonus mode with Free Drops.

Knight Fight has four collecting knight symbols that can be moved around the game board. Each knight is paired with a crest symbol of the same color as the knight.

Knights can collect crest symbols of their own color and all role symbols.

Paying symbols consist of crest symbols of the same color as the moving knight, coins, and Wild symbols.

Wins are generated when a knight moves and collects adjacent paying symbols perpendicularly.

Knights collect symbols by moving towards adjacent collectible symbols horizontally or vertically.

Crest symbols can be individually upgraded to higher pay levels up to a maximum pay level of 7.

If there are more symbols than can be collected, the knights will continue collecting until they can't collect any more symbols. This means a knight can move several times before the symbols are filled.

If a knight collects a function symbol, the corresponding symbol's function is activated.

The knights' movement order depends on the current payout of the crest symbols. Knights move in descending order of symbol payout.

Above the game board is a symbol collection meter. This meter tracks the collected symbols. Only crest symbols and Wild symbols count. The symbol collection meter continues counting collected symbols until the knights can collect no more symbols.

When the symbol collection meter is filled, a pending feature symbol release is added.

Up to three feature symbol spins can be accumulated simultaneously. All accumulated feature symbol spins are awarded simultaneously.

A feature symbol drop is awarded just before a goat turns evil, before the dragon flame attack, as part of the first Free Drop of the bonus game, or when the knights cannot collect any more symbols.

A function symbol cast converts a random number

from crest symbols to random function symbols.

In Knight Fight, there are eight different types of feature symbols: bonus symbols, wild symbols, coins, upgrade symbols, goat symbols, transformation symbols, the Basket of Golden Apples symbol, and the dragon egg.

The Free Drops bonus game is triggered if the knights collect three bonus symbols during an active game round.

The Free Drops bonus game begins with the current number of active rows and columns. The current progress on the symbol collection meter is incorporated into the bonus game. If there are any feature symbol drops pending at the start of the bonus game, they will be released as part of the first Free Drop.

If an upgrade symbol is collected, the payout level of the crest symbols of the same color as the knight who collected the upgrade symbol increases. The payout level of the crest symbols increases by 1-3 steps, up to a maximum payout level of 7.

If an Upgrade All symbol is collected, it upgrades all four crest symbols simultaneously. The payout level for crest symbols increases by 1-3 steps, up to a maximum payout level of 7.

If a knight collects a goat symbol, it turns the goat evil at the end of the game round, when the knights cannot collect any more symbols. Afterward, the knights are scared off the game board, forcing them to fall back down and land in a different location. If there are any feature symbol rolls pending, they will be rolled just before the goat turns evil.

If a transformation symbol is collected, it changes the color of the group of crest symbols next to the knight, making them the same color as the knight who collected the transformation symbol. It can also convert a random number of crest symbols into function symbols.

When a knight picks up the Basket of Golden Apples token,

Golden apples are placed on empty spaces on the board. Knights can then cross empty spaces once each to reach additional symbols.

If a knight collects a dragon egg or dragon flame symbol, a dragon flame attack is triggered at the end of the game round, when the knights cannot collect any more symbols. It removes knights from the board and all symbols except feature symbols that are nearby, triggering a redrop to fill any empty symbol spaces. The dragon flame attack also expands the game board to a maximum of 8 rows by 8 columns. If a feature symbol roll is pending, it will be rolled just before the dragon flame attack.

If a goat is picked up, the goat performs its action first if both a goat and a picked up dragon egg are visible.

The Wild symbol substitutes for any crest symbol at its current pay level.

A collected coin symbol pays its value multiplied by the current active bet level. The MAX WIN coin immediately pays the remaining amount needed to reach the maximum win.

Adjacent knights can perform a "Switcheroo" and swap positions horizontally or vertically when they can't collect any more symbols. This can only happen if new groups of symbols can be unlocked.

If three or more knights land next to each other horizontally or vertically, they will begin a combat. The combat will take place in a random area of the game board. Bonus symbols, coins, goats, and dragon eggs in the path of the combat cloud will be automatically collected, but crest symbols will be removed. The knights will fall back when the combat ends, and new symbols will appear to fill the empty symbol spaces.

Bonus mode with Free Drops is activated if the knights collect three

bonus symbols during Normal mode. 5 Free Drops are awarded.

The bonus game with Free Drops starts with the current number of active rows and columns.

The board size, progress on the symbol collection meter, the payout level of the crest symbols, and the collection of additional bonus symbols are all persistent and remain the same throughout the bonus game.

If the knights collect three bonus symbols during Bonus Mode, additional Free Drops are awarded.

The Free Drops bonus game ends when there are no Free Drops left or when the win limit has been reached.

Prizes are paid at the end of Bonus mode.

Bets cannot be changed during a current round of play.

A game round ends immediately when the win limit is reached; any winnings accumulated up to that point will then be paid out.

The theoretical payout (RTP) of Knight Fight is 94.0%.

The game has a limit of 10,000 times the bet placed.

If a malfunction occurs, all bets and prizes are void.

X- iter rules 

The X-iter feature offers several different game modes.

SUPER BONUS:

Guarantees a game round with access to the Super Bonus game. All Free Drops are played at the maximum board size, and all Upgrade symbols improve all Crest symbols at a cost of 500 times the selected bet.

BONUS:

Guarantees one round of play with access to the bonus game, at a cost of 100 times the selected bet.

MAXIMUM BOARD SIZE:

A drop played at the maximum board size, costing 25 times the selected bet.

GOLDEN APPLE FEAST:

A drop with the Golden Apple Basket feature activated from the start, costing 10 times the selected bet.

BONUS HUNT:

A landfall with more than QUADRUPLE the odds of triggering the bonus game, costing 3 times the selected bet.

X-iter features can only be activated in the base game.

The theoretical payout (RTP) of all X-iter game modes in Knight Fight is 94.0%.

All the rules of the game also apply to X-iter functions.

Last modification date: 6/2/2025