- Reels branch
- Reels · node II
- Played for dew · no cash value
Briar Climb
Six bramble reels that grow between two and six rows on every spin, so the number of ways to make a run changes each time.
Pick a stake, then press Spin.
The games are resting.
A pause is on for this device.
The Library, the field notes and the Clearing stay open. See your settings.
About Briar Climb
Briar Climb is a ways game with a twist in its shape. Before the pictures are read, each reel climbs to its own height, from a stub of two rows to a full six. Multiply the heights together and you get the number of ways that spin can pay: as few as 64 when every reel stays short, up to 46,656 when they all reach the top. The counter under each reel shows its height.
Because every copy of a picture counts, a spin with tall reels can stack a small pay many times over, which is why the pay table shows the value of a single way. The result line tells you which picture paid, across how many reels and through how many ways, so you can see where the return came from.
The pictures are woodland finds: a red toadstool, a glass snail shell, an amber dragonfly, a copper key, an ivy leaf, a thistle and a pine cone. Tall spins are the feature: for eight spins no reel is shorter than four rows.
How to play
- Pick a stake for the whole spin.
- Press Spin. Each of the six reels grows to a height of 2, 3, 4, 5 or 6 rows, then the pictures land.
- A picture pays when it shows on reel 1 and on each following reel without a gap, for at least three reels. Every copy on a reel counts, so two copies on reel 1 and three on reel 2 already make six ways.
- The golden thorn on reels 2 to 5 stands in for every picture except the berry bunch.
- Three or more berry bunches anywhere pay on their own and start eight tall spins, in which every reel grows at least four rows.
Pay table
Every return is a multiple of your stake. Dew has no cash value and nothing here can be exchanged for anything.
| Symbol | 3 reels | 4 reels | 5 reels | 6 reels |
|---|---|---|---|---|
| 0.108× | 0.27× | 0.649× | 1.622× | |
| 0.087× | 0.216× | 0.487× | 1.189× | |
| 0.065× | 0.162× | 0.378× | 0.865× | |
| 0.054× | 0.13× | 0.303× | 0.649× | |
| 0.033× | 0.065× | 0.13× | 0.27× | |
| 0.028× | 0.054× | 0.108× | 0.216× | |
| 0.021× | 0.043× | 0.087× | 0.162× | |
| Stands in for every picture except the berry bunch | ||||
| 1× | 5× | 25× (5 or more) | ||
Three or more berry bunches start 8 tall spins, in which every reel grows 4 to 6 rows.
Fair play
Every result comes from your browser's random number generator, through the rules above and nothing else. There is no hidden balancing, no streak memory and no change of odds after a quiet patch or a good run. The same pay table is read by the game and printed on this page.
Questions
What is a way?
One path from reel 1 across the following reels that picks one matching cell on each. Two copies on reel 1 times three on reel 2 times one on reel 3 is six ways.
Are tall reels better?
They make more ways, but each way pays only a small amount. The heights are random on every spin and there is nothing to choose.
Why are some pays shown with three decimals?
Those are pays for one way. A run usually goes through many ways at once, so the total is the one-way value times the ways, rounded to two decimals of dew.
At a glance
- Grid
- 6 reels, 2 to 6 rows each
- Ways
- 64 to 46,656 per spin
- Wild
- Golden thorn, reels 2 to 5
- Feature
- 3+ berry bunches: 8 tall spins
- Stakes
- 10 to 200 dew per spin
- A round
- about 3 seconds
Where to stop
Briar Climb swings more than any other game here: long quiet runs are normal, and tall spins do not arrive on a schedule. A round cap from the Clearing works well with it, because the count is fixed before you start.
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