How to Play Dig ’n’ Drop
Six steps from your first spin to the 5,000x cap — stake, the queue, the cluster rule, the drop-in, the minecarts, the free spins.
Set Your Stake
Open the bet menu and pick a level. Elysium runs Dig ’n’ Drop from $0.10 up to $40, and there is no line count or cluster setting to configure — the whole 5x7 grid is live on every spin. Worth knowing before you set it: this is a 94.11% build, a notch under what most cluster slots return, so the stake you pick costs a little more per spin than it would elsewhere.
Look at What Is Queued Above and Below
Before you spin, glance at the edges of the grid. Wilds and sticks of dynamite are seeded in a row above the reels, and a line of multiplier minecarts rolls into place underneath. None of it can enter while the grid is full — that queue is the whole DIG DIGGITY idea, and knowing what is waiting changes how you read the spin.
Form a Cluster of Six
Nothing reads left to right here. Six or more matching symbols touching each other anywhere on the 35 cells is a win. The group pays, disappears, and everything above it settles into the gap. With seven rows rather than the usual five, a group can snake vertically in a way a shorter cluster grid never allows.
Watch the Queue Drop In
The moment cells open up, the queued specials fall in. Wilds slot into the gaps and help finish the next cluster; dynamite lands and destroys every symbol it touches. Either way the grid keeps clearing, which is why a single spin can turn into a long sequence. Special Frames sitting on the grid are the other thing to watch — a framed cell that survives into a long chain is worth considerably more than one that clears early.
Open a Column, Collect a Cart
This is the payoff of the whole loop. Clear a path all the way down a column and a wild rides it to the multiplier minecart waiting at the bottom, collecting whatever that cart carries. No clear path, no collection — which is why a well-placed detonation can be worth more than the cluster that set it off.
Trigger the Free Spins
Three or more scatters award six free spins. Two things change: specials are guaranteed in the queue above the reels on every spin, and the wilds turn sticky instead of falling through. Six spins is short, so the round is decided early. Where your operator offers a Buy Bonus you can pay in directly, though Britain and Sweden ban bonus buys outright. Dig ’n’ Drop caps at 5,000x your stake, and this round is where that ceiling is realistically approached.
Bonus Features Explained
Each feature plays differently. Here's what actually happens — no marketing fluff.
Each one gets a deeper walkthrough on the Dig ’n’ Drop bonus features page.
DIG DIGGITY Mechanic
Wilds and dynamite queue above the grid at the start of every spin, and multiplier minecarts roll in underneath. Nothing moves until a cluster clears — then the specials drop into the space that opened up.
Moving Wilds
Wilds enter from the top as cells free up, help complete the next cluster, and travel downward when a column clears. Reach a minecart at the bottom and the wild collects the multiplier waiting in it.
Bombs
Sticks of dynamite drop in alongside the wilds and blow up every symbol they touch. Their job is clearing blocked paths — a detonation in the wrong column is what stops a wild reaching its cart.
Free Spins with Sticky Wilds
Three or more scatters award six free spins. Specials are guaranteed above the reels on every spin of the round, and wilds stop dropping away — they stick where they land and keep working.
Quick Strategy Tips
Bankroll first. Elysium's own game sheet puts the win rate at 20%, so roughly four spins in five clear nothing. Budget 200 to 300 spins at your stake so a free spins trigger gets a fair chance — at $0.10 that's a $20 to $30 session.
Check which build loaded. This matters more on Dig ’n’ Drop than on most games. Elysium ships it at 92%, 94% and 96%, and the operator picks. Four percentage points is a bigger gap than you will find between most competing slots, and the only way to know which one you have is the info panel. Our figures throughout use the 94.11% default.
Watch columns, not symbols. The multipliers live in the minecarts under the grid, and a wild has to physically reach one. That means a modest cluster that empties a whole column is often worth more than a bigger group that leaves the grid packed. Same goes for dynamite — where it lands matters more than how much it destroys.
Six spins is short. The free spins round hands you guaranteed specials and sticky wilds, but only six spins to use them. If the early wilds anchor in already-crowded columns, the round quietly fizzles. Nothing you can do about it — just don't treat the trigger as a payday until you see where the first two land.
Ready to Try It?
Run the demo before risking real money — the queue-and-collect loop makes a lot more sense after ten spins than after ten paragraphs.
Try Free Demo