ABOUT
Most fantasy kings sit on a throne, bark orders at guards, and wait for somebody else to do the dirty work. Cursed King has apparently decided delegation is for lesser monarchs, because Paperclip Gaming puts its dark ruler right in the middle of the action, personally summoning Wilds onto the grid and turning every spin into another grab for power.
The setting leans heavily into classic dark-fantasy territory, with a fallen ruler chasing the usual royal starter pack of power, fame, and fortune. That sounds fairly traditional on paper, but Paperclip Gaming gives the theme some teeth by making the king's magic part of the actual gameplay rather than leaving him there as expensive background decoration.

Cursed King plays across a 6x5 Cluster Pays grid, where at least five matching symbols need to touch horizontally or vertically to form a win. Diagonal connections do not count, and there are no cascading reactions afterwards, so each spin gets one clean verdict from the royal court before the board is cleared and the next spell begins.
That one-and-done structure is important because Cursed King is not really interested in endless tumbling combinations. Its trick is putting increasingly dangerous Multiplier Wilds in exactly the places where one strong connection can turn a perfectly ordinary cluster into something worthy of the crown jewels.
Betting Options and Bonus Features
The betting range is about as wide as a castle moat, meaning everyone gets a seat at the table, while the theoretical RTP is 96% across all modes. The jackpot at the end of the dungeon is a 25,000x max win, giving the game enough treasure to make even the greediest cursed monarch stop rattling his armour for a second.
Every spin begins with the board empty, and that is when the king gets to cast first. Before the regular symbols arrive, he summons Multiplier Wilds worth anywhere from 2x to 100x, then lets the rest of the grid fill around them before all winning clusters are evaluated.
These Wilds can substitute for any normal paying symbol, but substitution is almost the boring part. Their real value comes from the way their multipliers are calculated, because Cursed King adds together the values of every Wild involved in the cluster instead of simply using one multiplier or applying them separately.
That means a cluster touching a 5x Wild and a 3x Wild becomes an 8x win, while a cluster without a Wild remains at its normal 1x value. Things get nastier when a Wild is positioned between two separate clusters, because it can belong to both at the same time and contribute its multiplier to each win, effectively letting one piece of cursed magic serve two masters.
The Wilds do have one royal restriction: they cannot normally form a paying cluster by themselves. A board made only from Wilds is usually useless unless every paying symbol has disappeared completely, at which point the Wilds are treated as Cursed King symbols and the payout is multiplied by the combined total of every Wild multiplier on the grid.
Then come the Bonus symbols, and this is where the king stops being merely cursed and starts becoming a serious problem for the local population. Landing 3, 4, or 5 Bonus symbols triggers Cursed Spins, Cursed Super, or Cursed Epic, with every version awarding 10 free spins and only one Bonus symbol allowed on each reel.
The central rule of the free-spin round is simple enough to belong on a castle wall in giant flaming letters: THE WHOLE BOARD IS STICKY. Every Wild that appears locks into place for the rest of the bonus while keeping its multiplier, so the feature becomes progressively more dangerous as those permanent Wilds start occupying more and more of the kingdom.
That gives even the standard Cursed Spins round a nice sense of escalation. Early spins can feel relatively harmless, but every Wild that lands is effectively another cursed knight joining the army, and it remains there until the bonus ends.
Bonus symbols can also keep the invasion going for longer. Every Bonus symbol landing during free spins adds one extra spin, which matters more here than in a normal retrigger system because another spin is not simply another chance to win; it is another chance to add a permanent Wild to a board that is already becoming increasingly loaded.
Cursed Super takes away some of the waiting by guaranteeing at least one new Wild on every spin. Since those Wilds never leave, the bonus cannot help but grow in strength over time, creating a satisfying snowball effect where the board slowly stops looking like a slot grid and starts looking like the king has annexed every available square.
The top tier, Cursed Epic, pushes that idea into proper dark-lord territory. It guarantees at least one new Wild every spin just like Cursed Super, but every Wild is also worth at least 10x, removing the weakest multipliers from the equation and giving the additive Wild system much more room to produce genuinely ugly numbers.

That combination is where Cursed King feels most distinctive. Instead of relying on a single giant multiplier dropping from the sky, the game builds its power piece by piece, with sticky Wilds piling up and potentially influencing multiple clusters at once until the board looks less like a battlefield and more like the king has personally confiscated the entire grid.
Roshtein’s Take
I think Cursed King gets the most important thing right: the feature actually feels like it is getting stronger while you play it. Sticky Multiplier Wilds that keep accumulating and combine their values give every new spin a purpose, and I would much rather watch a board slowly become ridiculous than wait for one miracle symbol to save an otherwise dead bonus.
For me, Cursed Epic is the obvious throne room here. Guaranteed new Wilds every spin, a 10x minimum value on each one, and a 25,000x ceiling creates exactly the kind of setup where the board can go from suspiciously calm to completely cursed in a hurry, and that is the sort of fantasy I would happily pledge allegiance to.






