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Curse of the Werewolf Megaways — Free Demo & Game Details

Slot game

Slot by Pragmatic Play

#R

96.5%

RTP

Default return

#MWM

40976x

Maximum win multiplier

#V

high

Volatility

Level 5 of 5

#BR

0.1–100 operator-dependent units

Bet range

#WTW

46656

Ways to Win

#HF

22.4%

Hit frequency

Base-game spins with any win, including Super Spin and Guaranteed Win spins

#GG

6 × 2-6

Game grid

RTP profiles

Default return

Base game

Default96.5%

Reduced return

Casino setting

95.5%

Lowest return

Casino setting

94.5%

The rules screen in the game shows which return a casino runs.

Our verdict

0xPlaySlots opinion
6.6/ 10our score for this game

Villager conversion is a real progressive idea because ways multiply and every villager lost makes later spins worth more. Around it sit a flat paytable, no multiplier anywhere and a base game propped up by random modifiers. The 96.50% default is fair, but a 94.50% setting hurts a game this volatile. That earns 6.6 as a competent game with one good idea.

About Curse of the Werewolf Megaways

A spin pays across 64 to 46,656 ways because each of the six reels lands between two and six symbols. Each spin is evaluated once because nothing tumbles after a win. Six Werewolves pay just 10x per way and six of the best villager pay 5x, so the paytable is flat. Mystery symbols, Super Spins and Guaranteed Win spins are the random devices that lift a base game this thin. Free spins have no multiplier and draw their value from golden Attacking Werewolves taking lives from four high value villagers. A villager that loses all five lives becomes a Werewolf on the reel strips for the rest of the round and adds one spin. Ways multiply across reels, so three Werewolves or substitutes on every reel make 729 ways worth 7,290x. Four on every reel pay 40,960x against a 40,976x cap. A round that converts only one or two villagers therefore stays small.

Curse of the Werewolf Megaways free demo

Launch the provider-hosted demo in a new tab.

Editorial takeaways

  • The default return is 96.50%, and the lowest setting casinos run is 94.50%.
  • Three to six Bonus symbols start free spins with 8 to 15 spins.
  • Each villager converted into Werewolves adds one free spin, so conversions add at most four spins.
  • Buy Free Spins costs 100x the total bet and lands 3 to 6 Bonus symbols at random.
  • The Wild lands only on reels 2 to 6 and cannot replace a Bonus, Mystery or Attacking Werewolf symbol.
  • The maximum win is 40,976x the total bet, and a round that reaches it ends at once.

Limitations and version notes

  • Free spins have no multiplier, so a round that converts only one or two villagers pays little.
  • Royals top out at 1x per way and the best villager at 5x, so the base game drains steadily between features.
  • Super Spins stack premium symbols on the reels but still need matches on adjacent reels, and most of them pay nothing.
  • Casinos can run the game at 94.50%, two points below the default, so the rules screen is worth checking before play.

Features & Themes

Game features

megawayswildsMystery SymbolsRandom ModifiersFree SpinsSymbol ConversionBonus Buy

Themes

horrorwerewolves

Game mechanics

Megaways ways to win

Base + bonus#01

Every spin, each of the six reels lands between two and six symbols.

The ways count becomes the product of the six reel heights, and matching symbols on adjacent reels from the left pay.

This spin only.

Nothing tumbles after a win, so each spin is evaluated once. Wins on different ways are added together.

  • At least 64 ways
  • Up to 46,656 ways
  • Up to 6 symbols per reel
  • Werewolf pays from 2 reels
  • Every other symbol pays from 3 reels

Wild

Base + bonus#02

The Wild lands on reels 2 to 6 only.

It substitutes for every symbol except Bonus, Mystery and Attacking Werewolf.

This spin only.

It has no multiplier and no pay of its own. It appears in the base game and in free spins.

  • Reels 2 to 6

Mystery symbol

Base game#03

Mystery symbols land on any reel and at any size in the base game.

All Mystery symbols turn into the same randomly chosen paying symbol before wins are counted.

This spin only.

  • Base game only

Super Spin

Base game#04

It starts at random on any base-game spin.

The spin uses reels loaded with stacks of high value symbols.

This spin only.

The stacked symbols still have to match on adjacent reels from the left to pay.

Guaranteed Win spin

Base game#05

It starts at random on any base-game spin.

The spin is certain to land a big win across several ways.

This spin only.

It spins on its own reels, which hold no Bonus or Wild symbols.

Bonus scatter trigger

Base game#06

Three or more Bonus symbols land anywhere in the base game.

Free spins start, with more spins for more Bonus symbols.

The award is fixed when the round starts.

Bonus symbols land on every reel and at any size.

  • 3 Bonus symbols award 8 spins
  • 4 Bonus symbols award 10 spins
  • 5 Bonus symbols award 12 spins
  • 6 Bonus symbols award 15 spins

Attacking Werewolf

Bonus#07

A golden Attacking Werewolf lands during free spins.

It counts as a Werewolf and takes 1 to 5 lives from one high value villager.

Lost lives stay lost for the rest of the round.

It appears only in free spins. Every hit brings a villager closer to becoming a Werewolf.

  • 1 to 5 lives per hit
  • 5 lives per villager
  • 4 villagers

Villager conversion

Bonus#08

A high value villager loses all 5 lives.

Every copy of that villager on the reel strips becomes a Werewolf, and 1 free spin is added.

The change lasts for the rest of the round.

Once all four villagers have turned, the Werewolf is the only high value symbol left on the reels.

  • +1 free spin per villager converted
  • At most +4 spins from conversions

Free spins retrigger

Bonus#09

Two or more Bonus symbols land during free spins.

More spins are added to the running round.

The added spins join the current round.

  • 2 Bonus symbols add 2 spins
  • 3 Bonus symbols add 3 spins
  • 4 Bonus symbols add 4 spins
  • 5 Bonus symbols add 5 spins
  • 6 Bonus symbols add 10 spins

Free spins special reels

Bonus#10

The free spins round starts.

The round spins on special reel sets that hold more Werewolves than the base game.

They stay in use for the whole round.

Each villager conversion moves play to a new reel set with that villager removed.

Max win cap

Base + bonus#11

The total win of a round reaches the maximum win.

The round ends at once and pays up to the cap.

It ends the round, and any remaining features are forfeited.

  • Cap of 40,976x the total bet

Bonus rounds

Free Spins

Free spins
8 spins

Three or more Bonus symbols land in the base game, or the round is bought.

Two or more Bonus symbols add spins, and each converted villager adds one more.

The round spins on special reels with more Werewolves and has no win multiplier. Golden Attacking Werewolves count as Werewolves and take lives from the four villagers. A villager that loses all five lives becomes a Werewolf on the reels for the rest of the round. Because ways multiply across reels, each conversion raises the value of every spin that follows.

  • Uses Attacking Werewolf, Villager conversion, Free spins retrigger, Free spins special reels, Wild.

Feature purchases

Purchase options and their bonus rounds

Feature-purchase costs can exceed the ordinary maximum stake shown for the base game.

Buy Free Spins

Bonus Buy

It starts free spins at once with 3 to 6 Bonus symbols chosen at random, and the round then plays like a natural trigger. The option is not offered in the UK or Germany.

Cost
100x stake
Linked bonus round
Free Spins
Try in Demo

Event frequency

Bonus frequency

1 in 314 spins

Scope
Free spins trigger in the base game

Maximum-win probability

1 in 1,000,000,000 spins

Scope
Hitting the max win

Screenshot Gallery

In-game screenshots

Curse of the Werewolf Megaways screenshot 1
Curse of the Werewolf Megaways screenshot 2
Curse of the Werewolf Megaways screenshot 3
Curse of the Werewolf Megaways screenshot 4
Curse of the Werewolf Megaways screenshot 5

Paytable & Symbol Values

Winning combinations and symbol payouts

Symbol payouts

#PT
Symbol23456
Acelow·0.2×0.3×0.5×1×
Kinglow·0.2×0.3×0.5×1×
Queenlow·0.1×0.2×0.3×0.5×
Jacklow·0.1×0.2×0.3×0.5×
Tenlow·0.1×0.2×0.3×0.5×
Werewolfhigh0.5×1×2.5×5×10×
Lamplighterhigh·0.5×1×2.5×5×
Female Villagerhigh·0.3×0.5×1×2.5×
Moustache Villagerhigh·0.3×0.4×0.8×2×
Green Cap Villagerhigh·0.2×0.3×0.6×1.5×

Werewolf. It is the only symbol that pays from two reels, and Attacking Werewolves and converted villagers count as it.

Each value is a multiple of the total bet paid on one way. A win covering several ways pays that value on each of them.

Special symbols

#SS
Wild
It lands on reels 2 to 6 and substitutes for every symbol except Bonus, Mystery and Attacking Werewolf. It has no pay of its own.
Bonus
This scatter lands on every reel. Three or more start free spins, and two or more add spins inside the round.
Mystery symbol
It lands in the base game only, on any reel and at any size. All Mystery symbols on the screen turn into one random paying symbol.
Attacking Werewolf
This golden Werewolf lands in free spins only. It counts as a Werewolf and takes 1 to 5 lives from a villager.

Our Team Reviews

Signed reviews from our team

1 review
FEATURED

Curse of the Werewolf Megaways pays on its Werewolf count and little else

SC

Sarah Chen

Streaming Specialist at 0xPlaySlots

September 23, 2026
6.6/10

Every road in this game runs through one symbol

I read Curse of the Werewolf Megaways as a game about a single symbol. The Werewolf pays 10x per way for six, and the other nine symbols in the paytable top out at half of that or less. The free spins exist to turn four of those lesser symbols into Werewolves, and because a ways win multiplies the matching count on each reel, a conversion is worth far more than the gap between two paytable lines. Villager conversion is a good idea and it earns most of the 6.6 on this page. Everything else in the design is a way of waiting for it.

The frame is the one Pragmatic Play also uses for Great Rhino Megaways and Power of Thor Megaways: six reels, each landing a random height, with the ways count following from the heights. Free spins that build value for the rest of the round are shared with The Dog House Megaways, from the same studio. What this game adds is the method. It builds without a multiplier of any kind, by rewriting the reel strips so that more of what lands is Werewolf. That method is the part I call its own, and it sets the game apart from its siblings. It cannot carry the spins where it is absent, and that is most of them.

A conversion is worth far more than the line it replaces

Read line by line, conversion looks modest. Six green-cap villagers pay 1.5x and six Werewolves pay 10x, an upgrade of under seven times. Converting the Lamplighter, whose six pay 5x, looks like a mere doubling.

That reading misses how ways count. A symbol's ways are its copies on each reel multiplied together, substitutes included, so a conversion does not upgrade a line. It merges two counts into one. Take a screen where every reel shows one Werewolf and one green-cap villager: one Werewolf way at 10x and one villager way at 1.5x, 11.5x in all. Convert the villager and the same twelve positions hold two Werewolves a reel, which is 64 ways and 640x, about 56 times as much. From two a reel to three multiplies the Werewolf ways again by about 11, and from three to four by under 6, so each step adds more in absolute terms than the last.

The leftmost reel matters most in that product. The Wild lands on reels 2 to 6, so it can raise five of the six factors and never the first. On reel 1 the count comes from Werewolves and from symbols that count as one, which in free spins means golden Attacking Werewolves and converted villagers. Conversion is the device that puts more Werewolves on the first reel strip for the rest of the round.

The cost of this design is the stretch before a conversion lands. Lives taken from a villager who still has some left change nothing on the reel strips, so the life-taking half of each golden hit is deferred value until one villager reaches zero. Four villagers at five lives each put twenty lives between the first free spin and a board where the Werewolf is the only high symbol, and a hit removes one to five of them. Until the first villager turns, the round pays paytable values on reels richer in Werewolves than the base game, with nothing on top.

The cap sits just above four Werewolves a reel

With no multiplier in any phase, the only route to 40,976x is volume. That figure is 4,097.6 six-Werewolf ways' worth of pay, because the best single way in the paytable is 10x.

Four Werewolves or substitutes on every reel make 4,096 ways, 16x short of the cap. Put a fifth on any one of those reels and the product becomes 5,120 ways, or 51,200x, which the cap cuts back to 40,976x. A full screen of Werewolves at six rows a reel would make 46,656 ways and 466,560x, more than eleven times the cap.

The cap is therefore not a distant ceiling. It sits inside the range a heavily converted round on tall reels can produce, and every board with at least four on each reel and five on any of them ends its round on the same 40,976x, forfeiting whatever features remain. I do not hold that against the game. The cap is 409.76 times the buy price, and at 1 in 1,000,000,000 spins it belongs to the design rather than to anyone's expectations. It does mean the top of the conversion ladder is one fixed number rather than a climb.

The base game is three one-spin gambles on a flat paytable

Each device that lifts a base-game spin lasts that spin only: the Mystery symbol, the Super Spin, the Guaranteed Win spin and the Wild. Nothing builds from one base spin to the next. The hit rate of 22.4% already counts Super Spins and Guaranteed Win spins, so more than three base spins in four pay nothing at all.

The modifiers do less than their names suggest. A Mystery symbol can become any of the ten paying symbols, and five of those are royals worth 1x or less for six. A Super Spin stacks high symbols, yet a stack pays nothing unless its match starts on reel 1 and runs across at least two adjacent reels for the Werewolf and three for the rest. The Guaranteed Win spin is the one certain payer, and its reels hold no Bonus symbols, so the one modifier sure to pay can never start the free spins.

That is a base game built to fill the time until a 1 in 314 trigger, not one that earns on its own. I would accept that more readily if the round it waits for had a multiplier. It has none.

The 100x buy is priced for the ceiling, not the floor

Buy Free Spins costs 100x and lands three to six Bonus symbols at random, so it opens a round of 8 to 15 spins that then plays like a natural trigger. The best case is the cap, 409.76 times the price. To return the price at all, the round has to pay the equivalent of ten six-Werewolf ways, and at the low end it has eight starting spins to do it, with nothing to multiply them.

Against the natural route the price looks cheap. At a 1 in 314 trigger rate, an average wait puts 314x through the game at 1x a spin, and 100x is under a third of that. The comparison flatters the buy, since those base spins pay back part of what they take, so I judge the price on the round alone. The ceiling is generous for 100x. The floor is a round whose golden hits never finish a villager, which leaves the price paying for eight spins of a flat paytable on richer reels. I call that a fair price for the top of the range and a poor one for the bottom. The buy is not offered in the UK or Germany, where the 1 in 314 trigger is the only way in.

The default return is fair and the lowest setting is not

Volatility is 5 out of 5, and the arithmetic above explains why: a flat paytable, no multiplier, and a single idea whose value arrives in steps. The game suits a player who wants one visible build inside the free spins and accepts a base game that mostly waits. It does not suit anyone who wants the base game to earn between features, or who needs a multiplier to rescue a short round.

At the 96.50% default, the expected cost of play is 3.5% of stake. At 94.50% it is 5.5%, more than half as large again, and a game that spends most of its spins waiting for one feature pays that difference on every one of them. The rules screen shows the setting in use, and I would check it first. Conversion is the reason to play this game. The flat paytable, the missing multiplier and a return casinos can cut by two points are the reasons it stops at 6.6.

Pros

  • Villager conversion compounds through the ways: two Werewolves a reel make 64 ways, three make 729
  • Each converted villager lifts every later spin and adds one free spin, up to four extra
  • The 40,976x cap is 409.76 times the 100x buy price
  • The 96.50% default return is fair for a game at 5 out of 5 volatility

Cons

  • No multiplier in any phase, so spins before the first conversion pay plain paytable values
  • More than three base spins in four pay nothing, even counting Super Spins and Guaranteed Win spins
  • Guaranteed Win reels hold no Bonus symbols, so the one sure payer never starts free spins
  • Royals top out at 1x per way for six and the best villager at 5x
  • Casinos can run it at 94.50%, raising the expected cost of play from 3.5% to 5.5% of stake

Verdict

Villager conversion is a real progressive idea, because ways multiply and every villager turned makes later spins worth more. A flat paytable, no multiplier and a base game of one-spin modifiers hold it to 6.6, a competent game with one good idea.

#GP

Game Provider

#GD

Game Details

Information

Pragmatic Play
September 2, 2020
Video Slot
megaways
46656 ways to win