0xPlaySlots

Stick 'Em — Game Details

Slot game

Slot by Hacksaw Gaming

#MWM

2048x

Maximum win multiplier

#V

medium

Volatility

Level 3 of 5

#BR

0.2–100

Bet range

#WTW

1024

Ways to Win

#HF

23.45%

Hit frequency

Chance that a spin returns any win

#GG

5 × 4

Game grid

RTP profiles

RTP

96.1%

Our verdict

0xPlaySlots opinion
6.2/ 10our score for this game

Stick 'Em has one real idea, a sticky thumbs chase whose ways count multiplies as the reels fill. The frame around it is thin because symbol pays are flat and free spins cannot retrigger. The wheel bonus adds a separate shot at 1000x without changing the rhythm of ordinary spins. That is competent early Hacksaw design held down by a 2048x ceiling, which puts it at 6.2.

About Stick 'Em

Stick 'Em plays on a 5x4 grid with 1024 ways that pay matching symbols on adjacent reels from the left. With no wild and a best regular pay of 3x for five, ordinary ways wins stay small. The thumbs up symbol carries the game because it pays like a regular symbol and also starts Sticky Win Spin. A win with three or more thumbs locks them in place and grants a re-spin that every new thumb extends by one more. When a re-spin adds nothing the feature pays one total for every thumb on the reels. The 2048x cap equals 1024 ways at the 2x five-thumb pay, so the ceiling is a board filled with thumbs. Because the total counts ways, a second thumb on a reel that held one doubles the ways running through that reel. Three bonus scatters in the base game open a separate wheel bonus that pays up to 1000x the triggering bet. Free spins add extra high symbols to the reels but cannot retrigger.

Game preview

Stick 'Em game screen

Editorial takeaways

  • A win with three or more thumbs up symbols starts Sticky Win Spin, which keeps re-spinning while new thumbs land.
  • Sticky Win Spin can pay up to 2048x the bet.
  • Three bonus scatters in the base game start a wheel bonus worth up to 1000x the triggering bet.
  • Free spins cannot be retriggered because the free spin scatter never lands during the round.
  • The game has no wild symbol.

Limitations and version notes

  • Without a wild, base-game wins outside the sticky feature rest on flat symbol pays that top out at 3x for five.
  • Sticky Win Spin grants one re-spin at a time, so a single blank re-spin ends it.
  • Free spins only add high symbols and cannot retrigger, which leaves the round with a low ceiling.
  • The 2048x cap is low by current standards, and reaching it needs a thumb on all 20 positions.

Features & Themes

Game features

Ways To WinSticky RespinsFree SpinsBonus Wheel

Game mechanics

1024 ways to win

Base + bonus#01

Matching symbols land on adjacent reels starting from the leftmost reel.

Each winning way pays its paytable value at the current bet.

Each spin is evaluated on its own and nothing carries over.

Only the highest win on each way is paid. Wins on different ways in the same round are added together.

  • 5 reels x 4 rows
  • 1024 ways
  • Minimum 3 of a kind

Sticky Win Spin

#02

Three or more thumbs up symbols form a win in a spin.

The winning thumbs up symbols stick in place and a free re-spin is awarded.

It runs until a re-spin lands no new thumbs up symbol.

Every new thumbs up symbol also sticks and awards another re-spin. One total win for all thumbs that landed is paid when the feature ends.

  • Up to 2048x the bet
  • Starts with 1 re-spin
  • No free spins or bonus game trigger during the feature

Free spin scatter

Base game#03

Three or more free spin scatter symbols land anywhere in one spin.

Free spins start with extra high value symbols added to the reels.

The awarded spins play automatically until none remain.

The free spin scatter does not appear during free spins, so the round cannot be retriggered.

  • 3 scatters award 5 spins
  • 4 scatters award 10 spins
  • 5 scatters award 15 spins

Bonus scatter

Base game#04

Three bonus scatter symbols land in the same spin.

The bonus wheel starts.

The wheel plays once and then returns to the base game.

Only three reels carry the bonus scatter, so a trigger needs one on each of them.

  • Exactly 3 needed
  • Base game only
  • Reels 1, 3 and 5

Bonus wheel

Bonus#05

Three bonus scatters land in one base-game spin.

A wheel spins and pays a prize scaled to the bet of the triggering spin.

One bonus game, after which play returns to the base game.

The wheel has three levels of progression. Each level has more segments than the one before it.

  • Up to 1000x the triggering bet
  • Level wheels of 12, 24 and 36 segments

Bonus rounds

Sticky Win Spin

Respins
1 spins

Three or more thumbs up symbols form a win in a spin.

Each re-spin that lands at least one new thumbs up symbol awards another re-spin.

The winning thumbs lock in place and the reels re-spin once. New thumbs lock too and extend the feature by one more re-spin. When a re-spin adds no thumb, one total win is paid for every thumb that landed. Free spins and the bonus game cannot trigger while it runs.

  • Uses Sticky Win Spin.

Free Spins

Free spins
No retrigger

Three or more free spin scatter symbols land in one spin.

Spins play automatically with extra high value symbols on the reels. The number of spins depends on how many scatters started the round. The free spin scatter never lands during the round, so the spin count cannot grow.

  • Uses Free spin scatter, 1024 ways to win.

Bonus Game

Other bonus
No retrigger

Three bonus scatter symbols land in the same base-game spin.

A wheel of fortune pays a prize of up to 1000x, scaled to the bet of the spin that triggered it. The wheel has three levels of progression. Play returns to the base game when the wheel finishes.

  • Uses Bonus scatter, Bonus wheel.

Feature Artwork

Bonus buy and feature screens

Stick 'Em bonus buy preview image
Bonus Buy Preview
Stick 'Em feature preview image
Feature Preview

Screenshot Gallery

In-game screenshots

Stick 'Em screenshot 1
Stick 'Em screenshot 2
Stick 'Em screenshot 3
Stick 'Em screenshot 4
Stick 'Em screenshot 5

Paytable & Symbol Values

Winning combinations and symbol payouts

Symbol payouts

#PT
Symbol5
Brewlow0.8×
Boneslow0.7×
Cardslow0.6×
Dicelow0.5×
Starlow0.3×
Baghigh3×
Coinshigh1.5×
Diamondhigh1.5×
Dollarshigh1.5×
Thumbs Upspecial2×

Thumbs Up. It pays on ways like a regular symbol and a win of three or more starts Sticky Win Spin.

Values are multiples of the total bet for five of a kind on one way. Three and four of a kind also pay, and the game has no wild symbol.

Special symbols

#SS
Free spin scatter
Three or more anywhere start free spins. It does not appear during free spins.
Bonus scatter
Three in the same base-game spin start the bonus wheel. It lands only on the first, third and fifth reels.

Our Team Reviews

Signed reviews from our team

1 review
FEATURED

Stick 'Em keeps more than three quarters of its ceiling in the last five thumbs

SC

Sarah Chen

Streaming Specialist at 0xPlaySlots

September 14, 2026
6.2/10

The lock is borrowed and the multiplication is not

Stick 'Em takes a familiar land-and-lock chase and pays it on a ways count, and that one decision explains both why the game is worth reading and why it sits at 6.2. A ways count grows slowly while the grid is thin and steeply once it is nearly full, so Sticky Win Spin keeps more than three quarters of its 2,048x ceiling in the last five of its 20 cells. It guards those cells with a fuse of one re-spin, and the frame around it is too flat to pay for the wait.

The borrowing is plain. Wolf Gold's Money Respin locks each new money symbol and extends the respins, and the round in Hot To Burn Hold And Spin locks every new money symbol and keeps re-spinning while new ones land. Sticky Win Spin is the same loop. Three or more thumbs up symbols in a win lock in place, the reels re-spin once, and each re-spin that adds a thumb locks it and grants one more. What this early Hacksaw release changes is the payout. The feature pays one total for the thumbs on the reels, and it counts that total in ways at the thumb's 2x rate for five of a kind. A second thumb on a reel doubles the ways through that reel, and a third raises them by half again. That is a refinement of an existing format rather than a new one, and a good refinement, because it makes a late thumb worth far more than an early one.

Fifteen thumbs buy less than a quarter of the cap

Here is the count I make for boards with a thumb on every reel, spread as evenly across the reels as four rows allow. An even spread is the best case for any number of thumbs, so each row is a ceiling for that count rather than a typical total.

Thumbs on the gridWaysFeature total
512x
103264x
15243486x
185761,152x
197681,536x
201,0242,048x

Half the grid in thumbs is worth 64x at best, about 3% of the ceiling. Three quarters of it is worth 486x at best, under a quarter. The last five cells add at least 1,562x, which is 76% of the maximum, and the twentieth thumb alone is worth 512x, exactly a quarter of the cap. The 2,048x figure is not an arbitrary limit laid over the maths. It is 1,024 ways at 2x, the full board and nothing past it, so the cap trims nothing from the feature.

Order matters as much as count. Ways run from the left and a win needs three reels, so a trigger always seeds reels 1 to 3. A thumb that lands on reel 5 while reel 4 is empty still locks and still buys a re-spin, but on a ways count it adds nothing until reel 4 holds a thumb. A board that stops short of reel 5 is paid at a shorter run than the five-of-a-kind rate this table uses.

One blank re-spin is a short fuse for a back-loaded prize

Sticky Win Spin starts with one re-spin and earns one more for each re-spin that adds a thumb. The first blank ends it, however full the board has become. Set that rule beside the table and the design's tension is clear. The part of the curve that holds the money needs a new thumb on re-spin after re-spin, and each lock removes one of the empty cells a new thumb could land in. At 15 thumbs the target is five cells wide. At 19 it is one cell, and that cell is worth 512x.

The wheel makes the same point from the other side. Its top prize of 1,000x sits between my 17-thumb figure of 864x and the 18-thumb figure of 1,152x, so on these figures a sticky board has to fill 18 of 20 cells before it beats the wheel's best result. While the feature runs, free spins and the wheel cannot trigger, so a long chase stands alone rather than stacking onto another round.

I do not count the fuse against the idea. A multiplying count is what makes the thumbs worth following, and the fuse is what gives the chase its stakes. I count it against the ceiling. When the top figure needs the last cell and the last cell is a quarter of the prize, 2,048x is a low reward for a board that complete.

The paytable exists to fill the gap between thumbs

Away from Sticky Win Spin the game is thin. There is no wild. The best regular pay is 3x for five bags on one way, three of the four high symbols pay 1.5x, and the low end runs down to 0.3x for five stars. The thumb itself pays 2x, less than the bag, so its value is the lock rather than the line. With a 23.45% hit rate, about three spins in four return nothing.

Even as pure arithmetic the regular symbols struggle against the cap. A grid filled with coins, diamonds or dollars comes to 1,536x. A bag win needs 19 of the 20 cells to pass 2,048x, where 768 ways at 3x computes to 2,304x and stops at the cap.

Free spins do not change that shape. Three, four or five scatters award 5, 10 or 15 spins with extra high symbols, and the scatter never lands inside the round, so 15 spins is the longest free spins round the game can give. More high symbols means more ways built on 1.5x and 3x pays, which is a modest improvement to a modest paytable.

The wheel is a separate draw. It needs a bonus scatter on each of reels 1, 3 and 5 in one base-game spin, pays up to 1,000x the triggering bet across three levels of 12, 24 and 36 segments, and then hands play back. That top prize is just under half the cap, which makes it a fair second shot at a large number, but it does nothing for the ordinary spins around it.

The thumbs earn the 6.2 on their own

I rate the idea above the game. Pricing a lock-and-respin chase in ways gives the feature a real curve, and that curve is the reason to consider Stick 'Em at all. The problem is where the curve puts its value: at least 1,562x of the 2,048x sits beyond the fifteenth thumb, on a feature that ends at the first blank re-spin, inside a game whose regular symbols top out at 3x for a single way of five and whose free spins cannot grow. At 96.1% and medium volatility that is a competent game with one good equation in it and a low roof over it.

It suits a player who likes a hold-and-spin chase where each added symbol visibly changes the total, and who is content with 2,048x as the top. A player after a deep base game, a free spins round that retriggers or a five-figure ceiling should look elsewhere, because Stick 'Em offers none of the three.

Pros

  • Locked thumbs multiply through the ways count, so late thumbs are worth far more than early ones
  • The 2,048x cap equals a full board of thumbs at 2x a way, so it clips nothing
  • The wheel bonus is a separate route to 1,000x the triggering bet
  • Sticky Win Spin runs on one rule, a re-spin per new thumb, so the chase is easy to follow

Cons

  • At least 1,562x of the 2,048x ceiling sits in the last five of 20 cells
  • One blank re-spin ends Sticky Win Spin however full the board is
  • No wild, and the best regular pay is 3x for five bags on one way
  • Free spins stop at 15 and cannot retrigger
  • A thumbs board needs 18 of 20 cells to beat the wheel's 1,000x top prize

Verdict

Stick 'Em has one real idea, a sticky thumbs chase whose ways count multiplies as the grid fills, set in a thin frame of flat pays and free spins that cannot retrigger. With most of a low 2,048x ceiling behind the last few thumbs, it is competent early Hacksaw design worth a 6.2.

#GP

Game Provider

#GD

Game Details

Information

Hacksaw Gaming
September 19, 2019
Video Slot
1024 ways to win