SHORT ANSWER
The 5x4 grid gives 20 symbol positions per spin. With only 14 fixed paylines, a large portion of the grid does not contribute directly to wins — symbols in non-payline positions add visual density but no win potential. The Fist Wild's upward expansion is designed specifically to compensate for this coverage limitation.

5x4 with 14 paylines — why the combination is unusual

Standard slot layouts either use a narrow payline structure on a 5x3 grid (20 or fewer paylines on 15 positions) or a wide-coverage structure like Megaways or All-Ways on larger grids. Fist of Destruction's 5x4 grid creates 20 symbol positions per spin but only 14 paylines — meaning roughly 30% of symbol positions are not on any payline and cannot directly contribute to a win without a Wild substitution.

This is different from a 5x3 grid with 10 paylines, where the ratio of payline positions to total positions is similar but the grid is smaller. On the 5x4 grid, the extra row creates more visual space for Fist symbols to expand into and for Fighters to occupy — both critical to the game's core mechanic.

How payline coverage works across the 4-row grid

The 14 paylines in Fist of Destruction run left to right and cover specific row combinations across the five reels. The exact payline routes are defined in the game's paytable. In general, the paylines tend to run through rows 1 and 2 (top and second) most densely, with rows 3 and 4 (third and bottom) having fewer dedicated payline passes.

This matters for understanding Fist symbol landing value. A Fist landing in row 4 (bottom) and expanding upward through rows 3, 2, and 1 covers the maximum payline density because the expansion travels through the most payline-rich rows. A Fist landing in row 2 and expanding only through row 1 has less payline coverage.

FIST LANDING ROWROWS COVERED AFTER EXPANSIONPAYLINE COVERAGE DENSITY
Row 4 (bottom)Rows 1, 2, 3, 4Maximum — covers all payline rows
Row 3Rows 1, 2, 3High — covers three rows
Row 2Rows 1, 2Medium — covers two rows
Row 1 (top)Row 1 only — no expansionLowest — single row Wild only

Symbol distribution across the 20 positions

The 9 pay symbols in Fist of Destruction — 5 low-value card ranks and 4 Fighter high-pays, plus the Wild — are distributed across all 20 positions each spin. The reel strips determine how frequently each symbol appears in each position. Hacksaw does not publish individual reel strip configurations, but the 34% hit frequency tells us that at least one winning payline combination appears on roughly one in three spins across the 20-symbol layout.

The 4-row structure means Fighter symbols (the high-value targets for Fist Wild punches) have more physical space on the grid than they would on a 5x3 layout. More Fighter positions mean more potential multiplier collection opportunities during Fist Wild expansions — this is the key mechanical advantage of the 4-row layout over a standard 3-row configuration for this specific game design.

Comparing coverage efficiency to other layouts

A 5x3 grid with 20 paylines provides more comprehensive payline coverage per spin (20 lines on 15 positions vs 14 lines on 20 positions). A Megaways game on a 5x4 grid would offer thousands of ways. Fist of Destruction's choice of 14 paylines on a 5x4 grid is a deliberate compression — the game sacrifices raw payline coverage for the expanded vertical space that makes the Fist Wild mechanic work at its full potential.

Bottom row Fist landings are the most valuable: If you are watching the reels and a Fist lands in row 4, that is the single best-case base game scenario. Maximum expansion, maximum payline coverage, maximum Fighter punch opportunities. A row 4 Fist in column 1 covering 4 rows of the leftmost reel anchors winning combinations across potentially all 14 paylines simultaneously if symbol alignment supports it.

BOTTOM LINE
The 5x4 grid with 14 paylines is a trade-off that prioritises vertical expansion space over raw payline coverage. This serves the Fist Wild mechanic specifically — the extra row gives Fist symbols more distance to travel upward, more Fighter symbols to punch through, and more multiplier values to collect. The layout is engineered around the mechanic rather than maximising generic payline coverage.