Money Train 4 slot leads with its biggest number yet, a 150,000x max win, more than the series has ever put up and a real reason to climb aboard. Hitting it stops the round dead, and most sessions land a good way short, so the top prize matters less than what fills the time in between. That is where the last train earns its ride. The Money Cart can now build its own features as it runs. An Arms Dealer turns spare Bonus symbols into working specials, an Upgrader makes any of them permanent, and new rows unlock as the board fills. Twenty-odd modifiers, one last stand.
The reels are a 6×6 block now, and they pay by counting symbols, not lines. Land 8 or more of either top symbol on the grid, or 10 or more of anything else, and that symbol pays.
The main game keeps a second trick as well. A Respin can strike at the end of any spin, and the symbol filling the most cells sticks fast while the rest of the grid re-spins. From there only that symbol lands, along with blanks and multiplier tokens. Every extra copy that lands earns the round one more respin, the multipliers stack onto the final total, and it runs until the drops stop paying out. That is the reels’ one path to a proper score with no Bonus in play.
Land 3 or more Bonus symbols and the Money Cart opens, a hold-and-win round played on its own grid. Each trigger symbol reveals a value from 1x to 10x your bet, you get 3 spins to start, and the counter resets to 3 whenever a fresh symbol lands, so an active board keeps going. Pack a row and another appears below, its symbols firing together, up to 4 times over so the cart can run from 4 rows to 8. When the last spin passes, the figures on the board are added together and paid. If a round makes it to 150,000x, it will stop there.
The cart carries special symbols, each taking its turn once, working down the board. Anything in a gold, persistent form carries on acting each spin after that. The returning cast is the heart of it, and the persistent versions are where the big totals come from.
The newest arrivals share a purpose. Each one helps a round improve its own odds mid-flow. An Arms Dealer converts 1 to 4 Bonus symbols into live specials on the spot, making a Collector or Payer where only a value sat before. The Upgrader promotes 1 to 3 ordinary specials to their persistent versions, so a one-shot Collector starts banking the board every spin. The Unlocker forces an extra row open for you, and Reset Plus nudges the starting spin count up by one. Of the four, only the Arms Dealer also has a persistent version, converting a Bonus symbol every spin; the Upgrader, Unlocker and Reset Plus each act just once.
The Buy Feature skips the hunt for 3 Bonus symbols, and comes at two prices this time. The Original buy, at 100x your bet, opens the Money Cart on the same footing as a natural trigger, 3 spins to begin and a persistent symbol on the cards. The Persistent buy, at 500x, guarantees a round starts with a persistent special already in play, the kind the largest totals need. Each of these buys a full round.
There are no paylines to trace on Money Train 4. A win needs 8 of either top character, or 10 of any lesser symbol, landing wherever they like across the six reels and six rows. Position does not matter, only quantity. The grizzled prospector is the symbol you want, worth far more than the rest of the crew and the four card suits. Spins cost between 0.10 and 6.00 FUN, and we played at 1.00.
Payback sits at 96.10% in the base game, with the two buys raising it to 96.50%, and a few operators run leaner 94% or 90% versions. Volatility is very high, rated 5 out of 5 by Relax Gaming, the trade for a top win of 150,000x the bet. The count decides the pay, so 8 prospectors return 1.20 FUN at our 1.00 stake while 8 clubs pay zero, since the low symbols only begin paying at 10. The more of one face you gather, the steeper the jump.
| Symbol | 36 | 25 | 15 | 10 | 8 |
|---|---|---|---|---|---|
| Prospector (red) | 1,000 | 50 | 20 | 2 | 1.20 |
| Warrior (orange) | 500 | 30 | 10 | 1.50 | 1.00 |
| Fighter (green) | 400 | 25 | 8 | 1.20 | n/a |
| Cowgirl (blue) | 250 | 20 | 6 | 1.00 | n/a |
| Spade / Heart | 125 | 10 | 3 | 0.50 | n/a |
| Club / Diamond | 100 | 7.50 | 2 | 0.40 | n/a |
Top payouts in FUN at a 1.00 spin, listed by how many of a symbol land. The two lead characters pay from 8; every other symbol needs 10.
The fourth Money Train is the one where Relax Gaming stopped piling features onto the bonus and let the bonus pile them on itself. It's the most complete Money Cart Relax has built, and the score reflects a round with more moving parts than any train before it, held back from higher only by its steep volatility. Read the splash and the 150,000x looks like the reason to play. Sit with it and the draw is a Money Cart running more symbol types than any earlier train, on reels that now pay from anywhere on the grid. No train before this one gave that bonus this much to work with.
The clearest change is underfoot. Money Train 3, ran on 40 paylines over a five-by-four grid; this one trades lines for a six-by-six board and scatter pays, where any 8 or 10 matching symbols pay wherever they fall. It sounds a small switch and it alters the feel of every spin, because a near-miss now shows as a grid half-covered in one face instead of a line that fell short. The Respin carries over and pulls more weight here. One of ours locked a screen of clubs, stacked a 6x multiplier over the re-spins, and turned a 4.00 win into 24 FUN, the sort of result the reels can now manage on their own.
The Money Cart carried the earlier trains too, but this one hands it tools the previous entries never had, ways to spawn fresh specials mid-round and lock the best ones in for good. The Arms Dealer is the headline recruit. It converts as many as 4 spare Bonus values into live Collectors, Payers or Snipers and sets them going at once, so a quiet board can suddenly hold 3 collectors that were not there a moment earlier. The Upgrader is the sharper idea still, promoting ordinary specials to their persistent form, which lets a round convert its own one-shot Collector into one that banks the entire board every spin. Neither featured on the trains before it, and both drive a round toward the runaway totals the persistent symbols were always made for.
The strongest round we saw was not a bought one, and it showed why the depth matters. A persistent Shapeshifter landed early and kept turning into a Collector, a Payer, an Arms Dealer and a Sniper, one per spin, while the multipliers stacked up beside it. The board went from a scatter of small values to a 159 FUN finish, the skull-mounted guns firing off the total as it counted up. Nothing we bought came close.
The grid grows in a new direction, too. Where the previous game packed columns to stretch a five-wide cart to seven, this one adds rows. A fresh row is added beneath the last as often as 4 times over, so a 4-row cart can finish 8 deep, and the new Unlocker can force one open early. The persistent multiplier symbols, the collectors and the payers all gain more board to cover as they go, which is how a round runs up its biggest totals.
The buys are where the shine comes off. There are two now, the cheap 20x and 50x single-spin entries are retired, leaving the 100x Original and the 500x Persistent. We took the 500x, drew a persistent Adjacent Collector that swept only the values touching it while the far side of the board sat idle, and came away with 61 FUN against a 500 outlay. Paying to skip the wait buys you the round, never the outcome, and at this volatility the two can sit a long way apart. In free play, the lesson comes cheap, which is why the demo is worth a long look before a real stake goes down.
What wraps all this is a proper send-off. The bandits have moved from the steampunk wasteland to a dust-blown alien frontier. The reels sit head-on this time, and the bonus drops you under a red-lit night sky with a planet hung on the horizon. A new soundtrack pushes the whole thing hard into a post-apocalyptic, machine-war menace. If this is the end of the line for Relax’s gang, and every part of it says a final ride, it is a loud and generous way to go out, and comfortably the train to reach for first.