- Relax Gaming
- High
- Released September 2026
Money Train 5
Excellent
Relax Gaming's fifth train ride, with Nuclear Wilds, an 11-symbol bonus crew and a 100,000x Ultra Mode.
Where to play for real
RetroBet Casino
Rated 94 of 100
350% up to €15,000 + 350 FS
- x50 wagering
- €20 min deposit
- US players welcome
- RTP
- 96.1%
- Volatility
- High
- Max win
- €100,000 x5,000 at max bet
- Ways
- 40 5x4
- Bet range
- €0.10 up to €20
Money Train 5 Review
Overview
- Provider
- Relax Gaming
- Released
- 24 September 2026
- Grid
- 5x4
- Ways to win
- 40
- Devices
- Android, IOS, Windows
- Progressive
- No
- Jackpot
- No
Pros and cons
Good sides
- Ultra Mode doubles the ceiling to 100,000x from the same 0.10 minimum bet
- Eleven bonus symbols, several with persistent versions, keep every Free Spins round playing differently
- The station track adds an extra row, persistent symbols and the Bomber as a round runs longer
- All four bonus buys return 96.50% RTP, above the base game's 96.10%
Weaknesses
- The Super Charge menu gets steep fast, with Ultra Super Free Spins costing 2,000x the bet
- Casinos can run builds as low as 86% RTP, so the headline figure needs checking at each site
- Line pays top out at 20x the bet, leaving the base game thin between bonuses
Maths and paytable
- RTP
- 96.1%
- Volatility
- High
- Max win
- €100,000
- Max win as multiple
- x5,000
- Minimum bet
- €0.10
- Maximum bet
- €20
Features and theme
- Features
- Theme
- Special symbols
Where to play
- Casinos featuring this slot below
- 6
- Best offer
- 350% up to €15,000 + 350 FS
Play Money Train 5 for Real money
Relax Gaming sent Money Train 4 off in 2023 as the final ride for its gang of bandits. Three years later Money Train 5 has rolled back into service anyway, hauling the series into a post-apocalyptic wasteland where city skylines lie in rubble and the passengers dress for fallout. Play happens on a 5×4 grid with 40 fixed paylines, where any base-game spin can trigger the Nuclear Wild. Crosshairs lock onto as many as five reels and plant bombs there, and each one detonates into a full wild column once it forms part of a win.
Everything else waits inside the bonus round, where eleven special characters take turns boosting, collecting and multiplying values while a train rolls from Station 0 toward Station 20. Returning favourites from earlier games share the carriages with newcomers including the Ticket Master, the Bomber and the Pyromancer. Milestone stations unlock fresh tools along the way, from persistent symbols at Station 5 to an extra row of reels at Station 10.
A mode switch splits the game into two versions of itself before the first spin. Standard Mode takes bets from €0.10 to €20 and caps any round at 50,000x, while Ultra Mode halves the top stake to €10 and doubles the cap to 100,000x. The trade runs deeper than the headline numbers, since Ultra lands its ordinary big wins a little less often yet delivers 1,000x-plus results close to three times as frequently. Both modes run at 96.10% RTP with high volatility, and the Super Charge menu sells direct entry to the bonus at prices from 100x to 2,000x the bet.
Money Train 5 Features: Bombs, Tickets and a Train That Won’t Stop
Standard or Ultra: Pick Your Line Before You Board
The mode toggle decides which version of every feature you are chasing. Standard Mode leads to the regular Free Spins round with a 50,000x cap, while Ultra Mode swaps in Ultra Free Spins, lifts the cap to 100,000x and trims the maximum stake from €20 to €10. Base-game hit frequency barely moves between the two, at 19.57% in Standard against 19.36% in Ultra, so the reels feel much the same until a bonus lands.
Ultra carries its ceiling into every feature it touches, including its own versions of the bonus buys, Bonus Reels and Enhanced Spin. Once a round’s running total reaches 100,000x, the game ends the feature on the spot and pays that figure in full.
The Nuclear Wild Drops Without Warning
Any base-game spin can start the Nuclear Wild, with crosshairs sliding into place over as many as five reels and dropping Nuclear Bombs onto them. A bomb only goes off when it sits inside a winning combination, and a bomb that misses every line simply stays a bomb. When one does detonate, it swells into a Wild reel covering all four positions from top to bottom.
Those full reels substitute for every paying symbol on the grid. The Wild also matches the Necromancer at the top of the paytable, so a couple of detonations spread across 40 lines can turn an ordinary spin into something worth watching twice.
Boarding the Free Spins Round
Three or more Bonus symbols anywhere on the reels open the round, and each triggering symbol reveals a value between 1x and 10x the bet before play begins. You start with three spins, and any spin that lands a new symbol resets the counter to three, so the round keeps running for as long as the reels keep producing. Every value on screen shows as a multiple of your bet, and the grid opens at 5×4 with room to grow.
Plain Bonus symbols carry the values, while eleven special characters land among them to collect, boost, multiply and copy those values. Seven of those characters can also arrive as persistent versions that fire again on every spin they stay on the reels.
Tickets Move the Reels and the Train
Tickets arrive marked from +1 to +5, and the number tells you how many steps the reels will shunt from right to left. Each reel pushed out adds its total value to your win and moves the train forward one station, so a high ticket banks several reels and several stops at once. Ticket effects always resolve last, after every other character on the grid has acted, which means a departing reel carries every boost applied that spin.
Super Free Spins Skip Straight to Station 15
When the Ticket Master helps trigger the round, it plays its action before the first spin and moves the train directly to Station 15, turning an ordinary bonus into Super Free Spins. Starting that far down the line means persistent symbols and the extra row are already switched on, with the Bomber and Pyromancer in the pool from the opening spin. Ultra Mode runs its own Ultra Super Free Spins on the same terms, starting at Station 15 as well.
What Each Station Unlocks
Progress along the track pays off at four stops:
- Station 5: persistent symbols can start landing
- Station 10: an extra row gears up, taking the grid to 5×5
- Station 15: the Bomber and Pyromancer join the symbol pool
- Station 20: the Permanent Payer unlocks and activates immediately
The Bonus Round Crew: Eleven Specialists Riding the Rails
The bonus round runs on its cast. Plain Bonus symbols supply the raw values, while eleven special characters decide what happens to them, and several of those characters only board once the train reaches a particular station.
| Symbol | What It Does | Available From | Persistent Version |
|---|---|---|---|
| Bonus Symbol | Reveals a value between 1x and 10x the bet | Station 0 | No |
| Absorber | Absorbs every normal Bonus symbol and removes them from the reels, leaving special symbols untouched | Station 0 | No |
| Arms Dealer | Converts one to four Bonus symbols into feature symbols, which then perform their own actions | Station 0 | Yes |
| Collector | Collects every visible value and adds the total to its own | Station 0 | Yes |
| Collector Payer | Targets three to five symbols, adds their values to its own, then pays the new total back to each target | Station 0 | Yes |
| Payer | Reveals a bet multiplier and adds it to every other visible symbol | Station 0 | Yes |
| Sniper | Doubles the values of three to eight other symbols and can hit the same target more than once | Station 0 | Yes |
| Necromancer | Revives one or two non-persistent special features that have already fired | Station 0 | Yes |
| Ticket Master | Adds the total win to every other visible symbol and always applies a +1 Ticket | Station 0 | No |
| Bomber | Multiplies every visible value by 2x, 3x, 4x or 5x | Station 15 | Yes |
| Pyromancer | Burns a static Hot Zone onto the train, where eligible feature symbols turn persistent and Bonus values double | Station 15 | No |
| Permanent Payer | Stays active for the rest of the round, with its value boosted only by the first effect of each new Payer or Persistent Payer | Station 20 | Always active |
Who Fires First
Every special symbol reveals a value of its own before it acts, so even the Collector and the Bomber put something on the board before doing their job. When several land together, they fire from the top row down and, within each row, from left to right. That order matters more than it looks, since a Payer sitting above a Collector feeds it, while the same pair the other way round sends the Collector home with less.
The Permanent Payer waits until every other character has finished, and Tickets close out the spin after that. So every boost is already in place before any reel slides off the grid. Special symbols only interact with positions inside the active game area, which keeps the fifth row out of reach until Station 10 switches it on.
Persistence Is Where Long Rounds Earn Their Keep
Persistent versions of the Collector, Payer, Sniper, Collector Payer, Necromancer, Arms Dealer and Bomber reactivate on every new spin, and they start landing once the train passes Station 5. The Pyromancer can manufacture more of them, because any normal feature symbol eligible for persistence upgrades automatically inside its Hot Zone. Bonus values that land in the zone, or get moved into it, double on arrival.
The Necromancer layers on top of all this by reviving one or two non-persistent specials that have already spent their turn. The Permanent Payer comes with its own guardrail. Characters created by the Necromancer or the Arms Dealer cannot grow its value, so only freshly landed Payers and Persistent Payers can boost it.
Money Train 5 Symbols and Paytable: Who Pays What in the Wasteland
Nine symbols pay on the lines: a gas-mask Wild, four members of the train crew and four battered card suits. The same four characters do double duty as specialists in the bonus round, so the faces paying on the lines are the ones collecting, sniping and paying once the train starts moving. The payouts below match the game’s own paytable.
| Symbol | 5 of a Kind | 4 of a Kind | 3 of a Kind |
|---|---|---|---|
| Wild | 40.00 | 8.00 | 1.60 |
| Necromancer | 40.00 | 8.00 | 1.60 |
| Collector | 20.00 | 6.00 | 1.20 |
| Sniper | 18.00 | 5.00 | 1.00 |
| Payer | 16.00 | 4.00 | 1.00 |
| Spade | 10.00 | 2.00 | 0.40 |
| Heart | 8.00 | 2.00 | 0.40 |
| Club | 7.00 | 1.40 | 0.40 |
| Diamond | 6.00 | 1.40 | 0.40 |
The Wild Shares the Top Spot With the Necromancer
The gas-mask Wild pays exactly what the Necromancer pays at every length, so five Wilds on a line are worth the same as five of the cigar-chewing skull in the cowboy hat. Below that pair the drop is steep, with the Collector in his golden power armour topping out at 20.00, half the leader’s five-of-a-kind figure. The Sniper and the Payer follow close behind at 18.00 and 16.00, and three of a kind flattens the crew almost completely, with every character paying between 1.00 and 1.60.
Card Suits Punch Above Their Weight
Spades lead the low symbols at 10.00 for five, which beats four of a kind on any character, the Necromancer and the Wild included. Hearts tie spades on 2.00 for four, clubs and diamonds share 1.40 at the same length, and all four suits return 0.40 for three.
How the Lines Count
- All 40 paylines stay active on every spin, with no option to reduce them
- Wins run left to right from the leftmost reel across consecutive positions
- Only the highest combination pays on each line, and wins on separate lines add together
- The Wild substitutes for every symbol except the Bonus symbol
- Expanded Nuclear Wild reels count as four Wild positions on their reel
- Three or more Bonus symbols trigger the Free Spins round from any position
How to Play Money Train 5
The whole setup happens before the first spin, and the choices you make there shape every round that follows.
Choose Standard or Ultra
Standard Mode caps any round at 50,000x and accepts stakes up to €20. Ultra Mode raises the ceiling to 100,000x in exchange for a lower €10 maximum stake. The mode you pick also decides which version of the bonus the game can trigger, so settle it before you start.
Set Your Bet
Use the bet controls to choose a stake from €0.10 up to your mode’s maximum. All 40 lines stay active at every level, and the stake locks as soon as a spin begins. If your balance drops below the selected bet, the game lowers it to the highest stake you can still cover, in markets where that rule applies.
Decide on Enhanced Spin
The Enhanced Spin button adds 50% to your bet and more than doubles the chance of triggering the Free Spins round, or Ultra Free Spins in Ultra Mode. The RTP stays at 96.10% with it switched on. The Super Charge menu next to it sells direct entry to the bonus if you would rather skip the wait altogether.
Spin and Watch for Bombs
Any spin can trigger the Nuclear Wild, which drops bombs on up to five reels that detonate into full Wild reels when they form part of a win. Three or more Bonus symbols anywhere on the grid open the Free Spins round.
Ride the Train
The bonus starts with three spins, and every new symbol resets the count to three. Special characters act from the top row down and left to right, then Tickets shunt reels off the grid, bank their values and push the train toward Stations 5, 10, 15 and 20.
Use Autoplay and Quickspin
Autoplay runs a set number of rounds and shows how many remain while it plays. Quickspin shortens each spin, and its arrow icons turn green while it is active. Tap the same button again to switch it off.
Super Charge Menu and Betting Range: What Each Shortcut Costs
Everything that skips or speeds up the wait lives in the Super Charge menu, which only opens from the base game. Four bonus buys sit there alongside Bonus Reels, and each one is priced as a multiple of your chosen bet.
| Option | Cost | Cost at €1 Bet | Starts At | RTP |
|---|---|---|---|---|
| Free Spins | 100x | €100 | Station 0 | 96.50% |
| Ultra Free Spins | 250x | €250 | Station 0 | 96.50% |
| Super Free Spins | 500x | €500 | Station 15 | 96.50% |
| Ultra Super Free Spins | 2,000x | €2,000 | Station 15 | 96.50% |
| Bonus Reels | 10x per spin | €10 | Base game | 96.10% |
| Ultra Bonus Reels | 25x per spin | €25 | Base game | 96.10% |
Buying In Pays a Slightly Better Rate
All four bonus buys run at 96.50% RTP, a notch above the 96.10% that applies to regular spins, Bonus Reels and Enhanced Spin. The two Super options cost five and eight times more than their standard counterparts, and what that money buys is a train already sitting at Station 15, with persistent symbols, the fifth row, the Bomber and the Pyromancer all live from the first spin. Ultra Super Free Spins at 2,000x is the priciest ticket on the menu, and at the €10 Ultra maximum it costs €20,000 for a single round.
Bonus Reels Strip the Grid Down to Bonus Symbols
Bonus Reels take a different route, clearing every paying symbol from the reels so that only Bonus symbols can land. Each spin costs 10x the bet in Standard or 25x in Ultra, and the trade-off is a greatly increased chance of triggering the Free Spins round or its Super version. Availability depends on the market, so some casinos will show the option and others will leave it out.
Stakes, Modes and the Fine Print
Standard Mode accepts bets from €0.10 to €20, while Ultra Mode keeps the same €0.10 floor and caps the stake at €10. The bet locks the moment a spin starts, and the rules allow some features to be limited at higher stakes because of the game’s maximum exposure limits. Any round left unfinished resolves automatically after two days, with the winnings paid to your account.
Check Which RTP Version Your Casino Runs
The 96.10% figure belongs to the default build, but Relax also supplies versions at 94%, 92%, 90% and 86%, and operators choose which one to run. Across a long session, the gap between the top and bottom builds is substantial. The game’s own rules screen states the theoretical RTP for whichever version is loaded, so a quick look before the first spin settles it.
Money Train 5 Visuals: Rust, Smoke and Neon on the Wasteland Line
Relax paints the wasteland in rust and ash. Skyscrapers stand gutted against a sky of storm grey and smoky orange, cooling towers loom over flooded industrial ground, and further down the line the ruins give way to cracked desert where a battered roadside sign still advertises the train. Every colour on the reels has to fight its way through that murk, which is why the symbols glow.
A Crew Worth Recognising
The four paying characters carry most of the personality. The Necromancer is a skull in a cowboy hat, a red lens screwed into one eye socket and a cigar clamped between his teeth. The Collector fills a suit of battered golden power armour, the Sniper hides behind a sugar-skull face under a green-trimmed sombrero, and the Payer poses in a wide blue hat with blonde braids and an energy pistol.
The newcomers lean harder into the apocalypse. The Ticket Master is a faceless figure in a long coat and wide-brimmed hat, with two points of blue light where his eyes should be. The Bomber wears a gas mask and bright dyed hair, and the Arms Dealer grins through a cigarette with welding goggles pushed up on his forehead.
Symbols Built From Scrap
The low symbols look salvaged, each card suit set in a riveted metal frame with a glowing mesh centre in red, yellow, green or blue. The Wild is a gas mask with the word stamped across the top in chunky gold letters, while the Bonus symbol resembles a bronze porthole with a teal light burning inside. The Nuclear Bomb sits on striped orange hazard backing, and when crosshairs lock on, orange laser lines streak across the grid before a reel erupts in flame.
Production Details Worth Noticing
- Colour-coded crew cards: every bonus character arrives in its own coloured frame, from the Absorber’s yellow to the Bomber’s magenta, so a crowded grid stays readable at a glance.
- Tickets in five colours: +1 through +5 each carry their own shade, running from cyan to red.
- A station track with landmarks: the progress bar marks each milestone with its own icon, ending in a weapon at Station 20.
- Four win tiers: Big, Mega, Epic and Explosive wins each get their own celebration screen, and the Explosive tier rolls out the whole crew.
- Neon mode controls: the Standard/Ultra toggle glows magenta when Ultra is live, and the Enhanced Spin switch lights up green.

Money Train 5 Sound Design: Engines, Detonations and a Crew That Announces Itself
The base game runs on a low industrial rumble that suits a train crossing dead country, heavy enough to set the mood and restrained enough to sit behind a long session without wearing thin. Spin and stop sounds come through crisp and clean, and a landing Bonus symbol gets its own distinct cue, so a third one arriving registers before you have finished scanning the grid.
The Nuclear Wild Has the Loudest Entrance
Crosshairs sliding into position bring their own rising tension, and the payoff arrives when a bomb connects with a win and the reel erupts. That sequence is the base game’s big set piece, and the audio treats it that way, with the detonation landing as the sharpest, heaviest sound outside the bonus. A bomb that fails to connect simply sits there, which makes the ones that fire feel earned.
Every Character Brings a Signature
Each special symbol reveals its value before acting, and the round gives every member of the crew a distinct cue for that moment. With eleven characters capable of firing in a single spin, easy-to-follow audio does real work here. A Sniper’s shots and a Bomber’s multiplier sound nothing alike, so the order of events stays clear even when half the grid is acting at once.
Tickets add a mechanical rhythm of their own as reels shunt off the grid and the train rolls forward, and each station milestone gets marked with an arrival cue. Long rounds build a sense of distance travelled that the station bar alone would not fully deliver.
Win Tiers Turn Up the Volume
Big, Mega, Epic and Explosive wins each get their own celebration, and the sound escalates tier by tier to match the visuals. The Explosive tier, reserved for results of 1,000x and above, pulls out every stop alongside the full crew on screen, which fits a game that saves its loudest moments for its rarest results.
Does Money Train 5 Play Well? The Numbers Behind the Ride
Relax publishes more of the maths than most studios bother with, and the figures tell a clear story about where the money goes and how long you might wait for it. Both modes share the same 96.10% RTP and high volatility rating, yet they distribute their wins quite differently.
| Measure | Standard Mode | Ultra Mode |
|---|---|---|
| Hit frequency | 19.57% | 19.36% |
| Big Win (15x+) | 1 in 104 spins | 1 in 125 spins |
| Mega Win (30x+) | 1 in 195 spins | 1 in 243 spins |
| Epic Win (60x+) | 1 in 408 spins | 1 in 443 spins |
| Explosive Win (1,000x+) | 1 in 66,105 spins | 1 in 22,445 spins |
| Average bonus win (Free Spins / Super) | 95.58x / 495.63x | 239.32x / 1,946.34x |
| Maximum win | 50,000x | 100,000x |
The Base Game Keeps the Balance Ticking
Roughly one spin in five returns something, which is a respectable rate for a high-volatility title, though most of those hits come from card suits and three-of-a-kind character lines. A single line tops out at 20x the bet, so the base game’s bigger moments depend on the Nuclear Wild spreading full Wild reels across several of the 40 lines at once. A 15x-plus result turns up about once every hundred spins in Standard, often enough to keep a session from feeling dead between bonuses.
Ultra Trades Mid-Sized Wins for Monster Ones
Ultra Mode lands every tier from Big to Epic a little less often than Standard, and in return it roughly triples the rate of 1,000x-plus results. The average bonus climbs just as sharply, with an Ultra Free Spins round averaging about two and a half times what a Standard one pays. That shift suits players chasing a headline result and willing to sit through leaner stretches, while Standard delivers a steadier drip of mid-sized hits.
High Volatility Means the Train Carries the Load
The averages set the expectations. A Standard Free Spins round comes out close to 96x the bet on average, and the figure jumps to nearly 500x once the train starts from Station 15. The real value sits in the long rounds, where persistent symbols stack up, the fifth row opens and the Bomber starts multiplying everything on the grid. Short rounds that stall before Station 5 will pay modestly, and a bankroll built to survive several of those will get far more out of the game than one expecting every bonus to reach the later stations.
Who Are Relax Gaming?
Relax Gaming started in March 2010, when Patrik Österåker and Jani Tekoniemi set it up as a technical supplier for other gaming companies. Poker came first, with a flagship product built in partnership with Unibet in 2014. The company now runs from headquarters in St Julian’s, Malta, with studios in Belgrade, Novi Sad, Malmö and Stockholm producing its in-house slots.
From Poker Supplier to Slot Heavyweight
Casino content gradually took over the spotlight, backed by the Silver Bullet aggregation platform and the Dream Drop jackpot network that runs through a growing list of Relax releases. Kindred Group took full ownership in 2021, and France’s FDJ completed its takeover of Kindred in October 2024, bringing Relax into the group now trading as FDJ United. Licences from the UK Gambling Commission and the Malta Gaming Authority anchor a regulated footprint that sees Money Train 5 launch approved in 21 jurisdictions.
The Money Train Series: Five Rides Down the Same Track
The first Money Train rolled out in 2019 as a Wild West heist, and each sequel since has pushed the setting further from the frontier, through a steampunk post-apocalypse into increasingly futuristic territory. The formula stayed recognisable throughout: a crew of bandits, a Money Cart bonus stuffed with modifiers and a ceiling that climbed with almost every release. By the time Money Train 4 arrived, the series had passed three billion game rounds and collected more than ten industry awards.
| Title | Released | Max Win | What It Introduced |
|---|---|---|---|
| Money Train | 2019 | 20,000x | The Wild West original on a 5×4 grid with 40 lines, the Money Cart Bonus Round and a buy feature |
| Money Train 2 | 2 September 2020 | 50,000x | A steampunk post-apocalyptic setting, base-game respins and the Necromancer |
| Money Train 3 | 22 September 2022 | 100,000x | The Persistent Shapeshifter, Absorber, Tommy Gun and four bonus buys |
| Money Train 4: The Last Stand | 20 September 2023 | 150,000x | The Arms Dealer, Upgrader, Unlocker and Reset, with more than 20 bonus features in total |
| Money Train 5 | 24 September 2026 | 50,000x Standard / 100,000x Ultra | Ultra Mode, the Nuclear Wild, Tickets with station unlocks, and the Ticket Master, Bomber and Pyromancer |
The Last Stand That Wasn’t
Relax marketed Money Train 4 as the end of the line, promising that the bandits were riding the rails for the last time and backing the send-off with a 150,000x ceiling, a record for any Relax title. The studio reversed course in June 2026 and announced a fifth instalment for September. The new cap lands at 100,000x in Ultra Mode, level with Money Train 3 and below the so-called finale, so Money Train 5 competes on structure, with stations, tickets and two modes, more than on raw ceiling. The franchise has also branched into spin-offs such as Slingo Money Train and the festive Money Sleigh.
Our Take on Money Train 5
Money Train 5 arrives as the sequel to a game its own studio declared final, and Relax answers that awkward brief by rebuilding the ride instead of stretching the ceiling once again. Tickets physically move the reels, stations unlock new tools as a round runs longer, and the mode switch hands the player a genuine decision before the first spin, all of which gives the fifth instalment an identity of its own.
Eleven specialists acting in a fixed order, seven of them capable of turning persistent, make the bonus round the real reason to play, because its rounds snowball in ways the player can follow and anticipate. Reaching Station 15 changes the texture completely, with the Bomber multiplying the whole board and the Pyromancer’s Hot Zone doubling everything that lands inside it.
Base play follows series tradition by doing far less, with line pays capped at 20x per line, the card suits handling most of the steady work and the Nuclear Wild left to produce the bigger hits. That leaves long stretches where the only real question is whether three Bonus symbols will turn up.
Anyone judging a sequel by its headline number will notice that Money Train 5 tops out at 100,000x in Ultra, below Money Train 4’s 150,000x, while Standard Mode halves that figure again. Ultra’s tripled rate of 1,000x-plus results goes a fair way toward making up for the step back.
- Who it suits: fans of the series, players who enjoy long hold-and-win rounds that keep evolving, and anyone who wants to choose between steadier mid-sized wins and a sharper shot at a monster result.
- Who should look elsewhere: players who want an entertaining base game in its own right, or who treat the highest possible ceiling as the main reason to play.
Money Train 5 FAQs: Your Ticket Questions, Answered
Can you play Money Train 5 for free?
A free demo of Money Train 5 runs on this page with play money, giving you the full base game, both modes and the Super Charge menu without spending anything. It works well for getting a feel for the Nuclear Wild and the bonus round before playing for real at one of the casinos listed above.
What is the difference between Standard and Ultra Mode?
Standard Mode accepts bets from €0.10 to €20 and caps any round at 50,000x, while Ultra Mode lowers the maximum stake to €10 and doubles the cap to 100,000x. Ultra lands its 15x to 60x wins slightly less often, but it delivers 1,000x-plus results close to three times as frequently, and it triggers its own Ultra Free Spins round.
How do you trigger the Free Spins round in Money Train 5?
Landing three or more Bonus symbols anywhere on the reels opens the round, with each triggering symbol revealing a value between 1x and 10x the bet. The round starts with three spins, and every new symbol that lands resets the counter to three. Enhanced Spin raises the stake by 50% and more than doubles the chance of triggering it.
What does the Ticket Master do?
The Ticket Master adds your total win to every other visible symbol on the reels and always applies a +1 Ticket, pushing a reel off the grid and moving the train one station forward. When it helps trigger the bonus, it acts before the first spin and sends the train straight to Station 15, which turns the round into Super Free Spins.
How much do the Money Train 5 bonus buys cost?
The Super Charge menu prices Free Spins at 100x the bet, Ultra Free Spins at 250x, Super Free Spins at 500x and Ultra Super Free Spins at 2,000x, all running at 96.50% RTP. Bonus Reels cost 10x per spin in Standard and 25x in Ultra, though their availability depends on the market.
What is the RTP of Money Train 5?
The default version of Money Train 5 returns 96.10%, but Relax also supplies versions at 94%, 92%, 90% and 86%, and each casino chooses which one to run. The game’s rules screen states the RTP for the loaded version, so checking it before playing takes a few seconds.
How does Money Train 5 compare to Money Train 4?
Money Train 4 was billed as the series finale and carried a 150,000x ceiling, the highest Relax had ever offered, while Money Train 5 tops out at 100,000x in Ultra Mode and 50,000x in Standard. The fifth game competes on structure instead, with Tickets that move the reels, station unlocks, the Nuclear Wild and a choice of two modes.

The Author

The Author
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