- Evoplay Entertainment
- Medium High
- Jackpot
- Released November 2026
Bandit Bonanza
Excellent
Bandit Bonanza runs a three-booster hold-and-win heist across 20 paylines, with four fixed jackpots and a 6,414x ceiling.
Where to play for real
Spellwin Casino
Rated 94 of 100
300% up to €3,000 + 300 FS
- x40 wagering
- €25 min deposit
- US players welcome
- RTP
- 96.02%
- Volatility
- Medium High
- Max win
- €6,414 x86 at max bet
- Ways
- 20 5x3
- Bet range
- €0.10 up to €75
Bandit Bonanza Review
Overview
- Provider
- Evoplay Entertainment
- Released
- 3 November 2026
- Grid
- 5x3
- Ways to win
- 20
- Devices
- Android, IOS, Windows
- Progressive
- No
- Jackpot
- Yes
Pros and cons
Good sides
- All three boosters can stack on a single Bonus Game trigger
- Extra Reels opens a second bonus field that can fill for its own Grand jackpot
- Every new Gold symbol resets the spin counter, so hot rounds keep running
- Bonus Buy covers one, two or all three boosters at 35x, 44x and 66x the bet
- Bonus symbols land on close to half of all spins, so trigger chances come around often
Weaknesses
- The base game leans on the feature, with one symbol at 100x and nothing else above 30x
- Bonus symbol values pay nothing until the Bonus Game collects them
- Buying a single booster drops the RTP to 95.99%, under the 96.02% base figure
- The Bonus Game lands roughly once every 74 spins without a buy
Maths and paytable
- RTP
- 96.02%
- Volatility
- Medium High
- Max win
- €6,414
- Max win as multiple
- x86
- Minimum bet
- €0.10
- Maximum bet
- €75
Features and theme
- Features
- Theme
- Special symbols
Where to play
- Casinos featuring this slot below
- 6
- Best offer
- 300% up to €3,000 + 300 FS
Play Bandit Bonanza for Real money
Evoplay released Bandit Bonanza on 3 November 2026, and the title gives away roughly everything about the premise. Three animal outlaws have ridden into a desert town where the saloon has already shut its doors, and a row of safes bolted across a five by three grid is all that stands between the gang and the local gold. The fox, the wolf and the badger watch the job from above the reels, and each one answers to a safe of a different colour.
Twenty fixed paylines handle the day-to-day work, though they do it on modest wages. The real money sits inside those bonus safes, which carry values running from 1x to 15x the total bet along with three of the four jackpots, and none of it pays out until the Bonus Game opens. Reaching that point takes a single coloured safe and a bit of luck, because the trigger sets no minimum symbol count.
The colour that brings the round in decides how it behaves. Extra Wealth fattens safe values while the spins run, Extra Spin stretches the counter, and Extra Reels builds a second field above the first that can fill and pay a Grand jackpot entirely on its own. All three can land together, which is the point where the 6,414x ceiling stops reading as a rounding error.
The Safes Are Where Bandit Bonanza Keeps Its Money
Four safes turn up across Bandit Bonanza, and the colour of the dial tells you what each one brings to the table. Blue, Red and Green belong to the main game and every one of them carries a booster on its back. Gold appears only once the Bonus Game is running, which makes it the colour the whole round is built around. Each safe lands showing either a cash value or a jackpot face. The values follow a fixed ladder rather than a random spread, so any safe you see is worth one of a short list of amounts, and the three smaller jackpots can take the place of a number on the dial.
| Safe face | What it is worth |
|---|---|
| Cash value | 1x, 2x, 3x, 5x, 10x, 12x or 15x the total bet |
| MINI jackpot | 35x the total bet |
| MINOR jackpot | 80x the total bet |
| MAJOR jackpot | 350x the total bet |
A safe sitting on the reels during normal play pays nothing at all, whatever number is printed on its dial, and that is the part which catches most players out early. Those values only come due once the Bonus Game opens and starts collecting, so a grid full of safes in the main game amounts to a tease rather than a payday.
One Safe Is Enough to Call the Crew In
Most hold-and-win games want a crowd on the screen before they open the door, and Bandit Bonanza sets no such bar. Every round that a Blue, Red or Green safe lands, the game rolls for the Bonus Game, and a single safe sitting alone on the grid is enough to carry the whole thing through. Each colour is tied to a booster, so the safes that land decide what the round will look like before a single bonus spin has run:
- Blue safe brings Extra Wealth
- Red safe brings Extra Reels
- Green safe brings Extra Spin
Land two colours together and both boosters ride along, while a spin that drops all three hands over the full set. Safes turn up often enough to keep the possibility live, appearing on close to half of all spins across a long session, though the trigger itself stays scarce at roughly one round in every 74. That gap between how often safes land and how rarely they convert is the engine the whole game runs on. Bandit Bonanza spends most of its time showing you money you cannot have yet, and the moment a dial finally turns gold the tone of the round changes completely.
Three Bandits, Three Ways to Rig the Job
Each bandit leaning over the reels owns one booster, and the three of them behave nothing alike. One raises what is already on the board, one adds more board, and one simply buys time.
Extra Wealth Fattens Safes While the Spins Run
The fox answers to the Blue safe, and her booster works on values that have already landed. During each round of the Bonus Game it can reach in and raise one to four random safes, adding 0.5x, 1x, 2x, 3x, 5x or 10x the total bet to whatever they were showing. The increases come as fixed steps rather than a smooth range, and any safe holding the Mini, Minor or Major jackpot stays exactly where it is.
Extra Reels Opens a Second Heist Upstairs
The wolf runs the Red safe, and his booster changes the shape of the screen. A second bonus field appears above the first as the feature begins, and the safes that triggered the round get copied into matching positions on it. Both fields then spin on their own terms, each keeping its own counter, and the game adds the two totals together when everything stops.
Extra Spin Talks the Crew Into One More Turn
The badger holds the Green safe and offers the plainest upgrade of the three, lifting the Bonus Game from three spins to four. That extra turn compounds with the reset rule rather than just sitting on top of it, because every new Gold safe then sends the counter back to four instead of three. Over a long round the difference adds up faster than the single extra spin suggests.
Inside the Bonus Game, Where the Counter Keeps Going Back
The moment the Bonus Game starts, every Blue, Red and Green safe from the triggering spin turns Gold and keeps the value it was showing. The regular reels give way to strips carrying only Gold safes and empty space, so each spin from that point becomes a straight question of how many safes land.
- The round opens with three spins, or four when Extra Spin came along for the ride.
- Every new Gold safe resets the counter to its full value, so a steady drip of safes keeps the round alive indefinitely.
- Safes that land stay locked in place until the round finishes.
- The round ends when the spins run out or all 15 positions fill with gold.
- With Extra Reels running, each field closes on its own terms and one can die long before the other.
- The game then adds up every safe on display and pays the lot as a single total.
The stake never moves during the feature, since the Bonus Game plays at exactly the same bet as the spin that opened it. That matters more on a purchased round than a natural one, because the price you paid sets the value of every safe that follows.
Four Jackpots and the Case for Winning Two Grands
Four jackpots sit on the board above the reels, and all four belong to the Bonus Game alone. Three of them ride in on safe faces, arriving exactly the way any cash value does, while the Grand works on a different rule and has to be earned across the whole grid.
- GRAND, 3000x the bet, awarded for filling all 15 positions with Gold safes
- MAJOR, 350x the bet, landing directly on a safe face
- MINOR, 80x the bet, landing directly on a safe face
- MINI, 35x the bet, landing directly on a safe face
Filling a complete grid is a tall order with one field to work on. Extra Reels puts two grids in play and the game pays a Grand for each one that comes in, which is where the ceiling of this slot actually lives. Evoplay puts the maximum win at 481,050 euros against a 75 euro top stake, and that figure of 6,414x only makes sense with both fields completing in the same round.
None of the jackpots pool across casinos, so the amounts stay tied to your stake rather than climbing with other players. A Grand at the minimum bet of 0.10 pays 300, and the same Grand at the maximum pays 225,000.
What the Line Pays Actually Hand Over
Twenty fixed paylines run left to right from reel one, and only the best win on each line counts towards the total. Ten regular symbols share the grid, split between five pictures pulled from the heist and five card ranks carved into wood doing the background work.
| Symbol | 5 | 4 | 3 | 2 |
|---|---|---|---|---|
| Red loot cage | 100x | 20x | 3x | 0.5x |
| Gold loot cage | 30x | 15x | 2x | – |
| Green loot cage | 20x | 10x | 2x | – |
| Sheriff’s Dept window | 15x | 7x | 1x | – |
| CLOSED saloon sign | 10x | 5x | 1x | – |
| A and K | 5x | 1.5x | 0.5x | – |
| Q, J and 10 | 3x | 1x | 0.5x | – |
One oddity sits right at the top of that table. The red loot cage pays from two symbols on a line for half the stake, and nothing else on the grid pays below three, which gives the best symbol a small but steady presence the others never get.
Where the Wild Pig Helps and Where It Sits Out
A pig in a gold frame plays wild and stands in for every regular symbol on the board. It never covers a safe, so no wild is going to manufacture a Bonus Game trigger for you.
It also stays off reel one during the main game, appearing on reels two through five only, which means the leftmost reel always has to supply its own symbol before a line can build.
How to Play Bandit Bonanza
Six things worth knowing before you ride into town
Set your stake before anything else moves
Bandit Bonanza runs on a continuous slider rather than a list of preset bet levels, stretching from 0.10 up to 75 per spin. Every number in the game scales off that figure, from the 0.5x scraps the card symbols pay through to the 3000x Grand jackpot, so the stake you pick decides the weight of everything that follows. The slider sits behind the small settings icon next to the bet display.
Learn the three safe colours early
Blue, Red and Green safes each drag a different booster into the Bonus Game, and knowing which is which turns a trigger from a surprise into something you can read the second it lands. Blue means Extra Wealth, Red means Extra Reels, and Green means Extra Spin. Two colours on the same triggering spin bring both boosters, and all three turn up together often enough to be worth hoping for.
Ignore the numbers on the safes until the feature opens
Safes show their cash values the whole time they sit on the reels, which makes the main game look far more generous than it is. None of those amounts pay while normal play continues, and a grid showing 15x and a Major jackpot can still resolve into nothing. Treat the values as a preview of what a trigger would be worth rather than money already banked.
Watch the counter rather than the spin count
The Bonus Game opens on three spins, or four with Extra Spin active, and every new Gold safe that lands pushes the counter straight back up to its starting number. A round can run far longer than the opening figure suggests, and the only thing that ends it is a run of spins with nothing new landing. Filling all 15 positions closes the round early and takes the Grand jackpot with it.
Check which field is still breathing
When Extra Reels is active the screen carries two bonus fields, each with its own counter and its own running total. They do not die together, and one can sit frozen with its spins exhausted while the other keeps resetting and collecting. The totals combine only at the very end, so a quiet upper field does not mean the round has stalled.
Weigh the three buy prices against each other
Bonus Buy charges 35x the total bet for one random booster, 44x for two and 66x for all three, and the theoretical return shifts with each option. One booster returns 95.99%, two returns 96.14% and three returns 96.11%, which makes the cheapest ticket the weakest value of the lot. Waiting for a natural trigger sits at 96.02%, comfortably ahead of the single-booster buy.
Bandit Bonanza RTP and the Price of Not Waiting
Bandit Bonanza ships with a headline return of 96.02%, which lands a shade above the industry middle and roughly where Evoplay tends to pitch its releases. The buy buttons each run their own maths underneath that figure, and one of the three actually gives back less than sitting on your hands and waiting.
| How you get into the Bonus Game | Theoretical return |
|---|---|
| Normal play | 96.02% |
| Buy one random booster | 95.99% |
| Buy two random boosters | 96.14% |
| Buy all three boosters | 96.11% |
Hit frequency comes in at 17.37%, so a little under one spin in six returns something, and a long run through the demo landed almost exactly on that number. The Bonus Game itself arrives around once every 74 spins when left to find you, which is the figure that shapes how a session feels more than the RTP does.
Skipping the wait costs 35x the total bet for one random booster, 44x for two and 66x for all three. The middle option carries the best theoretical return of any route in the game, while the cheapest ticket manages the worst, so paying the least here buys the thinnest edge. Evoplay rates the volatility medium-high, and the long gaps between features back that up.
The Town Built Around the Reels
Bandit Bonanza paints its desert in bright midday light, all sandstone cliffs and low wooden buildings baking under a pale blue sky. The reel frame is dressed as a wall of safety deposit boxes set into a bank, and the three bandits lean over the top of it with revolvers drawn, close enough to the grid to feel like they are watching the player rather than the townsfolk.
Badger’s Bureau, the General Store and a Saloon That Is Closed
The set dressing carries most of the humour in this game. A building on the left is signposted Badger’s Bureau, the shop on the right belongs to the Field Mouse, and a water tower and cacti fill in the gaps around the frame. The Sheriff’s Department turns up as a paying symbol rather than a building, reduced to a single lit window, and the saloon doors beside it carry a CLOSED sign nailed across the middle. Nobody in this town is coming to help.

What the Screen Does Once the Safes Take Over
The Bonus Game drops the daylight for a cooler, tighter frame and strips the grid back to gold safes and empty slots, leaving the eye nothing to track except the money. With Extra Reels active the bank grows a second storey, the two fields stack with their running totals displayed between them, and the whole thing starts to look like a building being emptied floor by floor. Wins bring the three bandits back out front with coins pouring past them and a total stamped across the middle in gold.

How the Heist Sounds
The main game rides on a loose western shuffle, guitar and light percussion sitting far enough back that the reels stay the loudest thing on screen. Line wins land on short, crisp cues that scale with the size of the hit, so half a stake and twenty stakes never arrive sounding the same, and the ear picks up the difference before the numbers finish counting.
Safes get a sound of their own, a heavy metallic clunk that cuts straight through the backing track and pulls attention to the grid a beat before the animation catches up. On a spin with two or three of them landing, the cues stack into something that feels like a door being tested, which is exactly the tension the trigger rule is built to create.
Everything tightens once the Bonus Game opens. The music swaps for a faster, more urgent track, each new Gold safe punches in over the top of it, and the counter reset carries a distinct cue of its own. That reset sound ends up being the one worth listening for, since it is the single moment in a round that tells you the job is still running.
Bandit Bonanza Over a Long Demo Session
A long run at a flat stake told a consistent story, and the shape of it matches what the published numbers promise. Safes landed constantly, the feature stayed away for most of it, and the two moments that mattered both turned on how the boosters fell.
The Base Game Asks You to Sit Still
Paying spins arrived a shade over 18% of the time, almost exactly where the stated hit rate says they should, though the size of those wins is where the session got thin. The best line win of the entire run came to 13x the stake and most paid back a fraction of the spin that bought them, so the balance drifted down at an unhurried, steady rate. Safes kept appearing on close to half of all spins throughout, and for long stretches not one of them converted into anything.
The Round Where Only Half the Crew Turned Up
The natural trigger, when it finally came, landed on two safes worth 3x apiece and brought Extra Reels and Extra Spin along with it. The upper field copied both safes, then found nothing across four straight spins and closed out holding the same 6x it opened with. The lower field kept turning up gold and kept resetting its counter, running fifteen spins in total before finishing on seven safes for 19x. Together they paid 250 against a stake of 10, a decent round that also showed how little the second field is obliged to do.
What Each Buy Button Gave Back
Buying all three boosters produced a round where Extra Wealth fired twice, lifting one safe from 3x to 3.5x and another from 1x to 4x, both of them on the lower field, and it still closed at 285 against the 660 it cost. The single-booster buy drew Extra Spin, ran one field and came back with 340 against 350, close enough to the price to count as a push. Neither purchase came near a jackpot and neither filled a grid, which is the ordinary outcome at these prices.
Evoplay and Its Run of Bonanza-Shaped Releases
Evoplay has spent the past year leaning hard into hold-and-win games with stacking boosters, and Bandit Bonanza sits squarely inside that run. The studio ships at pace, puts a bonus buy on almost everything, and builds its features out of a small set of ideas it keeps refining rather than chasing a new gimmick each release. That consistency makes its catalogue easy to read once you know a couple of the titles.
- Autoplay
- Bonus Buy
- Bonus Game
Is Bandit Bonanza Worth Riding With?
Bandit Bonanza earns its keep on one idea, and that idea is the second bonus field. Everything else in the design points towards the moment two grids are filling at once and two Grand jackpots are live on the same round, which is the only route to the 6,414x ceiling and by some distance the most interesting thing Evoplay has built into it.
The cost of all that is patience, since line pays run thin, safe values sit dead on the reels until the feature opens, and a bonus round arriving once in 74 spins asks a good deal of a bankroll. The trigger rule softens the wait a little by keeping every safe live, and a session still spends most of its time watching money it cannot touch.
- Worth a look for players who enjoy hold-and-win rounds with a visible grid to fill
- Suits anyone chasing fixed jackpots without waiting on a progressive pool
- Bonus buy regulars should take the two-booster tier at 44x, which carries the best return of the three
- Hard going for anyone who wants the base game to keep them afloat between features
Played at a sensible stake with the long gaps accepted up front, it is a bright, well-drawn western with a feature that justifies the wait. Played in a hurry through the cheapest buy button, it gives back less than simply spinning would.
Bandit Bonanza FAQ
How do you trigger the Bonus Game in Bandit Bonanza?
Any Blue, Red or Green safe landing in the main game carries a chance of opening the Bonus Game, and there is no minimum number of safes required. A single one on the grid can do it. Each colour also brings its own booster into the round, so a trigger built from two or three colours starts with two or three boosters running.
What does the Extra Reels booster change?
Extra Reels adds a second bonus field above the first as the feature begins and copies the triggering safes onto it in matching positions. Both fields then spin independently with their own spin counters, so one can finish long before the other, and the game pays the two totals together at the end.
Can you win two Grand jackpots in one round?
Yes. The Grand pays 3000x the bet for filling all 15 positions with Gold safes, and Extra Reels puts two grids in play at once. Filling both awards a Grand on each, which is the only route to the game’s 6,414x maximum win.
What is the RTP of Bandit Bonanza?
Normal play returns 96.02%. The three bonus buys each run their own figure: 95.99% for one random booster, 96.14% for two and 96.11% for all three. The cheapest buy is therefore the weakest of the four routes, sitting below the return on simply spinning.
How much are the bonus safes worth?
Each safe carries either a cash value of 1x, 2x, 3x, 5x, 10x, 12x or 15x the total bet, or a jackpot face worth 35x, 80x or 350x for the Mini, Minor and Major. None of those values pay during normal play, and all of them are collected only when the Bonus Game finishes.
How much does the Bonus Buy cost in Bandit Bonanza?
One random booster costs 35x the total bet, two cost 44x and all three cost 66x. Every purchased round plays at the same stake as the buy itself, so the stake you set before pressing the button decides what every safe in the round is worth.

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