Providers / Relax Gaming / Money Train
Money Train
Money Train is a slot from Relax Gaming, a studio known for the money train series and dream drop jackpots. Check the stats below, then confirm them in the game's own info screen before you play for real money.

Game facts
Provider: Relax Gaming
RTP: 96.2%
Volatility: High
Maximum win: 20,000x
Main feature: Bonus buy
Play responsibly
Operators can run different RTP versions of the same game, so the figure shown in your casino lobby may not match the one above. Always open the in-game info screen and confirm it yourself.
Set a deposit limit before you start and treat any win as a bonus, not an income.
- Provider
- Relax Gaming
- Default RTP
- 96.2%
- Volatility
- High
- Maximum win
- 20,000x
- Core mechanic
- Bonus buy
- What Money Train is
- The series that changed the industry
- The Money Cart respin round
- The special symbols
- Collector and Payer logic
- The bonus buy that started an argument
- The published numbers
- Why the base game is so thin
- Stake sizing in practice
- Where the original sits now
- Where this fits in a session
- Common misconceptions
- Who this suits
- The bonus buy arithmetic
- Why the industry adopted buys
- FAQ
What Money Train is
Money Train is the 2019 Relax Gaming slot that launched the most commercially significant series in modern online slots. Return is 96.20%, volatility is high, and the maximum win is 20,000x your stake.
Its structure is simple to describe and was genuinely novel at the time: a thin base game whose only real purpose is to trigger the Money Cart respin round, where every payout in the game happens.
The series that changed the industry
It is difficult to overstate how much this game shaped what followed. Relax Gaming describes the Money Train series as its legendary line, and its influence runs through the entire market — the respin-collect format now appears in dozens of games from studios that had nothing like it before 2019.
Three specific things the series popularised:
- The bonus-only game. A base game that exists purely as a gate, with all meaningful maths in one round.
- Collector-and-payer symbols. Values on the grid harvested by a symbol that multiplies or gathers them.
- The prominent bonus buy. Not the first, but the game that made purchasing the feature a standard expectation.
The Money Cart respin round
Landing the bonus triggers Money Cart: the grid clears and you are given three respins. Any special symbol landing resets the respin counter to three. The round ends when the counter reaches zero or the grid fills entirely.
Everything you have collected is paid at the end.
That reset-on-landing structure is what makes the round tense. A round can end after three empty respins or run for dozens, and the difference between those two outcomes is enormous — which is precisely where the game's variance lives.
A grid that is two-thirds full with one respin left feels close to something. It is not — the next respin has the same probability of landing a symbol as the first one did. The visible progress is real in that it has been banked, but it tells you nothing about what comes next. That distinction is worth holding onto, because the format is built to blur it.
The special symbols
The round's depth comes from the variety of symbols that can land, each doing something different:
- Value symbols — carry a straightforward cash multiple of your stake.
- Collector — gathers the values of all symbols currently on the grid and adds them to itself.
- Payer — pays its own value to every other symbol on the grid.
- Persistent symbols — repeat their action on subsequent respins rather than acting once.
- Multiplier symbols — apply a multiplier to values they interact with.
Later entries in the series expanded this list considerably, but the original established the vocabulary.
Collector and Payer logic
Understanding these two is most of understanding the game, and the order matters more than people realise.
A Collector landing early, when the grid holds few values, gathers little. The same Collector landing late, on a full grid of accumulated values, gathers a great deal. Its worth is entirely a function of when it arrives.
A Payer works in reverse: it adds its value to everything present, so a Payer on a full grid multiplies the effect across many symbols at once.
The genuinely large rounds come from a specific sequence: values accumulate, Payers boost them, and a Collector arrives last to sweep everything. That ordering is random and cannot be influenced, which is why the round rewards patience rather than decisions — there are none to make.
The bonus buy that started an argument
Money Train made feature purchasing mainstream, and the consequences were regulatory as much as commercial.
Bonus buys are now prohibited in several regulated markets, including the UK, on the reasoning that paying a large multiple of stake for a single outcome accelerates losses and removes the natural pacing of a session. Whatever your view of that argument, the practical effect is that this game plays very differently depending on where you are.
Where buys are unavailable, Money Train is a thin base game waiting for an infrequent trigger. Where they are available, it is a game you can compress into repeated expensive rounds. The maths is the same; the experience is not remotely.
If buys are offered, convert the price to cash before tapping, and set a total purchase count for the session in advance.
The published numbers
| Statistic | Figure |
|---|---|
| Return | 96.20% |
| Maximum win | 20,000x |
| Volatility | High |
| Bonus structure | Money Cart respins, three respins resetting on any symbol |
| Released | 2019 |
Why the base game is so thin
Players regularly describe Money Train's base game as boring, and that is not a criticism the design would dispute — it is the intended structure.
When a game concentrates its entire return into one bonus round, the base game cannot also pay well. The 96.20% has to come from somewhere, and if the Money Cart holds most of it, ordinary spins necessarily hold very little.
That produces a specific and now very common session shape: long stretches of near-nothing, punctuated by a round that decides the session. Whether you enjoy that depends entirely on whether you find the waiting tolerable — and the industry's answer, judging by how many games now copy the format, is that plenty of people do.
Stake sizing in practice
- Budget 300 to 500 base spins if you are triggering naturally. That is the working guideline for Relax's extreme-volatility titles and it applies here.
- If you buy, count each purchase at its full spin equivalent and decide the total before you start.
- Do not read a filling grid as being close to something. Respins are independent.
- Take a large round off the table — a Collector arriving on a loaded grid will not repeat soon.
- Expect the base game to be dull. That is the design, not a dry spell.
Where the original sits now
| Title | Return | Maximum win |
|---|---|---|
| Money Train (2019) | 96.20% | 20,000x |
| Money Train 2 (2020) | 96.40% | 50,000x |
| Money Train 3 (2022) | 96.10% | 100,000x |
| Money Train 4 | 96.16% | 150,000x |
The original now has the smallest ceiling in the family by a wide margin, and the second-best return. Its case is that 20,000x is the most reachable of the four — and on a series this volatile, a reachable ceiling is worth more than an enormous one.
Where this fits in a session
The original Money Train is the series entry point and, arguably, still the most sensible of the four for a normal bankroll. The ceiling is a fraction of the sequels' and the return is second-best in the family.
Budget 300 to 500 spins, accept the base game for what it is, and treat the Money Cart round as the entire game — because it is. If you find the waiting intolerable, the format is not going to improve in the sequels; they intensify it.
Common misconceptions
The first is that a nearly full grid means a big round is coming. Each respin is independent of how full the grid looks.
The second is that Collectors are always valuable. A Collector on an empty grid gathers almost nothing — timing is everything and it is random.
The third is that the base game is broken. It is deliberately thin because the bonus holds the return.
Who this suits
This suits a player who wants the original version of a format now copied everywhere, and who has the patience for a game where nothing happens until it does.
It suits poorly anyone who needs an engaging base game, and anyone in a market where buys are unavailable who is not prepared for a long wait.
FAQ
How does the Money Cart round work?
Three respins, with the counter resetting to three whenever a special symbol lands. The round ends at zero respins or when the grid fills, and everything collected pays out then.
What is the difference between a Collector and a Payer?
A Collector gathers the values of all symbols on the grid into itself. A Payer adds its own value to every other symbol. A Collector landing last, after Payers have boosted the grid, is where the big rounds come from.
Why is the base game so quiet?
Because the bonus round holds nearly all of the game's return. A thin base game is the necessary consequence of that design.
Can I buy the bonus?
Where jurisdiction permits. Bonus buys are prohibited in several regulated markets including the UK, which changes how this game plays considerably.
Should I play the original or a sequel?
The original has the smallest ceiling at 20,000x and the second-best return, making it the most reachable of the four. The sequels trade reachability for headline numbers.
The bonus buy arithmetic, worked through
Money Train is where most players first encounter a bonus buy, so it is worth doing the sums properly once — they apply to every buy on this site.
A buy priced at 100x your stake costs the same as 100 base-game spins. If the bonus triggers naturally around once every 150 to 200 spins, buying is roughly comparable in expected cost to waiting, and studios price it that way deliberately.
What changes is not the price but the variance.
| 100 base spins | One 100x buy | |
|---|---|---|
| Cost at $0.20 stake | $20 | $20 |
| Number of outcomes | 100 | 1 |
| Time taken | ~5 minutes | ~30 seconds |
| Chance of ending with nothing | Low | Meaningful |
Buying concentrates your money into single events. That is exactly what makes it exciting and exactly what makes a budget disappear faster — not because the price is unfair, but because a hundred small outcomes and one large one behave completely differently even at identical expected cost.
Why the industry adopted buys so quickly
A player waiting 200 spins for a feature stakes a modest amount across an hour. A player buying five rounds stakes a large amount in minutes. The expected cost per dollar staked is unchanged — but the dollars staked multiply.
That is the commercial logic behind feature purchasing, and it explains both its spread and why several regulators have moved against it. Buys are prohibited in the UK and restricted in a number of other markets on precisely these grounds.
None of which makes buying irrational for an individual player. It makes it a decision about pace and exposure that is worth taking deliberately rather than by habit.
Check the return figure in the game information, budget 300 to 500 base spins, decide any buy count before you start, and set a deposit limit first. This page is information, not a recommendation to play.



