MultiplyBlue
TotalPurple
ExtendRed
NonePublished combinations
StartThree operations on a number
Three colour-coded powers appear inside the respin round, and every account of them describes them as features. Described as arithmetic they are much easier to keep straight: two of them act on money and one acts on time, and each does exactly one operation.
This page is deliberately short on spectacle. The features of this slot — how the round looks, what it does on screen, how the three powers are presented — are the subject of our other site about this game. Here they are only what they change.
MultiplyBlue
TotalPurple
ExtendRed
NonePublished combinations
The blue power upgrades all landed coin values, applying a multiplier that is based on the number of coins that have landed. Two things in that sentence are easy to skim past and both matter.
First, it acts on values that already exist. It does not introduce new prizes into the grid; it rewrites the figures on positions that are already filled. That is a different kind of event from a coin landing, and the arithmetic afterwards is the same total computed from larger numbers.
Second, the multiplier is not a constant. It depends on how many coins are showing when the power fires, so the same power applied to a sparse board and a full one is not the same operation. The published description says only that the dependency exists; the actual multiplier at any given coin count has not been released, and no figure for it appears here.
The purple power collects the cash sum of all relevant symbols into a single result. In arithmetic terms it is a total: the same values, settled as one figure rather than as a set of separate ones.
Whether that changes what you are paid depends on what the round would otherwise have done with those values, and nothing published settles it. What is published is the operation itself, and it is worth distinguishing from the blue power carefully, because the two are often described with the same vocabulary. Blue changes the size of the numbers. Purple changes how many numbers there are.
Both of them act on money that is already on screen. Neither of them reaches outside the round or touches which scale the round is being settled under, which was fixed back at the wheel.
The red power changes the respin round's opening allocation from 3 to 4. It touches no value anywhere.
Its real effect is larger than one extra respin, and the reason is the reset rule set out on the counter page. The counter returns to its starting figure every time a coin lands, so raising that figure raises the floor under every reset in the round, not only the first stretch. Over a round with several coins the difference accumulates; over a round with none it is worth exactly one respin.
That makes red the one power whose value is entirely conditional on what happens afterwards. Blue and purple act on figures that exist; red acts on the chance of more figures existing.
Nothing published says how often any of the three appears, whether more than one can appear in the same round, what order they resolve in if they do, or whether blue applied twice compounds or replaces. Those are precisely the questions a reader who has understood the three operations asks next, and the supplier has answered none of them.
So they are listed here as unanswered rather than filled in. An invented combination rule would be worse than the gap, because it would look exactly like the published ones and nothing on the page would tell you which was which.
Nor is any of this a method. The powers arrive or they do not; there is no control that summons one, no stake that makes one more likely, and no published way of influencing the order. Knowing what each one does to the figures means a round reads clearly as it resolves, and that is the whole of what this page is for.
Next · What the figures they act on are: coin values and the three scales. The counter the red power opens higher: respins. How the round is reached at all: the wheel.