Cops vs Robs — Bonus Features
Everything in Cops vs Robs bends around one decision you make before the first spin. Here is what the volatility switch actually changes, where the 10,000x really comes from, and what the Coin Merge does that other Hold & Win rounds do not.
First time here? The how to play Cops vs Robs guide explains how to trigger them.
How Each Feature Pays
What triggers it, what happens on the grid, and which side of the switch it favours. New to the reels? Start with the Cops vs Robs how-to-play guide.
Cops / Robbers Volatility Choice
How to Trigger
Selected before your first spin, from the control on the left of the screen. Changeable between spins.
What Happens
You pick which side of the law you are on, and the choice reconfigures the maths around you. Cops mode runs at medium volatility — the wins arrive more often and land smaller. Robbers mode runs high: longer gaps, larger results. The reels, the paylines and the published return do not change. What changes is the distribution, and one hard number: the expanding Wild multiplier caps at x5 on the Cops side and x10 on the Robbers side.
Multipliers
Wild multiplier ceiling by side: x5 for Cops, x10 for Robbers. The 96.11% return is the same figure on both.
Variants
Two sides, and the Shootout behaves differently on each — high-value Coin symbols on Cops, a forced winning combination on Robbers.
Strategy
Match the side to the roll rather than the mood. Cops is the one that lets a small bankroll see more spins; Robbers is the only side where the x10 Wild multiplier and the realistic route to the ceiling exist. Switching mid-session is allowed and changes nothing retroactively.
| Cops Mode | Medium volatility, Wilds to x5 |
| Robbers Mode | High volatility, Wilds to x10 |
| RTP | 96.11% on both sides |
| Where | Control on the left of the screen |
Expanding Wild Multipliers
How to Trigger
A Wild landing anywhere on the 5x5 grid expands to cover its entire reel.
What Happens
The Wild does not simply substitute — it takes the whole reel, and its multiplier steps upward as it expands. The side you chose sets the ceiling on that climb: x5 in Cops mode, x10 in Robbers mode. The top prize in the game is tied directly to this mechanic rather than to the bonus round: five Wilds on the grid simultaneously awards the 10,000x grand prize. That is the single most useful thing to know about Cops vs Robs, because it means the ceiling lives in the base game and in the Wild-spin buy, not in the Hold & Win.
Multipliers
Multiplier steps up with the expansion, capped at x5 (Cops) or x10 (Robbers). Five simultaneous Wilds pays the 10,000x maximum.
Variants
The Buy Bonus menu includes a guaranteed Wild spin that lands between one and five Wilds — the only way to buy directly at the mechanic that carries the top prize.
Strategy
If you are playing for the ceiling rather than for time at the table, Robbers is the only side that makes sense: the x5 cap on Cops mode puts a lid on exactly the mechanic that pays the maximum. Belatra does not publish how often Wilds land, and nobody outside the studio can tell you either.
| Expansion | Full reel |
| Cap (Cops) | x5 |
| Cap (Robbers) | x10 |
| Grand Prize | 5 Wilds at once = 10,000x |
Shootout Feature
How to Trigger
Fires at random during base play. No symbol combination sets it off and there is no way to force it.
What Happens
The Shootout is the mechanic that keeps base spins from going flat, and like everything else in this game it reads differently depending on the side you picked. Playing as Cops, it drops high-value Coin symbols onto the grid. Playing as Robbers, it takes the more direct route and forces a winning combination outright. Either way it arrives unannounced, resolves inside the spin, and hands the round back to you.
Multipliers
Coin values and the size of a forced combination are not published by Belatra. What is published is the behaviour: Coins on the Cops side, a forced win on the Robbers side.
Variants
Two versions, tied to the volatility choice rather than to anything you do in the round.
Strategy
Nothing here is playable — the value of understanding it is knowing what you are looking at when the screen suddenly changes. It also explains part of why the Cops side feels steadier: dropping Coin symbols and forcing a win are not the same kind of event.
| Trigger | Random, base game |
| Cops Version | Drops high-value Coin symbols |
| Robbers Version | Forces a winning combination |
Hold & Win with Coin Merge
How to Trigger
Naturally during play, or directly from the Buy Bonus menu in a Cops or a Robbers flavour.
What Happens
Cash and power-up symbols lock in place and you get three spins to add to them. The Coin Merge step is what separates this from every other Hold & Win on the market: complete a full line and the coins sitting on it consolidate into a single larger award rather than paying out as a row of separate values. The bought versions come in two flavours matching the two sides — the Cops build aimed at more consistent returns, the Robbers build aimed at a higher ceiling.
Multipliers
Coin values and power-up effects are not published by Belatra. Confirm them in the in-game paytable, which is also where the buy prices for your operator are shown.
Variants
Three ways in: naturally, bought in the Cops flavour, or bought in the Robbers flavour. The third item on the buy menu is not a Hold & Win at all — it is the guaranteed Wild spin.
Strategy
Worth keeping in proportion: the Hold & Win is the substantial feature, but the 10,000x top prize belongs to the Wilds, not to this round. If the ceiling is what you are after, the Wild-spin buy is the item on the menu that points at it. If a longer, steadier session is what you want, the Cops-flavoured buy is the one built for that.
| Locks | Cash and power-up symbols |
| Spins | 3 |
| Coin Merge | Full line consolidates into one award |
| Buy Flavours | Cops or Robbers |