0xPlaySlots

Magic Money Maze — Game Details

Slot game

Slot by Reel Kingdom

#R

96.61%

RTP

Default setting

#MWM

10000x

Maximum win multiplier

#V

high

Volatility

#BR

0.1–250 operator-dependent units

Bet range

#P

10

Paylines

#GG

5 × 3

Game grid

RTP profiles

Default setting

Base game

Default96.61%

The default return for the game. A casino can run it at a lower setting so the rules screen is worth checking.

Lower casino setting

Casino setting

95.51%

Some casinos run the game at this lower return. The rules screen shows the setting in use.

Our verdict

0xPlaySlots opinion
6.2/ 10our score for this game

The board round is a real game rather than a re-skinned spin counter and its two amplifiers are well judged against the survival clock. Everything around it is thin, from a base game with no wild and a 200x top symbol to a buy that charges a flat 120x for an entry decided at random. Lower return builds of the same game are in circulation so the default 96.61% is not what every player gets. A distinctive round trapped in a dull frame and priced against the player earns 6.2.

About Magic Money Maze

Magic Money Maze puts almost all of its return into one board round and leaves the reels deliberately thin. Ten fixed lines run left to right across a 5x3 grid with no wild anywhere in the forty reel strips. The top symbol pays 200x the total bet for five of a kind so ordinary line wins barely move a balance. Money symbols take a random cash value each spin but three and four of them pay a flat 3x and 15x whatever numbers are printed. Three or more bonus symbols open a 7x7 board of 49 squares where a token moves clockwise by the roll of one die. Three bonus symbols start that round with one life and five start it with four so the trigger count decides how much board time is bought. Snakes and scorpions each cost a life while hearts give one back up to a collected maximum of three. Collecting all four corner portraits multiplies the round total by 10 while two or three of them pay only x2 and x3. The centre square is the other amplifier and its x2 to x10 ladder climbs only on repeat visits that each fling the token back to the edge.

Game preview

Magic Money Maze opening screen

Editorial takeaways

  • The bonus symbol count sets the starting lives at one for three symbols and two for four and four for five.
  • The board round runs on lives rather than a spin count and ends the moment the last one is lost.
  • Five money symbols on a line pay the total of the values on show while three and four pay a flat 3x and 15x.
  • Buying the bonus costs 120x the total bet and the triggering spin still lands three or four or five bonus symbols at random.
  • The 10,000x ceiling ends a round the moment it is reached and its chance of landing is one in 1,937,046.
  • Casinos can run this game at more than one return setting so the rules screen is worth reading before playing.

Limitations and version notes

  • The base game is a grind. There is no wild and no modifier to watch and the top line symbol pays only 200x so most spins exist purely to hunt three bonus symbols.
  • A three-symbol trigger is usually a non-event. One life means the first snake or scorpion ends the round before the portraits or the centre square can compound anything.
  • The 120x buy is priced against a randomised entry. The price is fixed but the number of starting lives is not so most bought rounds open on one or two.
  • One die at a time is charming once and slow at volume. A round can also end on its second roll with nothing collected so the pacing swings between long boards and instant losses.

Features & Themes

Game features

Fixed PaylinesMoney SymbolsBoard BonusDice RollsLives Instead Of SpinsCollect MultipliersBonus BuyNo Wilds

Themes

moneybanknotesBoard Gamepresidents

Game mechanics

Ten fixed paylines and no wild

Base game#01

Every base-game spin evaluates all ten fixed lines.

Matching symbols pay from the leftmost reel across adjacent reels and only the highest win on each line counts.

Nothing carries between spins and each spin settles on its own.

Wins on separate lines are added together. Line wins are multiplied by the bet per line while bonus wins use the total bet.

  • 10 fixed lines that cannot be deselected
  • Only the highest win pays on each line
  • No wild symbol appears on any of the forty reel strips

Money symbol with a random cash value

Base game#02

A money symbol lands on the reels during a base-game spin.

It takes a random value from a pre-defined set for that spin and the same value can be awarded inside the board bonus.

The value is drawn again on every spin and nothing is held over.

Three and four of a kind pay a flat amount whatever values are printed on the symbols. Five of a kind instead pays the total of the five values on show.

  • Three of a kind pays 3x the total bet
  • Four of a kind pays 15x the total bet
  • Five of a kind pays the sum of the displayed values

Bonus symbol count sets the starting lives

Base game#03

Three or more bonus symbols land anywhere on the five reels.

The board bonus starts and the number of bonus symbols decides how many lives it opens with.

The starting lives belong to that round only.

  • 3 bonus symbols give 1 life
  • 4 bonus symbols give 2 lives
  • 5 bonus symbols give 4 lives
  • The bonus symbol has no line pay of its own

One die moves the token clockwise

Bonus#04

Every roll taken inside the board bonus.

A single die returns one to six dots and the token moves that many squares clockwise around the board.

Rolling continues for as long as the round still has a life.

  • One die per roll
  • 1 to 6 squares of movement
  • Clockwise movement only

Money award squares

Bonus#05

The token lands on a square holding a money award.

The value on that square is added to the running total for the round.

Collected value stays in the round total until the round pays.

  • Each award runs from 0.1x to 1000x the total bet
  • Awards are placed at random before the round starts

Snakes and scorpions cost a life

Bonus#06

The token lands on a snake or a scorpion.

One life is lost.

The loss is permanent for that round.

  • One life lost per landing

Heart squares hand a life back

Bonus#07

The token lands on a heart.

One life is added to the round.

An added life lasts until a snake or a scorpion takes it.

  • A maximum of 3 lives can be collected

Corner portraits multiply the round total

Bonus#08

The token lands on one of the four corner portraits for the first time.

That portrait is collected and the number collected sets a multiplier on the round total.

Collected portraits are held for the whole round and each one counts once.

All four are called president portraits in the game. Hamilton and Franklin never held that office.

  • 1 portrait gives no multiplier
  • 2 portraits give x2
  • 3 portraits give x3
  • 4 portraits give x10

Centre square upgrades money awards

Bonus#09

The token lands on the centre square of the board.

A multiplier is applied to random money awards and the token is then moved to a random square on the outer edge.

Upgraded values stay on the board and the ladder position carries across visits within the round.

The multiplier lifts money awards still sitting on the board rather than the total already collected. A late visit with few awards left is close to wasted.

  • First visit x2
  • Second visit x3
  • Third visit x4
  • Fourth visit x5
  • x10 for every visit after the fourth

Arrows throw the token inward

Bonus#10

The token lands on one of the four arrows at the middle of each outer edge.

The token is moved to the square at the end of the arrow.

Nothing carries over from an arrow.

  • 4 arrow squares in fixed positions
  • The arrows point in from the middle of each edge

The round pays when the lives run out

Bonus#11

The last life is lost.

The total collected during the round is awarded with the portrait multiplier applied to it.

Nothing carries into the next round.

The 10,000x cap ends the round

Base + bonus#12

The total win of a round reaches 10,000x the bet.

The win is awarded at once and the round ends with every remaining feature forfeited.

Nothing survives the cap being reached.

  • 10,000x the total bet
  • A chance of one in 1,937,046 of reaching the cap

Bonus rounds

Magic Money Maze Board Bonus

Other bonus

Land three or more bonus symbols on a base-game spin.

A heart square hands back one life and extends the round.

The five reels give way to a board of 49 squares laid out 7 by 7. A monkey head token starts on a random square of the outer edge and moves clockwise by the roll of one die. Money awards and snakes and scorpions and hearts are scattered at random before the round begins. The four corner portraits and the four edge arrows and the centre square sit in fixed places and the round runs until the last life is lost.

  • Uses One die moves the token clockwise, Money award squares, Snakes and scorpions cost a life, Heart squares hand a life back, Corner portraits multiply the round total, Centre square upgrades money awards, Arrows throw the token inward, The round pays when the lives run out, The 10,000x cap ends the round.

Feature purchases

Purchase options and their bonus rounds

Feature-purchase costs can exceed the ordinary maximum stake shown for the base game.

Buy Magic Money Maze Bonus

Bonus Buy

The buy opens the board bonus at once and the triggering spin lands three or four or five bonus symbols at random. Some licensed markets switch the buy off.

Cost
120x stake
RTP for this option
96.61%
Linked bonus round
Magic Money Maze Board Bonus

Buying the bonus returns the same percentage as ordinary play. The purchase buys pace and variance rather than an edge.

Event frequency

Maximum-win probability

1 in 1,937,046 spins

Scope
Reaching the 10000x cap on a round win

Screenshot Gallery

In-game screenshots

Magic Money Maze screenshot 1
Magic Money Maze screenshot 2
Magic Money Maze screenshot 3
Magic Money Maze screenshot 4
Magic Money Maze screenshot 5

Paytable & Symbol Values

Winning combinations and symbol payouts

Symbol payouts

#PT
Symbol2345
Acelow·1×5×20×
Kinglow·1×5×20×
Queenlow·0.5×2.5×10×
Jacklow·0.5×2.5×10×
Tenlow·0.5×2.5×10×
Lincolnhigh0.5×5×20×200×
Hamiltonhigh·2×10×50×
Franklinhigh·2×10×50×
Washingtonhigh·2×10×50×
Money Symbolspecial·3×15×·

Lincoln. The top symbol and the only one that pays for two of a kind.

Money Symbol. Five money symbols on a line pay the total of the values displayed on them instead of a fixed multiplier.

Each value is the win for one line expressed as a multiple of the total bet. Wins on separate lines are added together.

Special symbols

#SS
Bonus symbol
The game logo lands on all five reels and pays nothing on its own. Three or more of them start the board bonus and set how many lives it opens with.

Our Team Reviews

Signed reviews from our team

1 review
FEATURED

Magic Money Maze runs its best round on lives and hands them out by chance

AP

Alex Petrov

Bonus Hunter at 0xPlaySlots

September 14, 2026
6.2/10

Every multiplier on this board is paid for in lives

Magic Money Maze is a survival game with a slot bolted to the front, and its score comes down to how poorly the slot serves the survival game. Both of the board's amplifiers, the x10 for a fourth corner portrait and the centre square's ladder, pay only a round that lasts. A round lasts as long as its lives, and the game hands those out through the one number nobody controls: whether the trigger lands three, four or five bonus symbols, for one, two or four lives. The round itself is well built. The ten wild-less lines in front of it and the 120x buy beside it both ignore what makes it good, and that gap is why it lands at 6.2 rather than in the sevens.

The relatives make the design choice clear. Snakes and Ladders Megadice runs a dice board inside the same ten-line frame, and there a snake takes away what the roll just gained. King Kong Cash walks a token along a trail until a hazard ends the bonus outright. Magic Money Maze sits between the two and changes the price of a hazard: a snake or a scorpion takes one life, while money already collected stays in the round total until the round pays. That is its one real idea, and a good one, because it turns a hazard from a loss into a clock. Big Bass Bonanza, the third relation, is a ten-line 5x3 game whose money symbols carry cash into a collection feature. No such link exists here. The money symbol is a line symbol whose value is drawn again every spin, the board places its own awards before the round starts, and nothing the reels show carries into the round except the count of bonus symbols.

The fourth portrait is worth more than the other three combined

The corner portraits pay nothing for one, x2 for two, x3 for three and x10 for four. Going from three to four adds seven of the ten points of multiplier, so the ladder is built almost entirely around finishing the set. A single 1,000x money award with four portraits reaches the 10,000x cap on its own; the same award with three portraits contributes 3,000x.

Geometry decides how hard the set is. A 7x7 board has 24 squares on its outer edge, and the four corners sit six squares apart, exactly the largest roll of one die, so the token can step over any corner it approaches. Between each pair of corners lie five squares with an arrow in the middle, and landing on that arrow throws the token inward, off the edge. A die averages 3.5 squares a roll, so a clean lap of the edge takes just under seven rolls, and even a clean lap does not guarantee a single portrait, let alone four.

This is where the lives come in. A three-symbol trigger opens with one life, so the first snake or scorpion ends the round unless a heart has landed first. Hearts add at most three lives, which caps the lives a round can ever have at four for a three-symbol start, five for four symbols and seven for five. The starting gap is one life against four; the ceiling gap is only four against seven. What separates them is the cushion before the first heart, and a one-life round has none. It is the round least able to buy the rolls a four-portrait set needs, and it is the one the smallest trigger hands out.

The centre ladder climbs while the board empties

The centre square is the other amplifier and the more awkward one. Its multiplier climbs x2, x3, x4 and x5 over the first four visits, then x10 for every visit after, but it lifts only the money awards still sitting on the board, never the total already banked. Every visit then throws the token to a random square on the outer edge.

Those two rules pull against each other. The rung is lowest when the board is fullest, and it reaches x10 only on a fifth visit, by which point the round has had plenty of rolls to collect what the upgrade would have lifted. A late x10 on a thinned board is close to wasted. The ladder rewards the same thing the portraits reward, a long round, and then taxes that length by shrinking what it multiplies. I count nine fixed squares, the four corners, the four arrows and the centre, against 40 squares whose awards, snakes, scorpions and hearts are scattered at random, so the worth of any centre visit rests on where the awards fell and how many the token has already taken.

The tension is still good design. It gives a long round a second target once the corners are in hand, and it stops the board from becoming a pure corner hunt.

The reels exist to land bonus symbols and do little else

No wild appears on any of the forty reel strips, and the base game has no modifier. Lincoln tops the paytable at 200x for five, which is 2% of the cap. The fixed paytable cannot pass 2,000x even with all ten lines showing five Lincolns, which would need one symbol on all 15 positions, and that is a fifth of the cap. Three-of-a-kind pays are thinner still: I count five of the nine regular symbols paying the total bet or less for three, with the Queen, Jack and Ten at 0.5x.

The money symbol is where the reels could have been interesting and are not. Three pay a flat 3x and four a flat 15x whatever values are printed on them, so those numbers are decoration until five share a line and pay their sum. The bonus symbol pays nothing on its own. A base-game spin has one real job, landing bonus symbols, and since three of them buy a single life, it needs four or five.

The cap maths makes the same point from the other end. A 10,000x win at a chance of one in 1,937,046 is worth about 0.52 percentage points of return, so roughly 96.1 of the 96.61% comes from wins below the cap. A casino running the 95.51% setting removes 1.10 points, more than twice everything the cap contributes, so the return setting matters more to the average player than the max win does.

The 120x buy sells a random number of lives at one price

Buying the bonus costs 120x and returns the same 96.61% as ordinary play, so at that setting a buy costs about 4.07x the total bet on average, and its best case, the 10,000x cap, is about 83 times its own price. On those two numbers alone it is not a bad buy. The problem is what the 120x purchases. The triggering spin still lands three, four or five bonus symbols at random, so one fixed price covers a one-life round that a single snake ends and a four-life round with room to chase the portraits. With the whole purchase averaging 115.93x back, the four-life draws return more than that and the one-life draws less, and most bought rounds open on one or two lives. Nothing on the menu lets a buyer pay for the start that makes the round work.

The board is the only case for this game

It suits a player who wants a bonus round with a structure worth following and accepts a wild-less base game and rounds that end with little collected. That player gets the one thing Magic Money Maze does that its relatives do not: a hazard that costs time instead of money. Anyone who wants the reels to work between triggers should look elsewhere, because 200x on one line is the most a fixed symbol ever pays. The buy is the wrong tool for skipping to a well-stocked round, since its life count is still drawn at random from one, two or four, at 120x a draw.

I put it at 6.2 on that balance. The lives system is a real refinement of the dice board, and the portraits and the centre ladder are tuned against it with care. Everything outside the board is thin, and the one tool that could have let a player pay for a better start charges a flat price for a random one. Good ideas undermined by the frame and the maths around them belong in the low sixes, and that is where this one sits.

Pros

  • A snake or scorpion costs a life, never the money already collected in the round
  • The fourth portrait lifts the multiplier from x3 to x10, a real target for a long round
  • One 1,000x award with all four portraits reaches the 10,000x cap by itself
  • The buy returns the same 96.61% as ordinary play

Cons

  • No wild, and the fixed paytable tops out at 2,000x even with five Lincolns on all ten lines
  • A three-symbol trigger opens with one life, so the first snake or scorpion ends the round
  • The 120x buy charges one price for a one, two or four-life start drawn at random
  • Three or four money symbols pay a flat 3x or 15x whatever values they show
  • The centre ladder reaches x10 only on a fifth visit, when the board has thinned out

Verdict

The lives-based board is a genuine refinement of the dice round, and its two amplifiers are well judged against the survival clock. A wild-less base game and a flat 120x buy on a random life count leave it at 6.2.

#GP

Game Provider

#GD

Game Details

Information

Reel Kingdom
July 25, 2022
Video Slot
Fixed Payline Slot
10 paylines