Triple Power Cash Strike Slot Review
by Blueprint GamingReleased Sep 10, 2026
Free demo - play instantly in your browser
Ten lines of fruit over cracked lava, a 30x top line, and a 12,500x ceiling that lives entirely in one hold-and-win round. Three coloured orbs decide its shape: green grows the grid from three rows to six, red sweeps every cash value on the board, blue multiplies individual fireballs by up to x5.

Specifications
| Game Type | Slots |
|---|---|
| RTP | 94% |
| Volatility | Medium-High |
| Max Win | 12,500x |
| Grid | 5x3-5x6 |
| Paylines | 10 fixed paylines |
| Min Bet | $0.1 |
| Max Bet | $20 |
Triple Power Cash Strike Slot Overview
Blueprint built a classic fruit machine and then put all of the money in one bonus. The reels are cherries, lemons, a flaming seven and a gold bell over cracked lava, ten fixed lines, and a best line pay of 30x that tells you how little the base game is expected to do. Everything worth having lives in the Triple Power Bonus.
That bonus is a cash collect hold-and-win. Burning fireballs carrying values from 1x to 15x lock in place, three spins reset back to three every time a new one lands, and the round pays the sum of whatever is stuck to the board when it stops. What separates it from the dozens of near-identical rounds out there is the three coloured orbs: green grows the grid, red sweeps every value on it, blue multiplies individual fireballs by up to x5. One of those is common enough. All three at once is where the 12,500x ceiling actually lives.
RTP is 94%, printed the same against standard play and against all three bonus buys. And there are no free spins anywhere in this game. One feature, that is it.
Theme & Design
The background is a sheet of cracked black crust with orange lava running through the seams, and the reel frame is a thin gold rectangle floating on top of it with pure black cells behind the symbols. The fruit is drawn fat and glossy with heavy gold outlines, the seven burns, the star and bell are polished gold, and the wild is an erupting volcano rather than a word on a card. Above the reels sit three faceted gemstone orbs, green EXPAND, red COLLECT and blue MULTI, each half buried in a little drift of gold coins. The diamond ladder runs down the left edge in purple, blue, green and red.
It looks better in the bonus, where the fruit vanishes, everything behind the reels turns molten gold and every cell fills with a burning sun carrying a printed cash value. The base game is louder than it needs to be: the lava churns constantly behind reels that mostly sit still, and after a hundred spins the effect is closer to noise than heat. The artwork is good, though. Blueprint's fruit set has always been clean.
Symbols & Paytable
| Symbol | Payout |
|---|---|
| Volcano Wild | 4x / 20x / 30x for 3/4/5appears anywhere, substitutes for everything except the coloured and cash scatters, and pays as joint top symbol |
| Flaming Red 7 | 4x / 20x / 30x for 3/4/5 |
| Gold Star | 2x / 12x / 20x for 3/4/5 |
| Gold Bell | 2x / 12x / 20x for 3/4/5 |
| Grapes | 2x / 4x / 10x for 3/4/5 |
| Watermelon | 0.4x / 2x / 6x for 3/4/5 |
| Orange | 0.4x / 2x / 6x for 3/4/5 |
| Plum | 0.4x / 2x / 6x for 3/4/5 |
| Lemon | 0.4x / 1x / 2x for 3/4/5 |
| Cherries | 0.4x / 1x / 2x for 3/4/5 |
| Cash Prize Fireball | 1x to 15x, paid only inside the bonusno line pay; six or more in view can trigger the Triple Power Bonus and stay locked for the round |
| Diamonds (Super Spin) | purple 10x / blue 25x / green 100x / red 1000xfixed prizes, awarded only by the Super Spin on a full board |
| Coloured Triple Power Scatters | no paygreen expands the grid, red collects, blue multiplies; each can trigger the bonus at random |
Features & How They Work
Triple Power Bonus
Three ways in. Any of the coloured scatters triggers the bonus at random on any spin, and it carries its own enhancement in with it. Six or more cash fireballs in view triggers it as well, and those symbols stay locked for the whole round. Or you buy it.
Inside, the reels hold only cash fireballs, coloured scatters and blanks. The round starts with three spins. Every fireball that lands locks and puts the counter back to three; every coloured scatter fires its enhancement and also puts the counter back to three. It ends when the spins run out or when every position on the board is filled. The payout is the sum of every value locked, nothing more complicated than that.
Green, red and blue
Green is EXPAND: each active green scatter unlocks extra reel sets, and the bonus card puts the limit plainly at reels six high, so the board can grow from three rows to six. Red is COLLECT: every red landing in view collects all cash values on the board. Blue is MULTI: it multiplies up to five cash symbols in the 1x to 15x range by x2 to x5.
The interaction between them is the design. Blue inflates the individual values, green makes more room to fill, red banks the lot. A round starts with one, two or all three active, and any that were not active on entry get handed out at random mid-round. Two bonuses can look identical for four spins and then split completely.
Super Spin and the four diamonds
Fill every position and the last one turns into a Super Spin, which pays exactly one of four fixed diamonds: purple 10x, blue 25x, green 100x, red 1000x. They are flat multiples of the total bet, not progressives, so they scale with the stake and nothing else.
That red 1000x is the number most people will read as the game's ceiling. It is not. It is the biggest single prize on the board, and a full board holds a lot of prizes.
Ten lines of fruit, and three pots that do nothing
The base game is 10 fixed paylines, left to right from reel one, highest win per line only, wins on different lines added. The volcano wild lands anywhere, substitutes for everything except the two scatter types, and pays on its own at 4x, 20x and 30x for three, four and five, tying it with the flaming seven at the top of the table. There is no scatter pay at all.
The three pots above the reels fill as matching coloured scatters land, and they lead nowhere. The game says so in its own rules: the collection is visual and does not influence outcomes. So do not sit there counting them.
Three bonus buys
Standard costs 50x the stake, Super 100x and Ultra 250x, and all three carry the same 94% RTP and the same ceiling. What separates them is not entry. Every tier can also trigger on six or more cash symbols alone, so the extra money buys enhancement certainty: Standard promises only a chance of a coloured upgrade, Super guarantees at least one, Ultra guarantees all three.
Read that wording before calling 50x the value pick. A Standard buy that opens with no enhancements is a bare hold-and-win with three spins and no help, and it will probably land somewhere near what it cost. Buys are switched off in plenty of markets, so the menu may not be there at all.
Screenshots

How Triple Power Cash Strike Plays
Nothing in the base game tells you anything. Entry is random, the pots are decoration, no meter creeps toward a trigger, so a cold run of fruit spins carries no information whatsoever. You cannot be close. Most modern hold-and-wins hand you something to watch, and going without it makes the gaps feel longer than they are.
The bonus swings the other way. Every fireball that locks buys three more spins, so a warm round keeps refusing to end, and the tension sits in how far the board fills before it stalls rather than in any single win. One empty cell with the counter on one is the best moment the game has. Most values land between 1x and 4x, so a half filled board is a modest result, and that is exactly why the coloured upgrades carry the round.
It plays fast, and turbo makes it faster. Long flat stretches broken by short bursts, which is the format working as intended (it has never sold itself as anything else). Volatility is published nowhere, by the studio or anybody else, which is irritating for a game leaning this hard on one feature, though in practice it reads medium-high: a round can stall on the third spin with two fireballs stuck to the board just as easily as it can run.
Pros & Cons
Pros
- Three interacting upgrades turn one bonus round into several different ones
- The grid can grow from three rows to six mid-bonus, which few hold-and-wins bother with
- Same 94% RTP for standard play and all three buys, no penalty for buying in
- Cash values and diamond prizes are plain total-bet multiples, readable at any stake
Cons
- The base game is filler: ten fixed lines, no scatter pay, nothing to do but wait
- The three pots above the reels are decoration and the rules admit it outright
- 94% is below par for a 2026 release and it never improves, whichever door you walk through
- Volatility is not published by the studio or anyone else
Is Triple Power Cash Strike Worth Playing?
Blueprint has reskinned the Cash Strike chassis plenty of times and this is one of the better versions of it. The three-colour system does something the plain build does not: it changes the shape of a round rather than just the size of the prizes, and a bonus that opens with all three active is a properly good few minutes of slot.
The price is a base game with nothing in it. Twenty spins of fruit is enough to know whether that waiting suits you, and the buy menu says the same thing in cash: Ultra at 250x is the only tier that guarantees the version worth seeing, which makes the cheaper two feel like a tease.
Frequently Asked Questions
What is the maximum win in Triple Power Cash Strike?
How do you trigger the Triple Power Bonus?
Does Triple Power Cash Strike have free spins?
How much does the bonus buy cost?
What age do you have to be to play Triple Power Cash Strike?

Reviewed by Arina, PR & Content Manager
PR & Content Manager at SlotsReach
Published 15 Aug 2026 · Updated 15 Aug 2026