Take The Bank Slot Review
Rain-slicked streets, a bank’s windows glowing warm yellow against a blue night, and a round black bomb dangling its fuse off the edge of the frame: this is a heist film you’re standing inside. Take The Bank bets everything on one trick, and it’s a good one. It isn’t a string of unrelated spins – it’s a ten-round countdown towards a guaranteed explosion, and that visible clock does more for the base game than most slots manage with five features. Betsoft build it on a 5×4 grid with 75 fixed paylines and an RTP of 96.08%.
It sits in the Betsoft catalogue alongside Take The Kingdom and Take Santa’s Shop, both built on the same slow burn to a payoff, and like Return To Paris it wears its cinematic polish openly. The question is whether a ten-spin fuse burns bright enough to be worth lighting.

Robbers, Bombs and the Paytable
The reels sit in front of that rainy bank facade, and the paying symbols are the loot: diamonds, gold bars, stacked cash, a vault, a red bomb and a hooked crowbar, with the royals filling the low end. Wins pay left to right, only the highest combination counts on each line, and coinciding wins across different lines add together.
All line pays are multiples of the total bet.
- Diamond – 0.05x for two, 0.2x for three, 0.6x for four, 3x for five
- Gold bars – 0.15x for three, 0.3x for four, 1x for five
- Money stack – 0.15x for three, 0.25x for four, 0.9x for five
- Vault, red bomb, hooked tool and the Ace – 0.1x for three, 0.2x for four, 0.6x for five
- K, Q, J, 10 and 9 – 0.05x for three, 0.1x for four, 0.3x for five
The wild substitutes for everything except the Police Car and the Robber, and five wilds on a line pay the same as five diamonds. Payouts adjust dynamically to your chosen bet, set from the controls under the reels. Autoplay handles rounds based on your chosen settings, and a turbo mode cuts the animations back for faster play.
Two symbols on the reels don’t pay at all, and both are working parts of the heist instead. The Robber exists to plant bombs for the countdown, and the Police Car exists to shut the whole operation down for fifteen spins. Neither can be replaced by a wild, so they keep landing no matter how many bombs are lying in wait.

The Master Bomb Counter
A red bomb sits beside the reels with a number on it, and that number is always ticking down from ten to zero. It’s on screen at all times except during free spins, and it drops by one with every press of spin. Every time a Robber lands, it converts into a Wild Bomb and stays exactly where it fell. Robbers won’t stack onto a position that already holds a bomb, so each spot fills once per cycle.
When the counter hits zero, every bomb on the reels detonates at once and turns wild. Wins are calculated only after all of them have gone off, so a well-planted ten spins can pay several ways in a single explosion. The countdown then starts again from ten, and the wilds vanish when the next spin begins.
It’s a rhythm, not a random event: you always know when the blast is coming, and the last few spins before it land differently from the first few. One detail worth knowing: the countdown advances separately at each bet level. Change your stake and you’ll be watching a different fuse than the one you were on.

Free Spins
Three Police Cars anywhere on reels two, three and four trigger 15 free spins. The countdown is paused for the whole round and free spins don’t advance it, so your fuse is where you left it when you come back.
The round opens with a random allocation of wilds: five, seven, or what the game calls an epic ten, scattered anywhere on the reels. On every free spin those wilds move to new positions. With ten wilds roaming a 5×4 grid, most spins have a wild somewhere useful, and the round plays very differently from the base game’s waiting game.
Free spins can’t be retriggered during the round, and they run at whatever bet settings were active when the police cars landed. A five-of-a-kind wild line pays the same as five diamonds, so a lucky drift of the roamers can land the top prize without a single diamond on the reels.

Double Up
After any standard win, a Double Up button opens a coin-flip mini-game. You can gamble half your winnings or all of them, and there’s no limit on how many times you can run it: pick heads or tails, double up on a correct call, and collect at any point.
It’s a straight 50/50 with no skill element, and it’s switched off after free spins. Every other win is eligible.
Buy Feature
Impatient heisters can skip the police cars entirely. The Buy Bonus button sells direct entry to the free spins round, and what’s unusual here is that you choose your wild count rather than leaving it to luck.
- 15 free spins with 5 wilds – twenty-seven times the total bet
- 15 free spins with 7 wilds – fifty times the total bet
- 15 free spins with 10 wilds – ninety-five times the total bet
The three tiers are priced in a straight line, so the choice is simply how much certainty you want per spin. The bought round runs on the same rules as a triggered one, at your current bet settings: fifteen spins, wilds that roam on every one of them, no retrigger, and no Double Up afterwards.
Our Honest Verdict
Overall Rating: 7.8/10
This is a waiting game with the clock on show, and that’s precisely why you’d pick it. Most slots keep their payoff a mystery until it lands; Take The Bank lets you watch it being assembled, spin by spin, and the spins just before zero carry a tension the reels alone wouldn’t manage. The theme is load-bearing too: robbers are the mechanism that plants the bombs and police cars are the trigger, so the heist and the maths are one system rather than a costume over a maths model.
The roaming wilds in free spins are the game’s strongest suit: fifteen spins with ten movers on a 5×4 grid connect constantly, and choosing your own wild count at the buy menu is a rarer courtesy than it sounds. The paytable is the soft spot. Five diamonds pay just 3x the bet, and every detonation wipes the board, so a well-laid build can still end in a modest bang.
It suits patient players who’d rather see a plan coming together than chase a lightning strike. Anyone after volatile spikes will find the fuse burns too slowly and pays too small. For everyone else, this is one job where the planning is the fun part.
Take The Bank FAQs
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What is the RTP of Take The Bank?
Take The Bank runs at an RTP of 96.08%. -
How many paylines does Take The Bank have?
The game is played with 75 fixed paylines across its 5×4 grid, with a wide range of bet levels available. -
How does the Master Bomb Counter work?
Each spin counts down from ten to zero. Robber symbols convert into Wild Bombs that stay in place, and when the counter hits zero all bombs explode at once, turn wild, and wins are then calculated. The timer resets to ten afterwards, the wilds are cleared on the following spin, and the countdown advances separately at each bet level. -
Can you buy the bonus on Take The Bank?
Yes. The Buy Bonus button sells the 15 free spins directly, with a choice of 5, 7 or 10 wilds, priced at twenty-seven, fifty and ninety-five times the total bet respectively. -
Can free spins be retriggered in Take The Bank?
No. Free spins cannot be retriggered during the round, though the Master Bomb Counter is paused while they play out and resumes afterwards. -
How does the Double Up feature work?
After any standard win you can gamble half or all of it on a heads-or-tails coin flip, as many times as you like, collecting at any point. It’s unavailable after free spins. -
When is Take The Bank released?
Take The Bank’s release date is 29 October 2019. -
Who makes Take The Bank?
Take The Bank is made by Betsoft.


