CollectR
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6x6 growing to 8x8
Pirots 5 stacks a collection engine, three worlds with their own fights and coin games, a bonus that inherits everything you built and five X-iter prices on top of each other. This page takes all of it apart.
// BONUS FEATURES
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Effect
6x6 growing to 8x8
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3 pending releases
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10 per world
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Up to 4 birds
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4 fights
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1 per world
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10 features carried in
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3x to 250x the bet
// GAME FACTS
| Fact | Value |
|---|---|
| RTP | up to 96.0% depending on the casino and the market |
| Volatility | 7 of 10 |
| Max win | 10,000x the bet |
| Bet range | 0.20-100 EUR across 12 bet levels |
| Coins per bet | 100 |
| Worlds | Cursed Temple, The Kraken, City of Gold, plus Boss Castle |
| Tokens | 9, three per world |
// SYMBOLS
| Symbol | Role | Behaviour |
|---|---|---|
| Blue gems | Gem | Starts at 5 coins and tops out at 1,000, so a level-7 blue collection is worth 10x your bet. |
| Bonus | Bonus | Three of them collected by the birds open the bonus game with bonus drops. |
| Captain blackfeather | Character | Turns up to four birds into ghosts and converts their gems into Blackfeather gems that can sit as high as payout level 7. |
| Green gems | Gem | Second in the gem order, climbing from 10 coins to 1,500 across the seven levels. |
| Premium group | Premium | The premium symbols pay the widest ladder of all, 15 coins at level 1 and 3,000 at level 7, which is 30x your bet. |
| Purple gems | Gem | Opens at the same 5 coins as blue and finishes at 750, which is 7.5x your bet at level 7. |
| Red gems | Gem | The top-paying gem colour, reaching 2,500 coins at payout level 7 — 25x your bet from one collection. |
| Super bonus | Bonus | Arrives among the three bonus symbols and opens the super bonus game instead of the standard round. |
| Tokens | Collectible | Three hide in each world, nine in total. A token pays as it lands, at the value of a 5x coin, and all nine unlock Boss Castle permanently. |
| Transform | Feature | Turns a cluster of gems into the collecting bird’s colour; super transform does the same to two or three clusters, and both can convert gems into feature symbols. |
| Upgrade | Feature | Lifts gems a payout level; upgrade all does it across the board, which is the single fastest way towards the top of the ladder. |
| Wild | Wild | Substitutes for any gem at that gem’s current payout level, so a wild collected on an upgraded board is worth what the board has become. |
// PAYTABLE
Coin values, with 100 coins equal to one bet.
| Combination | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 |
|---|---|---|---|---|---|---|---|
| Blue | 5 | 15 | 25 | 45 | 120 | 375 | 1000 |
| Green | 10 | 20 | 30 | 60 | 160 | 500 | 1500 |
| Premium | 15 | 30 | 50 | 100 | 300 | 1000 | 3000 |
| Purple | 5 | 10 | 15 | 30 | 80 | 250 | 750 |
| Red | 10 | 25 | 40 | 75 | 200 | 625 | 2500 |
Pirots 5 has more moving parts than any game in the series so far, and they fit together in a clear order: the birds collect, the meter queues releases, the releases upgrade the board, and the upgraded board is what walks into the bonus. Three worlds decorate that engine with their own symbols, fights and coin games, and a fourth world waits behind nine tokens.
The birds do not stop while anything sits next to them. Four of them move around the grid, each one picking up gems in its own colour plus every feature symbol it meets, and they keep going until no collectable symbol remains adjacent. Only then do fresh symbols drop in to refill the board, and the walk can start again.
Wins arrive through collection rather than through a line landing on named reels. What pays is what the birds picked up, which means the number of winning paths changes with where the birds are standing. A bird pinned against the edge of a 6x6 board has fewer positions beside it to work with; the same bird on an 8x8 board with its colour spread in front of it keeps walking. That is the whole reason the grid expansion matters: it is not cosmetic space, it is more distance before the collection stops.
Two features exist purely to keep a walk alive. The secret door rotates the entire grid, moving symbols and birds together so a bird that ran out of neighbours suddenly has new ones, and cross-over floor tiles let it move back over positions it already cleared. Portals appear among the walls around the grid, four at most at a time, and teleport a bird elsewhere, with connected walls acting as tunnels that can reveal feature symbols along the way.
And two features exist to end one. Arrow shooters in the Cursed Temple and harpoon shooters in The Kraken sit on the outer rim and fire when the birds can no longer collect. A hit bird is removed, its gems turning over to another bird’s colour, which is sometimes a gift: a concentrated colour is easier to collect in bulk.

The meter above the grid counts the gems and wilds the birds pick up. Every time it fills, one feature-symbol release is queued. Up to three can be pending at once, and when they come, they all come together.
That queue is the pacing mechanism of the whole game. A quiet sequence of small collections is never wasted, because it is filling the meter; and three releases landing simultaneously on a board with room to walk is what turns a small round into a large one. If you watch one thing while you play, watch the meter.
Each world supplies ten feature symbols for the queue to release. The Cursed Temple set is Captain Blackfeather, bonus, super bonus, wild, coins, upgrade, upgrade all, tokens, transform and super transform; The Kraken swaps in the golden compass cannon and the City of Gold the golden book. The roles worth knowing:
The maths is shared; the character is not.
The default world and the one the demo opens on. Its corner feature is the catacombs, where a bird fights a mummy; win all four fights and a coin is added to every coffin position on the grid. Its coin game triggers when the secret door clears the grid entirely, so the rotation feature is the temple’s centrepiece rather than a convenience. Arrow shooters cover the rim. Captain Blackfeather is at his most valuable here, because he is guaranteed to win a catacomb fight.
The sea chapter brings the golden compass cannon into the feature set and harpoon shooters to the rim, with the captain’s quarters and a land-crab fight in the corner. Its coin game is the structural oddity of the three: three drops that reset whenever a landing symbol appears. Instead of counting down to an end, it keeps buying itself more time, which makes it the world where a round is hardest to predict the length of.
The biggest canvas. The golden book is the world’s feature symbol, the treasure chamber holds a shaman fight, and its coin game runs across the full 8x8 grid on three drops, with the Mastermind expanding to cover up to 5x5 of the board on its own. If you want the version of Pirots 5 with the most happening at once, start here, and the how to play page covers switching worlds from the entry map.
Four gem colours pay, and each of them climbs seven payout levels. With 100 coins to a bet, the coin values in the block above translate directly into multiples of your stake:
| Gem | Level 1 | Level 4 | Level 7 | Level 7 as a bet multiple |
|---|---|---|---|---|
| Red | 10 coins | 75 | 2,500 | 25x |
| Green | 10 coins | 60 | 1,500 | 15x |
| Blue | 5 coins | 45 | 1,000 | 10x |
| Purple | 5 coins | 30 | 750 | 7.5x |
| Premium | 15 coins | 100 | 3,000 | 30x |
Read the two ends of that table together. At level 1 a purple collection returns 5 coins, a twentieth of your bet: at 0.20 EUR that is one cent, and at 1.00 EUR five cents. Take the same collection in red at level 7 and it pays 2,500 coins, which is 25x: 5 EUR at the minimum stake and 25 EUR at 1.00 EUR. Nothing about the collection changed; only the level did. Level 7 pays 150 times level 1 on purple and 250 times on red, which is why the upgrade symbols carry the game and why a board the birds have already worked is worth more than a fresh one.
Level 7 is the ceiling for upgrades, and Captain Blackfeather can deliver a bird’s converted colour all the way up to it. A board where the red gems are sitting at level 7 while three feature releases are pending is the position every session is quietly working towards.

Three bonus symbols collected by the birds open the bonus game, and it runs as bonus drops. The detail that makes it the goal of the base game: your grid size, your collection-meter progress and the payout level your gems have reached all travel in with you. A bonus entered from an 8x8 board with gems at level 7 starts from 64 positions and 2,500-coin reds; one entered cold starts from 36 positions and 10-coin reds. Same round, two different games.
Up to ten bonus features come along too: the bandit, the alien invasion, the yeti, fire minions, Charlie, cursed treasure, the golden compass cannon, the Kraken, the golden book and the Mastermind. The round continues while hearts remain, and ends when they run out or when the maximum win is reached. If one of the three triggering symbols is a super bonus symbol, the super bonus game opens instead.
There is a neat consequence worth planning around. Because the bonus inherits the board, the value of pushing one more upgrade before the third bonus symbol lands is real: those gems are the ones you take in with you. The whole pot sits in the game itself: the collection, the bonus games and the 10,000x cap. This is where the big rounds live.
X-iter is activated from the base game, which is worth knowing before you go looking for it mid-bonus. Five modes, five prices, each with a stated effect:
| Mode | Price | At 0.20 EUR | At 1.00 EUR | At 10 EUR | What it does |
|---|---|---|---|---|---|
| Bonus Hunt | 3x | 0.60 EUR | 3 EUR | 30 EUR | More than 4x the bonus chance in the Cursed Temple, 5x in the other worlds |
| Mega Hunt | 10x | 2 EUR | 10 EUR | 100 EUR | More than 10x or 20x that same chance |
| World coin game | 50x | 10 EUR | 50 EUR | 500 EUR | Guaranteed entry to that world’s coin game |
| Bonus | 100x | 20 EUR | 100 EUR | 1,000 EUR | The bonus game, guaranteed |
| Super Bonus | 250x | 50 EUR | 250 EUR | 2,500 EUR | The super bonus game, guaranteed |
Across the twelve bet levels those prices run from 0.60 to 25,000 EUR. Boss Castle adds three more modes of its own: Boss Battle with three features, Castle Mayhem with four and Ultimate Showdown with five.
The number that makes X-iter worth taking seriously is the one that is easy to skip: the theoretical payout for all X-iter modes equals the game’s RTP. The purchase is a price for tempo, not a discount on the maths. A 250x press costs what 250 base spins cost, spent in one go. Whether that trade suits you is a question of session shape rather than value, and strategy works through it with numbers.

Two sets of features live around the edge of the board rather than on it, and they decide how long a collection lasts.
Traps. Arrow shooters in the Cursed Temple and harpoon shooters in The Kraken sit on the outer rim and fire the moment the birds can no longer collect. A hit bird is removed from the board, and its gems turn over to another bird’s colour. The second half of that sentence is the interesting one: losing a bird concentrates a colour, which can set up a longer walk for whoever is left.
Portals. They appear among the walls around the grid, four at a time at most, and let a bird teleport across the board. Connected walls act as tunnels that can reveal feature symbols on the way through, so a portal moves a bird and feeds the queue in the same step.
The secret door. It rotates the entire grid, moving every symbol and every bird with it. A bird that had run out of neighbours gets a fresh set. It is also the temple’s coin-game trigger: clear the board completely with the door and the coin game opens, which makes the door the one feature that pays twice there.
Cross-over floor tiles. These let a bird walk back over positions it has already cleared. Small permission, large effect: without it a collection dies as soon as the path doubles back on itself.
Read together, the rim features are the game’s pacing system. The traps end runs, the portals and the door extend them, and the balance between the two is what makes a 6x6 board feel less predictable than its size suggests.

Nine tokens, three in each world. Progress is global and it persists, so tokens collected on Tuesday still count on Friday, and the token pays as it lands at the value of a 5x coin, so chasing them pays its own way. Collect all nine and Boss Castle unlocks permanently.
The castle deliberately breaks the format. After 36 to 64 grid positions of collection, it hands you a three-reel, one-row, single-payline slot with a bonus game of its own. It is the reward for playing all three worlds rather than settling into one, and it is the clearest reason to spread your sessions across the map. The series page puts it in context of what the earlier Pirots games did, and the slot’s main page has the full profile in one screen.

// FAQ