Concrete Cowboys
Game rules
Concrete Cowboys is a 5 row by 5 column slot with dropping symbols. The game can expand the grid up to a maximum of 8 rows by 8 columns. All drops in normal mode start with gems on payout level 1 and with a grid size of 5 rows by 5 columns.
The minimum bet is $ 0.20, and the maximum bet is $ 100.00.
Each bet is 100 coins. A game round starts on the selected bet level when the player hits the
Spin button. Winnings and winning combinations are paid out according to the Paytable. Winnings are presented in the player's currency or in coins. The player can change preference in Settings. Winnings are presented in the player's currency.
The game is played in two modes; normal mode and bonus mode with bonus drops. Concrete Cowboys has four Collector symbols that can move around the game grid. Each Collector is paired with a gem of the same color as the Collector.
The Collectors can collect gems of the same color as the Collector and all feature symbols.
The Collectors collect symbols by moving to horizontally or vertically adjacent symbol clusters of the Collector's same color.
Paying symbols consist of gems, coins and Wild symbols. Wins are generated by a Collector moving and collecting paying symbols. Gems can be individually upgraded to higher payout levels, up to a maximum payout level of 7.
The Collectors continue to collect until they cannot collect any more symbols. A Collector can move once before a symbol refill occurs and can cross empty spaces, but not symbols of other Collectors' colors. Collected symbols and activated feature symbols are removed from the game grid. Thereafter, all remaining symbols move down until they reach a resting position and new symbols drop in from above to fill the empty spaces. Collectors are not affected by gravity. Refills continue as long as at least one Collector can collect. Dynamite, an exploding Transform, or the Wrecking Ball feature can kill Collectors in their path. If a Collector is killed, any remaining symbols of its type will be replaced with Wilds. Any killed Collector will not appear in the next refill. If all 4 Collectors are killed, the Heaven minigame is triggered. Above the game grid there is a symbol collection meter. The meter keeps track of the collected symbols. Only gems and Wild symbols collected by a Collector fill the meter. The symbol collection meter continues to count collected symbols until the Collectors can't collect more symbols.
Filling the meter will take 20 symbols for the first fill, 30 for the second, and 40 for the third. Up to 3 pending Wrecking Balls can exist at one time. When the symbol collection meter is full, the Wrecking Ball feature is pending and will trigger as soon as all wins and other features are resolved. If a Bonus game is triggered while a Wrecking Ball is pending, the Wrecking Ball will carry over into the Bonus Game and will trigger at the first opportunity during the Bonus game.
The Wrecking Ball swings in and destroys any paying symbols it hits, and kills any Collectors in its path. Remaining symbols will fall down with gravity. New symbols will refill the empty spaces, and all remaining Collectors have a new chance to collect.
Symbols of a killed Collector's color will not refill until that Collector returns to the grid. Symbols that belong to a killed Collector are converted into wilds.
The upgrade symbol upgrades the payout level of all gems of the same color as the Collector that collected the upgrade symbol. The payout level of the gems can increase 1, 2 or 3 steps, up to a maximum payout level of 7.
The upgrade all symbol upgrades all four different colored gems at the same time. The payout level of the gems can increase 1, 2 or 3 steps, up to a maximum payout level of 7.
The tunnel symbol allows Collectors to move to another cluster of that Collector's color or feature symbols that it otherwise would not be able to reach. The tunnel symbol may also be used to switch places with another Collector. Once all Collectors have had the chance to collect, a collected Level Up symbol expands the grid by 1 row and 1 column, and triggers a redrop of all symbols and Collectors. Any pending Dynamite symbol or Transform symbol acting as a pending Dynamite symbol is carried over to the new level. A collected Transform symbol Transforms a cluster of gems next to the active Collector into the same color as the Collector that collected the Transform symbol. A Transform symbol that cannot convert any payout symbols acts as a pending Dynamite symbol. Once collected, a Dynamite symbol enters a pending state until just before the next refill. On activation, it will remove Collectors and payout symbols in a horizontal, vertical, or diagonal line. If a Collector is removed, any remaining symbols of its type will be replaced with Wilds. Any removed Collector will not appear in the next refill. If all 4 Collectors are removed from the grid, the Heaven minigame is triggered. Collecting a Walkie Talkie triggers the Karen Collector to enter the grid. Karen is a special Collector that can substitute for 1-4 other Collectors when triggered. When Karen enters the grid, 1 Collector is removed from the grid. Karen will appear in one of the uncollected clusters corresponding to the removed Collector's color and collect them, as well as any other symbols of that Collector's color she can reach. If Karen and another Collector end up next to each other after collecting, Karen will remove that Collector and collect its symbol type as well. A coin symbol collected by a Collector pays its value times the current active bet level.
Two adjacent Collectors have a chance to automatically switch places when the active Collector cannot move to collect more symbols or features from its current position, and it can reach a matching symbol cluster or feature from the other Collector's position. An active Collector cannot switch places with a Collector that has already moved during the current drop. When all paying symbols have been collected from the grid, a special minigame called "Employee of the Month" is triggered. Employee of the Month is activated immediately, and any potentially already activated features are kept pending.
Employee of the Month is played on a 6 column by 7 row grid and starts with one Collector in the bottom left corner. Landing one or more Coins, Walkie Talkie, Ladder, or Accumulator symbols award more spins until no new symbols are spun in. The Collector then moves along its row collecting all symbols. When Karen triggers the Employee of the Month minigame, only coins, Accumulator symbols, and dud symbols will land. The minigame starts with Ladders already placed connecting all levels.
The Accumulator symbol is exclusive to the Employee of the Month minigame. Once landed and when all reels have stopped, the Accumulator becomes a coin that is worth the combined value of every other coin present on the grid at that time.
The Ladder symbol is exclusive to the Employee of the Month minigame, where it allows a Collector on its level to climb up 1 level. Ladders are removed after use.
The Walkie Talkie in the Employee of the Month minigame brings another Collector into the queue. Each Collector in the queue triggers 1 respin of the minigame. Collecting the Building Time symbol triggers the Building Time mode immediately, and any potentially already activated features are kept pending.
The Building Time minigame is played on a 5 column by 6 row grid. Void, Gems, Upgrade All, Coins, and Spreader symbols drop in to create rows that correspond to a multiplier value on the side. The sum of the values of Gems and Coins on a completed row is multiplied by that row's multiplier value. Each of the 4 Collectors triggers a drop. Once a row has been filled, the Collectors will be reset. If a row is not filled after the drops the game will end.
Spreader symbols fill all adjacent empty spaces on a row or column with copies of itself in Building Time.
If all 4 Collectors are killed, the Heaven minigame is triggered. Heaven takes place on an 8x8 grid with maximum value payout symbols. Only payout symbols, coins, and Tunnel symbols can land in Heaven. The Wrecking Ball meter and Bonus inventory are disabled in Heaven. Heaven continues until the end of the game round or until the next Bonus drop.
The bonus game with bonus drops is triggered if the Collector collects 3 Bonus symbols during an active game round. 5 bonus drops are awarded. A collected Bonus symbol in bonus mode awards one additional bonus drop.
In the Super Bonus game, all Upgrade symbols are Upgrade All.
The bonus game ends when no bonus drops remain or when the win cap has been reached. Winnings are paid out at the end of the bonus game.
No bets can be changed during an ongoing game round. A game round is immediately ended when the win cap is reached, and the wins collected so far will be paid out.
The theoretical payout (RTP) is 94.0%
The maximum total win in a game round is capped at 10 000x the placed bet.
In the event of malfunction all bets and wins are void.
X-iter rules
The X-iter feature offers buy-in to different game modes.
SUPER BONUS:
Buy a game round triggering the Super Bonus game. Cost is 250x the selected bet.
BUY BONUS:
Buy a game round triggering the Bonus game with bonus drops. Cost is 100x the selected bet. MINIGAME:
Buy a game round triggering a randomly selected minigame: Employee of the Month, Building Time, or Heaven. Cost is 50x the selected bet. MEGA HUNT:
Buy a game round with more than 6x chance to trigger bonus drops. Cost is 5x the selected bet.
BONUS HUNT:
Buy a game round with more than 3x chance to trigger bonus drops. Cost is 2.5x the selected bet.
An X-iter feature is purchased by pressing the X-iter button, selecting X-iter mode showing the cost in the player's currency, and pressing the Spin button.
The X-iter features can only be activated in the base game.
The theoretical payout (RTP) for all X-iter game modes are 94.0%.
The minimum X-iter cost is $ 0.50, the maximum X-iter cost is $ 25,000.00.
All game rules apply in X-iter mode.
Last modification date: 10/21/2026