Wheel of Pigs pig colours: three jobs, one per colour
Blue, purple and red are not three sizes of the same bonus. Each colour does something structurally different — one changes values that are already on the grid, one collects them, one changes the round's starting condition — and the whole design of this part of the game is about never letting those three be mistaken for one another.
- Blue — upgrades all landed coin values with a multiplier
- Blue's multiplier — based on how many coins are present
- Purple — gathers the cash shown across the relevant symbols
- Red — starts the respin round with four attempts, not three
- Shared trait — each effect is announced before it is applied
What the colours actually change
Colour gives each pig a separate function. Blue applies an upgrade multiplier to all landed coin values, and the multiplier depends on how many coins are present. Purple collects the cash sum displayed across all the relevant symbols. Red changes the Hold and Win starting count. Three verbs, three different objects: upgrade, collect, extend.
Keeping them visually distinct is not decoration. A collection event and an upgrade event look similar if you only watch the total move, and mistaking one for the other leaves a player with the wrong model of what the game just did. The colours are the cheapest possible way to keep three unlike effects legible on the same grid.
Collect and boost, one colour each
Across the genre these two ideas usually travel together under one name, which blurs them. They are not the same operation. A boost raises the value of things that are already there, so the grid afterwards holds larger numbers in the same places. A collect leaves the values alone and gathers them into a single result, so what changes is not the grid but the total.
Wheel of Pigs splits them by colour and keeps them apart. Blue is the boost, and its size is tied to the number of coins rather than being a fixed figure. Purple is the collect, and its result is a sum of what was displayed rather than a new value of its own. One consequence follows from the pairing and is a fact about the game rather than a tactic: because blue scales with the coin count, the same colour does different work on a sparse grid than on a crowded one.
- Boost — same positions, larger values, multiplier set by the coin count
- Collect — same values, one result, taken from what is displayed
- Extend — neither of the above: it changes the round's starting allowance
An extra respin as a starting condition, not a reward
Red grants four respins instead of the standard three, and the timing of that is the whole point. It changes the starting allocation, and it must be shown before the first feature action — so the round begins visibly different rather than becoming different partway through.
A player who reads it as a reward inside the round will misjudge the counter from the first respin onward, which is a real confusion rather than a pedantic one. Four is also still an allowance between arrivals, exactly like three: the reset rule is unchanged, and only the number it resets to has moved.
Keeping three effects apart on one screen
During a pig effect the corresponding colour and the movement of values become the dominant thing on screen. That is a priority rule, and this game has several: during the respin round the counter takes priority, during a wheel spin the pointer and the destination labels do. Counters, fixed coins, wheel position and pig colour together make up the practical state map of the game.
The hierarchy is what keeps a show-like animation understandable. Without it three different events would compete for the same attention at the same moment, and the player would be left to reconstruct afterwards which of them had happened.
How you play the pig part of the game
You do not, in the sense of making choices. None of the three colours is selected, steered or declined; they arrive as part of the feature and are applied. What a player does is read them, and reading them correctly is genuinely worth something: it is the difference between understanding a result and guessing at it.
That is the honest answer to a question people reasonably ask about a game with characters in it. The characters are states of the machine, drawn well enough to be memorable and distinct enough to be told apart.
The three colours side by side
Questions about the three colours
What does the blue pig do?
It upgrades all the landed coin values using a multiplier based on the number of coins present, so the same positions hold larger values afterwards.
What does the purple pig do?
It collects the cash sum displayed across all the relevant symbols, gathering what is shown into a single result rather than changing any value.
What does the red pig do?
It starts Hold and Win with four respins instead of three. That is a starting condition, shown before the first feature action rather than awarded during the round.
Can a player choose which pig appears?
No. The colours are not selected, steered or declined. They arrive as part of the feature and are applied, and what a player does is read them.
Is a collect the same as an upgrade?
No. An upgrade raises the values already on the grid, while a collect leaves them alone and gathers what is displayed into one result. This game gives each operation its own colour.
Each colour's effect on this page is quoted from our own product page for the title, including the detail that the blue multiplier depends on the coin count and that the red fourth respin is a starting condition. No value, probability or frequency is stated for any of them, because none is published.