0xPlaySlots

2 Wild 2 Die — Free Demo & Game Details

Slot game

Slot by Hacksaw Gaming

#R

96.25%

RTP

Default setting

#MWM

15000x

Maximum win multiplier

#V

very high

Volatility

Level 5 of 5

#BR

0.1–50 operator-dependent units

Bet range

#P

14

Paylines

#HF

25.32%

Hit frequency

Chance that a base-game round returns any win at the 96.25% setting

#GG

5 × 4

Game grid

RTP profiles

Default setting

Base game

Default96.25%

Lower return setting

Casino setting

94.15%

Casinos can run the game below its default return. The rules screen shows the setting in use.

Lower return setting

Casino setting

92.14%

Casinos can run the game below its default return. The rules screen shows the setting in use.

Lowest return setting

Casino setting

88.25%

Our verdict

0xPlaySlots opinion
7.4/ 10our score for this game

Two bonuses that play nothing alike and a fairly priced buy menu earn 2 Wild 2 Die a 7.4. At the default setting every buy returns slightly more than the 96.25% base game. Most Wanted gives the Golden Revolver a real job, because its total lands on every locked value at once. The score stops short of 8 because the base game is a 14-line frame that tops out at 15x and does little until a Revolver lands.

About 2 Wild 2 Die

Without Revolvers this is a thin 14-line game whose best symbol pays 15x for five on a line. Silver Revolvers fire one to six bullets at random cells and turn a first hit into a Wild and a repeat hit into a Wild Multiplier. Golden Revolvers skip the first hit, so every cell they strike becomes a Wild Multiplier worth between 2x and 200x. Multipliers on one line add together instead of multiplying, so two 200x hits make a 400x line. The middle two rows of reels 2 and 4 each sit on 5 of the 14 lines and are the cells where a multiplier counts most. The Most Wanted bonus has no line wins and instead has Revolvers shoot six Wanted Posters that add to or multiply each Revolver's locked total. A Golden Revolver there adds its whole total to every locked value on the grid and is worth more the fuller the board already is. The Shootin' Wild free spins keep the base-game rules but make every Wild Multiplier sticky so that early multipliers stay in play for every later spin. Every bonus buy returns between 96.27% and 96.33% at the default setting, which is slightly above the 96.25% base game.

2 Wild 2 Die free demo

Launch the provider-hosted demo in a new tab.

Editorial takeaways

  • The game runs at 96.25% by default, and every bonus buy returns between 96.27% and 96.33% at that setting.
  • Wins stop at 15,000x the bet, and reaching the cap ends the round with any remaining free spins forfeited.
  • The chance of reaching the 15,000x cap is 1 in 6,000,000 at the 96.25% setting.
  • The middle two rows of reels 2 and 4 each sit on 5 of the 14 lines, more than any other cell.
  • BonusHunt FeatureSpins cost 5x the bet for a bonus that is 10 times as likely, which doubles the bonus rate per unit staked.
  • Each Best Of buy costs exactly twice its single bonus buy and pays only the best of three full rounds.

Limitations and version notes

  • The base game is thin between Revolvers, because the top line pays 15x and three matching card symbols return 0.2x the bet.
  • Shootin' Wild is front-loaded, because a Wild Multiplier that lands in the last spins sticks for only a spin or two.
  • Casinos can run the game at 94.15% or 92.14% instead of 96.25%, and the rules screen shows the setting in use.

Features & Themes

Game features

Wild MultipliersSticky WildsFree SpinsHold And WinBonus BuyFeature SpinsBest Of Bonus

Themes

westernoutlawscowboys

Game mechanics

Silver Revolver

Base + bonus#01

A Silver Revolver lands in the base game or during the Shootin' Wild free spins.

Each bullet hits a random cell, turning it into a Wild on the first hit and adding a random multiplier on a repeat hit.

Its Wilds last for the spin in the base game, while multiplied Wilds stay until the free spins end.

A Revolver that has fired all its bullets turns into a Wild itself.

  • 1 to 6 bullets per Revolver
  • Multipliers of 2x, 3x, 4x, 5x, 6x, 7x, 8x, 9x, 10x, 15x, 20x, 25x, 50x, 100x and 200x

Golden Revolver

Base + bonus#02

A Golden Revolver lands in the base game or during the Shootin' Wild free spins.

Every cell its bullets hit becomes a Wild Multiplier at once, with no first hit needed.

Its Wild Multipliers last for the spin in the base game and until the end of the free spins.

Golden Revolvers always fire before any Silver Revolver on the grid. An empty Golden Revolver also turns into a Wild.

  • 1 to 6 bullets per Revolver
  • Same multiplier values as the Silver Revolver

Additive Wild Multipliers

Base + bonus#03

Two or more Wild Multipliers take part in the same winning line.

Their multipliers are added together, and the sum is applied to that line win.

Each winning line is summed on its own.

Wild symbol

Base + bonus#04

A Wild lands on the reels or is created by a Revolver bullet or an empty Revolver.

It substitutes for every paying symbol, and five Wilds on a line also pay on their own.

It lasts for the spin unless it carries a multiplier during the Shootin' Wild free spins.

  • 5 Wilds on a line pay 15x the bet

FS scatter

Base + bonus#05

FS scatters land together in the base game or during the Shootin' Wild free spins.

Three or four in the base game start a bonus, and two or three during the free spins add more spins.

Nothing carries over, because scatters are counted on each spin.

  • 3 FS in the base game start MOST WANTED! BONUS
  • 4 FS in the base game start SHOOTIN' WILD! BONUS with 10 free spins
  • 2 FS during SHOOTIN' WILD! add 2 free spins
  • 3 FS during SHOOTIN' WILD! add 4 free spins

BEST OF BONUS scatter

Base game#06

A BEST OF BONUS scatter lands together with 3 or 4 FS scatters in the base game.

The triggered bonus becomes its Best Of version, which plays three full rounds and pays only the highest.

The upgrade applies only to the bonus it lands with.

Wanted Posters

Bonus#07

Every bullet a Revolver fires during Most Wanted hits one of the posters above the grid.

The poster's value is either added to that Revolver's running total or multiplies it.

The posters stay for the whole round, and a shot poster takes a new value once every Revolver on the grid has fired.

  • 6 posters
  • Adding values of 2x, 3x, 4x, 5x, 6x, 7x, 8x, 9x, 10x, 15x, 20x, 25x, 30x, 40x, 50x, 75x, 100x, 150x, 200x, 250x and 500x
  • Multiplying values of x2, x3, x4, x5, x10 and x20

Locked Silver Revolver values

Bonus#08

A Silver Revolver lands during Most Wanted and fires all its bullets at the posters.

Its final total locks on the cell where it landed.

The spent Revolver and its value stay on the grid until the round ends.

  • 1 to 6 bullets per Revolver

Golden Revolver in Most Wanted

Bonus#09

A Golden Revolver lands during Most Wanted.

Its total is added to every locked Silver Revolver value and every Reload value on the grid.

The Golden Revolver leaves on the next spin, but the values it added stay.

In this round Golden Revolvers fire after every Silver Revolver and Reload symbol. That is the reverse of the base-game order.

Reload symbol

Bonus#10

A Reload symbol lands during Most Wanted.

It collects the multipliers of all locked Silver Revolvers on its reel and reloads those Revolvers with new bullets that fire at the posters at once.

The collected value stays on the Reload symbol and counts in the final total.

  • 1 to 6 new bullets

Refilling lives

Bonus#11

A Silver Revolver, Golden Revolver or Reload symbol lands during Most Wanted.

The lives reset to their starting count of 3.

The round ends after 3 spins in a row without one, or at once when every cell holds a used Revolver.

The final win is the sum of all locked Revolver and Reload values, multiplied by the bet.

  • 3 lives

Sticky Wild Multipliers

Bonus#12

Any Wild with a multiplier appears during the Shootin' Wild free spins.

It stays on its cell for every remaining free spin.

It holds until the free spins round ends.

15,000x win cap

Base + bonus#13

The total win in a round reaches 15,000x the bet.

The round ends at once and pays the capped amount.

Any remaining free spins or bonus features are forfeited.

The cap can be reached in every game mode, the base game included.

Bonus rounds

MOST WANTED! BONUS

Hold and win
3 spins

Three FS scatters land together in the base game.

Any Silver Revolver, Golden Revolver or Reload symbol that lands resets the lives to 3.

The reels change to carry only Revolvers, Reload symbols and non-paying symbols. There are no line wins in this round. Revolvers shoot the six Wanted Posters and lock their totals on the grid. When the lives run out the locked values are summed and multiplied by the bet.

  • Uses Wanted Posters, Locked Silver Revolver values, Golden Revolver in Most Wanted, Reload symbol, Refilling lives.

SHOOTIN' WILD! BONUS

Free spins
10 spins

Four FS scatters land together in the base game.

Two FS scatters add 2 free spins and three add 4.

The round keeps the base-game rules, the Revolvers and the 14 lines. Every Wild that carries a multiplier sticks until the round ends, so multipliers pile up across the spins. Golden Revolvers still fire before Silver ones.

  • Uses Silver Revolver, Golden Revolver, Sticky Wild Multipliers, Additive Wild Multipliers.

BEST OF MOST WANTED! BONUS

Other bonus

Three FS scatters land together with a BEST OF BONUS scatter in the base game.

Three Most Wanted rounds are played in full, one after another, and each result goes onto a scoreboard beside the grid. After the third round only the highest score is paid, multiplied by the bet.

  • Uses BEST OF BONUS scatter, Wanted Posters, Golden Revolver in Most Wanted, Reload symbol, Refilling lives.

BEST OF SHOOTIN' WILD! BONUS

Other bonus

Four FS scatters land together with a BEST OF BONUS scatter in the base game.

Each of the three rounds adds free spins from FS scatters the same way a single round does.

Three Shootin' Wild rounds are played in full, one after another, and each result goes onto the scoreboard. After the third round only the highest result is paid.

  • Uses BEST OF BONUS scatter, Sticky Wild Multipliers, Additive Wild Multipliers.

Feature purchases

Purchase options and their bonus rounds

Feature-purchase costs can exceed the ordinary maximum stake shown for the base game.

BonusHunt FeatureSpins

Feature Spin

Every spin in this mode is 10 times as likely to trigger a bonus game. It stays on until the player disables it.

Cost
5x stake
RTP for this option
96.29%
Volatility
Extreme
Try in Demo

Revolver FeatureSpins

Feature Spin

Every spin in this mode lands at least three Revolver symbols. It stays on until the player disables it.

Cost
100x stake
RTP for this option
96.33%
Volatility
Very High
Try in Demo

MOST WANTED! BONUS

Bonus Buy

Starts the Most Wanted bonus at once instead of waiting for three FS scatters.

Cost
130x stake
RTP for this option
96.27%
Volatility
High
Linked bonus round
MOST WANTED! BONUS
Try in Demo

SHOOTIN' WILD! BONUS

Bonus Buy

Starts the 10 Shootin' Wild free spins with sticky Wild Multipliers at once instead of waiting for four FS scatters.

Cost
200x stake
RTP for this option
96.33%
Volatility
Extreme
Linked bonus round
SHOOTIN' WILD! BONUS
Try in Demo

BEST OF MOST WANTED! BONUS

Bonus Buy

Plays three full Most Wanted rounds for twice the single buy price and pays only the best of them.

Cost
260x stake
RTP for this option
96.27%
Volatility
Medium
Linked bonus round
BEST OF MOST WANTED! BONUS
Try in Demo

BEST OF SHOOTIN' WILD! BONUS

Bonus Buy

Plays three full Shootin' Wild rounds for twice the single buy price and pays only the best of them.

Cost
400x stake
RTP for this option
96.3%
Volatility
Very High
Linked bonus round
BEST OF SHOOTIN' WILD! BONUS
Try in Demo

Event frequency

Maximum-win probability

1 in 6,000,000 spins

Scope
Reaching the 15,000x cap at the 96.25% setting

Feature Artwork

Bonus buy and feature screens

2 Wild 2 Die bonus buy image
Bonus Buy Preview
2 Wild 2 Die features image
Feature Preview

Screenshot Gallery

In-game screenshots

2 Wild 2 Die screenshot 1
2 Wild 2 Die screenshot 2
2 Wild 2 Die screenshot 3
2 Wild 2 Die screenshot 4
2 Wild 2 Die screenshot 5
2 Wild 2 Die screenshot 6
2 Wild 2 Die screenshot 7

Paytable & Symbol Values

Winning combinations and symbol payouts

Symbol payouts

#PT
Symbol345
Jacklow0.2×1×3×
Queenlow0.2×1×3×
Kinglow0.2×1×3×
Acelow0.2×1×3×
Bull Skullhigh1×5×10×
Cowboy Hathigh1×5×10×
Pistolhigh1×5×10×
Female Outlawhigh2×7.5×15×
Masked Outlawhigh2×7.5×15×
Wildwild··15×

Pistol. A paying pistol symbol, separate from the Silver and Golden Revolvers that drive the features.

Wild. It substitutes for every paying symbol and pays on its own only for five on a line.

Pays are multiples of the total bet for matching symbols on a line from the leftmost reel. Wild Multipliers on the line are added together and applied to these values.

Special symbols

#SS
Silver Revolver
Its bullets turn random cells into Wilds, and a repeat hit adds a multiplier. In Most Wanted it shoots the posters and locks its total instead.
Golden Revolver
Its bullets create Wild Multipliers directly. In Most Wanted it adds its total to every locked value.
FS scatter
Three start Most Wanted and four start the Shootin' Wild free spins. During the free spins two or three add more spins.
BEST OF BONUS scatter
Landing with three or four FS scatters upgrades the bonus to its Best Of version.
Reload
It lands only in Most Wanted. It collects locked Silver Revolver multipliers on its reel and reloads those Revolvers with new bullets.

Our Team Reviews

Signed reviews from our team

1 review
FEATURED

2 Wild 2 Die pays for what stays on the grid, and its base game keeps nothing

JM

James Miller

Senior Slots Reviewer at 0xPlaySlots

September 23, 2026
7.4/10

What pays in this game is what stays on the grid

I read 2 Wild 2 Die as a game about keeping things. Its Wild multipliers add rather than multiply, so a line is worth the sum of the multipliers on it, and the 15,000x cap works out to 1,000x of multiplier piled onto top-paying lines. The base game keeps nothing from one spin to the next. Both bonuses are built to keep something: Shootin' Wild holds every Wild Multiplier until the free spins end, and Most Wanted locks Revolver totals on the grid and lets later arrivals add to them. At the default setting the buy menu returns more than a base spin at every price. That is the 7.4: two good ways to accumulate, sold fairly, on a frame that does very little alone.

Shootin' Wild is a familiar format, and Most Wanted is the reason to pick this game

The reel half of the game has close neighbours. Wild West Gold is a western on the same 5x4 payline shape whose free spins keep Wild multipliers sticky until the round ends, which is the Shootin' Wild idea exactly. Hacksaw's own Wanted Dead Or A Wild is another fixed-payline western that gets its big wins from Wild multipliers. What this game adds on the reels is the delivery: Revolvers fire one to six bullets at random cells, a Silver bullet needs a repeat hit on a cell before a multiplier appears, and a Golden bullet makes a Wild Multiplier at once. That is a tidy refinement, not a new idea.

Most Wanted is where it becomes its own game. The lines disappear, the Revolvers shoot six Wanted Posters, and each Silver Revolver locks its total on its cell. I would choose 2 Wild 2 Die over its western neighbours for that round, not for its free spins.

A line can only add, so the cap is a count

Without a Revolver the paytable is short. The two outlaws pay 15x for five, the other three high symbols 10x, and the four card symbols 0.2x for three, a fifth of the stake. If all 14 lines paid the top 15x at once, the spin would return 210x, which is 1.4% of the 15,000x cap. Base rounds return a win 25.32% of the time at the default setting, so close to three in four pay nothing.

Multipliers cover the other 98.6% of the distance, and the additive rule decides how. Two 200x Wilds on one line make a 400x line multiplier, not a 40,000x one. The cap is exactly 1,000 times the 15x top pay, so on top-paying lines the multipliers, each counted once per paying line it sits on, must add up to 1,000x. Five 200x Wilds on one line do it precisely: five Wilds pay 15x, and 15x times 1,000x is 15,000x. That is also the most any single line can reach, since a line has five cells and no multiplier goes above 200x. One 200x Wild gets there too if it sits in the middle two rows of reel 2 or reel 4, where each cell crosses 5 of the 14 lines, and all five of those lines pay 15x. Where a bullet lands matters as much as the value it brings.

In the base game all of that has to happen inside one spin, because Revolver Wilds last only for the spin there. A 200x Wild completing five outlaws on one line pays 3,000x, a fifth of the cap, and it is gone on the next spin. The cap is open in every mode, the base game included, and the chance of reaching it is 1 in 6,000,000 spins at the default setting. Weighted by that chance, the cap is worth 15,000 divided by 6,000,000, or 0.25 of the 96.25 points of return. The other 96 points come from wins below it, and that is where this game is judged.

Shootin' Wild is front-loaded by construction

The free spins keep the base-game rules and change one thing: any Wild with a multiplier stays on its cell until the round ends. Over ten starting spins, a Wild Multiplier from the first spin counts on all ten, and one from the tenth counts once unless more spins are added. Retriggers pull the other way. Two FS scatters add 2 spins and three add 4, and each added spin gives every sticky multiplier already on the grid one more spin to count, so a retrigger is worth most when the grid is already crowded. A crowded grid is how this round climbs toward the cap, and if it gets there the round stops at 15,000x with any remaining spins forfeited.

The direct buy costs 200x and returns 96.33%, level with Revolver FeatureSpins for the highest return on the menu: an average cost of 7.34x per buy, with the cap at 75 times the price and extreme volatility. That is a fair price.

In Most Wanted a Golden Revolver is worth more the later it lands

Most Wanted swaps addition for something steeper. Each bullet a Revolver fires hits one of six posters, which either add 2x to 500x to its running total or multiply that total by x2 to x20. On the reels, multipliers only add to each other before they touch a line pay. Here a x20 poster multiplies whatever a Revolver has already collected, so 500x added and then x20 applied is 10,000x on one Revolver, two thirds of the cap from two bullets. Reload symbols fire the locked Silver Revolvers on their reel again with one to six new bullets.

The Golden Revolver is the round's best idea. It fires after every Silver Revolver and Reload symbol, the reverse of the base-game order, and its total is added to every locked Silver value and every Reload value on the grid. Its total therefore counts once per locked value: a 100x Golden on a grid holding ten locked values adds 1,000x. Locked values stay until the round ends, and any Revolver or Reload symbol resets the lives to 3, so a round that keeps producing them keeps raising what the next Golden is worth. It mirrors Shootin' Wild: in both bonuses the late event, a retrigger there and a Golden here, is priced by what the round has already kept.

The buy costs 130x and returns 96.27%, a cost of 4.85x per buy on average, and the cap is about 115 times its price, the highest ratio of the four bonus buys. It is the cheaper bonus, and I rate it the better one.

Best Of buys sell a steadier round, not a better one

Each Best Of costs exactly twice its single buy, plays three full rounds and pays only the highest. Best Of Most Wanted returns 96.27%, the same as the single buy, so the best of three rounds pays on average exactly what two single rounds pay: 250.3x back on 260x. The two rounds thrown away are worth one round between them on average. Best Of Shootin' Wild does marginally worse, 96.30% against 96.33%. What changes is volatility, high to medium for Most Wanted and extreme to very high for Shootin' Wild, and the ceiling relative to the price is what pays for it. The cap does not move, so the best case falls to 57.7 times the price for Best Of Most Wanted and 37.5 times for Best Of Shootin' Wild. A volatility dial at almost no cost in return is fairly priced, but it is not a discount.

The base game is the part to skip

At the default setting no purchase returns less than a base spin: the base game sits at 96.25% and every purchase between 96.27% and 96.33%. BonusHunt FeatureSpins make the case most plainly: 5x the bet for a bonus 10 times as likely doubles the bonus rate per unit staked, at 96.29%. Revolver FeatureSpins cost 100x a spin for at least three Revolvers, return 96.33%, and top out at 150 times the price.

Casinos can also run the game at 94.15%, 92.14% or 88.25%. At 88.25% the expected loss is 11.75 points per 100 staked, a little over three times the 3.75 points at the default, and the rules screen shows the setting in use.

The game suits a player who buys features or runs BonusHunt and wants two differently shaped bonuses at almost the same return, each with a volatility dial. It does not suit someone who wants the reels to hold interest between features. A 15x top pay, 0.2x card wins and a 210x ceiling without multipliers across 14 lines make a waiting room, and that waiting room is the whole distance between this game and an 8.

Pros

  • At the default setting every purchase returns 96.27% to 96.33%, above the 96.25% base game.
  • A Golden Revolver in Most Wanted adds its total to every locked value, so it grows with the grid.
  • Sticky Wild Multipliers let Shootin' Wild build across the round instead of resetting each spin.
  • BonusHunt FeatureSpins double the bonus rate per unit staked for 5x the bet.
  • Best Of buys lower the volatility for exactly twice the single price at almost the same return.

Cons

  • Without Revolvers the top line pays 15x and three card symbols return 0.2x the bet.
  • Line multipliers add, so a lone 200x Wild on a five-outlaw line pays 3,000x, a fifth of the cap.
  • Shootin' Wild is front-loaded: a Wild Multiplier from the last spin counts once unless spins are added.
  • Casinos can run it at 88.25%, an expected loss of 11.75 points per 100 staked.

Verdict

Two bonuses that build on what they keep, and a buy menu that returns more than the 96.25% base game at every price, earn 2 Wild 2 Die a 7.4. A 14-line frame that tops out at 15x and keeps nothing between spins holds it short of 8.

#GP

Game Provider

#GD

Game Details

Information

Hacksaw Gaming
January 4, 2024
Video Slot
paylines
14 paylines