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2 Wild 2 Die Slot Review

by Hacksaw GamingReleased Jan 4, 2024

Free demo - play instantly in your browser

Hacksaw's Wild West gunslinger slot with Silver and Golden Revolvers firing bullets to create wild multipliers up to 200x across two distinct bonus modes.

Demo player curtain

Specifications

Game TypeSlots
RTP96.25%
VolatilityVery High
Max Win15,000x
Grid5x4
Paylines14 Fixed Paylines
Min Bet$0.1
Max Bet$100
Hit Freq25.32%
Themes
Features

2 Wild 2 Die Slot Overview

Look at the paytable before anything else. Five of the best symbol pays 15x your stake. On a game with a 15,000x ceiling, that tells you where the money actually is: not on the reels, but in the revolvers.

Revolvers land carrying between one and six bullets, and each bullet fires at a random position on the grid. A silver revolver turns the position it hits wild, and further hits pile multipliers onto it. A gold revolver skips straight to the multiplier. Those multipliers run from 2x all the way to 200x, and when several land in the same win they are added together.

5x4, only 14 paylines, 96.25%, and very high volatility — the game's own splash puts it at five bolts out of five.

Theme & Design

Painted rather than rendered, sepia rather than colourful, and it looks like a film poster. A woman in a long duster stands to the left of the reels with a revolver in each hand and dust blowing past her boots. To the right, a saloon is burning, flames climbing the frontage and black smoke rolling up into the sky behind it.

The grid is set into weathered wooden boards and the title is branded into a plank above it like lettering burnt onto a wanted poster. The name is a straight-faced joke at the expense of a well-known car franchise, and the splash bills the whole thing as the Wanted Gang of Outlaws.

The symbols keep the tone. A cowgirl portrait against a low orange sun, a bandit with his face covered below the eyes, a longhorn skull, a hat with a red band, and a revolver. The card ranks have skulls in place of their pips, which is the sort of detail that costs nothing and lifts everything.

Symbols & Paytable

SymbolPayout
Wild15xSubstitutes for all paying symbols, and pays as a top symbol in its own right
Top pair (the gunslinger and the masked outlaw)15xFive of a kind. Also 7.5x for four and 2x for three
Mid tier (three symbols)10xFive of a kind. 5x for four, 1x for three
Card ranks (four symbols)3xFive of a kind. 1x for four, 0.2x for three

Features & How They Work

Revolvers fire at random positions

A revolver lands with a bullet count on it, anywhere from one to six, and each bullet fires at a random position on the grid.

Where a silver revolver's bullet strikes, that position turns wild. Hit the same position again and it gains a random multiplier. A gold revolver skips the first step entirely and creates a wild multiplier on impact, and in the base game the gold ones always fire before the silver.

Randomised targeting is a genuinely different idea from expanding or sticky wilds. You know how many shots are coming before you know where any of them will land.

Multipliers add, they do not multiply

The multiplier values run 2x, 3x, 4x, 5x, 6x, 7x, 8x, 9x, 10x, 15x, 20x, 25x, 50x, 100x and 200x. When more than one wild multiplier takes part in the same win, the values are added together rather than multiplied.

Addition sounds like the worse deal and often is, but on a game where six bullets can be flying at once it means a spread of small multipliers reliably becomes a large one, rather than needing one enormous hit.

Most Wanted: a collection round with three lives

Three scatters open something that is not free spins at all. The grid clears down to revolvers, reload symbols and blanks, and six wanted posters appear above it holding values. Some posters add, from 2x up to 500x; others multiply, at x2, x3, x4, x5, x10 or x20.

Revolvers fire at the posters to collect or multiply them. Silver revolver values lock onto the grid; a gold revolver adds to every locked value at once. The reloader symbol sweeps up all the locked silver values and reloads those revolvers with one to six fresh bullets.

You have three lives, and they reset every time a revolver or a reload lands. The round ends when the lives run out or every position on the grid is filled, and the win is the sum of everything locked.

Shootin' Wild: ten spins, everything sticks

Four scatters award 10 free spins running the ordinary revolver mechanic, with one change that matters enormously: every wild multiplier created becomes sticky for the whole feature.

So the grid fills up as the round goes on, and because multipliers add together, a board carrying six or seven of them by spin eight is worth a great deal more than the same spin at the start. Two scatters retrigger for two more spins, three for four more.

Best of: three rounds, keep the best

Land a BOB scatter alongside the trigger and you play the bonus THREE times, keeping only the best of the three results. It works on both rounds: three scatters plus BOB gives Best of Most Wanted, four plus BOB gives Best of Shootin' Wild.

Both are on the buy menu at three for the price of two, which is an unusually straightforward offer. On a very high volatility game where a single bonus can easily land flat, paying for three attempts and keeping the best is genuinely the sensible purchase.

FeatureSpins

Two ante variants. Revolver FeatureSpins guarantee at least three revolvers on every spin. BonusHunt FeatureSpins make every spin ten times more likely to trigger a bonus. Prices are not published in the game data.

Screenshots

2 Wild 2 Die by Hacksaw Gaming - Gameplay Screenshot
2 Wild 2 Die by Hacksaw Gaming - Gameplay Screenshot

How 2 Wild 2 Die Plays

Fourteen paylines on a 5x4 at very high volatility is a punishing base game, and the flat paytable makes it worse: a full line of the best symbol returns 15x, which on a bad run barely registers. Long stretches produce nothing you would notice.

What you are playing for is revolvers. A revolver landing with five or six bullets on it turns a dead spin into an event, because you can count the shots before they fire and you have no idea where they are going. That gap between knowing how much is coming and not knowing where is the best thing in the game.

The two bonuses are properly different from each other. Most Wanted is a slow, tense accumulation where the three lives keep resetting and you watch the grid fill; Shootin' Wild is ten spins of the base game with everything piling up. Neither is a fixed-number free spins round, which for a 2024-era release is what you would hope for.

Pros & Cons

Pros

  • Revolvers land with a bullet count and fire at random positions, unlike any standard wild mechanic
  • Multipliers run to 200x and add together when several take part in one win
  • Two genuinely different bonuses rather than one round in two lengths
  • Sticky multipliers in Shootin' Wild mean the grid gets better as the round goes on
  • The Best of variants at three for the price of two are a real answer to bonus variance
  • Painted, film-poster art with skull pips on the card ranks

Cons

  • Only 14 paylines on a 5x4, a very low count
  • The paytable is almost flat, with the best five of a kind paying just 15x
  • Very high volatility means the base game gives almost nothing back
  • The buy prices are not published in the game's own data

Is 2 Wild 2 Die Worth Playing?

8/10

The bullets are the reason to play this. Every other studio's answer to "how do we place wilds" is expansion, stickiness or a fixed position; here a revolver arrives with a visible ammunition count and then sprays the grid at random, and the tension between those two pieces of information is what makes the base game bearable at this volatility.

And the design is honest about itself. The paytable pays almost nothing, which is the studio saying plainly that the multipliers are the game. If you accept that, the Best of buy at three for the price of two is the smartest thing on the menu, because a single bonus on a game like this can easily come to nothing.

Fourteen paylines is thin and the base game is hard going. But this is a properly designed slot rather than an assembled one.

Frequently Asked Questions

How do the revolvers work in 2 Wild 2 Die?

A revolver lands carrying between one and six bullets, and each bullet fires at a random position on the grid. Silver revolvers turn the position they hit wild, with further hits adding a multiplier; gold revolvers create a wild multiplier immediately. An empty revolver simply becomes a wild.

How large can the multipliers get?

Individual values run from 2x up to 200x. When more than one wild multiplier is part of the same win, the values are added together rather than multiplied.

What is the difference between the two bonuses?

Three scatters give Most Wanted, a collection round with three lives where revolvers fire at six wanted posters holding values from 2x to 500x, plus multiplying posters up to x20. Four scatters give Shootin' Wild, ten free spins of the base mechanic where every wild multiplier becomes sticky for the whole round.

What are the Best of bonuses?

Landing a BOB scatter alongside the trigger makes you play the bonus three times and keep only the best result. Both versions are available on the buy menu at three for the price of two.

What is the maximum win and RTP?

15,000x your bet at 96.25% RTP, with very high volatility rated five out of five on the game's own splash screen. There is no progressive jackpot.

Can you play 2 Wild 2 Die for free, and what is the age limit?

The demo runs on play money in the browser with no deposit or account. Real-money play is restricted to players aged 18 or over, or 21 in some jurisdictions.
Arina

Reviewed by Arina, PR & Content Manager

PR & Content Manager at SlotsReach

Published 8 Aug 2026 · Updated 8 Aug 2026