Duck Hunters 2

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Slot Facts

Game information & stats

Updated:

Software Provider
Nolimit City →
Return to Player
96.00%
Maximum Win
40,000x
Volatility
High
Released
10th September 2026
Reels
5
Paylines
Scatter Pays
Free Spins
7-10
Min/Max Bet
0.2/100

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Duck Hunters 2 Review

The joke has not changed. The duck is the one with the gun, a pith helmet on its head and a blunderbuss across its chest, and the things it is hunting are people: a Santa, a Granny, a bloke called Phil, a Gamer, a Fanboy. Nolimit City brought the sequel out on 10 September 2026 with the reversal intact and a considerably bigger machine underneath it.

The grid is five reels and six rows, and it needs the room, because this game is about positions rather than symbols. Wins pay as scatters, eight or more of a kind anywhere on the board, and every position that takes part in a win is removed and given a multiplier that stays there for the rest of the round. The board refills, and if the new symbols win too, that position doubles. The ceiling on one position is x16,384.

What stands out after a playtest is not the ceiling. It is how much the round changes shape from one entry to the next. There are three bonus rounds rather than one, they are not the same round at three prices, and each of them draws a random handful of modifiers from a pool of six before the first spin. That draw is the game. It decides whether you are playing a spin-count round, a multiplier round, or a Bomb round, and you find out after you have paid.

It is also the most detailed slot we have covered. Nolimit publishes a return figure for all twelve buy products and a return range for every one of the nine side bets, which is enough to put a number on almost every decision the game asks you to make. Those numbers are below.

Pros

  • The three bonus rounds are actually different games. Duck Hunt gives 7 spins and one modifier, Hawk Eye 8 spins and two, Big Game 10 spins and three, drawn at random from a pool of six. No two rounds play the same way and none of them is a longer version of the one below.
  • The base game is not dead space. xWays, Infectious xWays, the Bomb and the position multipliers all operate outside the bonus, and multipliers you build there carry into Duck Hunt Spins, so base spins are doing real work rather than waiting for a trigger.
  • Position multipliers persist and compound. Every winning position is removed and carries a multiplier for the rest of the round, doubling each time it wins again, so a long cascade builds something on the board instead of just paying and clearing.
  • Everything is published. A return figure for all twelve buys, a return range for all nine side bets, a hit frequency, a bonus frequency and a max win probability, so you can price any decision before you make it.
  • The buy with the best return is one of the cheaper serious ones. xWays Juicer at 500x returns 96.11%, the highest figure anywhere in the game, above the 96.00% base and above the 700x Big Game round.

Cons

  • The best rounds are priced out of most bankrolls. Big Game Spins costs 700x, Bomb Juicer 2,800x and Day 2048 Spins 4,000x. At the 0.20 minimum stake that is 140, 560 and 800 in real money for a single round, and the minimum stake is the cheapest those rounds will ever be.
  • Volatility is rated 10 out of 10 with a hit frequency of 17.68%, so more than four spins in five return nothing. The bonus arrives once every 230 spins and a 100x win once every 984, and more than a quarter of the game's total return sits inside that bonus, so a session that never reaches one is playing well below the headline figure.
  • The Max Multiplier side bet is worded in a way that will mislead people. It pays if a position reaches x16,384, and reaching that value is not the same as being paid at it.
  • The optional extras cost you return. The game states outright that the best return comes from adding no Side Hustle and taking no Extra Spin, so the nine side bets and the extra spin offer are entertainment rather than value.
  • You pay before you know what you bought. The modifiers are drawn at random after the round starts, so two 700x Big Game buys can hand you completely different games and the price is the same either way.

Gameplay

Five reels, six rows, fourteen symbols, and scatter pays: eight or more matching symbols anywhere on the board win, with no lines or ways involved. A Wild substitutes for everything except the Bonus symbol. Stakes run from 0.20 to 100, and the published return is 96.00%, with 94.05% and 92.01% models also in circulation, so check which one your operator has loaded.

Hit frequency is 17.68%, the bonus triggers once in 230 spins; a 100x win lands once in 984, and the max payout is 40,000x the base bet at a simulated occurrence once in 88,000,000 rounds.

Volatility is rated 10 of 10. The engine uses position multipliers: any position that takes part in a win is removed and given an x2; that multiplier stays for the rest of the round, and it doubles every time the position wins again, up to x16,384. Reel configurations change between the base game and each bonus mode.

How To Play

  • Set your stake between 0.20 and 100. Wins are scatter pays, so you need eight or more of the same symbol anywhere on the board and position on the grid does not matter.
  • Watch the multipliers, not the wins. Every winning position is removed and left with a multiplier for the rest of the round. That is the thing worth building.
  • A position needs fourteen separate wins to climb from x2 to x16,384, doubling each time. Long cascades are where the money is, not single hits.
  • The Bomb only fires when nothing else can. It triggers when no wins remain, removes itself and everything above it on its reel, and raises three positions by x2, x4 and x8.
  • Three, four or five Bonus symbols award 7 Duck Hunt Spins, 8 Hawk Eye Spins or 10 Big Game Spins, with one, two or three random modifiers respectively. Check which modifiers you drew before you judge the round.
  • If you buy, note that the 500x xWays Juicer returns 96.11% and the 275x Lucky Draw returns 95.99%, the only product below the base game.
  • Skip the Extra Spin offer if return is what you care about. The rules say so outright.
duck hunters 2 slot background

Bonus Symbols

  • Wild. Substitutes for every symbol except the Bonus symbol.
  • xWays. Reveals a number of identical symbols in its position and raises that position’s multiplier by 2, 4 or 8 rather than the standard 2.
  • Infectious xWays. Every other instance of the revealed symbol on the board expands to the same size. This is the symbol that turns a modest board into an eight of a kind.
  • Bomb. Triggers only when no winning combinations remain. It removes itself and every symbol above it on its reel, and raises its own position by x2, the one above by x4 and the next by x8. The Upgraded Bomb, available only inside a bonus round, works above and below.
  • Bonus symbol. Three award 7 Duck Hunt Spins, four award 8 Hawk Eye Spins, five award 10 Big Game Spins.

Bonus Features

The three rounds, and why they are not one round at three prices

Duck Hunt Spins gives 7 spins and one modifier drawn at random from six. Hawk Eye gives 8 spins and two, Big Game 10 spins and three. The six are Upgraded xWays, Upgraded Bomb, Extra +2 Shots, +2 Upgrades, Extra Multipliers and +1 Spin, and Duck Hunt Spins also keeps the position multipliers you built in the base game.

One of the six is +2 Upgrades, which draws two more, so the variety is wider than the raw combinations suggest. Duck Hunt can produce 15 different modifier sets from a single draw, Hawk Eye 20, and Big Game 15. The middle round has the most distinct shapes, because drawing three of six leaves fewer ways to differ than drawing two, and the ceiling is Big Game drawing +2 Upgrades for four of the five real modifiers at once.

This is the sequel’s best idea and the reason the rounds feel unpredictable in a way a spin count never does. It is also why a bought round can disappoint at any price. You pay for a spin count and a number of draws, not for the draws themselves.

The buy menu, and what it really costs

Twelve products, and the spread of returns is a tenth of a point, so the returns are not the decision. The prices are, shown here with what each costs at the 0.20 minimum stake, the cheapest they can ever be:

  • Bonus Booster, 3x (96.00%) and Bonus Hunt, 30x (96.04%). The affordable end, 0.60 and 6.00.
  • Day 8, 10x (96.06%), Day 64, 90x (96.05%), Day 512, 800x (96.04%), Day 2048, 4,000x (96.02%). A ladder where the return quietly falls as the price climbs.
  • 7 Duck Hunt Spins, 80x (96.00%). 16.00, and the realistic entry point.
  • 8 Hawk Eye Spins, 240x (96.00%) and Lucky Draw, 275x (95.99%). 48.00 and 55.00.
  • 7 xWays Juicer, 500x (96.11%). 100.00, and the best return in the game.
  • 10 Big Game Spins, 700x (96.06%) and 7 Bomb Juicer, 2,800x (96.04%). 140 and 560.

That last group is the honest problem with this game. The rounds that show off what it can do are the three modifier round and the two Juicers, and a player at the 0.20 minimum is not buying those at 140, 560 and 800, ever. It leaves them with the 80x Duck Hunt round and one random modifier. The design rewards a bankroll most people do not have, and a favorable return percentage does not change that.

Lucky Draw at 275x is priced at exactly nothing. The game gives the split as 50% Duck Hunt, 25% Hawk Eye, 25% Big Game, and 0.50 x 80 plus 0.25 x 240 plus 0.25 x 700 comes to 275x to the penny. A coin flip weighted toward the cheap round, sold at cost, which is why it is the only product on the menu below the base game’s return.

The Side Hustle is a published odds table

Nine side bets, each with a published return range, and those ranges let you calculate how often the thing each bet needs actually happens. A Duck is removed once in roughly 18.5 spins, a Fanboy once in 23, a Gamer once in 24, Phil once in 28, Granny once in 31 and Santa once in 34. Nowhere else does the game tell you how often each character dies.

Dead Spin is the clearest of them. It pays if a base game spin ends with no win, and its price puts that at about 82.5% of spins, which lines up with the published 17.68% hit frequency. It is the only bet on the menu that pays you more often than not, and it still returns less than simply spinning.

Double Bonus is cleverer than it looks. It pays if at least two Bonus symbols land in the base game, and three is what triggers a round, so you are betting on the near miss. The implied frequency is one in 27 spins against a bonus trigger of one in 230, so two symbols land roughly 8.6 times as often as three, and the pure tease of exactly two lands one spin in 30.

Max Multiplier needs reading carefully. It pays if a position reaches x16,384, which its price puts at roughly once in 1,700 rounds. Reaching that value is not the same as being paid at it: a position’s multiplier doubles after a win, so it can arrive at the ceiling on the very win that ends the cascade and never pay out at x16,384. The bet settles on the milestone, not on the money.

Extra Spin

When a round ends you may be offered an extra spin that keeps the position multipliers you have built, or a cheaper version with those multipliers halved. The cost is calculated from the multipliers themselves and the offer only appears if it is no more than your last win. Bonus symbols cannot land during it, and it needs a scatter win in the main game, with Side Hustle wins not counting. The rules state plainly that optimal return comes from declining it, so take it for the excitement if you like, but it is priced against you and the game says so.

Duck Man Returns

The cap is 40,000x the base bet, closing the round the moment total win exceeds it, at a simulated one in 88,000,000 rounds. A single position at the x16,384 ceiling is 41% of that cap, so a win of just 2.44x through one maxed position would finish the game. Reaching the ceiling is roughly 51,000 times more common than reaching the cap. Getting the multiplier is not the hard part. Getting it onto a win is.

New to the series, the original Duck Hunters is the simpler way in and Duck Hunters: Happy Hour sits between the two. For the rest of the catalog, including the other games built on xWays and the Bomb, our Nolimit City page has every title with returns and max wins.

SweepsPlays Verdict

  • A worthy sequel, and a more extreme one. Three distinct rounds with a random modifier draw means no two entries play alike, and fans of the original get much more variation on the same engine.
  • You cannot grind around the bonus. More than a quarter of the game’s return sits behind a round that comes once in 230 spins, so base-only play runs well under the headline 96.00%.
  • The best rounds are not for most players. Big Game, Bomb Juicer and Day 2048 cost 140, 560 and 800 at the minimum stake. Below that, look at the 80x Duck Hunt round and the 500x xWays Juicer at 96.11%.
  • Read the side bets, do not place them. By the game’s own admission every one lowers your return.

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