Tanked 3: First Blood 2

Nolimit CityRTP 95.99%Volatility HighMax Win 25,584x4.1 out of 5
Tanked 3: First Blood 2Nolimit City
Tanked 3: First Blood 2 hexagonal grid after a collect, with a Coin symbol and a Bonus tankard among the gems

Tanked 3: First Blood 2 Stats

RTP95.99%
VolatilityHigh
Max Win25,584x
PaylinesCollect pays
Reels7 reels
Bet Range€0.20 – €100
Bonus RoundYes
ScattersYes
ProviderNolimit City
ReleasedJune 2026
✓ Verified in-gameSee the rules screens
How It Compares
RTP95.99%
Lower than 72% of our demos59th of 60 Nolimit City slots
Max Win25,584x
Higher than 85% of our demos36th of 60 at this studio
VolatilityHigh
Shared by 49 of 60 slots at this studio
RTP & Maths
RTP by Mode
Bonus Blitz 96.02% · Guaranteed Coinburst 96.04% · Maxed Out 95.99%
RTP Versions
95.99% here · Other versions 95.33%, 94.01%, 92.01%
Hit Frequency
20.24
Max Win Probability
1 in 21,000,000 rounds
Max Win Rule
Whole game round — when the total win exceeds 25584x the base bet the round ends and 25584x is awarded; also paid by a complete MAX WIN symbol
Free Spins & Bonus
Free Spins
3/4/5 Bonus symbols collected by a character = 7 Thresher Spins / 7 Reaper Spins / 7 The Dead Pay Well spins · Retrigger: Each collected Bonus symbol awards +1 spin
Bonus Buy
Bonus Blitz 2x · Guaranteed Coinburst 50x · Maxed Out 200x · God Mode 4,000x
Ante Bet
2x stake · Bonus Blitz at 2x the bet guarantees 1 Bonus symbol (96.02%); Guaranteed Coinburst at 50x guarantees a Coinburst symbol (96.04%); Maxed Out at 200x starts the round at maximum grid size with every gem at its top payout level (95.99%)
Multipliers
Coin values 1, 2, 3, 4, 5, 10, 15, 20, 25, 50, 100, 250, 500, 1000, 2000, 5000 x base bet
Symbols & Pays
Money Symbols
1x to 5000x base bet (Coin symbol)
Wild
Substitutes for any other symbol except Bonus; substitutes for the highest possible winning combination; collectable by all characters
Ways Pays
Top symbol 10x · Lowest 0.05x
About Game

Tanked 3: First Blood 2 Demo by Nolimit City

The cap on Tanked 3 reads 25,584x. The first Tanked stopped at 25,000x in 2024, so the top end has barely shifted in two years, and everything underneath it has. The board is a hexagonal honeycomb, 4-5-6-5-6-5-4 at rest, and four warlord tanks crawl around it collecting gems in their own colour instead of spinning them into anything. Blow enough of it apart, and the grid swells to 13 rows through the middle. Then, there is xGlitch, which fires when a tank can reach only one symbol and drops nothing but feature symbols for as many as 50 avalanches in a row, like the slot has crashed and kept paying.

Free Play Features

xLoot and the Seven Levels

Each tank owns a colour and pays you the moment it drives onto a gem of that shade. Every colour carries 7 payout levels rather than one value, climbing a level each time its tank kills a rival, so pink can travel from 0.15x a pickup to 10x within one long round.

Coins and Coinburst

Coins carry a number of their own, 1x to 5,000x, banked the instant a tank rolls over one. Kill that tank before the round settles, and its coins spill onto neighbouring cells for somebody else, though anything already awarded stays yours.

A dead tank always drops a Coin, sometimes a Booster, a Bomb, or a tankard with it. Coinburst turns every position any tank has travelled through that round into a Coin.

Tank Boosters

Tanked 3: First Blood 2 rules screen showing the five Tank Boosters and a hexagonal blast pattern
The five Tank Boosters fire in a fixed order, Loot Rocket ahead of Rocket, Grenade, Airstrike and Hatchet, and a Rocket blast widens its quadrant by 1 step. The settings panel adds a spacebar shortcut for anyone who would rather not keep tapping the button.

Whoever picks up a Tank Booster carries it until the screen stops moving, then uses it. Rocket fires at the wall beside a random enemy, clears the enemies and paying symbols in the blast pattern, and widens that section of the grid by 1 step. Loot Rocket does the same, and also collects every feature symbol the fallen drop, plus any new ones apart from Bombs that appear as the grid grows. Grenade goes after one enemy, Airstrike takes out 2 to 3, and Hatchet is aimed at the tank holding it, which somehow survives. It is the same studio humour that put out a game called Seamen.

Bombs, Booms and a Bigger Board

When nothing can move and every Booster has gone off, the Bombs take their turn, blowing in the one direction they point or in three for a Three Way Bomb, and the grid grows into each impact.

Crowding does much the same. Three stuck tanks side by side set off a Small Boom and a payout level for the exploder’s colour; four set off a Big Boom, which expands all four quadrants and lifts every colour a level.

Pickpocket slips a boxed-in tank a Booster, a Coinburst, or a tankard. Each quadrant grows 3 times and no further, which is where those 13 middle rows come from.

xGlitch

This is the new one and it is worth the free play on its own. When a tank is hemmed in to the point that it can pick up one symbol and nothing else, the game drops feature symbols and nothing else, 4 to 50 avalanches deep. Boosters, Coins, Bombs, and tankards pour in, all of it built to look like a rendering fault. You will find more of that streak across the war slots shelf.

Thresher, Reaper and The Dead Pay Well

Beer tankards are collected like everything else on the grid. Three award 7 Thresher Spins, four award 7 Reaper Spins, five award 7 spins of The Dead Pay Well, and every extra tankard adds another spin. Gem levels and grid size carry over from the round that triggered them, so the state you built is the state you take in. Reaper holds Coins sticky until somebody collects them. The Dead Pay Well pays a Coin on collection and then has that tank carry it about. The bonus arrives 1 in 259 spins.

Nolimit Boosters and the Extra Spin

Three Boosters are behind the lightning button. Bonus Blitz guarantees a tankard, Guaranteed Coinburst puts a Coinburst symbol on the grid, and Maxed Out starts you at full grid size with every gem on its top level. Their returns read 96.02%, 96.04%, and 95.99%. After a winning round, the game may also offer an Extra Spin carrying a Booster of your choosing, and the rules state plainly that the offer is worth refusing.

A buy-an-extra-spin screen with a choice of boosters
This is the post-round upsell, priced boosters against a NO, and declining is the call the game quietly recommends.

How to Play

How a Tank Gets Paid

This board has neither lines nor ways. You get paid when one of the four tanks moves onto a gem in its own colour and picks it up, so what you are watching is a route rather than a result. Each colour starts at the bottom of a seven-rung ladder and steps up a rung every time its tank kills a rival, and the same pink crystal can be worth 0.15x early and 10x once the round has turned into a bloodbath. Grid size and gem levels persist into the spin modes, so a long, violent round before a trigger is worth more than a tidy one.

Bets and RTP

A round costs between €0.20 and €100, whichever cell you pick from the bet grid. The demo plays at the headline RTP, and the row below holds the three lower builds that also exist for this game. Its own volatility label reads High and High is where this page files it too, which on a collect engine means long runs of two-gem pickups between the rounds where the board actually blows open.

Reach 25,584x within a round, and the game stops there and awards that figure under the name A Different Perspective, and a complete MAX WIN symbol on the grid pays the same amount outright.

Return setting Value
Demo build 95.99%
Other builds 95.33%, 94.01%, 92.01%

Demo Paytable

The rows in this table are payout levels, not symbol counts, because nothing here lands in threes and fours. Pink is the strongest colour at every level, running 0.15x at the bottom to 10x at the top; orange peaks at 5x, green at 4x, and blue at 3x, with green and blue bottoming out at 0.05x a pickup. A Wild takes the shape of whichever gem pays best where it lands, tankards excepted, and all four tanks can collect one. Coins carry their own value instead.

Gem Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
Pink 0.15x 0.25x 0.4x 0.75x 2.5x 5x 10x
Orange 0.1x 0.2x 0.3x 0.5x 1.5x 3x 5x
Green 0.05x 0.15x 0.25x 0.4x 1x 2x 4x
Blue 0.05x 0.1x 0.15x 0.25x 0.6x 1.2x 3x

Ultimate Slots Verdict

Collect games live or die on whether the board does something while you wait, and this one does. The honeycomb grows in quadrants, gem values climb off the back of kills, and xGlitch turns a stall into a stream of feature symbols 50 avalanches deep. Against that, the return is the softest of the studio's recent run and the cap is within touching distance of the 2024 original's, which is what separates a strong score from a great one. Give it a long spell in the demo, because the board at full size is a different game.

4.1/5 Excellent

✓ What We Like

  • Seven payout levels per gem colour, so a violent round is worth more than a tidy one
  • Grid size and gem levels carry into all three spin modes rather than resetting
  • xGlitch is a real novelty, and its 4 to 50 avalanche run is the best reason to load the demo

✗ What Could Be Better

  • 95.99% is the softest headline return of the studio's recent releases
  • The cap has barely moved on the 2024 original despite a full rebuild underneath

Detailed Review

How it Compares

Set this beside the rest of what Nolimit City puts out, and the odd thing is how little of the usual kit applies. The studio’s habit is to build a reel set and then break it, stretching a reel with xWays, cutting one in half with xSplit, walking a Wild upward with xNudge. Tanked 3 has no reels to break. It has a honeycomb, four tanks with a grudge, and an avalanche system, so the entire toolkit had to be rebuilt around a collect mechanic.

That leaves the numbers to do the arguing, and they are modest. The headline return is the softest of the studio’s recent releases, and nothing on the pay sheet is big, with 10x a pickup the best any gem manages. The climb to the cap is built instead out of quadrants opening, gem levels climbing, and Coins piling up within one round, which is a slower and stranger sort of tension than watching a multiplier tick.

The case for walking away is easy enough to make, and an honest review has to make it. A High label on a collect engine means stretches where a tank picks up one blue gem and stalls, and xGlitch is rare enough that a short session may never show you one. The way out of that is the Booster rail, where Bonus Blitz asks 2x, Guaranteed Coinburst 50x, Maxed Out 200x, and the studio’s own God Mode 4,000x for a run at the max-win symbol.

What holds it together is the art. Four warlords, a crocodile in a green tank, a pig in brown, a red beret, and a blue one, shunting around a honeycomb while gems pop and a beer tankard is there as the Bonus symbol. It is absurd, and the animation commits to the absurdity hard enough that a stalled round still has something going on in it.

Tanked 3 First Blood 2 mid-round, the green crocodile tank and the brown pig tank among four warlords on the honeycomb grid as a booster detonates, at a 1.00 bet.
One warlord caught in the sights of an incoming rocket.

The series gag lands better than the numbering suggests. Tanked arrived in December 2024 on a square grid with a 25,000x cap; in June 2026, the third game appeared with a hexagon, a slightly taller cap, and a second instalment that never existed, because the title is a Rambo joke and nobody was going to pass it up. The engine underneath is a different animal from the original, and the name is the only lazy thing about it.

Frequently Asked Questions

Because the title is a joke. The studio went from the 2024 original straight to Tanked 3: First Blood 2, borrowing the numbering from First Blood Part II, and there is no second game in the series at all. The original used a square grid; this one uses a hexagon that expands in four quadrants.
It fires when a character is hemmed in and can collect only one symbol. From that point, the avalanches drop feature symbols and nothing else, 4 to 50 times in a row, so Coins, Boosters, Bombs, and tankards pour onto the grid while the gems stay out of it. The effect is built to look like a fault in the game rather than a feature.
Tanked 3: First Blood 2 runs three of them and each awards 7 spins, with your gem levels and grid size carried over. Thresher Spins come from 3 collected tankards and play like the main game. Reaper Spins need 4 and hold Coins sticky until a tank collects them. The Dead Pay Well needs 5, pays a Coin on collection, and then has the tank carry it, dropping the lot onto nearby cells when it dies.
Whatever value it lands with, from 1x at the bottom through 10x, 50x, 250x, and 1,000x up to 5,000x, awarded the moment a tank rolls onto it. If that tank is killed later in the same round, the coins it picked up that round scatter onto adjacent cells for another tank to find, and anything already paid stays paid.