Tombstone
Tombstone Stats
RTP & Maths
- Hit Frequency
- 20.44
- Max Win Probability
- 1 in 20,000,000,000 simulated rounds
- Max Win Rule
- Simulated maximum payout 11,456x the bet
Free Spins & Bonus
- Free Spins
- 3 Scatters = 10 Gunslinger Spins · Sheriff Badge (reel 1) + Marshal Badge (reel 5) = 3 Justice Spins · Sheriff Badge + 3 Scatters + Marshal Badge = 12 Bounty Spins · In Gunslinger/Bounty: 1 Scatter = +1 spin, 2 Scatters = +3 spins
Symbols & Pays
- Wild
- Substitutes for all paying symbols; never the Scatter or either Badge · 2, 3, 4
- Ways Pays
- Top symbol 6x · Lowest 0.2x
Tombstone Overview
Four games have followed Tombstone into the same frontier town since 2019, each with a bigger cap or a busier board, and this Tombstone demo is the one they all trace back to. Nolimit City released the slot on 2 May 2019 as its 16th game and the first to carry the trademarked xNudge name. The studio’s own history of the series goes further and calls it the first Nolimit City game built for high volatility. Head of Math Wai summed up the brief as “let’s do it right!”, and Head of Product Per Lindheimer still calls it “my all-time favourite production”.
The numbers show why the later games wanted more room. Five reels stand 2, 3, 3, 3, and 2 symbols tall for 108 ways, and every multiplier comes from three-high Outlaw Wilds on the middle reels. The reels also decide the bonus. Sheriff Badges appear only on reel 1, Marshal Badges only on reel 5, and Scatters anywhere, so the free-spin round you get depends on which of those symbols share a spin.
The art is 2019 Wild West material, with wanted posters for the Wilds, dynamite and gold bars as the premiums, and a saloon porch around the reels.
Bonus Features

Before R.I.P and Slaughter
Set in release order, the series shows what each later game took from this board. Tombstone R.I.P arrived in 2022 and lifted the cap to 300,000x. Tombstone No Mercy remade the original in 2024, adding bonus buys and Boosters under a 16,480x cap. Slaughter: El Gordo’s Revenge reached 500,000x in 2025, named for the outlaw whose x2 poster already hangs on this game’s splash, and Tombstone Begins went back in time in 2026 as a prequel. The nudging Wild is older than all of them, since Hot Nudge had one in 2018. The original keeps one advantage over its successors, which is a single system you can follow, with three Wilds, two Badges, and the Scatter doing all the work.
The Badges and Justice Spins
A Sheriff Badge on reel 1 and a Marshal Badge on reel 5 in the same spin award 3 Justice Spins. Any Outlaw Wild that lands during them sticks until the last spin, so a Wild caught at the start works on all three. It’s the shortest of the three rounds, and it depends on Wilds arriving early.
Gunslinger Spins
Three Scatters anywhere on the board award 10 Gunslinger Spins. Wilds come and go as normal here, while the win multiplier is kept. Every row an Outlaw Wild slides and every extra Outlaw Wild adds +1, the total has no upper limit, and nothing brings it back down until the feature ends. One Scatter during the round is worth 1 more spin and two are worth 3, which is what gives a long round its reach.
Bounty Spins
Bounty Spins need five special symbols at once, the Sheriff on reel 1, three Scatters, and the Marshal on reel 5, and they award 12 spins that combine the other two rounds. Outlaw Wilds stick once they land, each nudge still counts, and the multiplier keeps growing across the feature. The same retriggers apply: 1 extra spin for one Scatter and 3 for two. It’s the round the 2-3-3-3-2 shape exists to produce, because the outer reels have the Badges and the middle three have the Wilds.
How to Play
Outlaw Wilds and the Nudge

An Outlaw Wild is three symbols tall, and because reels 2, 3, and 4 are only three rows high, it often lands with part of its poster off the grid. The game then slides it into full view, and each row it travels puts +1 on the win multiplier. A second or third Outlaw Wild in the same spin adds another +1 each. A Wild that lands already in full view starts at x1, which is why a Wild showing a single row is better news than one that lands neatly in place.
Symbols pay on adjacent reels counted from the first reel onward. Two rows on reels 1 and 5 and three on the middle reels make 2 × 3 × 3 × 3 × 2 = 108 ways, and a symbol that completes several of those routes collects its table value on each. The Wild’s height matters here as well. One Outlaw Wild filling a middle reel links every position to its left with every position to its right, so a single Wild can turn a two-symbol start into several paying ways at once, before its multiplier is applied.
RTP and Bet Sizes
The coin icon next to the sound toggle opens the full bet menu, and Nolimit City sets Tombstone’s range at €0.10 per spin at the low end and €100 at the high end. The three-line menu button opens a side rail with the history, the rules, and the settings. Settings has three switches: for music, for sound effects, and for starting a round with the spacebar, the one keyboard option on offer. The history panel arranges past rounds by date and time, shows the total bet, total win, and the gap between them, sorts by time or by win, and replays any single round, with a Load More button that fetches the next 100.
Tombstone’s RTP is 96.18% in the game’s rules and 96.19% on Nolimit City’s own page for it. The 0.01-point gap is rounding, and the game exists in one version only.
Game Paytable
Dynamite alone pays more than 4x for five, and the steps below it are small. The four card ranks share one row of values, 2x for five down to 0.2x for three.
| Symbol | 3 | 4 | 5 |
|---|---|---|---|
| Dynamite | 0.5x | 1x | 6x |
| Gold bars | 0.4x | 0.8x | 4x |
| Money bag | 0.4x | 0.8x | 4x |
| Horseshoes | 0.3x | 0.7x | 3x |
| Revolver | 0.3x | 0.7x | 3x |
| A | 0.2x | 0.5x | 2x |
| K | 0.2x | 0.5x | 2x |
| Q | 0.2x | 0.5x | 2x |
| J | 0.2x | 0.5x | 2x |
The Scatter and both Badges have no row in the table. They exist to open the free-spin rounds, and they’re the three icons an Outlaw Wild will never copy, so a Wild can’t complete a bonus trigger for you.
Ultimate Slots Verdict
A small board with a clear plan. Badges on the outer reels and nudging Wilds in the middle produce three free-spin rounds that build on each other, and Bounty Spins join sticky Wilds to an unlimited multiplier. Low top pays and a modest cap leave it behind the sequels on reach, but none explain the series as well.
✓ What We Like
- Three free-spin rounds that follow directly from where the Badges and Scatters land
- Gunslinger and Bounty Spins keep an unlimited win multiplier until the feature ends
- Outlaw Wilds add +1 for every row they nudge, so a half-visible Wild is good news
- The clearest view of the xNudge idea the rest of the series grew from
✗ What Could Be Better
- Dynamite tops the paytable at 6x for five, and the card ranks stop at 2x
- The cap is a small fraction of what R.I.P and Slaughter offer
- Two-row outer reels leave the regular game little room between free spins
Detailed Review
Where the Series Started
Tombstone holds up because its three bonus rounds come straight from how the reels are built, and each later game in the series is easier to read once you’ve seen them work here.
Put the rounds side by side. Justice Spins is 3 spins of sticky Wilds, Gunslinger Spins is 10 spins of a multiplier that is never reset, and Bounty Spins is 12 spins of both, triggered only when the Sheriff, the Marshal, and three Scatters share one spin. That’s a clean ladder, with the hardest trigger giving the longest and strongest round, and the layout lets you see how close each spin came. A Sheriff on reel 1 with an empty reel 5, or two Scatters waiting for a third, is the near-miss this board produces, and it’s there to build anticipation. It’s a design choice, and it tells you nothing about when a round is due.
Justice Spins are the weakest step on that ladder. Three spins leave little time for sticky Wilds to gather, so most of the round’s value rests on a Wild arriving in the opening one or two. Gunslinger Spins carry more weight, because 10 spins plus retriggers give the multiplier time to climb, and 3 extra spins for a Scatter pair is generous on a board this narrow.
The weak point is scale. Dynamite pays 6x for five, the card ranks stop at 2x, and 108 ways give the regular game little room to produce anything large without an Outlaw Wild. Beside the six-figure caps of R.I.P and Slaughter, the original’s maximum looks modest, and there’s no feature buy or booster, so Bounty Spins can only be landed.
Those limits are also why the original is worth playing next to its sequels. With one Wild type and one multiplier rule, you can trace exactly where a Gunslinger total came from, a trail that gets harder to follow once No Mercy and the later games stack buys, Boosters, and extra systems on top. The volatility cuts both ways, and any fair review has to say so. The unlimited multiplier gives the free spins their reach, and long stretches of small wins or none at all between rounds are the cost.
Across the Nolimit City range, the nudging Wild went on to appear in several western games, and this is the version with the fewest moving parts. The posters for Edda Star, Skinny Joe, and El Gordo gave the series its cast, and El Gordo later got a game of his own. Six years on, it still looks sharp.
Anyone who met the outlaws through R.I.P will find the same town here with fewer tricks, and a short session in the demo is enough to decide which of the two boards suits them.