Wild West Gold: track the stolen gold level by level
Wild West Gold is a cell-picking game from the 1xGames section at 1xBet. Its plot casts a bandit as the villain: she has stolen a haul of gold, hidden it and now challenges you to track it down. The search stretches over 10 levels, and the cells you open can hold dynamite instead of gold.

Decide whether the grid will have 2 or 3 columns of cells.
Place a bet. The initial stake is set before the game starts.
Guess where the gold lies on the current level and open that cell.
When gold turns up, your winnings rise and the next level opens.
What the column choice changes


The grid you pick shapes the whole climb, since it fixes how fast the odds grow. The overview below sums up the key settings and adds the cell odds from the rules table for three stages of the ladder.
Feature | Rule in Wild West Gold |
|---|---|
Section | 1xGames |
Grid sizes | 2 or 3 columns of cells |
Multiplier per correct cell | x2 with 2 columns, x3 with 3 columns |
Levels on the ladder | 10 |
Cell odds on level 1 | x2 or x3 |
Cell odds on level 3 | x8 or x27 |
Cell odds on level 6 | x64 or x729 |
In each odds row, the first figure belongs to the two-column grid and the second to the three-column grid. Between level 3 and level 6, the gap widens from x8 against x27 to x64 against x729, as every extra gold cell applies the chosen multiplier once more.
Climbing, stopping and collecting
Each level asks for exactly one cell with gold, and that single pick decides whether you move up. There is no obligation to reach the tenth level: winnings can be collected on whichever level of the ladder you have reached. Since every gold cell raises your winnings before sending you up, the amount you can collect grows with each level you clear.
Two neighbours in the 1xGames range


Island starts lower on the odds scale: its first level is listed at x1.3, while a first gold cell here is worth x2 or x3. Instead of opening cells, you steer Robinson's boat along the course of your choice, helping him reach the island. A dolphin met on the way raises your winnings and takes you up a level, and a shark means a loss that ends the game.
In Apple of Fortune, the format stays closer to this game: you open one cell per level, a whole apple raises your winnings and sends you up a level, and an apple core means the game is lost. The layout is where the two part ways. Apple of Fortune sets out rows of 5 cells, each hiding an apple, whereas Wild West Gold lets you choose between two and three columns. Its rules also describe an Autoplay mode, which the Wild West Gold rules do not mention.
All three games belong to 1xGames, and the rules of Island and Apple of Fortune likewise let you stop on any level and keep what you have won so far. Reel games, by contrast, are grouped under the slots section.
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Wild West Gold: dynamite, multipliers and odds
What happens if the cell I open in Wild West Gold contains dynamite?
Opening dynamite costs you the round, and the whole game ends at that point. Unlike a gold cell, it does not lead to the next level, so the climb stops on the level where the dynamite was found.
What exactly does the x2 or x3 multiplier increase?
Two amounts at once: your bet and the winnings already gathered in the current game. The multiplier is applied again every time you open a correct cell, so on the two-column grid a seventh gold cell takes the odds from x64 to x128.
What are the cell odds on level 4 for each grid?
On level 4, the rules table shows x16 for the two-column grid and x81 for the three-column grid. One level later, on level 5, the figures become x32 and x243 respectively.
Which odds appear on the last row of the rules table?
The last row matches level 10. It shows x1024 for a game played on two columns and x59049 for a game played on three columns, after a gold cell has been found on every one of the ten levels.