Wild Toro 2 base game: five rows that become eight
Wild Toro 2 opens as a five reel, five row grid with 259 connecting ways, and almost none of its interesting behaviour happens on that grid. The moment a Matador lands, rows start being added and the ways count climbs with them, and everything else the game does happens on the larger frame it has built for itself.
How to win
Connections, not lines. That distinction is why the number in the corner of the screen
moves.
Symbols pay when they touch. Three or more of a kind in positions adjacent to one
another award a win, and adjacency includes the diagonal, so a cluster that no payline
would ever have drawn still counts. This is why reviews and the studio alike talk about
connecting ways rather than paylines: the figure is the number of distinct touching
paths the current grid allows, and the current grid is not a constant.
The paying set has eight members. Four card royals, jack through ace, dressed up with
ribbons, sit at the bottom. Above them come silver coins, gold coins, a knifed orange
and a flower, in that order, with a five of a kind on the best of them paying five times
the stake and the weakest of the four around a fifth of that. By the standards of modern
slots those are small line pays, and they are supposed to be: the game is built so that
the base combinations tick over while the respins do the real work.
Expanding reels
One Matador, one row. The ladder from 259 ways to 502 has four rungs and the game can
walk up it inside a single sequence.
The studio states the rule in one sentence: each Matador in view adds an additional row
of symbols, up to a maximum of eight rows. Because ways are counted from the shape of
the grid, the number climbs with each added row rather than in one jump at the end. A
British review prints the whole ladder, and the two end points on it are stated
everywhere: five rows is 259 ways and eight rows is 502.
The ladder is worth reading once and then forgetting the middle of, because the useful
part is the ratio. Going from the opening grid to the full one almost doubles the number
of ways a touching cluster can be made, and it does that while walking Wilds are moving
across the reels. That combination is the whole design: more room arrives at exactly the
moment there are more Wilds to put in it.
- 5 rows 259 ways
- 6 rows 340 ways
- 7 rows 421 ways
- 8 rows 502 ways
Expanding Matador respins
The expansion and the respins are one feature, not two, and it begins on a single symbol.
A Matador landing does three things at once: it adds its row, it starts the respin
sequence, and it becomes something that moves. On every respin each Matador shifts one
reel to the left, and the sequence continues for as long as any of them is still on the
grid. When the last one walks off the left edge the feature is over and the grid returns
to five rows.
Two details decide how long that lasts. New Matadors can land during the respins, and
when they do they add their own row and their own walk, extending the sequence from the
right while the older ones are leaving from the left. And the bull can arrive in the
middle of it, which switches the feature into its named form. A single Matador is all
the game asks for to begin, against three in the original, and that lower bar is the
change players notice first.
Wild features: three Matadors, three jobs
Silver substitutes, gold multiplies, black gets in the way. All three expand the grid.
The silver Matador is the plain version: a walking Wild that stands in for any paying
symbol as it crosses the reels, awarding a respin per step. The gold Matador does the
same and carries a multiplier, which increases by one for every step it takes, so a gold
symbol that lands on the right-hand reel and survives the walk is worth considerably
more than one that lands on the left. Nothing about that multiplier is random after it
appears; it is a counter attached to a distance.
The black Matador is the one that catches people out. It triggers the row expansion and
the respins exactly like the other two, and it walks like them, but it is a blocker
rather than a Wild: it cannot complete a combination on its own. In practice that makes
it a mixed arrival, good for the shape of the grid and useless for the win it is sitting
in the middle of. Together with the bull these three symbols are the entire feature set
of the game, because there is no separate round to be won.
What is deliberately missing
No scatters, no free spins, no second screen. Everything is a respin in the base game.
Wild Toro 2 has no free spins round, and that is a design choice rather than an
omission. The features trigger from paying-grid symbols landing in view, not from
collecting scatters, which means there is no state to build up towards and no moment
where the game stops and hands control to a bonus. Several reviews point this out
approvingly and at least one points it out as a drawback, which is a fair argument in
both directions.
The practical effect is that sessions do not have the two-speed rhythm most slots have.
There is no dry stretch that is being spent earning a feature, so a run of plain spins
is simply a run of plain spins. Whether that reads as honest or as flat is a matter of
taste, and it is one of the few things about this game that a free round answers better
than any description. The figures page covers the hit rate a
catalogue publishes for it, which is the nearest thing to a number on the question.
Where the original asked for three
One matador starts everything here. The first game wanted three, and that single change
rewrites how the slot feels.
The 2016 game ran on five reels and four rows with 178 connecting ways, and its respin
feature waited for three matadors to be in view. Three of anything is a rare event, which
is why the original is remembered as a slot with a good feature rather than as a slot that
shows you its feature. The sequel starts the whole sequence on one, and because each
matador also adds a row, the thing that triggers the feature is the same thing that makes
the feature bigger.
That is a different design philosophy rather than a tuning change. In the first game the
reel set was a stage the characters performed on; here the characters build the stage as
they go. It also explains why the paytable looks thin: with the sequence arriving
regularly, the base combinations do not have to carry the game between visits, so they
are allowed to be small. A five of a kind on the best symbol is worth five times the
stake, which on its own would be a disappointing slot and in this structure is a
deliberate floor.
Five things about the base game
| How many ways does the game start with? |
259, on the five-row grid it opens on. The number is fixed until a Matador lands and the grid starts growing. |
| What adds a row? |
A Matador in view. One row per Matador, to a ceiling of eight rows, and the added rows stay for the length of the respin sequence. |
| Do wins need to be on a line? |
No. Three or more matching symbols pay when they touch each other, and touching at a corner counts, which is why the count is described as ways rather than paylines. |
| Which symbol pays most? |
The flower, at five times the stake for five of a kind. Below it sit the orange, the gold coin and the silver coin, then four card royals from jack to ace. |
| Is the black Matador a Wild? |
No, and that is the catch. It expands the grid and starts respins like the other two, but it blocks rather than substitutes, so it cannot finish a winning combination. |
Next: what happens when the bull arrives while a Matador is still walking, and the five paid entries that skip the wait. The figures behind all of it, with sources, are on the numbers page.