Get the Gold Infinireels Slot Review
A creek runs straight through this slot, the three reels sunk in pale blue-green water between varnished timber beams, a pickaxe and a gold-bladed shovel resting on the river stones below. It’s a quiet Klondike scene. Get the Gold Infinireels uses it to hide one of the more radical grid designs Red Tiger has shipped: a 3×3 game that refuses to stay 3×3, growing a reel at a time until ten of them stand in the stream.
The rest of the card reads 95.72% RTP, stakes from 0.10 to 50 per spin, and a top prize of 10,000x the stake – reachable only inside the feature that does the growing. Mining-country regulars will know the territory from Dynamite Riches and Digging For Wilds, though neither of those ever breaks out of its own reel set. This one does.
How the Base Game Pays
Wins are paid when matching symbols appear anywhere on adjacent reels, running left to right from the leftmost reel. There are no paylines to follow. A way needs the same symbol on every reel it spans, and that rule doesn’t bend later.
Ways longer than three reels work on a simple additive rule: the initial symbol win value is added again for each additional reel in the combination. So a way that runs long pays its base value once per reel. That’s how a three-reel game with tiny symbol values can still produce a respectable hit when the grid grows.
Six symbols fill the paytable, all of them mining-camp equipment, and none of them pays much. The values below are for three of a kind, as multiples of the stake:
- Map and Shovel – 0.7x
- Pickaxe and Gold Pan – 0.5x
- Boots – 0.4x
- Hat – 0.3x
- Watering Can – 0.2x
- Fish – 0.1x
Those are small numbers even by three-reel standards. The top symbol paying 0.7x tells you where the money in this game actually lives, and it isn’t here. It also means the additive way rule is doing quiet work: a long run of Boots across several reels stacks that 0.4x repeatedly, and a way’s base value can quietly double or triple without the symbol values changing at all.
Just under one spin in five returns anything at all – the hit rate is 19.81% – and most of those returns will be fractions of the stake. There’s no wild symbol to rescue a bad grid either. The base game is a pan, not a mine: it keeps you busy while the real work happens somewhere downstream.
Gold Carts
Gold Cart scatters can land on all three reels, with up to three of them stacked on a single reel. Each cart carries an amount that only pays during the Gold Rush feature, sized by the cart and scaled to the stake:
- Small cart – between 2x and 5x the stake
- Middle cart – between 7x and 10x the stake
- Biggest cart – between 14x and 20x the stake, or exactly 50x
On their own, the carts do nothing. They sit on the reels carrying their cargo, and the money inside them stays locked until the feature they were built for arrives. A grid stacked with carts and no trigger is all tease, which is a deliberate piece of design in a game this otherwise plain.
One cart on each reel, at minimum, is what unlocks that feature. It doesn’t matter which size lands – a small cart counts exactly as much as the 50x one for triggering purposes. The size only decides how much gold rides along once the rush starts.
Gold Rush and the INFINIREELS
Land at least one Gold Cart scatter on every reel and Gold Rush begins. The current reels lock in place, and on the next spin the INFINIREELS mechanic adds one new reel to the right side of the locked set. If the feature continues after that spin, the new reel locks too, and another arrives.
The grid that started as 3×3 grows one reel at a time for as long as the rush holds. The growth is the point: every added reel is another spin’s worth of scatters that can land, and every scatter that lands keeps the feature alive for at least one more spin.
Every spin during the feature can bring in scatters. Gold Carts add their cargo to the total. The DOUBLE scatter doubles everything collected so far, and the TRIPLE scatter triples it.
If a Gold Cart lands together with a DOUBLE or TRIPLE, the cart’s sum is gathered first and the multiplier is applied after it. The multiplier always acts on the bigger number, never the smaller one. That sequencing makes the multiplier scatters hit hardest late in a round, when the pot has had time to grow.
The running total sits above the reel set, climbing with each cart and each multiplier, and it’s paid out in full when the feature ends. The ending comes one of two ways: a scatter fails to land for four consecutive spins, or the collected sum reaches a maximum total of 10,000x the stake.
A prize that would push past the cap is trimmed so the total lands exactly on it, never over. The adjacency rule still applies across every added reel, and a way can only form if the same symbol appears on all of them, up to a set of ten. A ten-reel way doesn’t care which reels happen to be visible – every one of the ten needs the same symbol, or there’s no way at all.
When the rush ends, the added reels are stripped away and the layout reverts to 3×3, back in the creek, waiting for the next one.
Our Honest Verdict
Overall Rating: 7.6/10
Most of your time here is spent panning: thin wins, no wilds, and long stretches where the creek gives nothing back. You’d choose it anyway, for the one round that makes the waiting worthwhile – carts on every reel, the grid stretching wider spin after spin, and a running total that a single TRIPLE can turn into something serious. It plays like prospecting, and the feature is the strike.
At its best, that round is superbly built. The multipliers compound everything already gathered rather than adding to it, so a lucky late spin matters far more than an early one. And the four-spin fuse means a long rush always feels like it’s living on borrowed time.
The honest weakness is that everything outside Gold Rush is filler – six low-value symbols and a return of 95.72% that won’t excite anyone. If you want a game that’s all patience and one big payout, this creek is worth wading. Anyone who wants regular action from the base grid will find the water cold.
Get the Gold Infinireels FAQs
-
What is the RTP of Get the Gold Infinireels?
The RTP is 95.72%. -
How do you trigger the Gold Rush feature in Get the Gold Infinireels?
You need at least one Gold Cart scatter on each of the three reels. Any cart size counts, from the smallest up to the 50x one. When that happens, the reels lock and the feature begins. -
What does the DOUBLE scatter do in Get the Gold Infinireels?
The DOUBLE scatter only lands during Gold Rush, and it doubles the entire amount collected so far in the feature. The TRIPLE scatter works the same way but triples it. -
How does the INFINIREELS mechanic work?
The game starts as a 3×3 grid. During Gold Rush, the reels lock and one extra reel is added to the right on each spin, up to a set of ten reels. When the feature ends, the extra reels are removed and the grid returns to 3×3. -
What is the maximum win on Get the Gold Infinireels?
The maximum win is 10,000x the stake. Any prize during Gold Rush that would push the collected total past that figure is trimmed so it lands exactly on 10,000x. -
What are the minimum and maximum bets on Get the Gold Infinireels?
Stakes run from 0.10 to 50 per spin. -
What happens if a Gold Cart and a DOUBLE or TRIPLE scatter land together?
The Gold Cart’s sum is gathered first, and then the DOUBLE or TRIPLE multiplier is applied to the new total. That ordering means the multiplier always acts on the largest possible pot. -
Does Get the Gold Infinireels have a wild symbol?
No. The only special symbols are the Gold Cart scatter, which triggers and feeds the feature, and the DOUBLE and TRIPLE scatters, which only land during Gold Rush. -
What ends the Gold Rush feature?
Two things can end it. If no scatter of any kind lands for four consecutive spins, the round is over and the collected total is paid out. The feature also ends the moment the collected sum reaches 10,000x the stake. -
Who makes Get the Gold Infinireels?
Red Tiger. It sits alongside their other mining-themed titles like Dynamite Riches and Digging For Wilds.


