Aztec Chief and Red Silk

Similar Games:

Golden Egypt, Dancing Phoenix Soaring Dragon, Golden Egypt Grand, Ultimate Choice Jackpots (Captain Riches, Tiki Fortune, Mine Blast), Wheel of Fortune Wild Spin Live and Wheel of Fortune 4D, Extreme Wild (Lanterns and Stars), Aladdin’s Fortune, Joe Blow Gold and Joe Blow Diamonds, Ocean Song

Risk Scale:

Green (not much more than 25x the bet)

Minimum Play:

At least three coins in the first three columns. Also, if there’s an active wild in columns one, two, or three, play until it’s gone.

Other:

 Pay no attention to the lanterns above the reels.

This one has some similar elements to Ultimate Choice Jackpots. There are no multipliers, but we’re again looking for coins in the reels toward the left. It also has those tempting-seeming jackpot graphics above the reels that don’t offer any actual advantage and arrive on random spins.

How about this one? Is it worth playing?

It sure is. You want at least three coins in the first three columns. The two in column four are just an extra for us. Some folks might be a little looser than that and maybe they’re fractionally right in some situations, but sticking with “three in three” is easy to remember and won’t get you in trouble.

Ideally, we want multiple columns to go wild at once. Does that sound familiar?

Now, maybe you’re thinking of Golden Egypt or a game like it from earlier and you’re wondering, “Hold on, guy. You said this was a play below. Why are you suddenly so demanding of these coins?”

Different game, pal. Notice all the crap above the reels in Aztec Chief and Red Silk. The random lanterns, some with “jackpot” on them, and the minor, major, and grand. Always ask yourself who’s paying for all those fun throw-ins. The answer is always, you are! Golden Egypt and other games might not have those same extras, making the base game more valuable and the minimum thresholds less stringent.

Suppose in that Red Silk example above we snag coins in columns one and three on the next spin. The following spin would then give us three wild reels for one spin — the last spin of column four included — and a healthy win. The spin after that will still leave columns one and three wild, producing another solid win.

But enough dreamy hypotheticals. Sure, we’ll all do cartwheels for three full wild reels, but we live in an unforgiving world, producing so-so offspring like this:

That second column above may look tantalizing for a second, but notice no coins are included. That wild was from the previous spin and is no longer in play for us. So we have only two coins in the first three columns, with a mostly useless third coin in the fifth reel. That’s an easy no.

And how about this one?

This is close and some grinders might raise their monocles at me for being so tight, but it doesn’t meet my minimum requirements of at least three coins in the first three columns.

I also play any active wild in the first three columns, regardless of the coin situation elsewhere. This is a rule of thumb for many games, with some debate about column three. Look for a column to have a lit-up border surrounding it and at least one coin above it for that column to be an active wild for one or two spins, depending on if it has one or two coins.

I explain that scenario and others in my videos below. Important note: In both videos, I suggested at least three coins in the first four columns. I’ve since adjusted that to what you read above: At least three coins in the first three columns. This will come up from time to time, as my recommendations sometimes change as I get more experience.