
Blue Pig
Upgrades all landed coin values using a multiplier based on the coin count.

IRON DOG STUDIO · SPIN THE WHEEL
LIGHTS · CAMERA · WHEEL
Two direct prize bands sit on the giant wheel. Cash prizes range from 5× to 500×, while jackpot prizes range from 15× to 5000×. The broader official game profile lists a maximum multiplier of 10,000×.
Portrait mode can stack the wheel, reels and controls in a vertical sequence. Landscape mode gives the upper wheel and lower grid a wider shared frame. Touch targets retain stable dimensions, while values, respin counters and pig states remain near the mechanic they describe rather than moving into a distant decorative panel.

Upgrades all landed coin values using a multiplier based on the coin count.

Collects the cash sum displayed across all relevant symbols.

Starts Hold & Win with four respins instead of three.
Counters, fixed coins, wheel position and pig colour create the practical state map. During Hold & Win, the respin count takes priority. During a wheel spin, the pointer and destination labels take priority. During a pig effect, the corresponding colour and value movement become dominant. This hierarchy keeps the show-like animation understandable.
For the wheel prize bands and maximum multiplier profile, the current state is communicated before the next action. One or more Piggy Coins can provide a chance to trigger the main feature. Their appearance needs distinct feedback because a coin may be relevant both as a visible value and as the route toward the wheel. Animation can move attention upward without hiding the current reel result, allowing the interface to show why the feature is changing state.
Portrait mode can stack the wheel, reels and controls in a vertical sequence. Landscape mode gives the upper wheel and lower grid a wider shared frame. Touch targets retain stable dimensions, while values, respin counters and pig states remain near the mechanic they describe rather than moving into a distant decorative panel.
For the wheel prize bands and maximum multiplier profile, the current state is communicated before the next action. The wheel has three defined outcomes. Hold & Win opens the persistent-coin respin sequence. Cash Prize resolves within a range from 5× to 500×. Jackpot Prize uses a range from 15× to 5000×. Labels, colour blocks and a final pointer position distinguish these destinations before the selected value or feature is applied.

Wheel of Pigs separates the interface into two linked stages. The prize wheel occupies the upper area, while reels and Piggy Coins provide the active field below. This makes the trigger and the outcome part of one visual story: coins establish feature potential, the wheel selects a destination and the lower grid then presents Hold & Win or returns to the ordinary reel state.
For the wheel prize bands and maximum multiplier profile, the current state is communicated before the next action. Hold & Win begins with three respins, and each new coin resets the counter. Coins remain fixed, making grid occupancy a visible record of progress. The counter communicates urgency while the held positions communicate accumulation. If Red Pig is active, the starting allocation changes to four respins, which must be shown before the first feature action.
One or more Piggy Coins can provide a chance to trigger the main feature. Their appearance needs distinct feedback because a coin may be relevant both as a visible value and as the route toward the wheel. Animation can move attention upward without hiding the current reel result, allowing the interface to show why the feature is changing state.
For the wheel prize bands and maximum multiplier profile, the current state is communicated before the next action. Colour gives each pig a separate function. Blue applies an upgrade multiplier to all landed coin values, based on how many coins are present. Purple collects the cash sum of all symbols. Red changes the Hold & Win starting count. Keeping these powers visually distinct prevents a collection event from being mistaken for an upgrade or extra-respin state.
The wheel has three defined outcomes. Hold & Win opens the persistent-coin respin sequence. Cash Prize resolves within a range from 5× to 500×. Jackpot Prize uses a range from 15× to 5000×. Labels, colour blocks and a final pointer position distinguish these destinations before the selected value or feature is applied.
For the wheel prize bands and maximum multiplier profile, the current state is communicated before the next action. The official profile includes several value scales that should not be merged. Direct cash prizes use 5×–500×, jackpot prizes use 15×–5000×, and the overall listed maximum multiplier is 10,000×. The interface presents the selected feature value in context, while the game rules explain how the broader maximum can be reached.

Hold & Win begins with three respins, and each new coin resets the counter. Coins remain fixed, making grid occupancy a visible record of progress. The counter communicates urgency while the held positions communicate accumulation. If Red Pig is active, the starting allocation changes to four respins, which must be shown before the first feature action.
For the wheel prize bands and maximum multiplier profile, the current state is communicated before the next action. Counters, fixed coins, wheel position and pig colour create the practical state map. During Hold & Win, the respin count takes priority. During a wheel spin, the pointer and destination labels take priority. During a pig effect, the corresponding colour and value movement become dominant. This hierarchy keeps the show-like animation understandable.
Colour gives each pig a separate function. Blue applies an upgrade multiplier to all landed coin values, based on how many coins are present. Purple collects the cash sum of all symbols. Red changes the Hold & Win starting count. Keeping these powers visually distinct prevents a collection event from being mistaken for an upgrade or extra-respin state.
For the wheel prize bands and maximum multiplier profile, the current state is communicated before the next action. Portrait mode can stack the wheel, reels and controls in a vertical sequence. Landscape mode gives the upper wheel and lower grid a wider shared frame. Touch targets retain stable dimensions, while values, respin counters and pig states remain near the mechanic they describe rather than moving into a distant decorative panel.
The official profile includes several value scales that should not be merged. Direct cash prizes use 5×–500×, jackpot prizes use 15×–5000×, and the overall listed maximum multiplier is 10,000×. The interface presents the selected feature value in context, while the game rules explain how the broader maximum can be reached.
For the wheel prize bands and maximum multiplier profile, the current state is communicated before the next action. Wheel of Pigs separates the interface into two linked stages. The prize wheel occupies the upper area, while reels and Piggy Coins provide the active field below. This makes the trigger and the outcome part of one visual story: coins establish feature potential, the wheel selects a destination and the lower grid then presents Hold & Win or returns to the ordinary reel state.


SHOWTIME
Counters, fixed coins, wheel position and pig colour create the practical state map. During Hold & Win, the respin count takes priority. During a wheel spin, the pointer and destination labels take priority. During a pig effect, the corresponding colour and value movement become dominant. This hierarchy keeps the show-like animation understandable.
PLAY WHEEL OF PIGSQUICK REFERENCE
| Product | Wheel of Pigs |
|---|---|
| Studio | Iron Dog Studio |
| Format | Feature slot |
| Page focus | Wheel of Pigs Cash and Jackpot Prize Ranges |
| Key elements | Prize wheel, Piggy Coins and Hold & Win |
| Device presentation | Responsive desktop and mobile layout |
FAQ
Wheel of Pigs is an Iron Dog Studio game built around Piggy Coins, a giant prize wheel and a Hold & Win respin feature.
Iron Dog Studio is the official studio listed by 1X2 Network. Hold & Win begins with three respins, and each new coin resets the counter. Coins remain fixed, making grid occupancy a visible record of progress. The counter communicates urgency while the held positions communicate accumulation. If Red Pig is active, the starting allocation changes to four respins, which must be shown before the first feature action.
Landing one or more Piggy Coins creates a chance to activate the Wheel of Pigs Feature.
The wheel can award Hold & Win, a Cash Prize or a Jackpot Prize. The official profile includes several value scales that should not be merged. Direct cash prizes use 5×–500×, jackpot prizes use 15×–5000×, and the overall listed maximum multiplier is 10,000×. The interface presents the selected feature value in context, while the game rules explain how the broader maximum can be reached.
The standard Hold & Win sequence starts with three respins.
Every additional coin remains fixed and resets the counter, extending the sequence. Portrait mode can stack the wheel, reels and controls in a vertical sequence. Landscape mode gives the upper wheel and lower grid a wider shared frame. Touch targets retain stable dimensions, while values, respin counters and pig states remain near the mechanic they describe rather than moving into a distant decorative panel.
Blue upgrades all landed coin values with a multiplier based on the number of coins.
Purple collects the cash sum of all symbols. One or more Piggy Coins can provide a chance to trigger the main feature. Their appearance needs distinct feedback because a coin may be relevant both as a visible value and as the route toward the wheel. Animation can move attention upward without hiding the current reel result, allowing the interface to show why the feature is changing state.
Red grants four respins instead of the standard three.
The direct cash prize range is 5× to 500×. Hold & Win begins with three respins, and each new coin resets the counter. Coins remain fixed, making grid occupancy a visible record of progress. The counter communicates urgency while the held positions communicate accumulation. If Red Pig is active, the starting allocation changes to four respins, which must be shown before the first feature action.
The jackpot prize range is 15× to 5000×.
The official page lists RTP variants of 95, 93 and 91. The official profile includes several value scales that should not be merged. Direct cash prizes use 5×–500×, jackpot prizes use 15×–5000×, and the overall listed maximum multiplier is 10,000×. The interface presents the selected feature value in context, while the game rules explain how the broader maximum can be reached.
The stated maximum multiplier is 10,000×.