0xPlaySlots

Hand of Anubis — Game Details

Slot game

Slot by Hacksaw Gaming

#R

96.24%

RTP

96.24% setting

#MWM

10000x

Maximum win multiplier

#V

high

Volatility

Level 5 of 5

#BR

0.1–100 operator-dependent units

Bet range

#CP

Cluster Pays

Cluster Pays

#HF

36.92%

Hit frequency

Share of rounds that return a win of any size.

#GG

5 × 6

Game grid

RTP profiles

96.24% setting

Casino setting

96.24%

The return can differ from one jurisdiction to another, and the game's rules screen shows the one in force.

94.32% setting

Casino setting

94.32%

A lower build of the same game that an operator can select instead of the 96.24% one.

92.28% setting

Casino setting

92.28%

A lower build of the same game that an operator can select instead of the 96.24% one.

88.41% setting

Casino setting

88.41%

The lowest build an operator can select, roughly eight points of return below the top one.

Our verdict

0xPlaySlots opinion
7.4/ 10our score for this game

The orb-multiplication rule is the smartest thing here and two wilds that score on different axes and then multiply each other turn a flat-bottomed table into a real tail. Everything outside that rule is thin, since a base-game round without an orb pays straight off a table whose best cluster is 60× and Judgment drops the cluster engine altogether. The max-win cut-off discards any feature still running, and the buy menu asks 200× for the round with no cluster wins while the cheaper 129× entry is the more volatile. Set that against a payout profile that lives almost entirely in rare tails, and this is a sharp machine held back by a thin frame around one very good idea.

About Hand of Anubis

Hand of Anubis resolves wins by connection rather than position, so five or more matching symbols touching horizontally or vertically pay from a seven-band table topping out at eleven or more. Every win clears its symbols so replacements drop and the chain runs until a drop produces nothing. The table is flat at the bottom and even the golden ankh reaches its 60× only once a cluster runs to eleven. A big base-game round therefore turns on whether a Soul Orb is on the grid rather than on the clusters themselves. The red orb gains 1× for every symbol in every cluster win and rewards one long cascade of fat clusters. The blue orb gains 1× per winning cluster instead and rewards many small separate hits. When both connect to the same cluster their totals multiply rather than add and that product is the base game's route to the 10,000× cap. Underworld keeps the cluster engine and puts a counter under each reel that multiplies nothing until a green Soul Orb activates that reel and adds 3 spins to a 10-spin clock. Judgment drops the paying symbols altogether and settles once at the end as the sum of every Multiplier Block left on the grid.

Game preview

Hand of Anubis key art

Editorial takeaways

  • Wins need five or more symbols connecting horizontally or vertically on the 5×6 grid, and winning symbols are removed and replaced until a drop produces no new win.
  • The red Soul Orb gains 1× per symbol in every cluster win and the blue Soul Orb gains 1× per winning cluster, and both reset on every new round.
  • Two orbs connecting to the same cluster multiply their multipliers together, and a combined 167× on an 11-plus ankh cluster paying 60× lands a base-game round on the 10,000× cap.
  • In Underworld a reel counter pays nothing until a green Soul Orb activates that reel, and each activation adds 3 spins to the 10-spin round.
  • Judgment removes every paying symbol and pays once at the end as the sum of all Multiplier Blocks times the bet.
  • The buy menu is inverted against its own prices, since the cheaper 129× Underworld entry is very high volatility while the 200× Judgment entry is only high.

Limitations and version notes

  • Strip the orbs out and there is very little game left. The best symbol on the grid needs eleven connected to reach its 60× and a round with no Soul Orb can chain several clusters and still finish under the stake.
  • In Underworld a reel counter climbs on every winning symbol but multiplies nothing until a green Soul Orb lands on that same reel. Activations are also the only source of extra spins, so a 10-spin round without one ends with five fat counters and nothing applied.
  • The 10,000× ceiling is a hard stop rather than a milestone. The moment a round total reaches it the game pays out, closes the round and discards whatever was still running.
  • The return can differ from one jurisdiction to another and operators set their own stake ceilings, so the rules screen is worth opening before playing. The same title runs to 100 a spin in some rooms and stops at 10 in others.

Features & Themes

Game features

Cluster PaysCascading WinsAccumulating Multiplier WildsMultiplying Orb MultipliersReel Multiplier ActivationBlock Collect BonusFree SpinsTwo Bonus Buys

Themes

Egyptian Mythologyanubisafterlife

Game mechanics

Cluster wins from five or more connected symbols

Base + bonus#01

Five or more matching symbols connect horizontally or vertically anywhere on the 5×6 grid.

The cluster pays from a seven-band table, and every cluster win in the round is added to the round total.

Evaluated fresh after every drop within a round.

A diagonal touch does not join two symbols into one cluster. The Judgment bonus removes every paying symbol, so no cluster wins occur inside it.

  • Seven award bands at 5, 6, 7, 8, 9, 10 and 11 or more symbols.

Cascading removal and replacement of winning symbols

Base + bonus#02

Any winning cluster.

The winning symbols are removed and new ones drop in, repeating until no further win forms.

Within a single round only.

After every win the winning symbols are removed and new ones drop in, and this continues until no further win forms. The cascade chain is what feeds the Soul Orb multipliers, so chain length rather than any single cluster is what makes a base-game round large.

Red Soul Orb, the wild that banks 1× per winning symbol

Base game#03

Lands at random in a base-game round, on its own, alongside the blue orb, or not at all.

Substitutes for any low or high paying symbol but not for the Free Spins symbol, and its multiplier climbs by 1× for each symbol in every cluster win of the round.

Accumulates across all cascades within one round and resets when the next round starts.

Because it scores per symbol, the red orb rewards one long cascade chain made of large clusters. The accumulated multiplier applies to any win the orb itself connects to.

Blue Soul Orb, the wild that banks 1× per winning cluster

Base game#04

Lands at random in a base-game round, on its own, alongside the red orb, or not at all.

Substitutes for any low or high paying symbol, and its multiplier increases by 1× per winning cluster rather than per symbol.

Accumulates through the round's cascades and resets at the start of every new round.

Scoring per cluster rather than per symbol makes the blue orb the counterpart to the red one. It rewards many separate small hits instead of one large connected block, and its accumulated value applies to any win it connects to.

Multiplication of two live orb multipliers

Base game#05

Both the red and the blue Soul Orb connect to the same winning cluster.

When both orbs connect to a winning cluster their multipliers multiply each other, and the product rather than the sum is applied to that win.

Within the round only.

In the base game this is the route to the ceiling. The Underworld and Judgment rounds reach the same cap by stacking multipliers of their own.

  • The base-game 10,000× cap needs a combined orb multiplier of at least 167×.
  • Both orbs must connect to a cluster of 11 or more golden ankhs, whose 11+ band pays 60×.

Scatter count as the bonus selector

Base game#06

Free Spins symbols land in the base game and appear nowhere else.

Three Free Spins symbols activate the Underworld bonus and four activate the Judgment bonus.

The scatter count decides which feature is entered, not how large it will be. The symbol pays nothing on its own.

Green Soul Orb reel activation

Bonus#07

The green Soul Orb symbol lands on a reel during the Underworld bonus.

That reel's multiplier becomes active, and the activation also awards 3 additional free spins.

Activation lasts for the remainder of the Underworld round.

All activated multipliers are global, so their values are added together and that total multiplies every subsequent winning cluster. Until a reel is activated its counter keeps climbing and pays nothing.

Multiplier modifier symbol on an Underworld reel counter

Bonus#08

A multiplier modifier symbol lands during the Underworld bonus.

Multiplies that reel's counter by the value it carries, a step change on top of the accrual of 1× per winning symbol.

Applies to that reel's counter for the rest of the round, but the counter still pays nothing unless a green Soul Orb activates the reel.

The step is a jump rather than a trickle. A counter that has crawled to 12× across several cascades becomes 120× the moment a ×10 modifier lands on it.

  • Modifier values are ×2, ×3, ×4, ×5 and ×10.
  • The maximum value per multiplier is 9,999.

Judgment Multiplier Modifier Blocks, normal and Epic

Bonus#09

A Multiplier Modifier Block lands during the Judgment bonus.

A Skull block adds to the multiplier above the reel it lands on, and an Anubis Skull block multiplies that multiplier instead.

Reel multipliers hold for the whole Judgment round and set the value stamped onto every Multiplier Block that later drops in that reel.

Both block types come in Normal and Epic variants. A Normal block changes only the multiplier on the reel where it lands, and an Epic one changes all five at once.

  • The Skull adds 1×, 2×, 3×, 4×, 5×, 10×, 25×, 50× or 100×.
  • The Epic Skull adds the same values to every reel multiplier.
  • The Anubis Skull multiplies by ×2, ×3, ×4, ×5 or ×10.
  • The Epic Anubis Skull multiplies every reel multiplier by the same values.

Ice blocks converting into stamped Multiplier Blocks

Bonus#10

An ice block drops onto the grid during Judgment.

The ice block is crushed and a Multiplier Block drops in from that reel's multiplier to fill the empty space, carrying a value equal to that reel's current multiplier.

Multiplier Blocks fall to the bottom at the end of each drop, stack on each other and stay on the grid until the feature ends.

Because a block is stamped with the reel multiplier at the moment it converts, the order of events matters. Modifiers landing early make every later block on that reel worth more.

Crusher Block consolidation of a Multiplier Block stack

Bonus#11

A Crusher Block lands during Judgment.

It falls through the other blocks to the bottom of the grid, destroys every Multiplier Block in its path and becomes one Multiplier Block worth the sum of what it destroyed.

The consolidated block is itself a Multiplier Block, so a later Crusher Block in its path destroys it and absorbs its value in turn.

Its real function is to free grid space so more blocks can drop, which is what lets a Judgment round keep growing after the grid fills. The block is also called the Fire Block.

The 10,000× max-win cut-off

Base + bonus#12

The accumulated round win reaches 10,000× the bet.

The round ends immediately, the winnings are awarded and any remaining spins or features are discarded.

The game shows a maximum-win message and returns to the main screen when the cap lands during a bonus feature.

Bonus rounds

Underworld

Free spins
10 spins

Land three Free Spins symbols in the base game.

Only reel activations add spins, and each green Soul Orb activation awards 3 more against a 25-spin ceiling.

The cluster engine stays intact, and the base-game symbols are joined by a green Soul Orb and a multiplier modifier symbol. Neither the red nor the blue orb appears here. Five multipliers sit below the reels, one per reel and each starting at zero. Every winning cluster raises a reel's counter by 1× for every winning symbol on that reel, and a counter multiplies nothing until a green Soul Orb activates it.

  • Uses Cluster wins from five or more connected symbols, Cascading removal and replacement of winning symbols, Green Soul Orb reel activation, Multiplier modifier symbol on an Underworld reel counter, The 10,000× max-win cut-off.

Judgment

Hold and win
3 spins

Land four Free Spins symbols in the base game.

Any Multiplier Block, Multiplier Modifier Block or Crusher Block landing resets the remaining spins to 3, and there is no limit on the number of refills.

All base-game paying symbols are replaced by block symbols so no cluster wins occur inside this round. Blocks that land stack up from the bottom of the grid, and three spins in a row without a block ends the feature. The payout equals the sum of all Multiplier Blocks times the bet level, so the entire round settles once at the end.

  • Uses Judgment Multiplier Modifier Blocks, normal and Epic, Ice blocks converting into stamped Multiplier Blocks, Crusher Block consolidation of a Multiplier Block stack, The 10,000× max-win cut-off.

Feature purchases

Purchase options and their bonus rounds

Underworld

Bonus Buy

Buys direct entry to the 10-spin Underworld free spins round for 129× the stake. It is the cheaper of the two buys, yet its volatility is very high against high for Judgment, so the menu is inverted against its own prices.

Cost
129x stake
RTP for this option
96.29%
Volatility
Very High
Linked bonus round
Underworld

Return on the 129× Underworld purchase.

Judgment

Bonus Buy

Buys direct entry to the three-spin refilling Judgment round for 200× the stake, 55% more than the Underworld entry, for the round that has no cluster wins in it at all.

Cost
200x stake
RTP for this option
96.18%
Volatility
High
Linked bonus round
Judgment

Return on the 200× Judgment purchase.

Event frequency

Maximum-win probability

1 in 2,184,837 spins

Scope
Max-win odds in the German jurisdiction.

Feature Artwork

Bonus buy and feature screens

Hand of Anubis bonus buy preview image
Bonus Buy Preview
Hand of Anubis feature preview image
Feature Preview

Screenshot Gallery

In-game screenshots

Hand of Anubis screenshot 1
Hand of Anubis screenshot 2
Hand of Anubis screenshot 3
Hand of Anubis screenshot 4
Hand of Anubis screenshot 5

Paytable & Symbol Values

Winning combinations and symbol payouts

Symbol payouts

#PT
Symbol567891011+
Acelow0.1×0.2×0.3×0.5×2×7.5×15×
Kinglow0.1×0.2×0.3×0.5×2×7.5×15×
Queenlow0.1×0.2×0.3×0.5×2×7.5×15×
Jacklow0.1×0.2×0.3×0.5×2×7.5×15×
Tenlow0.1×0.2×0.3×0.5×2×7.5×15×
Ankhhigh1×1.5×2.5×4×5×20×60×
Snakehigh0.5×1×2×3×4×17.5×40×
Pyramidhigh0.5×1×2×3×4×17.5×40×
Eye Relichigh0.3×0.6×1×2×3×15×20×
Scarabhigh0.3×0.6×1×2×3×15×20×

Ace. All five card ranks share one set of values and top out at 15× for eleven or more, a quarter of what the ankh pays for the same cluster.

Ankh. Golden ankh set with a red gem, and the top symbol on the grid. Its 60× for eleven or more is the cluster value in the base game's 10,000× max-win recipe.

Snake. Snake or viper relic, level with the pyramid at 40× for eleven or more.

Pyramid. Pyramid relic, level with the snake at 40× for eleven or more.

Eye Relic. Eye relic set with a gemstone. Its 20× for eleven or more is level with the scarab.

Scarab. Scarab or winged relic, level with the eye at 20× for eleven or more.

Values are multipliers of the total bet for one connected cluster, paid across seven bands from five symbols to eleven or more. The in-game table shows its values at the selected bet level.

Special symbols

#SS
Red Soul Orb
Base game only. Substitutes for any low or high paying symbol but not the Free Spins symbol, and carries a multiplier that gains 1× for each symbol in every cluster win of the round.
Blue Soul Orb
Base game only, and substitutes for any low or high paying symbol while carrying a multiplier that gains 1× per winning cluster. If both orbs connect to the same cluster, the two multipliers multiply each other.
Green Soul Orb
Underworld bonus only, and not a paying symbol. Landing on a reel activates that reel's multiplier and awards 3 additional free spins.
Free Spins symbol, the Pharaoh Skull
Base game only, and the symbol carries no pay of its own. Three activate Underworld and four activate Judgment.

Our Team Reviews

Signed reviews from our team

1 review
FEATURED

Hand of Anubis keeps its best idea out of both bonus rounds

MJ

Marcus Jones

High Roller Expert at 0xPlaySlots

September 14, 2026
7.4/10

The best rule in Hand of Anubis never reaches a bonus round

Hand of Anubis works inside a format with close relatives. Gronk's Gems, Hacksaw's other cluster grid, runs multiplier symbols through a tumble chain. Blobsters Clusterbuster escalates its multiplier state across a round's tumbles, and Sugar Rush Super Scatter attaches its multipliers to grid positions. In all three the chain matters more than any single cluster. What this game adds is a second counter on a different axis and a rule for when the two meet. The red Soul Orb gains 1× for every symbol in every cluster win of the round, the blue Soul Orb gains 1× for every winning cluster, and when both connect to the same cluster their values multiply rather than add.

That rule is the best idea here, and I read the whole game as standing on it alone. Both orbs are confined to the base game. Underworld swaps them for reel counters that are summed, Judgment removes the clusters they would attach to, and the two purchases on the menu are two ways of paying to skip the one rule that sets the game apart.

The paytable is built as a refund table

I count no five-symbol cluster that pays more than the stake: the golden ankh returns exactly 1×, the snake and pyramid 0.5×, the eye and scarab 0.3×, and the five card ranks 0.1×. A card-rank cluster still returns half the stake at eight symbols and needs nine to pay 2×. The value sits on a cliff between nine and ten, where the ankh jumps from 5× to 20× and the eye and scarab from 3× to 15×. With hit frequency at 36.92%, 63.08% of rounds return nothing, and the rest start from a table where small clusters hand back part of the stake.

The top band is where the orb design shows its hand. Eleven ankhs pay 60× and so does an ankh cluster filling most of the 30 cells, because the 11+ band stops counting at eleven. The red orb does not stop, and every symbol past eleven adds another 1× to it. The blue orb is paid by the number of separate wins instead, so the two counters favour opposite board shapes and the round that matters feeds both.

Six small clusters can set up the cap

The best single cluster is 60×, which is 0.6% of the 10,000× cap. Closing that gap with one multiplier takes 167×, since 60 × 166 comes to 9,960 and falls short. On the next symbols down I make the requirement 250× for an eleven-plus snake or pyramid, 500× for the eye or scarab and 667× for a card rank, so the ankh is by a distance the shortest road to the ceiling.

What makes 167× reachable is the product. Suppose both orbs are on the grid while six five-symbol clusters clear. The red orb has gained 30× and the blue orb 6×. Added, that is 36×, and on an eleven-ankh cluster it pays 2,160×. Multiplied, it is 180×, and the same cluster is worth 10,800× before the cap trims it to 10,000×. Only the operation between two counters changed. A modest chain of sub-stake wins becomes the maximum outcome if it ends in the right cluster with both orbs touching it, and I rate that as a genuinely good piece of design.

The rarity lives in the conditions, not the counts. Each orb lands at random or not at all, both have to connect to the same cluster, and the smaller or cheaper that cluster, the larger the product it needs. At max-win odds of 1 in 2,184,837 in Germany, the cap is worth under half a percentage point of return, so nearly all of the return is paid below the ceiling.

Underworld adds where the base game multiplies

Underworld keeps the cluster engine and drops both orbs. In their place sit five reel counters, each gaining 1× per winning symbol on its reel, and a green Soul Orb that activates a counter and adds 3 spins. Activated counters are summed into one global multiplier, which is the orb idea with its best part taken out. Two active reels at 12× and 14× apply 26× to the next cluster. As base-game orbs, the same two values would multiply to 168×, past the 167× an eleven-ankh cluster needs for the cap.

Multiplication survives in one place. A modifier symbol multiplies a single reel's counter by ×2, ×3, ×4, ×5 or ×10, so a counter at 12× becomes 120× on a ×10. Each counter tops out at 9,999, and five at that ceiling would sum to 49,995, nearly five times the cap, so the counters are never what limits a round.

The gate is the flaw I cannot get past. A counter multiplies nothing until a green orb lands on its reel, and activations are the only source of extra spins. Ten starting spins plus 3 for each of the five reels comes to exactly 25, the round's spin ceiling, so the clock is sized to one activation per reel. A round with no activation is ten spins of plain table, where a single cluster tops out at 60×, under half the 129× the buy asks for this round.

Judgment is well built and has nothing to do with the orbs

Judgment removes every paying symbol, so no cluster forms and nothing like an orb could apply. What remains is a block-stacking round that opens with 3 spins, resets to 3 whenever a Multiplier Block, modifier block or Crusher Block lands, and settles once at the end as the sum of all Multiplier Blocks times the bet. On its own terms it rewards sequencing. Ice blocks convert into Multiplier Blocks stamped with their reel's current multiplier, so the order of modifiers decides what later blocks are worth. Take any starting value, add 100 with a Skull and then multiply by 10 with an Anubis Skull, and the reel sits at ten times its start plus 1,000×. Reverse the two and it sits at ten times its start plus 100×. That gap of 900× applies to every block the reel stamps afterwards, and the Epic versions apply the same swing to all five reels at once.

The Crusher Block is what lets a round outgrow a full board. Without it the grid has room for 30 Multiplier Blocks, and a board of 30 would need to average more than 333× per block to reach the cap. None of this is weak. My objection is to where it sits: nothing in Judgment touches a cluster or an orb, it could be lifted into another game without changing a rule, and it is the more expensive of the two buys.

The dearer buy has less of the game in it

I find the prices honest per unit staked. Underworld costs 129× at a 96.29% return, which averages 124.21× back for an average cost of 4.79×. Judgment costs 200× at 96.18%, averaging 192.36× back for 7.64×. Both sit within a tenth of a point of the 96.24% base game, and neither is a tax.

The menu is the problem. Judgment's 55% higher price reflects a larger average round, since the two rates sit almost level. What it buys is a high-volatility round with no cluster wins, while the cheaper Underworld entry is very high volatility. A buyer who reads price as risk reads this menu backwards. Measured as best case against its own price, Underworld can return 77.5 times its cost and Judgment 50 times, where a base-game stake has the full 10,000 times. And neither purchase contains the red or the blue orb, so both spend a multiple of the stake to leave the game's defining rule behind.

The build matters more than the buy

The gap between the two buys is about a tenth of a point. The gap between the 96.24% build and the 88.41% one is 7.83 points: the expected cost on the lowest build is 11.59 of every 100 staked against 3.76 on the top one, about three times as much. The rules screen shows which one is running, and below the top build the orb rule is not enough to cover the cost.

I see this as a base-game slot for a player who accepts a refund table as the price of two wilds that can meet on a big ankh cluster. Anyone who wants to buy straight into the best part of a game should look elsewhere, because both purchases leave the orbs behind, and so should anyone who wants progress that survives between rounds, since both orbs reset when the next round starts. One very good rule inside a thin frame makes a good game rather than an excellent one, and the frame is what holds it there.

Pros

  • Red and blue orbs count on different axes and multiply when they meet
  • Both bonus buys return within a tenth of a point of the 96.24% base game
  • Judgment rewards sequencing, and one modifier order can lift every later block on a reel by 900×
  • The red orb keeps counting past the 11+ band, so clusters larger than eleven still matter

Cons

  • Neither bonus round contains the red or blue orb, so both buys skip the game's best rule
  • Every five-symbol cluster pays the stake or less, and 63.08% of rounds return nothing
  • Underworld reel counters multiply nothing until a green orb activates them, and active reels add rather than multiply
  • The 200× Judgment buy's best case is 50 times its price, against 77.5 for Underworld at 129×
  • The 88.41% build costs about three times as much per unit staked as the 96.24% one

Verdict

Two orbs that multiply each other give a flat-bottomed table a real 10,000× tail, and that one rule is sharp enough to carry the game. Everything around it is thinner, from an additive Underworld to a 200× Judgment buy with no clusters, which holds it at good rather than excellent.

#GP

Game Provider

#GD

Game Details

Information

Hacksaw Gaming
April 21, 2022
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