Hand of Anubis: Soul Orbs and two different bonus systems
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Hand of Anubis is a five-by-six cascading cluster game. Red and blue Soul Orbs count differently, while Underworld adds activated reel multipliers and Judgment collects blocks with refilling spins.
| Game detail | Published information |
|---|---|
| Provider | Hacksaw Gaming |
| Layout and winning system | 5 columns × 6 rows; cascading cluster wins |
| Base-game Soul Orbs | Red: +1 per winning symbol; blue: +1 per winning cluster; connected Orbs multiply each other |
| Underworld | 3 Free Spins symbols; 10 starting free spins; green Orb activates reel multipliers |
| Judgment | 4 Free Spins symbols; 3 refilling spins; special block collection |
| Published base-game returns | 96.24%, 94.32%, 92.28%, 88.41% for game IDs1164–1167 respectively |
| Product-sheet volatility | 5 out of 5 |
| Published maximum feature win | 10,000× the bet; not a guaranteed or typical result |
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Explore Hand of Anubis

Read the feature walkthrough below, then compare the rules shown in the game you choose.
Hand of Anubis: what do the red and blue Orbs count?
Hand of Anubis uses a five-column, six-row grid with cascading cluster wins. Its red and blue Soul Orbs are Wild symbols, but their multiplier counters respond to different aspects of the sequence.
The red Orb increases by one for each symbol in every winning cluster in-round. The blue Orb increases by one per winning cluster, making cluster size and cluster count separate measurements.
A large cluster contributes differently to the two counters. Read the number of participating symbols before comparing the red increase with the blue increase, rather than assuming both colours use one rule.
The counters absorb changes across the round’s cluster wins, but application requires Orb participation in a paying cluster. A visible multiplier elsewhere on the board is not automatically applied to every result.
When both Orbs connect to the winning cluster, their multipliers multiply each other before modifying that win. This uses multiplication, unlike the addition used by activated values in the Underworld feature.
The base-game Orb multipliers reset with a new round. Distinguish a cascade chain’s end from the next paid outcome, rather than treating the previous counters as permanent progress toward a future award.
The red and blue Orbs belong to the base game, while the green Orb belongs to Underworld. Identify the mode before applying a green activation rule to another colour.
Follow the game’s paytable when identifying a valid cluster. The rectangular layout cannot establish a payout, and a group that looks connected still needs to satisfy the rules for the symbols involved.
A sample cascade: how can the two counters grow differently?
Suppose one round contains a six-symbol winning cluster followed by a seven-symbol cluster. Record the combinations first, then compare symbol-based increments with cluster-based increments before reading either Orb’s multiplier.
Together they contribute thirteen symbol-based increments to the red counter, while their two clusters contribute two increments to the blue counter. Those are changes during the example, not complete displayed multiplier values.
The distinction matters because an increment and a final counter reading are different quantities. Don't multiply thirteen by two and present that calculation as the round’s resulting multiplier without knowing its state.
Next identify whether an Orb participates in the paying cluster being evaluated. The counter’s growth and its application answer different questions, so a larger displayed value alone doesn't establish the final payment.
If both Orbs connect to a qualifying win, apply the rule for their combined participation. Their multiplier values multiply; adding the two displayed numbers would misread the base-game relationship between those symbols.
When the next paid round begins, the base-game counters reset. A record of this hypothetical chain explains an outcome sequence rather than creating a carried balance of multiplier progress across future wagers.
A useful replay follows four observations in order: cluster membership, symbol count, counter changes and Orb participation. That sequence explains more than remembering only the most dramatic multiplier shown during the animation.
What changes when three Free Spins symbols open Underworld?
Three Free Spins symbols open Underworld with ten free spins. Base-game paying symbols remain, while a green Soul Orb and reel multipliers introduce a different mechanism for modifying the feature’s wins.
Winning symbols increase the multiplier associated with their corresponding reel. This makes the location of a win relevant, rather than collecting every increment into one base-game red or blue Orb counter.
The green Orb activates its reel’s multiplier. Activated values become global, so the important change is the activation state as well as the size of the number displayed beneath that reel.
Underworld adds active reel values into a global multiplier for winning clusters. Keep that addition separate from the base-game rule, where participating red and blue Orbs multiply each other.
For a simple arithmetic comparison, two hypothetical activated values of two and three contribute five when added. Treating them as six would apply a different operation and explain the feature incorrectly.
An activation also awards three additional spins. Watch the spin counter after that event instead of assuming a larger multiplier alone proves that extra rounds were added to the current feature.
Skull modifiers can multiply reel values, with the product sheet naming factors from two through ten. The modifier action and a later green-Orb activation are separate steps within the feature’s sequence.
The product sheet limits each multiplier to 9,999. That local limit differs from the overall feature-win ceiling, so keep the field and its scope attached to each number when comparing them.

Why does Judgment use a different block system?
Four Free Spins symbols trigger Judgment, which begins with three refilling spins. Ordinary paying symbols are replaced by special blocks, changing both the board’s contents and the feature’s result calculation.
Multiplier modifiers can add to a reel value or multiply it. Normal versions affect one reel, while Epic versions can affect all reel multipliers, so the modifier’s scope matters alongside its operation.
When an ice block drops, it is crushed and a value block fills the space. That block takes its value from the multiplier for its reel before falling into the feature’s stack.
Value blocks settle at the bottom and remain there, gradually occupying the grid. Their presence is part of this bonus state rather than the base game’s ordinary cluster-and-replacement process.
A Crusher clears value blocks in its path and becomes a block carrying their combined value. It preserves the collected component while freeing positions, rather than discarding the stack it passes through.
The combined-value rule prevents double counting. Do not count destroyed blocks again after their total becomes the Crusher’s new value; the existing collected component would otherwise enter the calculation twice.
A value block, multiplier modifier or Crusher resets the remaining spins to three. Three consecutive spins without those qualifying types end the feature, so continuation depends on the arriving block’s identity.
When Judgment ends, the result sums collected value blocks relative to the bet level. Follow that settled collection instead of importing Underworld’s activated-reel calculation into this separate bonus.
Which return figure applies to your selected mode?
Hacksaw lists several RTP versions for Hand of Anubis. Read the percentage in your game’s information panel before comparing returns, rather than assuming the highest listed figure applies.
The publisher lists base returns of 96.24%, 94.32%, 92.28% and 88.41% across its versions. Read the percentage in your information panel instead of treating headline values as universal.
The table also distinguishes ordinary play from the two feature-buy returns for supported versions. A percentage in an Underworld-buy column describes that mode; it should not silently replace the base-game figure.
The lowest-return version does not list separate feature-buy returns. If a buy option appears in your game, read its own information before comparing that mode with ordinary spins.
RTP describes the model’s theoretical long-run return, not the balance that a short session must produce. A dramatic feature result cannot confirm that a sample has reached or disproved the stated percentage.
Read the paytable and mode before comparing figures quoted elsewhere. A correct number can still answer the wrong question when it belongs to a different version or different feature entry.
Keep the arithmetic comparison separate from a decision to spend. A higher theoretical return doesn't remove variability, guarantee a bonus or establish that an additional wager will improve an existing session outcome.
| Game ID | Base RTP | Underworld-buy RTP | Judgment-buy RTP |
|---|---|---|---|
| 1164 | 96.24% | 96.29% | 96.18% |
| 1165 | 94.32% | 94.40% | 94.42% |
| 1166 | 92.28% | 92.23% | 92.24% |
What do the 10,000× ceiling and top volatility rating mean?
The sheet describes a maximum feature win of ten thousand times the bet and a volatility rating of five out of five. These statements concern different game characteristics and should remain separate.
A ceiling describes an upper feature outcome, while volatility describes variability in the model. Neither number supplies the frequency of reaching it or a count of rounds needed to trigger a bonus.
A payout multiple needs a wager before it becomes a currency amount. Read your selected stake separately instead of treating a quoted large prize as a fixed Canadian-dollar award or account limit.
The base-game counters, Underworld reel values and Judgment collection can all produce prominent numbers. Their roles differ, so the largest value visible during animation is not necessarily the final amount credited there.
Check the result before comparing a round with the ceiling. A modifier value or intermediate collected figure can describe only one stage, whereas the final feature record establishes how that outcome settled.
A quiet stretch followed by a large feature remains one observed sequence. It does not establish that another stretch should have the same duration or that losses create a scheduled compensating result.
Use practice to distinguish the three scoring systems before evaluating the pace. Understanding which operation applies is more useful than inferring a reliable bonus timetable from a small number of outcomes.
Which mode-specific details should you compare next?
Start with a base-game cascade and identify which Orb colour is present. Record whether its counter follows winning symbols or cluster events before moving to the different systems used in the bonuses.
In Underworld, follow the values beneath the reels and the green Orb’s activation. In Judgment, follow the block collection and reset counter; the word multiplier does not make those two processes interchangeable.
Read any offered feature-buy option’s mode and cost before accepting it. Buying entry changes the transaction under consideration, and it cannot guarantee a desirable outcome from the resulting feature.
Keep the distinction between a displayed option and an account’s actual availability. A general game explanation cannot establish that every casino offers the version, feature-buy controls or promotional treatment for this title.
Use the rules belonging to the game shown whenever a description differs. The useful comparison identifies the exact colour, mode or version involved instead of choosing whichever explanation advertises the largest number.
An Egyptian theme is only a visual connection to another game. Compare the actual mechanic when selecting a related guide: cascading combinations, a collection feature or an alternative route into free-spin rewards.
The final check is whether you can explain the outcome without mixing the systems. Red and blue count differently, Underworld adds activated values, and Judgment collects blocks under its own continuation rule.
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Game rules: common questions
Can free spins be retriggered on Hand of Anubis?
Underworld adds three spins when a reel multiplier activates. Judgment instead resets its three-spin counter when a qualifying value block, modifier or Crusher lands; those are distinct continuation rules.
What is the highest payout on Hand of Anubis?
The product sheet states a maximum feature win of 10,000 times the bet. This is a ceiling, not a typical outcome or a forecast for any particular session.
Is the Hand of Anubis RTP 96.24% or 94.32%?
The publisher lists both figures for different versions, alongside lower return settings. Check the percentage in the game you open; matching artwork does not establish which return setting it uses.
What is the difference between the Underworld and Judgement bonuses?
Underworld uses green-Orb activation and adds active reel multipliers globally. Judgment replaces ordinary symbols with collecting blocks and a refilling counter, using a separate method to assemble its feature result.
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