Hand of Anubis
Hand of Anubis Stats
RTP & Maths
- RTP by Mode
- Underworld buy 96.29% · Judgment buy 96.18%
- RTP Versions
- 96.24% here · Other versions 94.32%, 92.28%, 88.41%
- Max Win Rule
- Applies in 10,000x the bet; round ends and remaining bonus spins are discarded
Free Spins & Bonus
- Free Spins
- 3 Free Spins symbols = Underworld (10 free spins) · 4 Free Spins symbols = Judgment (3 refilling spins) · Underworld 10 (+3 per activated multiplier) · Judgment 3 refilling spins · Retrigger: Underworld +3 spins per multiplier activation; Judgment spins reset to 3 whenever a Multiplier, Modifier or Crusher Block lands
- Bonus Buy
- Underworld 129x (96.29% RTP) · Judgment 200x (96.18% RTP)
- Multipliers
- Soul Orbs uncapped per round (reset each round; red x blue when both connect); Underworld reel multipliers up to 9,999 each, modifiers x2–x10; Judgment adding 1x–100x and multiplying x2–x10 modifiers · Base: red Orb +1x per symbol in every cluster win, blue Orb +1x per winning cluster, applied to wins the Orb joins, multiplied together if both connect. Underworld: reel multipliers +1x per winning symbol on that reel, activated by green Soul Orb, activated ones summed and applied globally. Judgment: payout = sum of Multiplier Blocks x bet.
Symbols & Pays
- Wild
- Red and blue Soul Orbs substitute for any low or high paying symbol; regular play only
- Line Pays
- Top symbol 60x · Lowest 0.1x
Hand of Anubis Basics

The 129x button in the Hand of Anubis buy menu opens the wilder of the two bonuses. The more expensive button opens a round marked calmer, and the reason is plain once each starts. Three scatters open Underworld, a run of free spins with a multiplier growing under each reel. Four open Judgment, a round of stone blocks that fall, pile up, and get crushed together. They’re two separate games with separate rules, and this slot prices each one on its own terms.
Hand of Anubis was released by Hacksaw Gaming in April 2022, and the temple it shows is a cold one. A storm-grey sky hangs over a stepped stone pyramid, the 5×6 board of dark carved tiles is set into its face, and two jackal-headed Anubis statues banded in yellow stand either side, the left one teal-eyed and the right one red-eyed.
Soul Orbs
The Red Orb
Both Soul Orbs are Wilds for any low or high symbol, both appear only in regular play, and each keeps its own multiplier by its own rule. On the red Orb, the multiplier goes up 1x for each symbol in every cluster win during the round. That figure then multiplies any win the red Orb joins.
The Blue Orb

The blue Orb keeps a different tally. Its multiplier goes up 1x for each winning cluster in the round, whatever the cluster’s size, and like the red one it multiplies the wins it joins. Big clusters feed the red Orb, while a cascade that keeps finding new wins feeds the blue.
Both in One Cluster
When both Orbs join the same winning cluster, their multipliers multiply each other before the cluster pays. It can only happen within the round that raised both figures, since both multipliers reset when the next round begins.
Two Bonus Games
The Free Spins scatter is a gold skull under a pharaoh’s headdress.
Underworld
Underworld gives 10 free spins with every regular paying symbol still in play, plus a green Soul Orb and a multiplier modifier worth x2, x3, x4, x5, or x10. Under each reel is a multiplier that goes up 1x for every winning symbol on that reel, and a modifier can multiply it. Those multipliers grow from the start but count for nothing until a green Orb lands on their reel and activates them. Underworld adds every active multiplier together, from whichever reel, applies the total to each winning cluster, and awards 3 extra spins per activation. Each multiplier can reach 9,999.
Judgment
Judgment swaps the symbols for stone blocks and starts with 3 spins that refill. A multiplier hangs over each reel, Skull blocks add 1x, 2x, 3x, 4x, 5x, 10x, 25x, 50x, or 100x to it, and Anubis Skull blocks multiply it by x2, x3, x4, x5, or x10, each in a Normal version for its own reel and an Epic version for all five. When an ice block drops in, it’s crushed, and a Multiplier Block falls from the multiplier over that reel to fill the gap, worth that multiplier’s value. Multiplier Blocks sink to the lowest row after each drop and stick there, stacking up so the grid fills from the floor. The Crusher Block breaks the pattern by falling through every other block, destroying the Multiplier Blocks in its path and turning into one block worth their sum once it reaches the lowest row. Any Multiplier Block, modifier, or Crusher Block that lands restores the count to 3 spins, three spins in a row without one end the bonus, and the payout is the sum of every Multiplier Block on the grid times the bet.
The pile recalls Stack’Em, where winning symbols sink to the floor and stack while a multiplier under each column counts them. Judgment’s pile is made of the multipliers themselves.
Buy Prices

The Underworld buy costs 129x and is labelled Very high, and its buy RTP is 96.29%, a fraction above the figure for regular spins. Judgment costs 200x and is labelled High, so the calmer of the two rounds costs more.
How to Play
Inside The Demo
A cluster of nine card ranks pays 2x, and a cluster of ten pays 7.5x. The red-gem ankh jumps at the same point higher up the paytable, going from 5x at nine symbols to 20x at ten, then to 60x at 11 or more. A cluster is 5 or more touching symbols of one kind, and after each win the winners clear, new symbols drop in, and the cascade continues until nothing new connects.
From ten to 11+, each row moves by its own amount. The scarab and eye of Horus go from 15x to 20x at 11 or more, the pyramid and cobra from 17.5x to 40x, and the runic ranks from 7.5x to 15x. The 11+ column covers every cluster from 11 symbols up, however large.
Below ten, the table stays low. Five ankhs pay 1x and five runic ranks pay 0.1x, so bigger wins in regular play come from clusters of ten or more, from a cascade that keeps adding wins, or from a Soul Orb inside the win. Each Orb’s multiplier applies to the whole cluster it joins, and both Orbs count every cluster win in the round, so a spin that sets off a long chain lifts their figures before they reset. A round with no Orb has only the paytable to work with.
Neither the red nor the blue Orb appears in Underworld or Judgment. The green Orb is Underworld’s alone, and the scatter lands only in regular play, so neither bonus can add spins through new scatters. Instead, Underworld ends when its spins run out, and Judgment ends when three spins pass without a block.
RTP and Bets
In the demo, the bet arrows stop at €0.10 going down and €100 going up. The paytable below lists every pay as a multiple of the bet, so the figures stay the same at any level chosen in free play, and Judgment’s closing sum is worked out the same way. The RTP on regular spins is 96.24%, and each buy has a separate figure.
Demo Paytable
Four pay levels cover the ten paying symbols, with the ankh alone at the top and the five runic ranks sharing the lowest row.
| Symbol | 5 | 6 | 7 | 8 | 9 | 10 | 11+ |
|---|---|---|---|---|---|---|---|
| Red-gem ankh | 1x | 1.5x | 2.5x | 4x | 5x | 20x | 60x |
| Amber-gem pyramid, green-gem cobra | 0.5x | 1x | 2x | 3x | 4x | 17.5x | 40x |
| Turquoise-gem scarab, purple-gem eye of Horus | 0.3x | 0.6x | 1x | 2x | 3x | 15x | 20x |
| 10, J, Q, K, A | 0.1x | 0.2x | 0.3x | 0.5x | 2x | 7.5x | 15x |
The Soul Orbs and the gold skull scatter have no pay of their own, since their work is done through multipliers and the two bonus triggers.
Ultimate Slots Verdict
Players who like a bonus with rules to learn are the ones Hand of Anubis suits best. Underworld waits on a green Orb, Judgment piles and crushes blocks, and the red and blue Soul Orbs give regular cascades a count to follow. Thin pays below ten symbols are its main weakness.
✓ What We Like
- Underworld and Judgment play by separate rules, so three and four scatters lead to different games
- Red and blue Soul Orbs count different things and multiply each other when they share a cluster
- Judgment's Crusher Block turns a column of blocks into one block worth their sum
- The green Soul Orb gives each Underworld reel a clear target to wait for
- The temple art stays cold and grey, with no desert sunshine in sight
✗ What Could Be Better
- Pays below ten symbols are thin, with nine runic ranks at 2x
- Underworld multipliers stay inactive on any reel a green Orb never reaches
- Judgment can finish after three spins without a block
Detailed Review
Two Doors Under the Pyramid
Hand of Anubis is a strong cluster slot because each of its bonuses is a complete game with rules of its own, and because regular play has a pair of Wilds keeping separate counts. Underworld asks you to wait for a green Orb on the right reel. Judgment asks you to keep blocks landing. Both keep a multiplier for each reel, yet they use it differently, and choosing between them in the buy menu is a real choice about how you want a bonus to behave.
The look backs that up. Grey stone, a storm sky, and two yellow-banded jackal statues surround the board, and the high symbols are gold settings, each with one coloured gem. It’s an Egyptian slot without sand or sunshine, closer to a tomb at night than a desert, and the icy teal logo matches that cold palette. The Soul Orbs are the brightest things on screen, red and blue on dark stone, so it’s easy to follow what they’re counting even in a long cascade.
The weak side is the paytable below ten symbols. A five-ankh cluster pays 1x and nine runic ranks pay 2x, so without an Orb in the win, long spells of small cascades are normal, and the swings run in both directions. The bonuses have their own frustrations. Underworld can spend spins lifting the figure under a reel that no green Orb ever reaches, and seeing that number climb while it stays inactive is the round’s main tension. Judgment can stop after three spins with nothing landing, before the pile has grown at all, and a bought round that ends that way is over almost before it begins.
Those are fair costs for what the game offers, and they don’t change the review’s conclusion. In Underworld, a green Orb landing on a reel with a large figure under it is the round’s high point, because from then on it multiplies every winning cluster. Seeing a Crusher Block turn a column into one bigger block is satisfying, the red and blue Orbs give a plain cascade something to count, and the two scatter counts lead to rounds that feel different from the moment they start. It’s a well-made game, and it doesn’t need more than it has.