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Hand of Anubis

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Hand of Anubis is a Hacksaw Gaming cluster slot with red and blue Soul Orbs and two different bonus modes.

Hand of Anubis facts

DeveloperHacksaw Gaming
Release2022-04-21
MechanicClusters
Playing field5 × 6
Provider volatilityHigh
Provider maximum10,000× stake

Published provider information; exact operator configuration may differ. Unsupported fields are omitted.

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Preview Hand of Anubis

Paired sun and moon emblems sit beside a field of Egyptian symbol blocks.
The paired emblems contrast with the surrounding symbol blocks.

No verified embedded demo is configured. Use the guide and game rules before considering money play.

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In this guide
  1. Verified facts
  2. Preview
  3. Hand of Anubis: begin with the connected group
  4. A base-round example before considering the orbs
  5. Why does the red Soul Orb grow differently?
  6. Do the two orb values add or multiply?
  7. Underworld: what do three scatters start?
  8. Judgment: why does four scatters mean another mode?
  9. What does the Crusher actually combine?
  10. A counter example across the two bonuses
  11. How should Bonus Buy be understood?
  12. What does high volatility mean for this game?
  13. What can you learn from the visual material?
  14. Has the exact title been checked in Zambia?
  15. Which related mechanics clarify the differences?
  16. Questions

Read the provider facts alongside the worked sequence, not as promises about a session.

Hand of Anubis: begin with the connected group

Hand of Anubis uses a five-by-six playing area. Five or more matching symbols joined horizontally or vertically form a paying cluster. Diagonal contact alone is not enough to join two matching groups.

After a qualifying win, symbols cascade and replacements can create another cluster. Several evaluations can therefore belong to one paid start, rather than representing several new instructions to expose another stake.

The Egyptian imagery is only the setting. The mechanical identity comes from connected groups, two differently growing Soul Orbs and distinct bonus modes whose counters should not be treated as interchangeable.

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A base-round example before considering the orbs

Imagine a connected group of five matching symbols with an orb involved under the game's rules. Establish the paying group first. The orb does not remove the requirement for a valid cluster.

Winning symbols leave, replacement symbols settle and the game checks again. If the new field contains no qualifying cluster, the sequence stops even though an orb value may have increased during the round.

In another possible cascade, a larger group qualifies. The difference in group size can matter differently to the red and blue orbs. That is why counting only the number of winning cascades loses information.

No monetary value is attached to these examples. They describe possible sequences to help read the rules, not a recorded game, a probability estimate or a suggestion that one arrangement is about to occur.

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Why does the red Soul Orb grow differently?

The red orb increases by 1x for each winning symbol. The blue orb increases by 1x for each winning cluster. Their growth measures different things, even when both participate during the same round.

For a purely illustrative group of five winning symbols, the red track's growth counts those symbols while the blue track counts the group as one cluster. This is a rules example, not a promised award.

A sequence with differently sized groups can therefore produce different growth patterns. Do not interpret the two displayed values as duplicated labels for the same calculation or expect them to remain equal.

The distinction also explains why a larger group and an additional small group are not necessarily identical events for both tracks. Follow what each orb counts rather than using one generic multiplier description.

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Do the two orb values add or multiply?

The checked rules say that red and blue multipliers multiply when both apply to the same cluster. That interaction is separate from the incremental growth rule that determines the value of each orb.

Do not add the two tracks merely because each grows through additions. How a value grows and how two values combine are different questions, and the game gives a separate rule for each.

The orbs reset for a new round. A value built during one completed base round should not be treated as a permanent account asset or as a guarantee carried into every later paid start.

Read the completed result rather than assigning an award from an orb number alone. There must still be a qualifying win and the relevant participation under the current rules for the calculation to apply.

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Underworld: what do three scatters start?

Three free-spin scatter symbols trigger Underworld with ten free spins. This mode introduces the green-orb and reel-multiplier behaviour described in the rules, rather than simply extending ordinary base play without change.

A green orb activates a reel multiplier. The feature uses a global multiplier formed from the relevant reel values, so its explanation should not be replaced with the base game's two-orb interaction.

An activation also adds three free spins. Those additional opportunities belong to the Underworld rule, not to any appearance of a green-looking symbol in a screenshot or to every ordinary winning cluster.

The counter can therefore change while the feature is running. Watch the actual activation event and resulting counter update rather than assuming that all extra time shown during an animation represents a retrigger.

Judgment: why does four scatters mean another mode?

Four free-spin scatters trigger Judgment with three refilling spins. The different scatter count is a meaningful entry distinction: this is not simply Underworld with a larger package of the same free spins.

Judgment uses blocks and modifiers. The rules describe skull modifiers, ice becoming multiplier blocks and a Crusher that combines values. Their functions should be read within this mode rather than imported into the base grid.

A qualifying block resets the remaining opportunities to three. Resetting is not the same as adding three to the existing count, so a clear reading of the counter matters when the feature continues.

The block state and the counter together explain the feature's progress. A promising-looking arrangement does not establish that another qualifying block will land or that the next opportunity will prolong the sequence.

What does the Crusher actually combine?

The Crusher merges the relevant accumulated block values by summing them, according to the checked Judgment rules. Its dramatic name should not be read as proof that it simply deletes all accumulated value.

That sum is a different arithmetic operation from multiplying the base game's red and blue orb values. Using the same generic phrase for both would hide one of the title's most important distinctions.

Keep the scope of the calculation visible: the Crusher belongs to the block-based bonus description. It does not establish a rule that every multiplier anywhere in Hand of Anubis always adds together.

If a result is difficult to follow, revisit the illustrated rules or the final round record where available. A mid-animation screenshot may show an intermediate block arrangement rather than the settled outcome.

A counter example across the two bonuses

Imagine Underworld has started and a qualifying green-orb activation occurs. Its published rule adds three free spins. The relevant question is the additional spin award and the reel multiplier it activates.

Now imagine a separate Judgment feature with a reduced counter when a qualifying block lands. Its counter returns to three. That is a reset, not the Underworld addition copied into a different screen.

These examples use no stake amount and predict no award. They show why two similar-looking counter updates can represent different rules, even within the same title and provider's interface.

Treat them as alternative illustrative situations, not consecutive events guaranteed to happen in one session. A player's ability to explain a mode does not change the chance of triggering that mode next.

How should Bonus Buy be understood?

The provider's checked rules include a Bonus Buy feature. The available price was not established from those dynamic rule fields, so this guide does not publish a multiplier cost or imply a Zambia purchase option.

If a playable version offers a purchase, read the complete amount and selected mode before confirming. Entry to a more elaborate feature is a larger immediate exposure, not a guarantee of recovering its price.

Do not confuse buying a game feature with accepting an operator welcome promotion. The former is part of the slot controls; the latter has separate conditions and cannot be inferred from the game's feature menu.

What does high volatility mean for this game?

Hacksaw Gaming describes Hand of Anubis as high volatility and publishes a maximum of 10,000x the stake. The large ceiling is a limit, not an expected feature result or a target a session can reliably reach.

The two bonuses can make examples look especially eventful. A page explaining those successful sequences should not obscure ordinary paid rounds that finish without a feature or without the hoped-for multiplier interaction.

Set a spending boundary that does not depend on reaching Underworld or Judgment. Waiting until a named feature appears can turn a fixed plan into an open-ended chase, without changing the game's rules.

An exact RTP value was not established from the checked primary rules. The public facts therefore omit it rather than selecting an attractive percentage from a secondary page or another Hacksaw game.

What can you learn from the visual material?

Our two Egyptian illustrations separate the title's setting from paired feature motifs. The official provider thumbnail identifies Hand of Anubis, but it is a cover rather than evidence of a played game-field result.

No complete embedded demo launch was verified. The page therefore uses its second illustration instead of pretending that a static game-client address alone will produce a working player inside a frame.

A practice version, if encountered elsewhere, should be used to understand controls rather than predict real-money returns. Practice balances cannot be withdrawn, and a successful demonstration is not a deposit or payout test.

Has the exact title been checked in Zambia?

An exact Hand of Anubis listing was not confirmed in the public betPawa Zambia search. The operator showcase does not claim this game is available there, and no local stake range is asserted.

The verified release date is 21 April 2022, from Hacksaw Gaming's release summary. A later asset or software timestamp is not a replacement release date and does not establish a newly released edition.

When comparing lobby entries, distinguish the original title from other Anubis-themed games. Shared mythology is not enough to identify the developer, cluster system, orb arithmetic or two particular bonus modes described here.

Which related mechanics clarify the differences?

Fire Portals provides another cluster-board comparison, but its roaming wilds do not use the same red-and-blue orb system. Compare how a valid group is formed before comparing the feature numbers attached to it.

Sun of Egypt 3 offers a useful respin-counter contrast. A reset to three can look familiar, but the retained symbols and qualifying conditions belong to that game's own hold-and-win rules.

For Hand of Anubis, the most useful summary is three distinctions: symbols versus clusters for orb growth, multiplication versus block summing, and added free spins versus reset refilling opportunities. Keep those boundaries clear.

Official Hacksaw Gaming title cover, not a game-field screenshot.
Official Hacksaw Gaming title cover, not a game-field screenshot.

Questions about Hand of Anubis

How to win in Hand of Anubis base game?

Five or more matching symbols connected along their edges form a paying cluster. Red and blue orb participation follows the current rules; no strategy guarantees a win.

When was Hand of Anubis released?

Hacksaw Gaming’s official April release summary gives 21 April 2022.

Why does the red orb grow faster than the blue one?

The red orb grows by 1x per winning symbol, while the blue grows by 1x per winning cluster. A multi-symbol group therefore contributes differently to the two tracks.

Do red and blue multipliers add?

When both apply to the same cluster, the checked base-game rules multiply their values. Their growth increments are a separate rule.

Does a Crusher destroy my accumulated value?

In Judgment, the checked rules describe the Crusher merging relevant block values by summing them, not simply discarding the accumulated values.

Provider sources checked 2026-10-26
Paired sun and moon emblems sit beside a field of Egyptian symbol blocks.

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