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Power of Ten a reader’s notes on one Hacksaw Gaming slot, written for Britain

One symbol, three games › The Wheel symbol

Power of Ten Power Wheels pay 10x, 100x, 1,000x or the cap

The Power Wheel is the only symbol in this game that can pay on its own, and it has four faces. Three of them are multipliers of the stake and the fourth ends the round. This page is about the symbol itself: where it sits on the board, what changes when a second one arrives, and the single round in which it stops being a one-spin event.

A close crop of four board cells, showing the gold cash case symbol beside the dice symbols and a lit win line
Four cells at close range. The gold case is the cash-prize symbol; the lit line crossing the cells is an ordinary combination, settled before any Wheel on the board does anything.

Four outcomes, and one of them is not a number

Three multipliers and a stop. Reading the fourth as the top of a ladder is the commonest mistake made about this game.

An activated Wheel reveals 10x, 100x, 1,000x or MAX WIN, and the studio states those four in exactly that order on its own page. The first three are plain multipliers: whatever was staked, multiplied by ten, by a hundred or by a thousand. They scale with the bet and nothing else, which means the shape of a session at one stake looks the same as at another, only larger or smaller.

MAX WIN is a different kind of thing. It is not 10,000x written out as a fourth number on the same ladder, even though the ceiling it awards happens to be 10,000x. It terminates: the game pays the ceiling at once and the round is over. Anything else on the board stops mattering, including other Wheels that had not yet revealed. A reader who treats it as the top rung will keep waiting for the rest of the spin to resolve and will find there is no rest of the spin.

The gap between the rungs is worth looking at too. Ten, a hundred, a thousand: each step is ten times the one before, and the step from the top numbered value to the ceiling is another factor of ten. Nothing in the set is close to anything else in it, so the difference between a good Wheel and a dull one is not marginal. That spacing is the clearest statement the game makes about how it expects to behave, and it is also why two listings reach for different words for its volatility.

Several at once: added first, stake applied after

When more than one Wheel is on the board, each spins and reveals on its own, and then the revealed values are added together. The total is what gets multiplied by the stake. The studio's page states this directly, and the consequence is worth spelling out because it is not how a reader would guess a multi-symbol feature works: the Wheels are a single combined outcome, not several small wins arriving in sequence.

In practice that makes the arrival of a second Wheel more interesting than the first. A lone 10x is almost nothing. A 10x next to a 1,000x is 1,010x, which is to say the small one contributed about one per cent and the board still paid a thousand times the stake. The game is therefore not asking a reader to hope for a particular value; it is asking them to hope for quantity, because quantity is the only thing that compounds here.

One sentence is enough on the ordering, and then this page will leave it: Wheels stay inactive until the ordinary line wins have been handled, so the feature prize and the base award are always two separate things on screen.

A full row changes the prize set itself

Five Wheels on the same horizontal row are treated differently from five Wheels scattered about. The possible values on each of them become 100x, 1,000x or MAX WIN: the entry value drops out of the set entirely. That is not a bonus added on top, it is the same reveal with a shorter menu, and the floor of the row rises by a factor of ten as a result.

The worst five-Wheel row therefore pays 500x, where five scattered Wheels could in principle all show 10x and settle for fifty. The addition rule still governs what happens next, and MAX WIN on any one of the five still ends matters on the spot. What the full row buys is not certainty, it is the removal of the cheapest outcome.

This is also the first of the two places in the game where the shape of a complete row is the thing that counts rather than the symbols in it. The second is the Arrow round, and the two together explain why the board is square: on five rows of five, a full-width line is a thing that can plausibly happen and is instantly visible when it does.

Sticky Wheels, and the round where they wait

Everywhere else in the game a Wheel is an event that happens and finishes within one spin. Inside Whopping Wheels it stops being one. A Wheel that lands there sticks to its position, stays inactive, and refills the three lives the round is counted in, so it does three jobs at once: it marks the board, it extends the round, and it banks a value that nobody has seen yet.

Nothing pays until the lives finally run out, and then every collected Wheel activates together and the values are combined under the ordinary addition rule. Filling the board ends the round immediately on the same terms. The effect is that the board becomes the progress meter: a reader can see exactly how much of the grid is already theirs, and the number of Wheels on screen is the whole of the information.

It is the one round in this game where patience is mechanically rewarded rather than merely felt, and it is the reason the three bonus games need telling apart rather than putting in order of size.

The Wheel, in plain answers

What can a single Wheel reveal?

One of four things: 10x, 100x, 1,000x or MAX WIN. The first three are multipliers of the stake. The fourth is not a multiplier at all.

What happens when two Wheels land together?

Their revealed values are added, and the total is then multiplied by the stake. Two Wheels showing 100x and 1,000x settle as 1,100x rather than as two separate wins.

The addition rule is the studio's own wording and it holds however many Wheels are on the board.

Why does a full row of Wheels matter?

Five Wheels on the same row use a stronger set. The possible values become 100x, 1,000x or MAX WIN, so the 10x is removed and the floor of the row rises tenfold.

The last three questions are the ones a reader asks after seeing the symbol behave differently twice in a row, which it does.

What does MAX WIN do exactly?

It ends the round. The game awards the 10,000x ceiling immediately and nothing further is added, whatever else is on the board.

That is why it is the one outcome a reader cannot plan around: it is a stop rather than a step.

Do Wheels ever stay on the board?

In one round. Inside Whopping Wheels a landed Wheel sticks to its position, stays inactive, and puts the three lives back to full, so the board accumulates Wheels across spins.

Can a Wheel be forced to land?

No, and nothing on this site suggests otherwise. The bonus rounds raise or guarantee how often Wheels appear, which is a different thing from controlling a spin.

The three rounds that change how often Wheels appear are on the bonus games page, the other special symbols are on the feature page, and the ceiling appears with its sources on the figures page. The opening page puts the symbol in context, and the phone page covers reading several Wheels at once on a small screen.

How old are you? The tab waits for an answer

The next tab belongs to a gambling operator, where this slot is played with real money. Britain sets the floor for that at 18, the same in every nation and region of the United Kingdom.

I am under 18 — show me the support numbers

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