Nazar Wishes Slot Review
by EndorphinaReleased Mar 26, 2026
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Three mystical creatures trigger different Hold & Win variants - Rose Hold with collectors, Azure Hold with payers, and a Pick Me bonus with awards up to 1,000x. Ruby Jackpot for filling all 15 positions.

Specifications
| Game Type | Slots |
|---|---|
| RTP | 96.07% |
| Volatility | High |
| Max Win | 1,300x |
| Grid | 5x3 |
| Paylines | 20 Fixed Paylines |
Nazar Wishes Slot Overview
Nazar Wishes is an Arabian genie slot built around three spirits who sit above the reels and decide, on a whim, when to hand out a bonus. A pink genie on the left, a golden tree strung with blue evil-eye beads in the middle, a blue genie on the right. Coloured magic stones drop onto the 5x3 grid, cover whatever was underneath, then float up to whichever spirit matches their colour.
That is the entire trigger system, and it runs on nothing you can count. Stones do not accumulate toward a threshold. Six of them improve nothing over one, because each spirit fires when it feels like it. No counter, no near-miss, no third scatter hanging on reel five.
Each spirit runs its own round. The two genies give hold and win boards wired differently from one another, and the tree gives a pick round with four fixed award tiers. The top number on any of it is 1,300x the bet.
Theme & Design
The setting is a desert oasis after dark: deep blue sky with streaked cloud, palm silhouettes running back to the mountains, and two domed pavilions glowing with lamplight on either side of the reels. Still water at the bottom of the frame catches the light. The reel panel is purple inside heavy gold scrollwork with pink jewelled finials at the corners, which is a lot of gold, though it sits well against all that blue.
Symbol art is the strongest part of it. The gold tree is hung with blue nazar beads like fruit, which is the one bit of the Arabian dressing that actually ties to the title. The pink genie has purple curls, pointed ears and a handful of pink sparks; the blue one stands with his arms folded and a smirk. Premiums are colour-blocked tiles: an amethyst ring on purple, an emerald-hilted scimitar on green, a red heart-shaped flask on crimson, a gold hourglass. The wild is a brass oil lamp on a blue tile with WILD stamped across it.
Two complaints. The three spirits are static portraits that barely move while their stones arrive, so the moment a bonus is decided has no visual weight to it. And the grid itself is mostly 10, J, Q, K and A in gold outline, which is where the theme quietly gives up.
Symbols & Paytable
| Symbol | Payout |
|---|---|
| Oil Lamp Wild | substitutes for every symbol except the magic stonesexpands vertically to fill its reel when that completes a combination |
| Amethyst Ring | high pay (values scale with the bet level)purple tile, pays left to right on the 20 fixed lines |
| Emerald Scimitar | high pay (values scale with the bet level)green tile |
| Red Heart Flask | high pay (values scale with the bet level)crimson tile |
| Golden Hourglass | high pay (values scale with the bet level)amber tile |
| A, K, Q, J, 10 | low paygold-cut card royals, colour coded by rank |
| Magic Stone (pink, gold, blue) | no line paybase game only; covers a symbol, then flies to its matching spirit and may start that spirit's bonus |
| BONUS coin | 1x to 18x total bet, plus fixed jackpot coins at 20x Emerald, 50x Sapphire, 100x Amethysthold and win rounds only, locks in place |
| PAYER | adds x1, x2, x3, x4, x5, x7 or x10 of the total bet to every coin on the boardAzure Hold only |
| COLLECTOR | banks the combined value of every coin on the boardRose Hold only; the coins keep their values and can be collected again |
| Pick'em amulet | MIN 100x, MID 250x, MAX 500x, ULTRA 1,000x total betgold tree pick round; five of a kind ends the game |
Features & How They Work
Lucky Time Stones
Pink, gold and blue stones land in the base game only. A stone covers the symbol beneath it, flies off to the spirit of its colour, and the symbol it uncovers stays live and can complete a paying line. So a stone is never dead weight, even when nothing comes of it.
What comes of it is up to the spirit. Once it has taken a stone it either starts its bonus or does nothing, and that decision has no relationship to how many stones have already gone up. Only one bonus runs at a time. Three progressive mystery jackpots, Grand, Major and Minor, sit on top of all this and are drawn at random on any spin. Bonus Pop buys a way straight into a round for players who would rather not sit through the waiting, and it carries its own RTP.
Expanding Wild
The lamp is an expanding wild in the plain sense: it stretches to fill its whole reel whenever that completes a combination, and it substitutes for everything except the stones. On 20 fixed lines a single stretched wild often turns into three or four line hits at once.
Rose Hold
The pink genie's round. A 5x3 board of coin symbols, three attempts to start, coins lock where they land, and any new special symbol resets the count back to three. It ends when the attempts run out or all fifteen positions are full. Coin values run 1x to 18x the total bet, with jackpot coins at 20x, 50x and 100x mixed into the pool.
The twist here is the COLLECTOR. It flies up to the pink genie carrying the combined value of every coin on the board, and the coins keep their values afterwards, so the same coins can be harvested again by the next collector. Late collectors on a crowded board are where this round earns its keep. Fill all fifteen positions and the Ruby Jackpot pays 1,000x, with a counter above the reels tracking how many are left.
Azure Hold
Same board, same three attempts, same jackpot coins, different special symbol. The PAYER goes up to the blue genie and adds a value to every coin already on the board, worth x1, x2, x3, x4, x5, x7 or x10 of the total bet. Rose banks what is sitting there; Azure inflates it. Which one you would rather draw depends entirely on how full the board is when the special lands, and that little choice-you-never-get-to-make is a nice bit of design.
Nazar Pick'em
The gold tree's round, and the simplest thing in the game. Twenty amulets face down, pick them one at a time to turn over MIN, MID, MAX or ULTRA awards, keep picking until five of one kind have been found. MIN pays 100x the total bet, MID 250x, MAX 500x, ULTRA 1,000x. Ten to one between floor and ceiling, and every reveal shifts which tier is closest to landing. Pick rounds are usually filler; this one holds the biggest single prize in the game.
The Risk Game
Endorphina's house gamble, attached to line wins. Four face-down cards, beat the dealer's to double, joker beats everything, matching values push. Up to ten attempts stacked in a row. It runs at roughly 84% RTP, a long way under the base game, and jackpot winnings cannot be put through it at all.
Screenshots

How Nazar Wishes Plays
The base game is thin. Twenty fixed lines, five reels, and a screenful of gold card royals most spins, so long stretches return a few coins on a pair of tens and nothing more. The stretched wild is the one moment of relief and it shows up often enough to matter.
Then the pacing snaps. A stone lands, a spirit lights up, and seconds later the game is on a locked board with three attempts and coins reading 2x here, 14x there. Plenty of those boards die early, six or seven coins in, handing back maybe 30x. The good ones stall at eleven or twelve filled positions with the Ruby counter reading three, and that stretch, where every spin either resets the attempts or ends it, is the best thing here.
What the game has no version of is escalation. Nothing builds across spins. No multiplier ladder, no retrigger chain, no free-spins mode that compounds. The ceiling arrives in one lump, from an ULTRA sweep or a filled board, and both are single events rather than something a player watches grow. That makes the whole thing feel flatter than five flames of volatility suggests, and that is probably the honest weakness: the highs land, but they land abruptly, and then it is back to the card symbols.
Pros & Cons
Pros
- Three distinct bonus rounds instead of one mode wearing three skins
- Ruby Jackpot at 1,000x gives a full hold board something worth chasing
- Expanding wild fires often enough to keep the base game moving
- Bonus Pop is there for players who will not wait on the stones
Cons
- Base game is dominated by card royals and pays thinly between bonuses
- 1,300x ceiling is modest for a slot rated high volatility
- Nothing escalates: no multiplier ladder, no retriggers, no free spins
- Risk Game gamble runs at around 84% RTP, well below the game itself
Is Nazar Wishes Worth Playing?
Three separate bonus rounds in one 20-line slot is more than most studios bother building, and they are wired so they do not overlap: one banks, one inflates, one is pure chance. Good ideas, bolted to a plain base game.
The 1,300x ceiling is the number to weigh. By 2026 standards it is low, and it means this will not produce the clip that gets passed around. What it produces instead is a steadier run of 20x to 100x hold rounds with a 1,000x jackpot sitting behind them, a smaller kind of session rather than a worse one. The art carries it a good distance further than the math does. Leave the Risk Game alone.
Frequently Asked Questions
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Reviewed by Arina, PR & Content Manager
PR & Content Manager at SlotsReach
Published 31 Jul 2026 · Updated 31 Jul 2026