Betting Rules
1. Rules for accepting
bets
1.1. Bets are accepted by the
Organizer on the basis of the valid Line shown on the website of Organizer on
the date of betting.
1.2. Bets are accepted on the main
time of the match, unless otherwise stipulated in the rules.
1.3. Bets are accepted before the
start of the event. The exception is Live bets accepted on events that are
currently taking place. The player, placing the corresponding bet, confirms
that he/she does not know the outcome of the event on which the bet is placed.
1.4. All disputable issues
(incorrect bet calculation, uncalculated bet, etc.) are accepted within 30 days
from the end of the event.
1.5. Changes in the Line (odds of
winnings, values of forfeits and totals, limits for combo bets, maximum bet
amount, etc.) can be made by the Organizer at any time. The terms and
conditions of the bets placed by the Player before the changes were made to the
Line will be retained.
1.6. The minimum and maximum bets
on all sporting events are determined by the Organizer and are subject to
change without prior written notice.
1.7. Any bet (including Live bets)
placed on an event, the result of which is already known at the time of
betting, is considered void and subject to refund and will also be excluded
from the combo bet.
1.8. All bets in the home betting
line, made after the start of the match, are calculated with odds of 1.
1.9. The Organizer makes every
effort to provide accurate information. However, the Organizer is not
responsible for the correctness, completeness and timeliness of the information
provided. Errors in the provided information on the event are not a reason to
cancel the bet. The exception is when the event errors are accompanied by
incorrect odds (obvious misprints in the odds, mismatch between the odds and
the actual score of the event), on which bets were made.
1.10. The player is the only
person responsible for his/her bets. It is the player's responsibility to
ensure that the details of his/her bet are correct. Once a bet has been placed
and its acceptance confirmed, it cannot be changed or canceled by the Player.
All bets are clearly displayed on the screen along with a request for the
Customer's password to confirm their acceptance of the terms and conditions of
the bets before they are accepted. Once a bet has been accepted, no amendments
can be made.
1.11. Communication failures or
other technical failures in the Player's communications are not a reason to
cancel a bet if the bet has been registered on the server.
1.12. Disqualification of a
player/team
If a player (or team) is disqualified due to unsportsmanlike play (cheating/fraud/collusion/using
cheats/no-show) - all bets in this match are to be settled at odds of 1.
Disqualification for violation of the rules of the competition and/or
inappropriate behavior/moral appearance of players is not a reason to return
bets on the game.
1.12.1. Unfair sportsmanship
If there are reasons to believe that the game was unsportsmanlike
(cheating/fraud/collusion/using cheats) - all bets on such a match are subject
to calculation with odds of 1.
1.12.1-а. Changing the calculation of the match
The Organizer reserves the right to change the calculation of the match on the
basis of an official source within 10 days after the end of the event. After
this period no claims for recalculation of the event will be accepted.
1.12.2. Game postponement
If a game is postponed for more than 48 hours, all bets on the match/maps shall
be settled with odds of 1. The exception is tennis, the events of which can be
played throughout the tournament and bets shall be settled according to the
official result.
1.12.3. Play-offs
If a match has been interrupted and will be continued from the current
score/specific moment of play in the next 48 hours, all bets will remain valid
and will be settled according to the final result of the match.
1.12.4. Replay.
If a match/map has been interrupted and will be replayed in the next 48 hours,
bets for which the result was determined at the time the map was interrupted
will be settled on the basis of the current score. The remaining bets on the
map will be settled at odds of 1. The bets on the match remain valid and will
be settled on the final result of the match.
1.12.5. Technical defeat
In case a player (team) receives a technical defeat in the match before its
start, all bets are calculated with odds of 1. If a player (team) is eliminated
in the course of the competition (injury, refusal, technical defeat, etc., but
excluding disqualification) after the start of the match/map (the start of the
map means the start of the game timer), the calculation of the event is as
follows:
● Betting on marquee Victory in a map (if it has been started but not finished)
and Victory in a match will be calculated according to the official result.
● Marquee bets on maps for which the result is known at the time of the event
interruption will be settled according to the available result.
● Bets on the marquee maps of the match (handicap on the maps, exact score on
the cards, total and even/odd odds on the maps) are calculated based on the
calculation of the Winner of the map.
● Bets on marquees for which the result has not been determined at the moment
of interruption of the event will be calculated from odds 1.
● If a map has not started, all outcomes of that map (including the Winner of
the map) will be settled at odds of 1.
● If the winner of the map is not determined (due to a technical defeat before
the start of the map), the marquee "Match Winner" is calculated
according to the official result.
● Other marquees for the match are calculated only if their outcome was
predetermined by the outcomes of maps played before the technical defeat (the
map on which there was a technical defeat and maps played after it are not
taken into account). If the outcome of the marquee was not determined, bets on
such marquee are settled with odds "1".
1.12.6. Changing the format of the
match.
A change in the format of the match should be understood as a change in the
planned number of maps in the match and/or the decision of the match organizers
to give a player (team) an advantage of one map. In such a case, bets made on
map marquees will be settled, and bets on match marquees (including match win,
match point, handicaps on maps, totals and even/odd cards) will be settled with
odds of 1.
1.13. Organizer has the right to
refuse to accept bets from Players without giving reasons, as well as to refuse
to accept bets from those who have violated the Rules, and Organizer reserves
the right to close or temporarily block the accounts of individual Customers
without prior notice.
1.14. Map duration (GAME TIME
OVER/UNDER)
A bet on how long a specified map will be when it ends - over or under minutes
on the in-game timer. For example, to win at a bet over 36.5, the map must last
at least 36:30 minutes and more. If the in-game timer stops at 36:29, the bet
will be settled as a loss.
1.15. Winner - bet on the winner of the match, is calculated according to the score by the number of won maps in the match or rounds, if the match was within one card. The bet is calculated taking into account the additional rounds.
1.16. In case of events preventing
the normal operation of the betting shop (technical failures, human factor,
etc.), bets will be considered invalid and will be returned to users in full
amount.
2. Types of bets
2.1. Single
A single is a bet on a single selection in a single event. It is the simplest
type of bet where your selection must win in order to receive a win (return).
Once you have selected a certain result you would like to bet on, simply
indicate the desired bet size and confirm it. If this result is correct, you
have won. The winnings are calculated by multiplying the odds by the amount of
your bet.
2.2. Combo
By betting on the outcome of two or more events, your bet automatically becomes
an "combo" in the game coupon. The total odds in the
"combo" are calculated by multiplying the odds of all outcomes.
Please note that all events included in the "combo" must be guessed
to win, a loss on one of the events of the "combo" means a loss on
the whole "combo".
● Combo bet (2) is one bet on two selections in different events. Both selections
must win in order to receive a win (return);
● Combo bet (3) is one bet on three selections in different events. Three
selections must win in order to receive a win (return);
● Combo bet (X) is one bet on X selections in different events. X selections must
win in order to receive a win (return).
2.3. The System
When betting on the outcomes of three or more events, you have the opportunity
to make a bet of the "system" type in the coupon. Within this type of
bet you are offered to create a number of combos, which will become the
components of the "system". The "possible winnings" of such
a bet are calculated by adding up the winnings of all the combos that make
up the "system". By selecting a combination of, for example, two out
of three (2\3) or three out of six (3\6), you select the number of events that
must be guessed to receive at least part of the winnings. To get the full
"possible winnings", you must guess all the events included in the
"system". Losing on one of the events in the "system" will
result in a smaller win. In some cases, the winnings may be less than the bet
amount. As the funds in the "system" are distributed in equal parts
between the combos that make up the system when betting, the amount of
winnings will depend on which combos are played and at what odds. The size
of the total bet is calculated by adding together all bets on groups. A group
is one combo in the "system".
● The System (2\3 - two events out of three) is 3 combos, each making up two
events. Two selections must win in order to receive a win, all events (3) must
be played in order to receive the full amount of the "possible
winnings";
● The System (2\4 - two events out of four) is 6 combos, each of which is
two events. Two selections must win in order to receive a win, all events (4)
must be played in order to receive the full amount of the "possible
win";
● The System (3\6 - three events out of six) is 20 combos, each of which is
three events. The three selections must win in order to receive the full amount
of the "Possible Win", all events (6) must be played;
● The System (X\Y - X events from Y) is Z combos, each of which makes up X
events. X selections must win in order to get the winnings, all events (Y) must
be played to get the full amount of "Possible Winning";
Before placing a bet, You can
check the structure of the combination and the possible winnings of each of the combos in the "Select Combination" section by clicking on the
check mark to the right of the number that indicates the number of combos
that are part of the "system".
2.4 Live bets
"Live bets" are bets that are accepted on the course of an event and
only on outcomes, the result of which has not yet been determined. Live bets
are offered in a special section "Live bets".
2.4.1 Odds in Live Betting
The odds on events change in real time. The odds may go up or down between the
time a bet is selected and accepted, which may affect the value of your
winnings.
The odds on these bets are constantly changing to reflect the developments in
the match.
2.4.2 Results on Live bets
The Organizer calculates live bets on the basis of its own statistical data on
the actual course of the game. Unless otherwise stated, all bets on athletes
not participating in the competition are void in live betting. For outcomes,
the result of which is known in the course of the match, the calculation of
bets, if possible, takes place immediately after the event.
All bets, the outcome of which was determined in the "Live" mode (in
particular, bets on who will win a certain part of the match or whether the
total "for more" took place), are considered valid and are settled
even if the tournament or the event was interrupted.
Claims on bets placed on a Live Event will be accepted within 24 hours from the
start of the event.
If a match is interrupted or not completed within 48 hours, the bets calculated
to that moment are not subject to recalculation. For outcomes where the result
is not clearly defined, which did not take place and/or completely not
completed - the coefficient of winnings on bets is taken equal to "1"
(return of bets).
2.5 Interval marquees
2.5.1 Interval marquees - bets are
accepted on events that will occur in a certain period of time. When
calculating bets the time 14:59 is considered as the 15th minute, the time
15:00 is considered as the 16th minute. Intervals 31-45 and 76-90 are
calculated without taking into account the compensated time in the half.
Example: A bet was made on the total of goals over 0.5 in the interval 1-15.If
the goal is scored at 14:59, the bet will be calculated as a win. If the goal
is scored at 15:00, then the bet will be calculated as a loss, as this goal
will be taken into account in the interval 16-30.
3. Minimum and maximum bet
3.1. Minimum bet
The minimum bet size for all events and sports is 25 UAH.
3.2. Maximum bet
The maximum bet amount per event is indicated in the current line and
determined by the Organizer specifically for each event and for each type of
bet and is subject to change without prior notice of any nature.
The Organizer reserves the right to limit the maximum and minimum bet amount
for individual events, to accept repeated bets on the same outcome or on
virtually the same combination of outcomes from one bet participant and/or
group of bet participants, as well as to introduce and remove restrictions of
any nature for any bet participant and/or group of bet participants without
further notice and without any explanation of the reasons for such
restrictions.
4. Cashout
4.1. Cashout is an option by means
of which the site user can request early settlement of his/her bet (before the
full completion of the sporting event).
4.2. Cashout is offered only for
the type of bets - Single and Combo . For individual matches or outcomes the opportunity
may not be offered by the company.
4.3. Cashout can be used at any
time after placing a bet and as long as the sell option is available for that
bet. In some cases, the option to sell a bet may not be available for various
technical reasons (lack of possibility to broadcast the match, technical errors
in the display of the score, etc.), however, the option may be resumed in the
future.
4.4. To sell a bet you must be a
registered user, the option is available in the sections of the site
"Coupon - My Bets" and "Profile - Bet History". When
opening the details of the bet, you must click on the "Cashout"
button at the bottom of your bet.
4.5. The available amount is
displayed in the bet coupon in the line "Cashout". The amount may
vary and is calculated separately for each specific bet.
4.6. There may be delays in
accepting a cashout request. A cashout request may be unsuccessful if the
outcome has been canceled or has become irrelevant.
4.7. The cashout amount offered at
any time is the amount that will be refunded to your account if the request is
successful.
4.8. Our site reserves the right
to cancel the cashout in the following cases:
● The cashout amount was displayed incorrectly;
● The bet was sold after the outcome of the event on which the bet was placed
was known.
● If the bet or the outcome was settled incorrectly;
● If the cashout has taken part in bonuses or promotions;
In the event that the betting
action is canceled, the settlement will be made according to the outcome of the
sporting event on which the bet was placed.
4.9. Our website reserves the
right to change the terms and conditions or not to offer the cashout option
without giving reasons and prior notice;
5. Bonuses and promotions
Organizer regularly runs
promotions for newcomers and regular players. You can get more detailed
information by contacting our support team.
6. Placing bets from bonus balance
6.1. When placing bets from the
bonus balance, the rules and conditions for wagering the active bonus apply.
These conditions can be found directly in the section "Promotions"
Organizer.
6.2. If the bet was placed from an
unplayed bonus balance, which was burned in the payment before the bet was
settled - this bet will be considered canceled and no further settlements will
be made on it.
6.3. Each player has two balances
- real and bonus. First of all, his/her real balance is used for betting. Only
when the amount on the player's real account is equal to zero, he/she starts
playing with bonus money. All winnings received when playing with bonus money
are credited to the player's bonus balance.
6.4. If a bet is made from the
bonus balance, which was subsequently wagered (funds converted into real ones),
then further calculations on such a bet will not be made.
6.5. If the player for one reason
or another does not want to use the bonus funds, he/she can place bets
exclusively on real funds, without using the bonus funds. The actual amount of
available real funds is always available to the player by clicking on the
balance at the top of the screen.
Individual
Sports Rules
7.Classic Sports
7.1 Alpine Skiing
7.1.1 Events will be settled based on the result provided by the official
governing body.
7.1.2 Outright Selections are deemed as runners regardless of whether the
selection does not take
part in the event. If a competitor does not take part, they will be settled as
a loser.
7.1.3 If a competitor is disqualified during the event, then they will be
settled as a loser.
7.1.4 In the case of an event being abandoned and no official winner is
declared; the event will be declared void.
7.1.5 Dead Heat rules apply.
7.1.6 Markets:
Event - Winner: Competitor declared the winner at the end of a single day
event or multiday tournament dependent on the specified event.
7.2. American Football
7.2.1 All markets are settled on the official result at the end of the
scheduled regular time play unless otherwise stated. Overtime will not count
unless specified in the market. Should a result for a market not be available,
it will be made void after 48 hours.
7.2.2 Settlement result will be the published result from the official
governing body wherever possible.
7.2.3 In an event that is postponed or abandoned, all bets are void if the
event is not resumed within the current scheduled week of fixtures that it was
scheduled to be played, unless an official winner is declared.
7.2.4 All bets will be void should the event take place at a venue other than
originally advertised, or in the event the home and away team are reversed.
7.2.5 For bets to be paid out, a minimum of 55 minutes of a 60-minute match
must be completed for markets to be settled. Only markets with a known result
will be settled if less than this time is played in a match.
Player specific markets will be settled on the official statistics. If a player
does not play in a game, the bet will be void. Overtime counts for all player
prop markets in a game.
7.2.6 For Other Outright Markets, all bets will be settled on the team or
player that wins the overall event or award, unless otherwise specified in the
market (for example; Regular Season Winner).
7.2.7 Dead Heat rules apply.
7.2.8 Markets
Winner / Moneyline (Match/Half/Quarter): The team which officially wins
the match or specified period. In the event of a tie after overtime all bets
will be voided unless the draw is a given option.
Total (Match/Half/Quarter): The total number of points scored in the
match or specified period. Bets settlement is determined on whether the result
will be over or under the total line taken.
Handicap / Spread (Match/Half/Quarter): Determined by which team will win the
match once the specified handicap is applied to the overall match or specified
period score.
Winner / Moneyline 3-Way (Match/Half/Quarter): The official winner in
the match or specified period. Bets are settled on either the Home, Tie or Away
team who score the most points.
Total 3-Way (Match/Half/Quarter): The total number of points scored in
the match or specified period. Bets are settled on either the Home, Tie or Away
team who score the most points.
Home/Away Total (Match/Half/Quarter): The number of points scored in the
match or specified period by a specific team. Bets settlement is determined on
whether the result will be over or under the line taken.
Double Chance (Match/Half/Quarter): Settled as the official result of
the match or specified period being included in the selection, where two of the
three possible selections will be winners and one selection will be a loser.
Winning Margin (Match/Half/Quarter): The specified margin (number of
points) by which a team wins the match or specified period.
Halftime/Fulltime: Settled on the official winner of the first half of
the game and the full-time result.
Will There Be Overtime: Settled on whether the game ends in a tied
score. If a tied score is the official result and no overtime is played, the
market will still be settled as a winner.
Race to X Points (Match/Half/Quarter): Settled on either the home team
or away team being the first to score the specified number of points in the
given period. Bets will be void if neither team scores enough points.
Total Touchdowns (Match/Half/Quarter): Determined by the total touchdowns
scored in the match or specified period being above or below the taken line.
Odd/Even (Match/Half/Quarter): Determined by the total points scored in
the match or specified period being either odd or even.
Highest Scoring Half / Quarter: Determined by the highest scoring half
or quarter dependent on the selected market. Bets settled on official result.
In the event of a tie, dead heat results will apply.
NFL - Championship – Winner: Settled as the team who wins the NFL
Superbowl.
NFL – American Football Conference (AFC) – Winner: Settled as the
representative team from the AFC in the NFL Superbowl.
NFL – National Football Conference
(NFC) – Winner:
Settled as the representative team from the NFC in the NFL Superbowl.
NFL – Winning Conference: Settled as the conference which
provides the team who win the NFL Superbowl
NFL – Winning Division: Settled as the division which
provides the team who win the NFL Superbowl.
NFL – Division – Winner: Settled as the team who wins the
named division at the end of the regular season.
Team – Regular Season Wins: Determined by the total number
of wins the given team has at the end of the regular season, being under or
over the given total of wins.
Will They Make the Playoffs – Team: Determined by whether the quoted
team advance into the playoffs at the end of the regular season.
Event – Winner: Predict which team will win the named event.
7.3 Athletics
7.3.1 Events will be settled based on the result provided by the official
governing body.
7.3.2 Outright Selections are deemed as runners regardless of whether the
selection does not take part in the event.
7.3.3 If a competitor does not take part, they will be settled as a loser.
7.3.4 If a competitor is disqualified during the event, then they will be
settled as a loser.
7.3.5 In the case of an event being abandoned and no official winner is
declared; the event will be declared void.
7.3.6. Dead Heat rules apply.
7.3.7. Markets
Event - Winner: The official classified winner of an event (Dead heat
rules apply).
7.4 Australian Rules Football (Aussie Rules)
7.4.1 All markets are settled on the official result at the end of the
scheduled 80 minutes play unless otherwise stated. This includes any added
injury or stoppage time but does not include extra-time.
7.4.2 In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless
an official winner is declared.
7.4.3 First Half markets refer to Quarters 1 & 2, Second Half refer to
Quarters 3 & 4. Market outcome for half/quarter specific markets is
determined based on the score in the respective period. This excludes points
scored in other periods both in regular time and extra-time unless stated.
7.4.4 ‘AFL Finals series’ is defined as the matches played after the conclusion
of the regular season up to and including the Grand Final.
7.4.5. Dead-heat rules apply.
7.4.6. Markets
Winner (Match/Half/Quarter): The team which officially wins the match or
specified period. In the event of a tie after regular time all bets will be
voided unless the draw is a given option.
1x2 (Match/Half/Quarter): The team that officially win the specified
period
Total (Match/Half/Quarter): The total number of points scored in the
match or specified period.
Bets settlement is determined on whether the result will be over or under the
total line taken.
Home/Away Total (Match/Half/Quarter): The number of points scored in the
match or specified period by a specific team. Bets settlement is determined on
whether the result will be over or under the line taken.
Point Range (Match/Half/Quarter): A grouped range of points that the
winner of the match or specified period wins by.
Handicap Betting (Match/Half/Quarter): Determined by which team will win
the match once the specified handicap is applied to the overall match or
specified period score.
Winning Margin (Match/Half/Quarter): The specified margin (number of
points) by which a team wins the match or specified period.
Odd/Even (Match/Half/Quarter): Determined by the total points scored in
the match or specified period being either odd or even.
Grand Final – Winner: The official classified winner of the AFL Grand
Final.
Grand Final – State of Winner: Settled as the state of origin of the
winning team of the AFL Grand Final.
Finals Series – Most Goals: Settled on the player who scores the most
goals during the AFL Finals series (Dead heat rules apply).
Finals Series – Most Disposals: Settled on the player who makes the most
disposals during the AFL Finals series (Dead heat rules apply).
Player awards outrights: Typically awards given to a specific player
awarded at the end of the season and settled on the official outcome in
accordance to the governing body.
7.5. Badminton
7.5.1 Events will be settled based on the result provided by the official
governing body. In the event game coverage is lost and no result is published,
all undecided markets are considered void.
7.5.2 In a fixture that is
postponed or abandoned, all bets are void if the event is not resumed within 48
hours of the scheduled end of the match, unless an official winner is declared.
7.5.3 If markets remain open with an incorrect score leading to a significant
impact on prices, we reserve the right to void bets.
7.5.4 In the event a player/team retires, all undecided markets are considered
void.
7.5.5 Official points deductions will be taken into account for all
undetermined markets. Markets which have already been determined will not take
deductions into account.
7.5.6 Markets
Winner (Match/Game): The team which officially wins the match or specified
period. In the event of a tie after regular time all bets will be voided unless
the draw is a given option
Total Points (Match/Game): The total number of points scored in the
match or specified period. Bets settlement is determined on whether the result
will be over or under the total line taken.
Point Handicap (Match/Game): Determined by which team will win the match
once the specified handicap is applied to the overall match or specified period
score.
Correct Score (Match/Game): Settled on the correct prediction of the
final score in the specified period.
Odd/Even (Match/Game): Determined by the total points scored in the
match or specified period being either odd or even.
7.6. Baseball
7.6.1
For MLB matches, unless a starting pitcher is listed in the market; all bets
will stand in the event of a change to either starting pitcher.
7.6.2 Should an event be interrupted, all remaining unsettled markets excluding
the moneyline / match winner are considered void if the game does not resume
within 12 hours and after 5 full innings of play from the start of the game.
7.6.3 If a match is postponed or cancelled, then bets will still stand
providing the original fixture starts within 24 hours of the original start time
and a minimum of 7 innings has been played. If the event does not start
re-start within 24 hours, all bets will be void.
7.6.4 All bets will be void should the event take place
at a venue other than originally advertised.
For Other Outright Markets, all bets will be settled on the team or player that
wins the overall event or award, unless otherwise specified in the market (for
example; Regular Season Winner).
7.6.5. Markets
Winner / Moneyline (Match/Innings): Determined by which team officially
wins the match or specified period. In the event of a tie after regular time
all bets will be voided unless the draw is a given option.
Total (Match/Innings): The total number of points scored in the match or
specified period. Bets settlement is determined on whether the result will be
over or under the total line taken.
Handicap / Spread (Match/Innings): Determined by which team will
win the match once the specified handicap is applied to the overall match or
specified period score.
Winner / Moneyline 3-Way
(Match/Innings): The
official winner in the match or specified period. Bets are settled on either
the Home, Tie or Away team who score the most points.
Total 3-Way (Match/Innings): The total number of points
scored in the match or specified period. Bets are settled on either the Home,
Tie or Away team who score the most points.
Home/Away Total (Match/Innings): The number of points scored in the
match or specified period by a specific team. Bets settlement is determined on
whether the result will be over or under the line taken.
Odd/Even (Match/Innings): Determined by the total points
scored in the match or specified period being either odd or even.
Winning Margin (Match/Innings): The specified margin (number of
points) by which a team wins the match or specified period.
Total Hits: The total number of hits scored
in the specified period. Bets are settled on the total number of hits in the
specified period being under or over the quoted line.
Home/Away Total Hits: The total number of hits scored
in the specified period. Bets are settled on either the Home, Tie or Away team
who score the most hits in the given period.
Extra Inning: Determined on whether the game
goes into extra innings period. Settled on the official result.
MLB - World Series – Winner: Settled as the team who wins the
World Series Finals.
MLB – National League – Winner: Settled as the representative team from
the National League in the World Series
MLB – American League – Winner: Settled as the representative
team from the American League in the World Series
MLB – Winning League: Settled as the league which
provides the team who win the World Series Finals
MLB – Winning Division: Settled as the division which
provides the team who win the World Series Finals
MLB – Division – Winner: Settled as the team who wins the
named division at the end of the regular season.
Player awards outrights: Typically awards given to a
specific player awarded at the end of the season and settled on the official
outcome in accordance to the governing body.
7.7 Basketball
7.7.1 All markets are settled on the official result at the end of the
scheduled regular time play unless otherwise stated. Overtime will not count
unless specified in the market. Should a result for a market not be available,
it will be made void after 48 hours.
7.7.2 Settlement result will be the published result from the official
governing body wherever possible.
7.7.3 In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless
an official winner is declared.
7.7.4 All bets will be valid should the event take place at a venue other than
originally advertised, unless the home and away team are reversed.
7.7.5 In the event of a two-legged match and the aggregated scores are tied at
the end of the 2nd leg match but not tied in the actual match; bets will be
settled on the end of regular play result of the 2nd leg, excluding overtime.
7.7.6 For bets to be paid out, a minimum of 35 minutes of a 40-minute match, or
40 minutes of a 48-minute match must be completed for markets to be settled.
Only markets with a known result will be settled if less than this time is
played in a match.
7.7.7 Player specific markets will be settled on the official statistics. If a
player does not play in a game, the bet will be void.
7.7.8 Overtime counts for all player prop markets in a game. For Other Outright
Markets, all bets will be settled on the team or player that wins the overall
event or award, unless otherwise specified in the market (for example; Regular
Season Winner).
7.7.9.Markets
Winner / Moneyline (Match/Half/Quarter): The team which officially wins
the match or specified period. In the event of a tie after regular time all
bets will be voided unless the draw is a given option.
Total (Match/Half/Quarter): The total number of points scored in the
match or specified period. Bets settlement is determined on whether the result
will be over or under the total line taken.
Handicap / Spread (Match/Half/Quarter): Determined by which team will
win the match once the specified handicap is applied to the overall match or
specified period score.
Winner / Moneyline 3-Way (Match/Half/Quarter): The official winner in
the match or specified period. Bets are settled on either the Home, Tie or Away
team who score the most points.
Total 3-Way (Match/Half/Quarter): The total number of points scored in
the match or specified period. Bets are settled on either the Home, Tie or Away
team who score the most points.
Home/Away Total (Match/Half/Quarter): The number of points scored in the
match or specified period by a specific team. Bets settlement is determined on
whether the result will be over or under the line taken.
Winning Margin (Match/Half/Quarter): The specified margin (number of
points) by which a team wins the match or specified period.
Halftime/Fulltime: Settled on the official winner of the first half of
the game and the full time result.
Will There Be Overtime: Settled on whether the game ends in a tied
score. If a tied score is the official result and no overtime is played, the
market will still be settled as a winner.
Race to X Points
(Match/Half/Quarter):
Settled on either the home team or away team being the first to score the
specified number of points in the given period. Bets will be void if neither
team scores enough points.
Odd/Even (Match/Half/Quarter): Determined by the total points
scored in the match or specified period being either odd or even.
Highest Scoring Half / Quarter: Determined by the highest
scoring half or quarter dependent on the selected market. Bets settled on
official result. In the event of a tie, dead heat results will apply.
2/3-Pointers Scored
(Team/Total/Handicap):
Markets settled according to the total amount of 2 or 3 pointers officially
scored in the specified period. Team markets are settled on the team scoring
more than or less than the quoted line. Totals are settled on the combined
number of 2 or 3 points scored in the given period; whilst handicap markets are
settled once the given handicap has been applied to the official result.
Overtime counts for all markets.
NBA - Championship – Winner: Settled as the team who wins the
NBA Playoff Finals. NBA - Eastern Conference – Winner: Settled as the
representative team from the Eastern Conference in the NBA Playoff Finals.
NBA – Western Conference – Winner: Settled as the representative
team from the Western Conference in the NBA Playoff Finals.
NBA – Winning Conference: Settled as the conference which
provides the team who win the NBA playoff finals.
NBA – Winning Division: Settled as the division which
provides the team who win the NBA playoff finals.
NBA – Division – Winner: Settled as the team who wins the
named division at the end of the regular season.
Team – Regular Season Wins: Determined by the total number
of wins the given team has at the end of the regular season, being under or
over the given total of wins.
Will They Make the Playoffs – Team: Determined by whether the quoted
team advance into the playoffs at the end of the regular season.
7.8 Basketball 3x3
7.8.1 All markets are settled on
the result at the end of regular time. All markets include overtime if it is
played, excluding the 1x2 market.
7.8.2
In the event overtime is not played and scores are level, any bets where the
draw is not offered will be made void.
7.8.3. Markets
Winner: The team which officially wins the match. In the event of a tie
after overtime, all bets will be voided unless the draw is a given option.
1x2: The team that officially win the match. Settled on the result of
regular time only, with either the home, draw or away market being declared the
winner.
Total: The total number of points
scored in the match. Bets settlement is determined on whether the result will
be over or under the total line taken.
Handicap Betting: Determined by which team will
win the match once the specified handicap is applied to the overall match
result.
Home/Away Total: The number of points scored in
the match by a specific team. Bets settlement is determined on whether the
result will be over or under the line taken.
Odd/Even: Determined by the total points
scored in the match being either odd or even.
7.9. Beach Soccer
7.9.1. All markets are settled on
the result at the end of regular time only unless otherwise stated.
7.9.2. Extra Time and/or Penalty shoot-outs are not considered unless otherwise
stated.
7.9.3. A minimum of 30 minutes must be played for a game to be valid. All
unsettled markets will be made void.
7.9.4. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless an official winner is
declared.
7.9.5 Markets
Winner: The team which officially wins the match. In the event of a tie
after overtime, all bets will be voided unless the draw is a given option.
1x2: The team that officially win the match. Settled on the result of
regular time only, with either the home, draw or away market being declared the
winner.
Total: The total number of points scored in the match. Bets settlement
is determined on whether the result will be over or under the total line taken.
Handicap Betting: Determined by which team will win the match once the
specified handicap is applied to the overall match result.
Home/Away Total: The number of points scored in the match by a specific
team. Bets settlement is determined on whether the result will be over or under
the line taken
Draw no Bet: Determined by the winner of the game in regular time. If
the game ends in a tie, bets are void.
7.10. Beach Volleyball
7.10.1. All markets are settled on the official result at the end of the
scheduled regular time play unless otherwise stated.
7.10.2 A Golden Set is not considered in any of the quoted markets unless
stated.
7.10.3 All games are scheduled to play regular format game rules. Should a
different format be
played such as number of sets, we reserve the right to void all affected bets.
7.10.4. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless
an official winner is declared.
7.10.5 If a team refuses to play or is disqualified for any reason or a match
does not complete 1 full set of play, all bets will be void if not already
determined regardless of reason.
7.10.6 Official point deductions will be taken into account for all
undetermined markets. Markets which have already been determined will not take
deductions into account.
7.10.7. Markets
Winner (Match/Set): The team which officially wins the match or
specified period. In the event of a tie after regular time a golden set will be
used as a decider, unless a draw option is given
Total Points (Match/Set): The total number of points
scored in the match or specified period. Bets settlement is determined on
whether the result will be over or under the total line taken.
Set Handicap: Determined by which team will win the match once the
specified handicap is applied to the final set score.
Total Sets: Determined by the number of sets played in the game.
Correct Score (Match/Set): Settled on the correct prediction of the
final score in the specified period.
Race to X Points (Match/Set): Settled on either the home team or away
team being the first to score the specified number of points in the given
period. Bets will be void if neither team scores enough points.
Odd/Even (Match/Set): Determined by the total points scored in the match
or specified period being either odd or even.
7.11. Biathlon
7.11.1. Events will be settled based on the result provided by the official
governing body.
7.11.2. If a competitor is
disqualified during the event, then they will be settled as a loser.
7.11.3. In the case of an event being abandoned and no official winner is
declared; the event will be declared void.
7.11.4. Outright Selections are deemed as runners regardless of whether the
selection does not take part in the event. If a competitor does not take part,
they will be settled as a loser.
Dead Heat rules apply.
7.11.5. Markets
Event - Winner: Competitor declared the winner
at the end of a single day event or multiday tournament dependent on the
specified event.
Tournament - Season H2H: Settled by the highest place
competitor within the stated tournament between the two listed competitors
within the market.
7.12. Boxing
7.12.1. The start of the fight is
determined by the bell signal at the beginning of the first round. In cases
where a fighter cannot continue the match after the bell signal at the start of
the next round, the fight is considered ended in the previous round.
7.12.2 In a fight that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the bout excluding
the Olympic games, where bets will stand if fought before the end of the
Olympic games closing ceremony.
7.12.3. If for any reason the selected number of rounds on which we're betting
is changed, all bets on the event will be made void other than the declared
fight winner.
7.12.4. Should there be a withdrawal or a substitution of one of the fighters
concerned, bets will be void.
7.12.5. In the event of a no contest. All unsettled bets will be made void.
7.12.6. Events are settled on the scorecards and results announced immediately
after the end of the fight. Further appeals or amendments are not taken into
account for settlement purposes.
7.12.7. In the event a clear result, decision or method of victory cannot be
established within 48 hours, all bets
will be made void.
7.12.8. Outright Selections are deemed as runners regardless of whether the
fighter fails to fight
once they have begun the tournament. If a fighter defaults on a match, they
will be settled as a loser.
7.12.9. A knockdown is recorded anytime the referee begins a countdown
regardless of whether the fighter continues or not.
7.12.10. A draw or technical draw (Otherwise known as a no-contest) is defined
as either a tied score on the scorecards or where the referee will stop the
fight before the start of the 5th round
for any reason other than a knockout, technical knockout or disqualification.
7.12.11. A knockout is awarded when an opposing boxer is knocked down and does
not resume the fight within the 10-count given by the referee.
7.12.12. A technical knockout is
either awarded if a fighter is knocked down 3 times within 1 round; the referee
steps in to stop the fight, or the fighter or his corner decide not to continue
during the fight and the fight does not go to the judge’s scorecards or becomes
a no-contest.
7.12.13. A decision is when a fighter is awarded victory by method of the
judges scorecards at the end of the scheduled rounds. A technical decision is
when a fighter is awarded victory by the method of the judges scorecards before
the end of the scheduled rounds.
7.12.14. A fight will be considered not to have gone the distance if all
scheduled completed rounds are not completed. This includes a no-contest,
technical decision, knock out or technical knockout.
7.12.15. In the event of collusion by either bettors or the fighter, we reserve
the right to withhold settlement and void bets.
7.12.16. A knockdown is counted when a boxer is deemed to have been forced to
the canvas through a punch. This must be followed by a standing count or a
knockout being awarded to be classed as a knockdown.
7.12.17. Markets
Winner: Determined by which fighter officially wins the match. In the
event of a draw, bets will be made void
1x2: The fighter that officially win the match. Settled either as the
named Red corner boxer, draw or named Blue corner boxer.
Total Rounds: The total number of rounds fought in the match. Bets
settlement is determined on whether the result will be over or under the total
line taken.
Winner & Exact Rounds: The winner of the fight, along with the exact
round in which the fight will end.
Winning Method: Settled as the official method the fight was won or draw
stated on the scorecards. Will the Fight Go The Distance: Determined by whether
the fight ends before the completion of all scheduled rounds.
To Be Knocked Down: Settled on whether the named boxer is knocked down
to the canvas during the fight.
To Be Knocked Down and Win: Settled on the named boxer to be knocked
down and win the fight.
Will both fighters be knocked down: Settled on whether both boxers in
the fight are knocked down.
Total knockdowns: Settled on the total number of official knockdowns
being under or over the given line.
Knockdown in Round «X»: Settled on a knockdown in the specified round.
7.13. Chess
7.13.1. All markets will be settled in accordance to the official results of
the governing body.
7.13.2. The results of the game are determined by the sum of the number of
games played within a match. In the event of a draw, bets will be made void.
7.13.3. In the event of a postponed match; all bets will remain valid until the
end of the tournament is concluded or an official winner is declared in the
match.
7.13.4. If a player fails to start the game, all bets will be made void.
7.13.5 In the event of collusion by either bettors or the players, we reserve
the right to withhold settlement and void bets.
7.13.6. Markets
Winner: Settled as the player whom
officially wins the match. In the event of a draw all bets will be void unless
a draw option is offered.
7.14. Cricket
7.14.1.All markets will be
settled in accordance to the official results of the governing body.
7.14.2 Super Overs, or any other form of tie-break method to determine a winner
after the end of the standard period of play, will not count for settlement
purposes for any other market
than the winner, where a draw is not offered.
7.14.3. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed
within 24 hours of the scheduled end of the match, unless an official winner is
declared or
the scheduled time of play exceeds a 48 hour period, for example a test match.
7.14.4. The use of Duckworth-Lewis to calculate the target score for a match
remains valid in
verifying the official result.
7.14.5. A match is deemed to have started once the first ball has been bowled.
7.14.6. Markets
Winner: Settled as the team who officially wins the match. In the event
of a draw all bets will be void unless a draw option is offered.
Event – Winner: The official classified winner of an event (Dead heat
rules apply).
Series – Winner: The official classified winner of an event (Dead heat
rules apply).
7.15. Curling
7.15.1. All match markets will be settled on regulation time including extra
ends (specific to the competition) unless stated otherwise.
7.15.2. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless
an official winner is declared or is in an Olympic competition wherein will be
void upon the closing ceremony.
7.15.3.A minimum of 5 ends must be completed for bets to be considered valid.
7.15.4.Markets
Winner: The team which officially wins the match. In the event of a tie
after regular time, bets will be settled as the winner including extra ends
where played (when stated in the market name). Bets void if a tie is the final result.
Total: The total number of points scored in the match. Bets settlement
is determined on whether the result will be over or under the total line taken.
Handicap Betting: Determined by which team will win the match once the
specified handicap is applied to the result of the match or named period.
7.16. Cycling
7.16.1. All markets will be settled in accordance to the official results of
the governing body. Any events shortened by the event organizer or due to
weather will be settled according to the results published.
7.16.2 If a race or stage is officially cancelled, all bets will be made void.
7.16.3. Should a result be appealed or altered after the initial race result is
officially declared, it will be disregarded for bet settlement purposes.
7.16.4. Outright competitors or stage competitors are deemed as runners
regardless of whether the selection does not take part in the event. If a
competitor takes part in the event, they will be settled as a loser. If a
competitor withdraws before an event, all bets on that selection will be made
void.Dead Heat rules apply.
7.16.5. Markets
Winner: The rider who is officially declared the stage or event winner.
Head2Head: Settled by the highest placed
rider within the stated tournament or stage between the two listed competitors
within the market. Should one rider be disqualified, bets on that selection
will be settled as a loser. Should both riders withdraw or be disqualified at
the same time, all bets will be void.
Stage Winner: The official classified winner of a stage (Dead heat rules
apply). Any disqualified riders shall be settled as a loser.
Event – Winner: The official classified winner of an event (Dead heat rules
apply).
7.17. Darts
7.17.1. All markets will be settled in accordance to the official results of
the governing body.
7.17.2. Should a match not be finished, or a replacement player be involved in
the scheduled fixture, all unsettled bets will be void.
7.17.3. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed
within 48 hours of the scheduled end of the match, unless an official winner is
declared.
7.17.4. For the purposes of markets involving colour; a Bullseye will count as
red for settlement
Purposes.
7.17.5.Markets
Winner (Match/Set/Leg): The player/team who officially
wins the match or specified period. In the event of a tie, all bets will be
voided unless the draw is a given option.
1x2: The player/team that officially
win the match. Settled on the result of regular time only, with either the
home, draw or away selection being declared the winner.
Total Sets: Settled as the total number of
sets in the match will be over or under the specified line.
Total Legs (Match/Leg): Settled as the total number of
legs in the match or set will be over or under the specified line.
Set Handicap: Determined by which player/team
will win the match once the specified handicap is applied to the overall set
score.
Leg Handicap (Match/Leg): Determined by which player/team
will win the match or set once the specified handicap is applied to the overall
leg score for the respective market.
Total 180s: Settled on the total number of
180s scored in the match being over or under the specified line.
1st Player to Score a 180: Settled as the first player who
will score the 1st 180 of the match.
Most 180s: Settled as the
player/team who will score the most 180s in the match.
180s Handicap: Determined by which player/team
will score the most 180s in the match once the specified handicap is applied to
the overall match 180s score.
Home/Away Total 180s: Determined by the total number
of 180s thrown by the named player / team will be over or under the specified
line.
Event - Winner: The official classified winner
of an event (Dead heat rules apply).
7.18. Field Hockey
7.18.1. All match markets will be
settled on regulation time (specific to the competition) unless stated
otherwise.
7.18.2. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless
an official winner is declared.
7.18.3. A minimum of 60 minutes (in a 70 minute game) or 50 minutes (in a 60
minute game) must be played for results to be valid.
7.18.4.Markets
Winner (Match/Half/Extra Time/Penalties): The team which officially wins
the match or specified period. In the event of a tie after regular time all
bets will be voided unless the draw is a given option.
1x2 (Match/Half/Extra
Time/Penalties): The
team that officially win the match or specified period. Settled on the result
of regular time only, with either the home, draw or away market being declared
the winner.
Total (Match/Half): The total number of points
scored in the match or specified period. Bets settlement is determined on
whether the result will be over or under the total line taken.
Event - Winner: The official classified winner
of an event (Dead heat rules apply).
7.19. Floorball
7.19.1 All match markets will be
settled on regulation time (specific to the competition) unless stated
otherwise.
7.19.2 Extra time and Penalties are only considered in bets on the match
winner, to qualify markets.
7.19.3.In an event that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the event, unless
an official winner is declared.
7.19.4.Markets
1x2: The team that officially win the match. Settled on the result of
regular time only, with either the home, draw or away market being declared the
winner.
Total: The total number of points scored in the match. Bets settlement
is determined on whether the result will be over or under the total line taken.
Handicap Betting: Determined by which team will win the match once the
specified handicap is applied to the result of the match or named period.
7.20. Formula 1
7.20.1. All markets will be settled on results given at the time of the podium
ceremony or no more than 15 minutes after the completion of the specified
session.
7.20.2. For any event that has reduced amount of laps or becomes a timed race
due to weather conditions or other circumstances will be settled according to
the official results for the period determined by the official governing body.
7.20.3. If a specific event is postponed or abandoned, an event must be run
within 72 hours of the scheduled start time of the original event. If the event
is not resumed, all unsettled bets will be made void
7.20.4. In the event a selection is not able to participate an event, bets will
be void unless they participate in the warm up lap or leave the pit lane within
the first lap of the race.
7.20.5. In order to be classified, a driver must complete at least the 90% of
the laps completed by the winner.
7.20.6. For settlement purposes, a disqualified driver is considered as a
retirement.
7.20.7 If two or more drivers retire during the same lap they will be
considered as finishing at the same time. Dead-Heat rules apply.
Rule 4 deductions may apply on ‘Practice Session’ markets for any drivers who
do not complete at least one lap during the session. (TBC)
Dead Heat rules apply
7.20.8.Markets
Winner (Race/Qualifying/Free Practice): Settled as the official winner
of the race (Sprint races will be clearly labelled in the market name) or
specified session.
Winning Constructor (Race/Qualifying/Free Practice): Settled as the
constructor represented by the winning driver of the race (Sprint races will be
clearly labelled in the market name) or specified session.
Winning Margin: Settled as the margin of victory (in seconds) of the
race. Penalties applied after the trophy presentation will not count towards
settlement of the market.
Top 3 Finish: Settled as a driver(s) finishing the race within the first
three positions.
Top 6 Finish: Settled as a driver(s) finishing the race
within the first six positions.
H2H Finish (Race/Qualifying/Free Practice): Settled on which of the two
named drivers will achieve the best position in official race classification or
specified session. If both drivers fail to finish the race, the winner is
determined by the driver who completed most laps. Bets will be void if both
drivers retire on the same lap and within the same timing sector.
Any Driver to win Race, Pole Position and Fastest Lap: Determined on
whether or not the driver who starts in Pole Position will also win the race
and set the fastest lap.
First Driver to Make a Pit Stop: Settled as the driver who makes the
first pit stop during the race.
Grid Position of Winner: Settled as the starting position
of the driver who wins the race.
Winning Nationality: Determined by the
nationality of the winner of the race.
Number of Classified Drivers: Settled as the number of drivers who
officially finish the race.
Fastest Lap: Settled as the driver who
officially records the fastest lap during the race.
First Driver Retirement: Determined by the driver who retires first
during the race. In the event multiple retirements occur on the same lap; Dead
Heat deductions apply.
First Constructor Retirement: Determined by the constructor who retires
first during the race. In the event multiple retirements occur on the same lap;
Dead Heat deductions apply.
Will There Be A Safety Car Period During the Race: Settled on whether
there is a safety car deployed during the race.
Will There Be A Virtual Safety Car Period During the Race: Settled on
whether there is a virtual safety car deployed during the race. A virtual
safety car must be in place for a complete lap excluding the current lead lap.
Championship Winner (Drivers): Settled as the driver who wins the FIA
Formula 1 World Drivers Championship.
Championship Winner (Constructors): Settled as the constructor who
wins the FIA Formula 1 World Constructors Championship.
7.21. Futsal
7.21.1. All match markets will be
settled on regulation time (specific to the competition) unless stated
otherwise.
7.21.2. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless
an official winner is declared.
7.21.3. Markets
1x2 (Match/Half/Overtime): The team that officially win the match or
specified period. Settled on the result of regular time only, with either the
home, draw or away market being declared the winner.
Total Goals (Match/Half/Overtime): The total number of goals scored in
the match or specified period. Bets settlement is determined on whether the
result will be over or under the total line taken.
Handicap Betting (Match/Half): Determined by which team will win the
match or specified period once the specified handicap is applied to the result
of the match or named period.
Double Chance: Settled as the official result of the match being
included in the selection, where two of the three possible selection will be
winners and one selection will be a loser.
Draw no Bet: Determined by the winner of the game in regular time. If
the game ends in a tie, bets are void.
Both Teams to Score: Determined when both teams score at least one goal
in the match in regular time.
Correct Score: Settled on the correct prediction of the final score in
the match. Xth Goal – Settled as the team who scores the named goal.
Odd/Even - Determined by the total points scored in the match or
specified period being either odd or even.
Penalty Shootout – Winner: Settled as the team who wins the Penalty
Shootout. If the game does not go to a penalty shootout, all bets will be void.
7.22. Handball
7.22.1. All match markets will be settled on regulation time (specific to the
competition) unless stated otherwise.
7.22.2. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless
an official winner is declared.
7.22.3. A minimum of 50 minutes must be played for bets to be valid.
7.22.4. Markets
1x2 (Match/Half): The team that officially win the match or specified
period. Settled on the result of regular time only, with either the home, draw
or away market being declared the winner.
Total (Match/Half): The total number of points scored in the match or
specified period. Bets settlement is determined on whether the result will be
over or under the total line taken.
Handicap (Match/Half): Determined by which team will win the match or
specified period once the specified handicap is applied to the result of the
match or named period.
Double Chance (Match/Half): Settled as the official result of the match
being included in the selection, where two of the three possible selections
will be winners and one selection will be a loser.
Draw No Bet (Match/Half): Determined by the winner of the game in
regular time or specified period. If the game ends in a tie, bets are void.
Halftime/Fulltime: Settled on the official winner of the first half of
the game and the full-time result.
Xth Goal (Match/Half): Settled as the team who scores the named goal.
Race to X Points (Match/Half): Settled on either the home team or away
team being the first to score the specified number of points in the given
period. Bets will be void if neither team scores enough points.
Odd/Even (Match/Half): Determined by the total points scored in the
match or specified period being either odd or even.
Event - Winner: The official classified winner of an event (Dead heat
rules apply).
7.23. Ice Hockey
7.23.1. All match markets will be settled on regulation time (specific to the
competition) unless stated otherwise e.g., overtime included.
7.23.2. In a fixture that is postponed or
abandoned, all bets are void if the event is not resumed within 48 hours of the
scheduled end of the match, unless an official winner is declared.
7.23.3. Goals scored in overtime will
not be counted for markets relating to the 3rd period.
7.23.4. In the event of a two-legged match and the aggregated scores are tied
at the end of the 2nd game, unless the 2nd leg match score is tied bet will be
settled on the end of regular play result, excluding overtime.
7.23.5. Player specific markets will be settled on the official statistics. If
a player does not play in a game, the bet will be void. Overtime counts for all
player prop markets in a game.
7.23.6.
For Other Outright Markets, all bets will be settled on the team or player that
wins the overall event or award, unless otherwise specified in the market (for
example; Regular Season Winner).
7.23.7. Double minor penalties will count as 2 separate minor penalties for all
penalty markets.
7.23.8. Markets
Winner / Moneyline (Match/Period): The team which officially wins the
match or specified period. In the event of a tie after regular time all bets
will be voided unless the draw is a given option.
1x2 (Match/Period): The team that officially win the match or specified
period. Settled on the result of regular time only, with either the home, draw
or away market being declared the winner.
Total (Match/Period): The total number of points scored in the match or
specified period. Bets settlement is determined on whether the result will be
over or under the total line taken.
Handicap / Spread (Match/Period): Determined by which team will win the
match once the specified handicap is applied to the overall match or specified
period score.
Winner / Moneyline 3-Way (Match/Period): The official winner in the
match or specified period. Bets are settled on either the Home, Tie or Away
team who score the most points.
Total 3-Way (Match/Period): The total number of points scored in the
match or specified period. Bets are settled on either the Home, Tie or Away
team who score the most points.
Home/Away Total (Match/Period): The number of points scored in the match
or specified period by a specific team. Bets settlement is determined on
whether the result will be over or under the line taken.
Double Chance (Match/Period): Settled as the official result of the
match or specified period being included in the selection, where two of the
three possible selections will be winners and one selection will be a loser.
Draw No Bet (Match/Period): Determined by the winner of the game in
regular time or specified period. If the game ends in a tie, bets are void.
Correct Score (Match/Period): Settled on the correct prediction of the
final score in the match or specified period.
Xth Goal (Match/Period): Settled as the team who scores the named goal
in the specified period. Both Teams to Score (Match/Period): Determined when
both teams score at least one goal in the match in regular time or the
specified period.
Odd/Even (Match/Period): Determined by the total points scored in the
match or specified period being either odd or even.
Last team to score (Match/Period): Settled as the team who scores the
last goal of the match in regular time or specified period. Bets are void if no
goal is scored in regular time.
Highest Scoring Period: Settled as the period of the match which
contains the highest number of goals. Dead Heat rules apply.
Anytime Goalscorer: Settled as a player who will
score a goal at any point during the match (excluding overtime or penalty
shootouts).
Will There Be Overtime: Determined by whether the match
will go to a period of Overtime at the end of regular time.
Home/Away To Win All Periods: Determined by whether the named
team will win each individual period of the match.
Event – Winner: Predict which team will win the
named event.
Stanley Cup – Winner: Settled as the team who wins the NHL Stanley Cup.
NHL - Eastern Conference – Winner: Settled as the representative
team from the Eastern Conference in the NHL Stanley Cup.
NHL – Western Conference – Winner: Settled as the representative
team from the Western Conference in the NHL Stanley Cup.
NHL – Winning Conference: Settled as the conference which
provides the team who win the NHL Stanley Cup.
NHL – Winning Division: Settled as the division which
provides the team who win the NHL Stanley Cup.
NHL – Division – Winner: Settled as the team who wins the
named division at the end of the regular season.
Team – Regular Season Wins: Determined by the total number
of wins the given team has at the end of the regular season, being under or
over the given total of wins.
Will They Make the Playoffs – Team: Determined by whether the quoted
team advance into the playoffs at the end of the regular season.
7.24. Kabaddi
7.24.1. All match markets will be
settled on regulation time (specific to the competition) unless stated
otherwise.
7.24.2. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless
an official winner is declared.
7.24.3. Extra time will not count towards regular time or half bets unless
stated.
7.24.4. Regulation time must be played in full for bets to be valid.
7.24.5. Markets
Winner (Match/Half): The team which officially wins the match. In the
event of a tie after regular time, bets will be settled as the winner in
overtime where played. Bets void if a tie is the final result.
7.25. Lacrosse
7.25.1. All match markets will be
settled on regulation time including overtime (specific to the competition)
unless stated otherwise.
7.25.2. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless
an official winner is declared.
7.25.2. Markets
Winner: The team which officially wins the match. In the event of a tie
after regular time, bets will be settled as the winner in overtime where
played. Bets void if a tie is the final result.
Total: The total number of points scored in the match. Bets settlement
is determined on whether the result will be over or under the total line taken.
Handicap Betting: Determined by which team will win the match once the
specified handicap is applied to the result of the match or named period.
7.26. MMA (Mixed Martial Arts)
7.26.1. The start of the fight is determined by the bell signal at the
beginning of the first round. In cases where a fighter cannot continue the
match after the bell signal at the start of the next round, the fight is
considered ended in the previous round
7.26.2. In an event that is postponed or abandoned, all bets are void if the
event is not resumed within 24 hours of the scheduled end of the event.
7.26.3. If for any reason the selected number of rounds on which we're betting
is changed, all bets on the event will be made void other than the declared
fight winner.
7.26.4. Should there be a withdrawal or a substitution of one of the fighters
concerned, bets will be void.
7.26.5. In the event of a no contest. All
unsettled bets will be made void.
7.26.6. Events are settled on the scorecards and results announced immediately
after the end of the fight. Further appeals or amendments are not taken into
account for settlement purposes.
7.26.7. In the event a clear result, decision
or method of victory cannot be established within 24
hours, all bets will be made void.
7.26.8. When calculating the "Total rounds" result, up to the
midpoint of the round (0:00 to 2:29) is rounded down, and (02:30 to 05:00) is
rounded up for settlement purposes.
7.26.9. In the event of collusion by either bettors or the fighter, we reserve
the right to withhold settlement and void bets.
7.26.10 Stats related markets including strikes, takedowns, knockdowns and
strike zones are settled according
the statistics published by the governing body. Where these are not available,
we reserve the right to use data suppliers or press association published
statistics.
7.26.11. Any market for tournament
betting includes the bouts in the Main advertised card, Prelims and Early
Prelim fights.
7.26.12. Markets
Winner: Determined by which fighter
officially wins the match. In the event of a draw, bets will be made void.
1x2: The fighter that officially win
the match. Settled either as named Red corner fighter, draw or named Blue
corner fighter.
Total Rounds: The total number of rounds
fought in the match. Bets settlement is determined on whether the result will
be over or under the total line taken.
Winning Method: Predict exact method of victory
of the fight.
Winner & Exact Rounds: The winner of the fight, along with the exact
round in which the fight will end.
Will The Fight Go The Distance: Determined by whether the fight
ends before the completion of all scheduled rounds.
Will there be a draw in the
tournament:
Settled on whether any bout ends in a draw through the named tournament.
Will a win be a split decision in
the tournament:
Settled on whether any bout ends with a split decision through the named
tournament.
Will there be a No Contest
decision in the tournament:
Settled on whether any bout ends in a no contest through the named tournament.
First minute of the fight win in
the tournament:
Settled on whether any bout ends with a victory declared between 00:00 to 00:59
of round 1 through the named tournament
Last minute of the fight win in
the tournament:
Settled on whether any bout ends with a victory declared between 04:00 to 05:00
of the last advertised round through the named tournament
Will a win be by disqualification
in the tournament:
Settled on whether any bout ends in a disqualification through the named
tournament.
Will there be a fight with two or
more knockdowns in the tournament: Settled on whether any bout ends with two or more official
knockdowns through the named tournament.
Will there be a fight with five or
more takedowns in the tournament: Settled on whether any bout ends with five or more official
knockdowns through the named tournament.
Will there be a fight with 400+
significant strikes in the tournament: Settled on whether any bout ends with 400 or more significant
strikes through the named tournament.
Strike of three or more KO/TKO
wins in a row in the tournament: Settled on whether three or more sequential bouts end in KO or
TKO wins through the named tournament.
Strike of three or more submission
wins in a row in the tournament: Settled on whether three or more sequential bouts end in
submission wins through the named tournament.
Strike of three or more decision
wins in a row in the tournament: Settled on whether three or more sequential bouts end in a
judge’s scorecard decision through the named tournament.
Total wins by KO/TKO in the
tournament:
Settled on the total number of bouts won by KO/TKO through the named tournament
being higher or lower than the given line.
Total wins by submission in the
tournament:
Settled on the total number of bouts won by submission through the named
tournament being higher or lower than the given line.
Total wins by first round in the
tournament:
Settled on the total number of bouts won in the first round through the named
tournament being higher or lower than the given line.
Total wins by decision in the
tournament:
Settled on the total number of bouts won by decision through the named
tournament being higher or lower than the given line.
Total wins by split/majority
decision in the tournament:
Settled on the total number of bouts won by split or majority decision on the
judges’ scorecards through the named tournament being higher or lower than the
given line.
7.27. Motorcycle Racing
7.27.1 All markets will be settled on results given at the time of the podium
ceremony or no more than 15 minutes after the completion of the specified session.
7.27.2. For any event that has reduced amount of laps or becomes a timed race
due to weather conditions or other circumstances will be settled according to
the official results for the period determined by the official governing body.
7.27.3. If a specific event is postponed or abandoned, an event must be run
within 72 hours of the scheduled start time of the original event. If the event
is not resumed, all unsettled bets will be made void.
7.27.4. In the event a selection is not able to participate an event, bets will
be void unless they participate in the warm up lap or leave the pit lane within
the first lap of the race.
7.27.5. In order to be classified, a rider must complete at least the 90% of
the laps completed by the winner.
7.27.6. For settlement purposes, a disqualified rider is considered as a
retirement.
7.27.7. If two or more riders retire during the same lap they will be
considered as finishing at the same time. Dead-Heat rules apply.
Rule 4 deductions may apply on ‘Practice Session’ markets for any riders who do
not
complete at least one lap during the session.
Dead Heat rules apply
7.27.8. Markets
Winner (Race/Qualifying/Free Practice): Settled as the official winner
of the race or specified session.
Winning Constructor (Race/Qualifying/Free
Practice):
Settled as the constructor represented by the winning driver of the race or
specified session.
Winning Margin: Settled as the margin of victory (in seconds) of the
race. Penalties applied after the trophy presentation will not count towards
settlement of the market.
Top 3 Finish: Settled as a rider(s) finishing
the race within the first three positions. Top 6 Finish: Settled as a rider(s)
finishing the race within the first six positions.
H2H Finish (Race/Qualifying/Free
Practice):
Settled on which of the two named riders will achieve the best position in
official race classification or specified session. If both riders fail to
finish the race, the winner is determined by the rider who completed most laps.
Bets will be void if both riders retire on the same lap and within the same
timing sector.
Any Rider to win Race, Pole
Position and Fastest Lap:
Determined on whether or not the rider who starts in Pole Position will also
win the race and set the fastest lap.
First Rider to Make a Pit Stop: Settled as the rider who makes
the first pit stop during the race.
Grid Position of Winner: Settled as
the starting position of the rider who wins the race.
Winning Nationality:
Determined by the nationality of the winner of the race.
Number of Classified Riders: Settled as the number of riders who
officially finish the race.
Fastest Lap: Settled as the rider who
officially records the fastest lap during the race.
First Rider Retirement: Determined by the rider who
retires first during the race. In the event multiple retirements occur on the
same lap; Dead Heat deductions apply.
First Constructor Retirement: Determined by the constructor
who retires first during the race. In the event multiple retirements occur on
the same lap; Dead Heat deductions apply.
Will There Be A Safety Car Period
During the Race:
Settled on whether there is a safety car deployed during the race.
Will There Be A Virtual Safety Car
Period During the Race:
Settled on whether there is a virtual safety car deployed during the race. A
virtual safety car must be in place for a complete lap excluding the current
lead lap.
Championship Winner (Riders): Settled as the rider who wins
the World Drivers Championship.
Championship Winner (Constructors):
Settled as the constructor who wins the World Constructors Championship.
7.28. Netball
7.28.1. All match markets will be
settled on regulation time including overtime (specific to the competition)
unless stated otherwise.
7.28.2. Overtime will count towards all 2nd Half and 4th Quarter markets, but
not Match winner markets if a tie option is offered.
7.28.3. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless
an official winner is declared.
7.28.4. Markets
Winner (Match/Half/Quarter): The team which officially wins
the match or specified period. Overtime does not count if the draw option is
offered.
7.29. Rugby: Union/League/Sevens
7.29.1. All markets will be settled in accordance to the official results of
the governing body.
7.29.2. All match markets will be settled on regulation time (specific to the
competition) unless
stated otherwise. This includes injury time if added at the end of regulation
time, but excludes extra time or penalties unless specified in the market.
7.29.3. In an event that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the event, unless
an official winner is declared.
7.29.4. Penalty tries – All Penalty tries do not count for the settlement of
first / last tryscorer betting. However, they do count towards all total try
markets
7.29.5. Markets
1x2 (Match/Half/Overtime): The team that officially win the match or
specified period. Settled on the result of regular time only, with either the
home, draw or away market being declared the winner.
Total Points (Match/Half/Overtime): The total number of points scored in
the match or specified period. Bets settlement is determined on whether the
result will be over or under the total line taken.
Handicap Betting (Match/Half): Determined by which team will win the
match or specified period once the specified handicap is applied to the result
of the match or named period.
Draw No Bet (Match/Half): Determined by the winner of the game in regular
time or specified period. If the game ends in a tie, bets are void.
Halftime/Fulltime: Settled on the official winner of the first half of
the game and the full time result.
Winning Margin (Match/Half): Settled as the margin of victory
(total number of points difference) of the match.
Home/Away Total Points (Match/Half): The number of points scored in the
match or specified period by a specific team. Bets settlement is determined on
whether the result will be over or under the line taken for the named team.
Total Tries (Match/Half): Settled as the total number of tries scored in
the match or specified period being over or under the specified line.
Home/Away Total Tries (Match/Half): Settled as the total number of tries
scored in the match or specified period being over or under the specified line
for the named team in regulation time.
Total Points Odd/Even (Match/Half): Determined by the total points
scored in the match or specified period being either odd or even.
Total Tries Odd/Even (Match/Half): Determined by the total tries
scored in the match or specified period being either odd or even.
Double Chance (Match/Half): Settled as the official result
of the match being included in the selection, where two of the three possible
selections will be winners and one selection will be a loser.
Race to X Points (Match/Half): Settled on either the home team
or away team being the first to score the specified number of points in the
given period. Bets will be void if neither team scores enough points.
Next Scoring Play: Settled as the method scored in
the next scoring play from the time the bet is struck.
Event - Winner: The official classified winner
of an event (Dead heat rules apply).
7.30. Ski Jumping
7.30.1. Events will be settled based on the
result provided by the official governing body.
7.30.2. Outright Selections are deemed as runners regardless of whether the
selection does nʼot take part in the event. If a competitor does not take part,
they will be settled as a loser.
7.30.3. If a competitor is disqualified during the event, then they will be
settled as a loser.
7.30.4. In case of an event being abandoned and no official winner is declared;
the event will be declared void. Dead Heat rules apply.
7.30.5. Markets
Event - Winner: Competitor declared the winner at the end of a single
day event or multiday tournament dependent on the specified event.
7.31 Snooker
7.31.1. All markets will be settled in accordance to the official results of
the governing body.
7.31.2. Should a match not be finished, or a replacement player be involved in
the scheduled fixture, all unsettled bets will be void.
7.31.3. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless
an official winner is declared.
7.31.4. Markets
Match winner: The player who officially wins
the match or specified period. In the event of a tie, all bets will be voided
unless the draw is a given option.
Event – Winner: The official classified winner
of an event (Dead heat rules apply).
7.32. Soccer
7.32.1. 90-minute matches must complete a
minimum of 75 minutes to be settled. All matches ended with an official result
prior to 75 minutes will be made void.
7.32.2. All markets will be
settled in accordance to the official results of the governing body.
7.32.3. All match markets will be settled on regulation time (specific to the
competition) unless stated otherwise. This includes injury time if added at the
end of regulation time, but excludes extra time, penalties or golden goal
unless specified in the market.
7.32.4. In a fixture that is delayed, postponed or abandoned, all bets are void
if the event is not resumed within 48 hours of the scheduled end of the match,
unless an official winner is declared.
7.32.5. If a match does not conform with the generally accepted format of play
(Length of periods of play, format of match, refereeing code etc) then we
reserve the right to void all bets.
7.32.6. If odds were offered with an incorrect match time live of 5 minutes or
more, we reserve the right to void bets placed since the incident occurred.
7.32.7. For settlement purposes, stats-based markets such as free-kicks,
throw-ins and corners that are awarded but not taken are not considered as part
of the totals markets.
7.32.8. In the event a goal is incorrectly awarded, either by a VAR review or data
error; we reserve the right to void all bets and markets from the time of the
error.
7.32.9. Games or markets where a result cannot be found will result in bets
being made void 48 hours after the game has kicked off and the stake will be
refunded, unless your bet involves more than one selection, in which case it
will be settled on the remaining selections.
7.32.10 Timing markets will be taken from the information published by the live
feed provider or competition website if this data is unavailable.
7.32.11. Where data is not provided by the governing body, markets will be
settled based on statistics provided by the Press Association unless there is
clear evidence that these statistics are not correct.
7.32.12. In friendly matches or games on a neutral venue, the home team is for
identification purposes only and not grounds for bet cancellation.
7.32.13. Markets will be settled based on the goal time announced by TV. If
this is not available, the time according to the match clock is considered.
7.32.14. Goal Markets are settled based on the time the ball crosses the line,
and not the time the kick is made.
7.32.15. Corner interval markets are settled based on the time the corner kick
is taken and not the time the corner is conceded or awarded.
7.32.16. Booking interval markets are settled based on the time the card is
shown and not the time the infringement is made.
7.32.17. Offsides will be settled based on the time when the referee gives the
decision. This rule will be applied to any video assistant referee (VAR)
situation.
7.32.18. Penalty markets will be settled based on the time when the referee
awards the decision. This rule will be applied to any video assistant referee
(VAR) situation.
Penalties awarded but not taken are not considered for settlement purposes such
as when a
penalty decision is reviewed by VAR and rescinded.
7.32.19. Card Settlement rules
7.32.19a. Yellow cards count as 1
card and a second yellow card or a straight red to the same player would count
as 1 red. Consequently, one player cannot count for more than 2 cards.
7.32.19b. Settlement will be made according to all the officially stated number
of cards shown during the regular 90 minutes of play by the governing body.
Where this information is not instantly available, data providers or press
association sources will be used for settlement purposes.
7.32.19c. Any card given either before or after the game begins or ends will
not be counted.
7.32.19d. Cards for anyone not on the field of play (already substituted
players, managers, players on bench) are not counted in the card markets.
7.32.19e. Cards of other colours being shown will be disregarded unless a
specific market exists.
7.32.20.Time Frame Betting
7.32.20a. Time frames are defined as follows: 1-10 minutes is 0:00-9:59, 11-20
minutes is 10:00-19:59, etc. 1-15 minutes is 00:00-14:59, 16-30 minutes is
15:00-29:59, etc. Time periods 31-45 and 76-90 include any added time (Unless
the outcome of the specific market is already determined).
7.32.20b. 1st/2nd Half Markets apply to the statutory 45 minutes play,
including injury time and added time
7.32.21 Player Markets Rules
7.32.21a. If a player was not in the starting lineup, bets placed before
kick-off will be voided. If a player comes on during the game, live bets placed
during the game on the player remain valid
7.32.21b. All bets created prior a venue change shall be Voided. Soccer stats
used on player markets
Assists: A final contribution (pass, shot or any other touch of the
ball) made by a player leading to the receiving teammate scoring a goal.
Goals: The number of goals scored by a player in the opposition net.
markets are settled based on the time the ball crosses the line, and not the
time the kick is made
Shots: Any clear attempt by a player to score a goal (on target, off
target or blocked)
Passes: Attempted pass (successful or unsuccessful) with the clear
intention of one player to find a teammate.
Tackles: When a player connects with the ball in a ground challenge,
successfully taking the ball away from the player in possession.
Cards: Player carded: 0 = No, 1 = Yes (not the total number of cards
received).
Shots on Goal / Shots on Target: An attempt by a player which directly
results in a goal (regardless of clear intent to score a goal), or a clear
attempt by a player to score a goal that clearly would have gone into the net
if not for a goalkeeper save or a stop made by the last man (with the
goalkeeper clearly unable to save)
7.32.22. Markets
1x2 (Match/Half/Extra time): The team that officially win the
match or specified period. Settled on the result of regular time only including
injury time, with either the home, draw or away selection being declared the
winner.
Total Goals (Match/Half/Extra
time): The
total number of goals scored in the match or specified period. Bets settlement
is determined on whether the result will be over or under the total line taken.
Draw no Bet: Determined by the winner of the
game in regular time. If the game ends in a tie, bets are void.
Handicap Betting (Match/Half): Determined by which team will
win the match or specified period once the specified handicap is applied to the
result of the match or named period. Includes both European and Asian handicap.
Where a draw is the result, that part of the bet will be a push (stake returned
for that part of the bet).
Correct score (Match/Half): Settled on the correct
prediction of the final score in the 90 minutes or specified period.
Double chance (Match/Half): Settled as the official result
of the match being included in the selection, where two of the three possible
selection will be winners and one selection will be a loser (Home & Away,
Home & Draw or Away & Draw)
Halftime / Fulltime: Settled as the winning outcome
of the first half of the match together with the winning outcome of the entire
match.
Both teams to score (Match/Half): Determined when both teams score
at least one goal in the match in regular time.
Time of the 1st goal: Settled as the timeframe of the
game’s first goal falling before or after a specified time.
Method of victory: Settled as the method of victory
for the home or away team from the 6 available possible outcomes.
Which team will win the rest of
the match:
Settled as who will win the match from a set period. At the time of bet
placement, the scores are considered to be 0-0.
Number of corners: Settled by the total match
corners. Corners awarded but not taken do not count.
Next corner: Settled as who will be awarded
the next match corner from the time of bet placement.
Last corner: Settled as who will be awarded
the last match corner from the time of bet placement.
Total Yellow Cards: Determined by the total number
of bookings awarded during the match being over or under a specific line.
Total home or away team corners: Determined by how many corners
are taken by the home or away team will be over or under the specified line.
Last goal scorer: Settled as the last player to
score a goal in the match. If the selected player plays no part in the match,
bets are void. If the chosen player scores no goals and is substituted before
the last match goal is scored, bets are losers.
Correct Score x:y Settled as the final score for
the remainder of the match from the current score when the bet is placed.
Total & Both Teams to score: Determined by the total match
goals being over or under the specified line and both team's score.
1x2 & Both Teams to Score: Determined by the winning
outcome of the game and if both teams will score or not.
Halftime / Fulltime + Correct
Score:
Settled by the correct outcome of the first half of the match together with the
correct outcome of the entire match and the correct score.
7.32.23. Goals Markets
First Goal/ Last Goal: Settled on who will score first or last goal
either home, away or none.
Odd/Even (Match/Half): Settled on whether the total
match, home team or away team score. Will it be odd or even in the specified
period.
Home/Away Totals (Match/Half): Determined by the home or away
total goals scored in the specified period
Match Exact Goals / Team Exact
Goals:
Settled on the correct number of goals in the game or by each team.
Which Team to Score: Betting on Home, Away, Both or
none to score.
Highest Scoring Half: Betting on which half will have the most goals
first, second or equal.
Clean Sheet: Betting on the home or away team
not to concede a goal.
To Score In Both Halves: Betting on the home or away team to score in
both halves.
Both Halves: Over/Under Betting on away or home team to score over or
under a specific line.
Win To Nil: Betting on the home or away team to
win and not concede a goal.
Clean Sheet: Betting on the home or away team to not concede a goal.
First goal scorer: Settled on the selected player
scoring the first goal of the match. Bets are void on a player unless they
start the match. The usual 90 minutes betting rule applies, and own goals do
not count for settlement purposes.
Anytime goal scorer: Settled on a player scoring a
goal anytime during the match. Should your player not come off the bench or
start the match, the bet will be void. The usual 90 minutes betting rule
applies, and own goals do not count for settlement purposes.
Winning Margin: Determined by whether the home
or away team win by 1,2 or 3 or goals or draw. Which Team to Score: Either
Home, away, none or both.
7.33. Specials
7.33.1. Specials shall be settled on official results relating the named
market.
7.33.2. Where multiple winners of an outright market occur, dead heat rules
apply.
7.33.3. All bets will remain valid if new selections are added to the market
after the time of bet.
7.33.4. Bets will remain valid for up to 1 calendar year of the quoted
timeframe of an event where a specific date has not been released by the
governing body of the named market.
7.33.5. Markets
Award/Event – Winner: settled as the named winner of the specified
award/event.
Event - Top 10 Finish: Settled on the official results of the event. Any
participant in the top 10 of the field, will be settled as a winner.
Event – Top Region / Country: Settled on the official results of the
event. The participant with the best ranked performance within the selections
for the applicable market will be settled as a winner.
Head-To-Head: Settled on which of the two named participants will
achieve the best official result. Bets will be void if neither participant
competes or is eligible to win.
7.34. Stock Car Racing / NASCAR/ Indycar
7.34.1. All markets will be settled on results given at the time of the podium
ceremony or no more than 15 minutes after the completion of the specified
session.
7.34.2. For any event that has reduced amount of laps or becomes a timed race
due to weather conditions or other circumstances will be settled according to
the official results for the period determined by the official governing body.
7.34.3. If a specific event is postponed or abandoned, an event must be run
within 72 hours of the scheduled start time of the original event. If the event
is not resumed, all unsettled bets will be made void
7.34.4. In the event a selection is not able to participate an event, bets will
be void unless they participate in the warm up lap or leave the pit lane within
the first lap of the race.
7.34.5. For settlement purposes, a disqualified driver is considered as a
retirement. 7.34.6. If two
or more drivers retire during the same lap they will be considered as finishing
at the same time. Dead-Heat rules apply.
7.34.7. Markets
Winner (Race/Qualifying/Free Practice): Settled as the official winner
of the race or specified
session.
7.34.8. Winning Constructor (Race/Qualifying/Free Practice): Settled as the
constructor represented by the winning driver of the race or specified session.
Winning Margin: Settled as the margin of victory (in seconds) of the
race. Penalties applied after the trophy presentation will not count towards
settlement of the market.
H2H Finish (Race/Qualifying/Free
Practice):
Settled on which of the two named drivers will achieve the best position in
official race classification or specified session. If both drivers fail to
finish the race, the winner is determined by the driver who completed most
laps. Bets will be void if both drivers retire on the same lap and within the
same timing sector.
Top 3 Finish: Settled as a driver(s) finishing
the race within the first three positions. Championship Winner (Drivers):
Settled as the driver who wins the stated series championship.
7.35. Table Tennis
7.35.1. All match markets will be
settled on regulation time (specific to the competition) unless stated
otherwise.
7.35.2. In the event of retirement or disqualification; the minimum of 1
complete set must be played for bets on the match winner to be settled. All
unsettled markets will be made void.
7.35.3. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless
an official winner is declared.
7.35.4. Should a player be replaced during a team competition with 3+ players
in the team, bets will remain valid.
7.35.5. Should a player retire due to injury, match winner bets will be settled
on the player advancing to the next round. All other markets will be settled
where possible until the point of retirement, with any undetermined markets
made void.
7.35.6. Official points deductions will be taken into account for all
undetermined markets. Markets which have already been determined will not take
deductions into account.
7.35.7. Markets
Winner (Match/Set/Game): The player/team which officially wins the
match. In the event of a tie after overtime, all bets will be voided unless the
draw is a given option.
Total Points (Match/Set/Game): The total number of points scored in the
match or specified period. Bets settlement is determined on whether the result
will be over or under the total line taken.
Home/Away Total Points (Match/Set/Game): The number of points scored in
the match or specified period by a specific player/team. Bets settlement is
determined on whether the result will be over or under the line taken for the
named player/team.
Point Handicap (Match/Set/Game): Determined by which player/team will
win the match or specified period once the specified handicap is applied to the
result of the match or named period.
Correct Score (Match/Set/Game): Settled on the correct prediction of the
final score in the match or specified period.
Odd/Even Total Points (Match/Set/Game): Determined by the total points
scored in the match or specified period being either odd or even.
Winning Margin (Match/Set/Game): Settled as the margin of victory
(total number of points difference) of the match or specified period.
Xth Game – Xth Point: Settled as the player/team who
scores the named point in the specified game.
Xth Game – Race To X Points: Settled on either the home
player/team or away player/team being the first to score the specified number
of points in the given game.
Xth Set – Extra Points: Settled on how many games in the
match require additional points above the standard winning total within the
specified set played.
Xth Set – Two points in a row: Settled on whether a player wins
two or more points in a row during the specified set.
Xth Set - Win + Total Points: Settled as correctly predicting
the player/team who wins the set with the correct total points scored in the
set.
Event - Winner: The official classified winner
of an event (Dead heat rules apply).
7.36. Tennis
7.36.1. In the event a of a walkover, retirement or default; all un-resulted
markets will be made void except the match winner market regardless of the
probability of a result being achievable or not.
7.36.2. In the event of a
walkover, retirement or a default from any player. All un-resulted markets will
be made void except the match winner (provided the minimum game length has been
played).
7.36.3. If a challenge is made or a penalty point awarded, all bets will be
settled/resettled on the official score.
7.36.4. In the event a match finishes before certain points/games are
completed, all affected markets with unsettled bets are void.
7.36.5. For settlement purposes, each tie-break or match tie-break is settled
as 1 game.
7.36.6. In the event of a retirement, set and game related markets that were
already settled as lost will remain, unsettled bets will be made void.
7.36.7. In the event of a venue or surface change. All bets will remain valid.
7.36.8. A minimum of 1 full set must be completed for the match winner to be
settled. All other
unsettled markets will be void.
7.36.9. Markets
Winner (Match/Set/Game): The player/team who officially wins the match
or specified period. In the event of a tie, all bets will be settled by the
tie-break winner.
Total Games (Match/Set/Game): The total number of games played in the
match or specified period. Bets settlement is determined on whether the result
will be over or under the total line taken.
Player/Team Total Games
(Match/Set/Game): The
total number of games won in the match or specified period by a specific
player/team. Bets settlement is determined on whether the result will be over
or under the line taken.
Correct Score (Match/Set/Game): Settled on the correct
prediction of the final score in the match or specified period.
Handicap Games (Match/Set): Determined by which player/team
will win the match or set once the specified handicap is applied to the overall
match or specified period score.
Total Games Odd/Even (Match/Set): Determined by the total points
scored in the match or specified period being either odd or even.
Total Sets: Determined by whether the total
number of sets played is over or under the specified line.
Tiebreak Yes/No: Settled on whether a tiebreak
takes place in any set during the match.
Player To Win A Set: Settled on whether the named
player wins at least one set during the match.
Any Set To Nil: Settled on whether either player
will win a set 6-0.
Player/Team To Win + Total Games: Determined by the named player
winning the game and scoring more or less total games than the taken line.
Double Result (1st Set/Match): Settled as the winner of the
first set along with the winner of the match.
To come from behind: Determined on whether a
player/team will be behind in set count but come back and win the match.
Highest scoring set: Determined by which set has the
greatest number of games played in it. Dead Heat rules apply.
Xth Set – Race to X games: Settled as the player/team who
first reaches the specified number of games in the given set.
Xth Set – Xth Game - Break Point
Yes/No:
Determined by whether there is a break point in the game
Xth Set – Xth Game – Result after
3rd Point:
Determined by the exact score after the 3rd point in the given game is
finished.
Event - Winner: The official classified winner
of an event (Dead heat rules apply).
Stage of Elimination: Settled on the round a selected player is
eliminated from the named competition.
Winning Quarter/Group: Settled on which quarter / group
of the tournament the winner of the tournament comes from.
Winning Half: Settled on whether the
tournament winner comes from the top or bottom half of the draw.
To Reach The Final: Settled on whether the selected
player reached the final of the tournament.
7.37. Volleyball
7.37.1. All markets are settled on
the official result at the end of the scheduled regular time play unless
otherwise stated.
7.37.2. All games are scheduled to play regular format game rules. Should a
different format be played such as number of sets, we reserve the right to void
all affected bets.
7.37.3. If a team refuses to play or is disqualified for any reason or a match
does not complete 1 full set of play, all bets will be void if not already
determined regardless of reason.
7.37.4. In a fixture that is postponed or abandoned, all bets are void if the
event is not resumed within 48 hours of the scheduled end of the match, unless
an official winner is declared.
7.37.5. A Golden Set is not considered in any of the quoted markets unless
stated.
7.37.6 Official points deductions will be taken into account for all
undetermined markets which have already been determined will not take
deductions into account.
3.37.7. Markets
Winner (Match/Set): The team which officially wins the match or
specified period. In the event of a tie after regular time a golden set will be
used as a decider, unless a draw option is given.
Total Points (Match/Set): The total number of points scored in the match
or specified period. Bets settlement is determined on whether the result will
be over or under the total line taken.
Set Handicap Determined by which team will win the match once the specified
handicap is applied to the final set score.
Total Sets Determined by the number of sets played in the game.
Correct Score (Match/Set): Settled on the correct prediction of the
final score in the specified
period.
Race to X Points (Match/Set): Settled on either the home team or away
team being the first to score the specified number of points in the given
period. Bets will be void if neither team scores enough points.
Odd/Even (Match/Set): Determined by the total points scored in the match
or specified period being either odd or even.
Xth Set – Xth Point: Settled as the team who scores the named point in
the specified set. Exact Sets: Settled as the exact number of sets played once
the match has finished.
How Many Sets Will Be Decided By Extra Points: Determined by how many
sets in the match will require additional points above the standard winning
total.
Event – Winner: The official classified winner of an event (Dead heat
rules apply).
7.38. Water Polo
7.38.1. All bets are settled on
regulation time unless otherwise stated.
7.38.2. If an event is not completed, all unsettled markets will be void.
7.38.3. Markets
1x2 (Match/Half/Quarter): Bets can be placed on a home win (1), a draw
(x) or an away win (2). Settled on the winner of the match or specified period.
Total goals (Match/Half/Quarter): Settled on the total number of goals
scored in the match will be over or under the specified line. If the result is
the same as the line, the bet is classed as a push.
Point Handicap (Match/Half/Quarter): Determined by which team will win
the match or specified period once the specified handicap is applied to the
result of the match or named period.
Team Total goals (Match/Half/Quarter): Settled on the total number of
goals scored in the match by the selected team being over or under the
specified line. If the result is the same as the line, the bet is classed as a
push.
Total Points Odd/Even (Match/Half/Quarter): Determined by the total
points scored in the match or specified period being either odd or even.
Next Team To Score (Match/Half/Quarter): Settled as the next team who
scores a goal from the time the bet is struck.
Event - Winner: The official classified winner of an event (Dead heat
rules apply).
7.39. Winter Sports
7.39.1. General betting rules apply to all outright and Head-to-Head markets
7.39.2. If an event is taking place within a sporting tournament, e.g., Winter
Olympics, all bets will stand even if the event is postponed as long as it is
rescheduled to take place within the
official time of the tournament.
7.39.3. If a single day event is postponed or abandoned, then bets remain valid
provided that the event is completed within 48 hours.
7.39.4. Markets
Event - Winner: The official classified winner
of an event (Dead heat rules apply).
Head-to-Head & 3-way winner: All offered competitors must start the
event. Bets void if one competitor does not participate. All rounds must be
completed or bets are void. Dead heat rules apply in the event of a tie.
Nationality of Winner: Nationality of the competitor or team in the
stated event.
Gold medal winner: Total gold medals leaderboard, the winner having the
most gold medals. Any team events will count as one gold medal. In the event of
a tie - Market will be settled off IOC medal table
8.
eSports
8a. The below rules are in
addition to our general sports rules. Where there is a clear conflict, the
specific sports rule will succeed the general sports rule.
8b. In the event of a technical defeat, all bets will be made void unless the
result is already known.
Technical defeats can be declared for the following reasons:
- None appearance in the game
- Early withdrawal within the tournament
- Termination of the game before completion
- Participation of an invalid player
- Violation of a tournament rules or sporting conduct
- Player injury or equipment malfunction preventing a game continuing
- The game involving the player or streamer crashes
- Disqualification of a player or team member.
8c. If a technical defeat is awarded after a game is completed, all bets will
be settled upon the result as played.
8d. In the event of evidential Unfair sporting competition, all bets will
either be suspended for up to 72 hours or declared void upon our discretion.
8e. Unfair sporting competition is defined by the following:
- Gaining an advantage in a game through fraud, deception, collusion, cheats,
playing banned player aids such as aimbots
and exploitation of bugs in the game.
- Other actions that call the
integrity of the game into question
8f. Regular formats of esports
matches sometimes include Bo1, Bo2, Bo3, etc. (Best of 1, 2, 3, 5, etc.) - the
total number of maps in a match where it is necessary to achieve a majority of
wins. The winner of the match is determined by the sum of won maps, for
example, Bo3 - a minimum of 2 maps, for Bo5, 3 wins are required, and so on.
8g. In other sports the final result for sports such as Dota 2, League of
Legends, Wild Rift, King of Glory, etc., is based on the data recorded
immediately after the destruction of the main building (Throne/Fortress/Nexus)
of one of the opponents. Similarly, the calculation is made if one of the teams
surrenders (the throne/fortress/nexus is not destroyed directly by the opponent
in this case). Victory is awarded to the surrendering team's opponent.
8h. In the event a significant advantage is given to one specific team at the
start of an event, a decision can be made by the regulations or referee to
award a map victory by default. For settlement purposes, bets are considered
valid and played.
8i. For all markets where overtime is considered in the settlement, the market
name must contain incl overtime. All other markets will be settled on the
result of regulation play only.
8j. In the event of a disqualification, all markets (match and period markets)
are made void other than those where the result has already been confirmed and
settled.
8k. If a match/map is interrupted and will be replayed within the next 48
hours, all bets for which the result was known at the time of the interruption
will remain valid and will be settled based on the current score. Undetermined
bets on map markets will be made void. Bets on the match will remain valid and
will be settled based on the final result of the match.
8l. If a match is interrupted and will be continued within the next 48 hours
from the current score/specific moment of the game (resumption), all bets will
remain valid and will be settled based on the final result of the match.
8m. If a change in match format refers to a change in the planned number of
maps in the match, then bets placed on map markets will be settled accordingly,
while bets on match markets (including match winner, exact match score,
handicaps by maps, totals, and odd/even maps) will be made void.
8n. A change in match format also includes a decision by the organizers to
grant a player (or team) an advantage of one period (e.g., a CS game starting
with a 1-0 map score). In this case, bets placed on the markets of all
subsequent periods (after the first) will be settled accordingly, while bets on
match markets (including match winner, exact match score, handicaps by maps,
totals, and odd/even number of maps) will be made void.
8o. If the team name remains unchanged, but there are roster changes (over 50%
of the team members) after the match has been listed, we reserve the right to void
all bets.
8.1. DOTA 2
8.1.1. Calculation is made
according to the final score in post-match statistics, meaning the bet does not
take into account deaths that are not credited to the opposing team, such as
finishing off with allied units, neutral creeps, suicides with abilities, or
items, etc. The kill count of the team may differ from its cumulative value in
the teams. For example, in the case of a hero's death from enemy creeps or
tower, the kill is not credited to the enemy heroes but is credited to the
enemy team. The kill is taken into account when calculating the totals of kills
and even/odd number of kills on the map. This rule does not apply to markets
related to player deaths.
8.1.2. Markets
Winner: Bet on the winner of the match.
1x2: -Bet on the winner of the match considering a draw. Offered in
meetings where a draw is possible (e.g., in a bo2 series).
Map Winner: Bet on the winner of the selected map. To win on the map, it
is necessary to destroy the opponent's throne or for the opposing team to
surrender (type GG).
Odd/Even Total Maps: Bet on the even or odd number of maps in the match.
Total Maps: The total number of played maps in the match.
Handicap: Advantage or disadvantage given
to one of the teams, expressed in the number of won or lost maps (towers,
kills). Example: for a bet on Team Secret to win with a handicap (-1.5) in maps
to be considered winning, the team must win with a difference of two or more
maps.
Correct Map Score: The final result of the match by
maps. Example: Exact score by maps 2:0, for the bet to win, team N2 must win
with a score of 2:0, for any other score, the bet loses.
Double Chance: Bet on two out of three possible
outcomes in matches in bo2 format (1X, X2, 12).
Map X. - Total Kills: Bet on the number of kills made
by both teams on the specified map. The final value of the team's kill counter
(count near the timer) is taken into account, not kills or deaths of heroes in
the teams.
Match totals markets (similar
market positions as for the map): Bet on the total number of kills (destructions) summed up across
all played maps in the series.
Map X. – Duration: A bet on how long a specified map will be when it ends - over or under minutes
on the in-game timer. For example, to win at a bet over 36.5, the map must last
at least 36:30 minutes and more. If the in-game timer stops at 36:29, the bet
will be settled as a loss.
Map X. - Winner + Total Kills /
Map X. - Winner + Duration: Bet
on the team's victory on the map considering the total kills and duration.
Map X. - Total Kills Odd/Even: Bet on the even or odd number of
kills made by both teams within the specified map, without considering
finishing off with neutral creeps, allies, suicides, etc.
Map X. - Team to draw first blood: Bet on the first kill on the
specified map, without considering finishing off with neutral creeps, allies,
suicides, etc.
Map X. - N Team Total Kills: Bet on the number of kills made
by the team on the specified map. The final value of the team's kill counter
(count near the timer) is taken into account, not kills or deaths of heroes in
the teams.
Map X. - Race to X Kills: Bet on which team will achieve a
certain number of kills first on the specified map. If neither team can achieve
the required number of kills, the bet will be settled with odds of
"1".
Map X. - Kill Maker: Bet on which team will achieve
the next kill. The kill count is based on the total number of kills.
Map X. - Kills handicap: The advantage or disadvantage of
one of the teams, expressed in the number of team kills.
Match - Total Kills: The number of kills made by two
teams during the match.
Match - Handicap kills: The advantage or disadvantage of
one of the teams, expressed in the number of kills of each team during the
entire match.
Match - N Team Total Kills: A bet on the number of kills
made by one of the teams during the match.
Map X. - Intervals Total Kills on
minute: Bet
on the number of kills in a certain range of minutes.
Map X. - Will there be a kill at a
specific interval of time: A
bet on whether there will be a kill within a certain time interval.
Map X. - First Roshan Kill: Bet on the team that will kill
Roshan first on the specified map.
Map X. - Roshan Kill Total: Bet on the total number of
Roshan kills on the specified map (over/under).
Map X. - Both teams will kill
Roshan: Bet
on both teams killing Roshan within the game time on the specified map.
Map X. - Winner by Roshan kill: Bet on which of the two teams
will kill more Roshans.
Map X. - 1x2 by Roshan kills: Bet on which of the two teams
will kill more Roshans with draw.
Map X. - Total Towers Destroyed: Bet on the total number of
towers destroyed on the map by two teams.
Map X. - N Team Total Towers
Destroyed: Bet
on the number of destroyed towers of one of the teams per map.
Map X. - First Tower Destroyed: Bet on which of the teams will
destroy the opponent's first tower on the specified map. The loss is credited
to the team whose first tower was destroyed earlier than the opponent's, even
if the tower is destroyed by their own hand.
Map X. - Towers Handicap: The advantage or disadvantage of
one of the teams, expressed in the number of destroyed towers.
Map X. - First Tier 3 Tower
Destroy Location: Bet
on which line the teams will destroy the first tier 3 tower.
Map X. - Winner By destroyed
towers: Bet
on the winner of the map, which team will destroy more towers.
Map X. - 1x2 by destroyed towers: Bet on the winner of the map,
which team will destroy more towers with a draw.
Map X. - First barrack: Bet on the team that will
destroy the barracks first.
Map X. - Both teams will destroy
barracks: Bet
on both teams destroying all barracks within the game time on the specified map.
Map X. - Total barracks: Bet on the total number of
barracks destroyed on the map.
Match - Total barracks: Bet on the total number of
barracks destroyed in the match.
Map X. - Ultra Kill: Bet on a series of 4 kills on
the specified map. The bet is considered played if an ultra kill is
shown/announced in the game. Fixation occurs according to the in-game time.
Map X. - Both teams will destroy
Barracks: Bet
on both teams destroying all barracks within the game time on the specified
map.
Map X. - Both teams will kill
Roshan: Bet
on both teams killing Roshan within the game time on the specified map.
Map X. - Mega Creeps: Bet on one of the teams
destroying all enemy barracks in the game, even if mega creeps have not yet
appeared.
Active Rune will appear at a
specific minute on the top or bot side: Bet on whether a rune at a specific
minute will appear on the top (upper part of the map) or bot (lower part of the
map) side.
First Courier Kill: Bet on which of the teams will kill the
enemy courier. The bet is considered played after one of the teams kills the
enemy courier. If there is no courier kill during the map, the bet will be
settled with odds of "1".
Map X. - Godlike: Bet that one of the players will
make a series of 9 or more kills of enemy heroes without being killed.
Aegis of the Immortal will be
stolen: Bet
that Aegis of the Immortal will be stolen on the map. The condition for winning
is if one team kills Roshan, but the Aegis of the Immortal artifact is picked
up by a player from the opposite team.
Map X. - Divine Rapier: A bet on one of the players
purchasing the Divine Rapier artifact during the map.
Map X. - Rampage: A bet that there will be a series
of 5 kills in the map. Fixation is based on in-game time, and is considered
played if a Rampage is shown/announced in the game.
Map X. - Kill first tormentor: Bet on which team will kill
Tormentor first.
One of the teams will lead in gold
until a specific minute: A
bet on which of the teams will lead in gold up to a certain time. The time is
counted according to the in-game timer. For example, Team #1 leads in gold at
the 10th minute of the map with 2,000 gold, indicating an economic advantage
over Team #2, after which the bet is considered played.
Who will achieve more Roshan
kills, tower destructions (separate markets available, including draws): A bet on the victory in the race
of kills or object destructions on the map.
For example: Team #1 destroyed 4
towers, and Team #2 destroyed 12 towers, in this case, the bet on Team #2's
victory is considered successful. Similarly for Roshans.
8.2. Counter-Strike (CS)
8.2.1. For this type of sport,
markets with and without overtime are possible. By default, all markets are
without overtime (unless the market name specifically includes "including
overtime").
8.2.2. Overtime. Victory on the
map is achieved by winning at least 13 rounds. In the event of a tie on the map
(when the score is 12-12 by rounds, tournaments usually provide for 6
additional rounds, the so-called "overtime"). Victory in overtime is
awarded to the team that first wins 4 out of 6 additional rounds. In the event
of a tie in overtime (both teams winning 3 rounds each), the next overtime is
scheduled (6 additional rounds).
8.2.3. Markets
Winner: A bet on the winner of the
match. The match is considered to have started after the first kill in the
pistol round.
1x2: Similar to the Winner result,
but a draw is considered as a possible outcome. Offered in matches where a draw
is possible (for example, in bo2 format matches or in bo1 format matches
without overtime).
Total Maps: The total number of maps played
within the match.
Map Handicap: Advantage or disadvantage for
one of the teams, expressed in the number of winning or losing maps.
Correct map score: Offered to select the exact
final score in the match by maps.
Odd/Even number of maps: A bet on the total even or odd
number of maps played in the match. Total Rounds: A bet on the total number of
rounds played by both teams within the match.
Round Handicap: Advantage or disadvantage for
one of the teams, expressed in the number of winning or losing rounds in the
match.
Match - Team N total rounds (incl.
overtimes): A
bet on whether Team N wins more or fewer than the specified number of rounds on
the specified match.
Map X. - Winner: A bet on the winner of the
specified map in the match including additional rounds / overtime.
Map X. - Winner of the first half: A bet on the team that will win
in rounds in the first half (for MR15 format - 8 rounds, for MR12 - 7 rounds).
Map X. - Winner of the second half: A bet on the team that will win
the second half on the specified map. The second half begins after the sides
switch. This bet only considers the result of the second half of the game,
regardless of the overall map result.
Map X. - First Half Correct Score: A bet on the first half to end
with the indicated score.
Map X. - Second Half Correct Score: A bet on the exact score of
rounds with which the second half of the specified map will end.
Map X. - First half round handicap: Advantage or disadvantage for
one of the teams, expressed in the number of winning or losing rounds in the
first half on the specified map.
Map X. - Second half round
handicap:
Advantage or disadvantage for one of the teams, expressed in the number of
winning or losing rounds in the second half on the specified map.
Map X. - First half Team N Total
rounds: a
bet on the total number of rounds won by the specified team (Team N) in the
first half on the specified map (Map X). This includes only the rounds of the
first half of the match, before the sides are switched.
Map X. - Second half Team N Total
rounds: a
bet on the total number of rounds won by the specified team (Team N) in the
second half on the specified map (Map X). This includes only the rounds of the
second half of the match, after the sides have been switched.
Map X. - Second half Total rounds: a bet on the total number of
rounds played in the second half on the specified map (Map X). This includes
all rounds played after the sides have switched roles, up until the end of the
second half of the match, excluding any overtime.
Map X. - Winner 1X2: A bet on the winner of the
specified map or a draw in regular time.
Map X. - Odd/Even number of rounds: A bet on the odd or even number
of rounds played on the specified map, without considering overtime.
Map X. - Will there be overtime?: A bet on whether there will be
overtime on the specified map.
Map X. - Will there be a Team kill?: A bet on whether there will be a
Team Kill from the selected team on the specified map. Team Kill refers to a
player "killing" their teammate.
Map X. - Will there be a knife
kill?: A
bet on whether there will be a kill by knife from the selected team on the
specified map.
Map X. - Round N - Will ACE be in
the round?: a
bet when a player kills the whole enemy team on his own in round N.
Map X. - Will there be a Zeus X27
kill? (incl. overtime): A
bet on whether there will be a kill by Zeus X27 from the selected team on the
specified map.
Map X. - Winner of the pistol
round: A
bet on which team will win the selected pistol round on the specified map.
Map X. - Winner of both pistol
rounds: A
bet on which team will win both pistol rounds on the specified map.
Map X. - Bomb planted in the Nth
pistol round: A
bet on whether the bomb will be planted in the specified pistol round on the
specified map. Pistol rounds refer to the first and thirteenth rounds on the
map in MR12 format matches.
Team N - Total rounds: A bet on the total number of
rounds won by the specified team within the match.
Example: a player bets on more
than 21.5 for Team #2, and in a bo3 match, the mentioned team loses with scores
of 13-11; 13-10. The total number of rounds won by Team #2 = 21 (11+10) - the
bet loses because the number of rounds won is less than the total value.
Conversely, if the bet was placed on less than 21.5 with a total of 21 rounds
won in the match, it wins.
Team N - Total pistol round wins: A bet on whether the specified
team wins the chosen number of pistol rounds in the match.
Map X. - Correct pistol rounds
score:
Offered to select the exact final score on the map by pistols rounds (1 and
13).
Map X. - Total rounds: A bet on the total number of
rounds within the map, excluding overtime. For example, if a player bets on
over 22.5 and there are a total of 20 rounds played on the map, the bet loses
because the total number of rounds played is less than the total value. If the
bet was placed on under 22.5 with 22 rounds played, it wins. The maximum number
of rounds without overtime in MR12 format matches is 24.
Map X. - Total Rounds (3 way): A bet on the total number of
rounds played in the map, with three possible outcomes: under a specified
number of rounds, over a specified number of rounds, or exactly a specified
number of rounds.
Map X. - Team N total rounds: A bet on whether Team N wins
more or fewer than the specified number of rounds on the specified map.
Map X. - Team N total rounds as
Terrorists/Counter-Terrorists: A bet on whether Team N wins the specified number of rounds on
the specified map while playing on the specified side: attacking (Terrorists)
or defending (Counter-Terrorists).
Map X. - Total bomb explosion
rounds: A
bet on the total number of rounds within the specified map that ended with a
bomb explosion.
Map X. - Total kills in pistol
rounds: A
bet on the total number of kills from both teams in the selected pistol round
on the specified map.
Map X. - Round Handicap: Advantage or disadvantage for
one of the teams, expressed in the number of winning or losing rounds on the
specified map.
Map X. - Round Handicap (incl.
overtime):
Advantage or disadvantage for one of the teams, expressed in the number of
winning or losing rounds on the specified map. including overtime. Map X. -
Round handicap (3 way): A bet on which team will win a specific round with
a handicap, offering three possible outcomes: Team A wins with the handicap,
Team B wins with the handicap, or a tie considering the handicap.
Map X. - Asian total rounds: Asian total rounds involve
betting on the total number of rounds played in a match using fractional values
such as 20.25, 20.5, 20.75, etc. These bets are divided into two parts,
allowing for partial returns or partial losses. Examples:
1. If you bet on over 20.5 total
rounds and 21 or more rounds are played, your bet wins.
2. If you bet on over 21.75 total
rounds and 22 rounds are played, half of your bet (on 21.5) wins, and the other half (on 22)
is refunded.
Map X. – Asian round handicap: is a type of bet used to balance
the odds between two teams or players by adding or subtracting a certain number
of rounds from their final score. When using quarter handicaps (e.g., -0.25 or
+0.75), the bet is split into two parts: one with the nearest whole number, the
other with the nearest half number, reducing the risk of a full loss.
Map X. - Round X Winner: A bet on the team's victory in
the specified round on the specified map. Victory in the round is achieved by
team kill, bomb explosion/defusal, or expiration of round time without the bomb
being planted.
Map X. - Race to X rounds: A bet on which of the teams will
first win the selected number of rounds on the specified map.
Map X. - Correct score: A bet on the specified map to
end with the indicated score. If the score on the map reaches 12-12 (15-15 for
MR15), all bets on this event will be settled with a coefficient of 1.
Map X. - Round X - Method of
victory:
Offers to choose the exact method of victory in the selected round on the
specified map. Victory in the round is achieved by one of the possible methods:
team kill, bomb explosion/defusal, or expiration of round time without the bomb
being planted.
Map X. - 1x2 of Nth overtime: A bet on the winner of the
selected overtime of the specified map, a draw is considered as an option.
Map X. - Overtime N - Round
handicap:
Advantage or disadvantage for one of the teams, expressed in the number of
winning or losing rounds on the specified оvertime.
Map X. - Exact score of overtime N: A bet on the specified overtime
on the specified map to end with the indicated score.
Map X. - Odd/Even number of rounds
in overtime N: A
bet on the odd or even number of rounds in overtime.
Map X. - Total rounds of overtime
N: A bet on the total
number of rounds played within overtime N.
Map X. - Winner of the first half
of overtime N: A
bet on the team that wins the first 3 rounds in overtime N on the specified
map.
Map X. - Total rounds in overtime. A bet on the number of rounds in
overtime. For example, if a player bets on over 5.5 and there are a total of 6
rounds played in overtime, the bet wins because the number of rounds played is
greater than the total value specified in the total. If the bet was placed on
under with 4 or 5 rounds played, it wins.
Map X. - Total under + win: A bet on which team will win the
map in regular time and the total sum of rounds played will be less than a
certain total value. Bets are accepted without considering overtime (if
overtime exists, all market results are settled as a loss).
Map X. - Total over + win: A bet on which team will win the
map in regular time and the total sum of rounds played will be greater than a
certain total value. Bets are accepted without considering overtime (if
overtime exists, all market results are settled as a loss).
Map X. - Winning margin: A bet on the team's victory within
a certain range of rounds. Team victory on the specified map with a margin of
rounds within the selected range after the map ends. Example: Team A wins with
a score of 13-10, for this result, the round advantage range of 2-4 rounds is
suitable. If Team A wins with a score of 13-4, the round advantage range of
8-10 rounds is suitable.
Map X. - Will there be a Molotov
(Incendiary Grenade) kill (incl. overtime): A bet on whether there will be a kill by Incendiary Grenade by
any of teams on the specified map. This outcome remains valid even if kill will
be committed by Grenade directly. If someone will kill his enemy by Grenade but
not by fire this outcome will be settled as “yes”.
Map X. – Will there be HE Grenade
kill (incl. overtime): A
bet on whether there will be a kill by HE Grenade from by any of teams on the
specified map. This outcome remains valid even if kill will be committed by
Grenade directly. If someone will kill his enemy by Grenade but not by fire
this outcome will be settled as “yes”.
Map X. - Player N - Total Kills
(including overtime): a
bet on the total number of kills by Player N on the specified map including
overtime.
Map X. - Player N - Total Deaths
(including overtime): a
bet on the total number of kills by Player N on the specified map including
overtime.
Map X. - Round N - Total Kills: a bet on the total number of
kills by both team in round.
Map X. - Will there be a double
kill in the Round N: a
bet on whether any player will achieve a double kill (kill 2 enemies) in the
specified round of the map.
Map X. - Will there be a triple
kill in the Round N: a
bet on whether any player will achieve a triple kill (kill 3 enemies) in the
specified round of the map.
Map X. - First kill in round: a bet on the team that will make
the first kill in the specified round.
Map X. - Team N total kills in the
round: A
bet on the total number of enemy kills from team N in the selected round on the
specified map.
Map X. - Round N - Will there be a
double kill in the round: – a
bet when a player kills 2 or more enemies in round N.
Map X. - Duel of players - Winner
by kills (incl. overtime):
Player which will get more kills on the Map X will win. If the score is equal
all bets will be refunded.
Map X. - Duel of players - 1X2 by
kills (incl. overtime): Player
which will get more kills on the Map X will win, a draw is considered as an
option.
Map X. - Win First Half + Win Map: Chosen team should win at least
7 rounds on first half and after win a map.
Map X - Win First pistol + Win map: a bet on a team winning both the
first pistol round and the entire map on the specified map (Map X). The bet is
successful if the chosen team wins the initial pistol round at the start of the
map and then goes on to win the entire map.
Map X - Win First pistol + Win
First half: a
bet on a team winning both the first pistol round and the first half of the
game on the specified map (Map X). The bet is successful if the chosen team
wins the initial pistol round at the start of the map and also wins the first
half of the map.
8.3. Valorant
8.3.1. For this type of sport,
markets with and without overtime are possible. By default, all markets are
without overtime (unless the market name specifically includes "including
overtime").
8.3.2. Overtime: Victory on the
map is achieved by winning at least 13 rounds. In a tie situation on the map
(when the round score is 12-12), the tournament regulations usually provide for
2 additional rounds, called "overtime." Each team plays one round as
Attackers and one round as Defenders. Victory in overtime is awarded to the
team that wins both additional rounds. In the event of a tie in overtime (both
teams win 1 round each), the next overtime is appointed (2 additional rounds).
8.3.3. Markets
Winner: A bet on the match winner. The
match is considered to have started after the first kill in the
"pistol" round.
1x2: Similar to the Winner result,
but a draw is considered as an option. Offered in matches where a draw is
possible (for example, bo2 format matches or bo1 format matches without
overtime).
Handicap: A bet on the victory of one of
the teams without considering a draw. If the match ends in a draw, the bet is
settled with a coefficient of "1" (returned).
Map X. – Winner: A bet on the winner of the
specified map within the match, including additional rounds / Overtime.
Map X. - Winner 1x2: A bet on the winner of the
specified map and a draw in regular time without considering overtime.
Map X. - Winner of the first half: A bet on the team that wins the
first 7 rounds on the specified map.
Map X. - Winner of the second half: A bet on the team that will win
the second half on the specified map. The second half begins after the sides
switch, with teams changing roles between attackers and defenders. This bet
only considers the result of the second half of the game, regardless of the
overall map result.
Map X. - Odd/Even number of rounds: A bet on the odd or even number
of rounds played on the specified map without considering overtime.
Map X. - Will there be overtime: A bet on whether there will be
overtime on the specified map.
Map X. - Winner of the pistol round: A
bet on which team wins the selected pistol round on the specified map.
Map X. - Winner of two pistol
rounds: A
bet on which team wins both pistol rounds on the specified map.
Map X. - Total kills in pistol
rounds: A
bet on the total number of kills from both teams in the selected pistol round
on the specified map.
Map X - Win First pistol + Win map: a bet on a team winning both the
first pistol round and the entire map on the specified map (Map X). The bet is
successful if the chosen team wins the initial pistol round at the start of the
map and then goes on to win the entire map.
Map X - Win First pistol + Win
First half: a
bet on a team winning both the first pistol round and the first half of the game
on the specified map (Map X). The bet is successful if the chosen team wins the
initial pistol round at the start of the map and also wins the first half of
the map.
Map X. – Total rounds: a bet on the total number of
rounds played on the specified map (Map X) in the match. This includes all
rounds played on the map, including regular time and any overtime.
Team N - Total rounds: A bet on the total number of
rounds won by the specified team in the match, excluding overtime.
Map X. - Team N total rounds: A bet on the specified team
winning the specified number of rounds on the specified map without considering
overtime.
Round handicap: Advantage or disadvantage for
one of the teams, expressed in the total number of winning or losing rounds in
the match, excluding overtimes.
Map X. - Round handicap: Advantage or disadvantage for
one of the teams, expressed in the number of winning or losing rounds on the
specified map, excluding overtime.
Map X. - Race to X rounds: A bet on which team will win the
selected number of rounds on the specified map first.
Odd/Even number of maps: A bet on the total odd or even
number of maps played in the match.
Total maps: The total number of maps played
in the match including overtime.
Map handicap: Advantage or disadvantage for
one of the teams, expressed in the number of winning or losing maps including
overtime.
Exact score per map: Offers to choose the exact final
score in the match per map.
Map X. - Asian total rounds: Asian total rounds involve
betting on the total number of rounds played in a match using fractional values
such as 20.25, 20.5, 20.75, etc. These bets are divided into two parts,
allowing for partial returns or partial losses. Examples:
1. If you bet on over 20.5 total
rounds and 21 or more rounds are played, your bet wins.
2. If you bet on over 21.75 total
rounds and 22 rounds are played, half of your bet (on 21.5)
wins, and the other half (on 22)
is refunded.
Map X. – Asian round handicap: is a type of bet used to balance
the odds between two teams or players by adding or subtracting a certain number
of rounds from their final score. When using quarter handicaps (e.g., -0.25 or
+0.75), the bet is split into two parts: one with the nearest whole number, the
other with the nearest half number, reducing the risk of a full loss.
Map X. - Round handicap (3 way): A bet on which team will win a
specific round with a handicap, offering three possible outcomes: Team A wins
with the handicap, Team B wins with the handicap, or a tie considering the
handicap.
Map X. - Total Rounds (3 way): A bet on the total number of
rounds played in the map, with three possible outcomes: under a specified
number of rounds, over a specified number of rounds, or exactly a specified
number of rounds.
Map X. - First kill in round: - a bet on the team that will
make the first kill in the specified round.
Map X. - Correct map score: A bet on the exact score of
rounds with which the selected map will end.
Map X. - Exact score of pistol
rounds: A
bet on the exact score of played pistol rounds in the specified map.
Map X. - Total rounds + win in map: A bet on the total rounds and
victory of the team in the specified map.
Map X. - Exact score of the first
half: A
bet on the exact score of rounds with which the first half of the specified map
will end.
Map X. - Exact score of the second
half: A
bet on the exact score of rounds with which the second half of the specified
map will end.
Map X. - Will there be an ace: A bet on whether there will be a
player killing all five opponents on the specified map. Includes Overtime when
stated.
Map X. - First half win + map win: A bet on the chosen team to win
the first half (7 or more rounds) and win the specified map.
Map X. - First half round handicap: Advantage or disadvantage for
one of the teams, expressed in the number of winning or losing rounds in the
first half on the specified map.
Map X. - Second half round
handicap:
Advantage or disadvantage for one of the teams, expressed in the number of
winning or losing rounds in the second half on the specified map.
Map X. - First half Team N Total
rounds: a
bet on the total number of rounds won by the specified team (Team N) in the
first half on the specified map (Map X). This includes only the rounds of the
first half of the match, before the sides are switched.
Map X. - Second half Team N Total
rounds: a
bet on the total number of rounds won by the specified team (Team N) in the
second half on the specified map (Map X). This includes only the rounds of the
second half of the match, after the sides have been switched.
Map X. - Second half Total rounds: a bet on the total number of
rounds played in the second half on the specified map (Map X). This includes
all rounds played after the sides have switched roles, up until the end of the
second half of the match, excluding any overtime.
Map X. - Total rounds for defence
side: A
bet on the total number of rounds the defending side will take on the specified
map, excluding overtimes.
Map X. - Total rounds for attack
side: A
bet on the total number of rounds the attacking side will take on the chosen
map, excluding overtimes.
Map X. - Winning margin: A bet on the team's victory
within a specific range of rounds. The team's victory on the chosen map with an
advantage in rounds within the selected range after the map ends. For example:
Team A wins with a score of 13-10, for this result, the range of rounds
advantage in the range of 2-4 rounds is suitable. If Team A wins with a score
of 13-4, then the range of round advantage of rounds 8-10 is suitable.
Map X. - Round X - Method of
victory: Offers
to choose the exact method of victory in the selected round on the specified
map. Victory in the round is achieved by one of the possible methods: team
kill, bomb explosion/defusal, or expiration of round time without the bomb
being planted.
Map X. – Round winner: a bet on which team will win a
specific round on the specified map.
(Map X). Map X. - Round No. - Spike
(Bomb) plant: A bet on whether the Spike (Bomb) will be planted in the
selected round on the specified map.
Map X. - Round X. – Total Kills: A bet on the total number of
kills in the selected round on the specified map.
Map X. - Round X. - Team N Total
Kills: A
bet on the total number of kills by Team N in the selected round on the
specified map.
Map X. - Player N: Total Kills
(including overtime): - a
bet on the total number of kills by Player N on the specified map including
overtime.
Map X. - Player N: Deaths total
(including overtimes): - a
bet on the total number of deaths by Player N on the specified map including
overtime.
Map X. - 1x2 of Nth overtime: A bet on the winner of the
selected overtime of the specified map, a draw is considered as an option.
Map X. - Overtime N - Round
handicap:
Advantage or disadvantage for one of the teams, expressed in the number of
winning or losing rounds on the specified оvertime.
Map X. - Exact score of overtime N: A bet on the specified overtime
on the specified map to end with the indicated score.
Map X. - Odd/Even number of rounds
in overtime N: A
bet on the odd or even number of rounds in overtime.
dMap X. - Total Rounds in Overtime: a bet on the total number of
rounds played in overtime on the specified map.
8.4. Overwatch
8.4.1 Markets
Winner: A bet on the outcome of a single
match or round.
Map X. – Winner: A bet on the winner of the
chosen map.
1x2: Similar to the Winner outcome,
but considers the possibility of a draw. Offered in matches where a draw is
possible.
Total maps: The total number of maps played
in the match.
Match handicap: Advantage or disadvantage for
one of the teams, expressed in the number of winning or losing maps.
Odd/Even number of maps: A bet on the total odd or even
number of maps played in the match.
8.5. League of Legends, League of Legends: Wild Rift
8.5.1. Calculation is made
according to the final score in post-match statistics, meaning the bet does not
take into account deaths that are not credited to the opposing team, such as
finishing off with allied units, neutral creeps, suicides with abilities, or
items, etc. The kill count of the team may differ from its cumulative value in
the teams. For example, in the case of a hero's death from enemy creeps or
tower, the kill is not credited to the enemy heroes but is credited to the
enemy team. The kill is taken into account when calculating the totals of kills
and even/odd number of kills on the map. This rule does not apply to markets
related to player deaths.
8.5.2. Markets
Winner: A bet on the winner of the
match.
1x2: Similar to the Winner outcome,
but considers the possibility of a draw. Offered in meetings where a draw is
possible (e.g., in bo2 series).
Handicap: A bet on the victory of one of
the teams without considering a draw. In case of a draw, the bet is calculated
with odds 1 (returned).
Map X. – Winner: A bet on the winner of the
specified map.
Map X. – Total Kills: A bet on the total number of
kills made within one map. All kills made before the end of the match are
considered, including kills after "GG" is typed in the general chat.
The calculation is based on the final score of the teams in post-match
statistics, meaning the bet does not account for deaths that are not credited
to the opposing team - friendly unit kills, neutral creeps, suicides by abilities
or items, etc. The team's kill count may differ from the total kill or death
count on teams, such as when a hero dies to enemy creeps or towers, the kill is
not credited to the enemy heroes but counted as a death for the player and is
not considered in the calculation of the consequences of the total kills and
odd/even number of kills on the map.
Map X. Duration: A bet on how long a specified map will be when it ends - over or under minutes
on the in-game timer. For example, to win at a bet over 36.5, the map must last
at least 36:30 minutes and more. If the in-game timer stops at 36:29, the bet
will be settled as a loss.
Map X. Kills Total Odd/Even: A bet on the odd or even total
number of kills made by both teams within the specified map, excluding neutral
kills, suicides, etc.
Odd/Even number of maps: A bet on the odd or even total
number of maps played in the match. Total maps: The total number of maps played
in the match.
Match handicap: Advantage or
disadvantage for one of the teams, expressed in the number of won or lost maps.
Example: in a bo5 match, for a bet on the Cloud9 result (-1.5), the team must
win by a score of 3:0 or 3-1 in maps.
Exact score per map: Offered to choose the exact
final score in the map match. For example, with a bet on the Exact score per
map 0:2, for a win, the teams must play with a score of 0:2, otherwise, the bet
loses.
Map X. – Race to X Kills: A bet on which team will achieve
the chosen number of kills first. If neither team achieves the required number
of kills, the bet will be calculated with odds 1.
Map X. - First blood: A bet on which team will make
the first kill on the specified map, excluding neutral kills, suicides, etc.
Map X. - First dragon: A bet on which team will achieve
the first Dragon kill on the specified map.
Map X. - First tower: A bet on which team will destroy
the first enemy tower on the specified map.
Map X. - First Baron: A bet on which team will achieve
the first Baron kill on the specified map.
Map X. - First inhibitor: A
bet on which team will destroy the first inhibitor on the specified map.
Map
X. - Dragons total: Total number of Dragon kills by both teams on the
specified map.
Map X. - Towers total: Total number of destroyed towers
by both teams on the specified map.
Map X. - Barons total: Total number
of Baron kills by both teams on the specified map.
Map X. - Inhibitors total: Total number of destroyed
inhibitors by both teams on the specified map.
Map X. - First Herald: A bet on which team will kill
the Herald first on the specified map.
Map X. Individual team total for
Team #1 and #2: A
bet on the number of kills by the specified team on the specified map.
Map X. - First Dragon type: Bet on the type of the first
killed Dragon on the specified map.
Total number of kills in the match
for Team #1/Team #2:
Total number of kills by the specified team throughout the match.
Map X. - Winner + Kills Total: A bet on the total kills and the
victory of the team on the specified map.
Map X. - Winner + Odd/Even kills
Total: A
bet on the winner and the odd/even kills total on the specified map.
Map X. - Triple Kill: A bet on a player achieving a
triple kill on the specified map.
Map X. - Quadra Kill: A bet on a player achieving a
quadra kill on the specified map.
Map X. - Team to kill first
Scuttler: A
bet on which team will kill the scuttler first.
Map X. - Herald will be killed
before 10 minutes: A
bet on whether the teams will kill the Herald before 10 minutes on the
specified map, time counted by the in-game timer.
Map X. - Both teams will kill
Herald: A
bet on whether both teams will kill the Herald on the specified map.
Map X. - Both teams will kill
first two dragons: A
bet on whether both teams will kill the first two dragons on the specified map.
Map X. - Dragon steal: A bet on whether one of the
teams on the specified map will steal the Dragon that the opposing team failed
to kill.
Map X. - Dragon Soul: A bet on whether the Dragon Soul
will be taken on the specified map (killing 4 Dragons for one of the teams
grants the Dragon Soul).
Map X. - Baron steal: A bet on whether one of the
teams on the specified map will steal the Baron that the opposing team failed
to kill.
Map X. - Role of the last killed
champion: A
bet on the role in which the champion, who was killed last on the specified
map, played.
Map X. - Total kills before 10
minutes: The
total number of kills made before 10 minutes, counted by the in-game timer.
Map X. - Champion role with the
most kills: A
bet on which champion role will make the most kills on the specified map.
Map X. - Which role spills First
Blood: A
bet on which role will achieve the First Blood.
Map X. - Which role will be killed
first: A
bet on which role will die at First Blood.
Map X. - Aces total: The total number of aces on the
specified map (Ace - killing five enemy characters by one player of the team).
Map X. - In which part of the map
the first tower will be destroyed: A bet on which part of the map the first tower will be destroyed
(bottom, middle, or top lane).
Map X. - In which part of the map
the first Inhibitor will be destroyed: A bet on which part of the map the first inhibitor will be
destroyed (bottom, middle, or top lane).
Map X. - Will the Inhibitor
respawn: A
bet on whether the inhibitor will respawn on the specified map.
Map X. - First tower will be
destroyed before 13 minutes: A bet on whether the tower will be destroyed before 13 minutes,
counted by the in-game timer.
Map X. - Elder Dragon kill: A bet on whether there will be
an Elder Dragon kill on the specified map.
Map X. - Total assists in First
Blood: A
bet on how many assists there will be in First Blood.
Map X. - Dragon kill handicap: A bet that provides one team
with an advantage or disadvantage in the number of dragons they need to kill
for the purposes of the bet.
Map X. - Odd/Even number of
destroyed towers: A
bet on whether the number of destroyed towers on the specified map will be even
or odd.
Map X. - Second dragon kill: A bet on which team will kill
the second dragon on the specified map.
Map X. - Individual total kills: A bet on the individual Total Number
of Kills by a Specific Player. The calculation is based on the final score of
the specified match.
Map X. - Individual total deaths: A bet on the individual Total
Number of Deaths by a Specific Player. The calculation is based on the final
score of the specified match.
Map X. - Baron type: A bet on which type of Baron
will appear on the specific map. If the game ends before the 20th minute, the
bet will be settled at odds of 1.
Map X. - Which team’s player will
be the first to reach lvl 6: A bet on which player from which team will be the first to reach
level 6.
8.6. Mobile Legends: Bang Bang
8.6.1. Markets
Winner: Bet on the winner of the match.
1x2: Similar to the Winner outcome,
but considers the possibility of a draw. Offered in matches where a draw is possible (e.g., in
a bo2 series).
Handicap: Bet on the victory of one of the
teams excluding a draw. In case of a draw, the bet is settled at odds of 1
(returned).
Map X. - Winner: Bet on the winner of the
specified map.
Map X. - Total kills: Bet on the total number of kills
on the specified map. All kills made before the end of the match are counted,
including kills after "GG" is typed in the general chat. Calculation
is based on the final team score in the post-match statistics, so the bet does
not count deaths that are not credited to the opposing team.
Map X. Duration: A bet on how long a specified map will be when it ends - over or under minutes
on the in-game timer. For example, to win at a bet over 36.5, the map must last
at least 36:30 minutes and more. If the in-game timer stops at 36:29, the bet
will be settled as a loss.
Odd/Even Number of Maps: Bet on whether the number of
maps played in the match will be even or odd.
Total maps: Total number of maps played in
the match.
Match handicap: Advantage or disadvantage for
one of the teams, expressed in the number of won or lost maps.
Exact score by maps: Offered to choose the exact
final score in the match by maps.
Map X First Blood: Bet on which team will spill the
first blood on the specified map.
8.7. PUBG/PUBG Mobile
8.7.1. Markets
Map X - Victory on the map: The bet on the victory of the
team on the map assumes the first place occupied by the team on the specified
map.
Map X - Team 1 will rank higher
than Team 2: A
bet that team 1 will rank higher than team 2 on the specified map (without
taking into account the number of kills).
Map X – Team N will take the X
place (Yes/No): A
bet that team N will take the selected place or higher in the specified map.
8.8. Fortnite
8.8.1. Markets
Map X – Player/Team N to Take X
Place (yes/no): A
bet on whether Player/Team N will take the selected place or higher, or not, in
the specified game.
Map X – Total Kills: A bet on whether Player/Team N
will achieve the specified number of kills – more or less in the specified
game.
Map X – Odd/Even Number of Kills: A bet on whether the number of
kills at the end of the specified map will be odd or even.
Map X – Winning Margin by
Top/Kills: A
bet on the range of values for top/kills achieved by the player/team in the
specified game.
Map X – Will the Player/Team Get a
Kill: A
bet on whether the player/team will get a kill on the corresponding map.
8.9. Apex Legends
8.9.1.Recording of the game
ending as a clip on Twitch can be obtained upon request.
8.9.2. In cases where the streamer
exits the game through the game menu before landing on the surface, bets remain
valid for the next game.
8.9.3. If circumstances arise
under which the result of the match is unknown, all bets on events forwhich the
result has occurred up to that point will be settled according to the available results at the end of the match,
all other bets will be settled at odds of 1.
8.9.4. If the streamer changes the
game mode, all bets made before landing on the surface will be settled at odds
of 1.
8.9.5. The company is not
responsible for any actions of the streamer, bugs, or software errors in the
game that affect the result.
8.9.6. In case of stream sniping
by the streamer, the company reserves the right to settle bets made on the current game at odds
of 1.
8.9.7. Markets
Map X – Player/Team N to Take X
Place (yes/no): A
bet on whether Player/Team N will take the selected place or higher, or not, in
the specified game.
Map X – Total Kills: A bet on whether Player/Team N
will achieve the specified number of kills – more or less in the specified
game.
Map X – Odd/Even Number of Kills: A bet on whether the number of
kills at the end of the specified map will be odd or even.
Map X – Winning Margin by
Top/Kills: A
bet on the range of values for top/kills achieved by the player/team in the
specified game.
Map X – Will the Player/Team Get a
Kill: A
bet on whether the player/team will get a kill on the corresponding map.
Map X – Total Assists: A bet on whether Player/Team N
will achieve the specified number of assists – more or less in the specified
game.
8.10. Starcraft II, Starcraft I,
Brawl Stars
8.10.1. Markets
Winner: Bet on the winner of the match.
1x2: Similar to the Winner outcome,
but considers the possibility of a draw. Offered in matches where a draw is
possible.
Map X. – Winner: Bet on the winner of the
specified map.
Double Chance (Match): Settled as the official result
of the match or specified period being included in the selection, where two of
the three possible selections will be winners and one selection will be a
loser.
Map X. Game Duration (Over/Under): A bet on how long a specified game will be when it ends - over or under minutes
on the in-game timer. For example, to win at a bet over 20.5, the game must last
at least 20:30 minutes and more. If the in-game timer stops at 20:29, the bet
will be settled as a loss.
Total maps: Total number of maps played in
the match.
Match handicap: Advantage or disadvantage for
one of the players, expressed in the number of won or lost maps.
Odd/Even Number of Maps: Bet on whether the number of
maps played in the match will be even or odd.
Exact score by maps: Offered to choose the exact
final score in the match by maps.
8.11. Hearthstone
8.11.1. Ranked Mode Markets :
Winner: Bet on the winner of the match.
Game No. Winner: Winner of the game with the
specified sequence number.
Game No. Total Moves: Bet on the total number of moves
between players in the respective game until its end.
% of Wins by the First Player in
the First 10 Games: Bet
on whether the player will win more or less than 50% of the games in the first
10 played.
Exact score by game: Bet on the exact final score by
game. Example: if you bet on an exact score of 0:2, the player must win with a
score of 0:2 for the bet to win; otherwise, the bet loses.
8.11.2. Battlefield Mode Markets:
Game No. Player will Take the
Corresponding Place in the Game — Player 1 will take X place (yes/no): Bet on whether Player 1 will
take the selected place or higher, or not, in the specified game.
8.12. World of Tanks
8.12.1. Markets
Winner: Bet on the winner of the match.
1x2: Similar to the Winner outcome,
but considers the possibility of a draw. Offered in matches where a draw is
possible.
Map X. – Winner: Bet on the winner of the
specified map.
Map X. Game Time (Over/Under): A bet on how long a specified game will be when it ends - over or under minutes
on the in-game timer. For example, to win at a bet over 20.5, the game must last
at least 20:30 minutes and more. If the in-game timer stops at 20:29, the bet
will be settled as a loss.
Team/Player Total kills - number
of kills: A
kill is defined as one kill of an opponent. Each team earns a certain number of
points. Bets can be made on the entire team or each individual player.
The number of kills can be calculated per round, match consisting of
several battles, or the entire tournament if the team advances further in one
match.
MVP (Player): Bet on the most valuable and
productive player. One of the indicators of productivity is the number of enemies
killed.
Total maps: Total number of maps played in
the match.
Match handicap: Advantage or disadvantage for
one of the teams, expressed in the number of won or lost maps.
Odd/Even Number of Maps: Bet on whether the number of
maps played in the match will be even or odd.
8.13. Halo, Smite, Vainglory, Crossfire, Warcraft III, Clash Royale, Age of
Empires, Drone Racing, Free Fire, Pokemon Unite, Quake, Racing esports, Soccer
Mythical, Specials esports, Street Fighter
8.13.1. Markets
Winner: Bet on the winner of the match.
1x2: Similar to the Winner outcome,
but considers the possibility of a draw. Offered in matches where a draw is
possible (e.g., in a bo2 series).
Handicap: Bet on the victory of one of the
teams without considering a draw. In the event of a draw, the bet is made void.
Map X. – Winner: Bet on the winner of the specified
map.
Odd/Even Number of Maps: Bet on whether the number of
maps played in the match will be even or odd.
Total maps: Total number of maps played in
the match.
Match handicap: Advantage or disadvantage for
one of the teams, expressed in the number of won or lost maps.
Exact score by maps: Offered to choose the exact
final score in the match by maps.
8.14. King of Glory
8.14.1. Markets
Winner: Bet on the winner of the match.
Exact score by maps: Offered to choose the exact
final score in the match by maps.
Match handicap: Advantage or disadvantage for
one of the teams, expressed in the number of won or lost maps.
Markets of totals on the map: Bet on the total number of kills
(destroyed), made before the end of the map, including kills/destructions after
typing GG in the general chat:
- Total kills;
- Total kills Team 1/2;
- Total destroyed towers;
- Total destroyed towers Team 1/2.
Calculation is carried out
according to the final score of the teams in the post-match statistics, meaning
the bet does not include deaths that are not credited to the opposing team,
such as finishing off allied units, neutral creeps, suicides with abilities or
items, etc. The kill counter for the team may differ from its total value in
teams. For example, in case of a hero's death from enemy creeps or towers, the
kill is not credited to the opposing team but is credited to the enemy team.
The kill is counted when calculating the total kills and the even/odd number of
kills on the map.
Kill handicap: Advantage or disadvantage for
one of the teams, expressed in the number of kills made on the specified map.
For example, for Team 1 to win with a kill handicap of -6.5, they need to have
at least a seven-kill advantage over Team 2. Thus, with a final kill advantage
on the map of 15:6, a -6.5 handicap wins. The bet loses if Team 2 wins by kills
or has a minimum 6-kill deficit at the end of the map.
Map X. - X Kills: Bet on which team will make the
next kill on the specified map. The count of kills is based on the total number
of kills by both teams. If the total kill count does not reach the required
value, the bet will be made void.
Map X. – Winner: Bet on the winner on the
specified map.
Map X. - First Blood: Bet on which team will draw
first blood on the specified map.
Map X. - Duration (Over/Under): A bet on how long a specified map will be when it ends - over or under minutes
on the in-game timer. For example, to win at a bet over 20.5, the map must last
at least 20:30 minutes and more. If the in-game timer stops at 20:29, the bet
will be settled as a loss.
Map X. - First Tower Destroyed: Bet on which team will destroy
the first tower on the specified map.
Map X. - Triple Kill: Bet on whether a triple kill
will be performed consecutively by one hero on the specified map.
Map X. - Highest Individual Kill
Count: Bet
on whether a player will make the highest individual kills on the specified
map.
Map X. - Total Assists during
First Blood: Bet
on the number (more/less) of assists during the first blood on the specified
map.
Map X. - Hero Position during
First Draft Pick: Bet
on the position of the first hero chosen during the draft on the specified map:
Jungle, Farm Line, Hard Line, Mid Lane, Support.
Map X. - First Spell Choice during
Draft: Bet
on the first hero's spell choice during the draft on the specified map - Flash
or other.
Map X. - Total Flashes: Bet on the number (more/less) of
flashes used by heroes on the specified map.
Map X. - First Tyrant Kill: Bet on which team will kill the
first Tyrant on the specified map.
Map X. - First Shadow Tyrant Kill: Bet on which team will kill the
first Shadow Tyrant on the specified map.
Map X. - First Lord of Shadows
Kill: Bet
on which team will kill the first Lord of Shadows on the specified map.
Map X. - Total Kills until Tower
Defence: A
bet on the total of kills before the tower shield disappears (5 minutes). The
calculation is based on the in-game timer.
Map X. - Total Kills from Support
Role: A
bet on the total number of kills that will be attributed to heroes playing the
support role on the specified map.
Map X. - Role to Draw First Blood: Bet on which role will make the
first kill on the specified map. Map X. - First Appearance of River Spirits:
Bet on which part of the river the river spirits will first appear on the
specified map: Lower or Upper.
Map X. - Second Appearance of
River Spirits: Bet
on which part of the river the river spirits will appear second on the
specified map: Lower or Upper.
Map X. - Role to Die First: Bet on which role will die first
during the first blood on the specified map.
Map X. - Tyrant and Shadow Tyrant
Total: A
bet on the total number of Tyrant and Shadow Tyrant kills by both teams during
the match on the specified map.
Map X. - First Storm Dragon Spawn
Location: Bet
on the spawn location of the first Storm Dragon on the specified map: in the
Lord of Shadows or Tyrant's lair.
Map X. - First to Kill Storm
Dragon: Bet
on which team will kill the Storm Dragon first on the specified map.
Map X. - First Tower Destruction
within 5 minutes and 30 seconds: Bet on whether the first tower will be destroyed on the
specified map before the specified time according to the in-game timer.
Map X. - First Tower Destruction
Location: Bet
on which part of the map the first tower will be destroyed on the specified
map: Bottom, Middle, or Top lane.
Map X. - First Tower Destruction
Location on Upper Lane:-
Bet on which part of the map the first tower will be destroyed on the heights
on the specified map: Bottom, Middle, or Top lane.
Map X. - Total Tower Destruction
on Heights: A
bet on the total number of destroyed towers near the Crystal (Nexus) on both
sides.
8.15. Heroes of the Storm
8.15.1. Markets
Winner: Bet on the winner of the match.
Exact Score by Maps: Choose the exact final score in
the match by maps. For example, when betting on Exact Score by Maps 0:2, the
second team must win with a score of 0:2; otherwise, the bet loses. Match
Handicap: Advantage or disadvantage for one of the teams, expressed in the
number of won or lost maps.
8.16. Rainbow Six
8.16.1. For this type of sport,
markets with and without overtime are possible. By default, all markets are
without overtime (unless the market name specifically includes "including
overtime").
8.16.2. Markets
Winner: A bet on the match winner. The
match is considered to have started after the first kill in the first round.
1x2: Similar to the Winner result,
but a draw is considered as an option. Offered in matches where a draw is
possible (for example, bo2 format matches or bo1 format matches without overtime).
Handicap: A bet on the victory of one of
the teams without considering a draw. If the match ends in a draw, the bet is
settled with a coefficient of "1" (returned).
Map X. – Winner: A bet on the winner of the
specified map within the match, including additional rounds / Overtime.
Map X. - Winner 1x2: A bet on the winner of the
specified map and a draw in regular time without considering overtime.
Map X. - Winner of the first half
1x2: A
bet on the team that wins the first 4 rounds on the specified.
Map.Draw - possible result when both teams
get even round at this half.
Map X. - Winner of the second half
1x2: A
bet on the team that wins the more rounds after first half (first six rounds)
on the specified map. Draw - possible result when both teams get even round at
this half.
Map X. - Odd/Even number of rounds: A bet on the odd or even number
of rounds played on the specified map without considering overtime.
Map X. - Will there be overtime: A bet on whether there will be
overtime on the specified map.
Total rounds (including overtime): A bet
on the total number of rounds played by both teams in the match, including
overtimes.
Team N - Total rounds (including
overtime): A
bet on the total number of rounds won by the specified team in the match,
including overtime.
Map X. - Team N total rounds: A bet on the specified team
winning the specified number of rounds on the specified map without considering
overtime.
Round handicap (including
overtime):
Advantage or disadvantage for one of the teams, expressed in the total number
of winning or losing rounds in the match, including overtimes.
Map X. - Round handicap: Advantage or disadvantage for
one of the teams, expressed in the number of winning or losing rounds on the
specified map, excluding overtime.
Map X. - Race to X rounds: A bet on which team will win the
selected number of rounds on the specified map first.
Odd/Even number of maps: A bet on the total odd or even
number of maps played in the match.
Total maps: The total number of maps played
in the match including overtime.
Map handicap: Advantage or disadvantage for
one of the teams, expressed in the number of winning or losing maps including
overtime.
Exact score per map: Offers to choose the exact final
score in the match per map.
Map X. - Exact score of the first
half: A
bet on the exact score of rounds with which the first half of the specified map
will end.
Map X. - First half round handicap: Advantage or disadvantage for
one of the teams, expressed in the number of winning or losing rounds in the
first half on the specified map.
Map X. - Second half round
handicap:
Advantage or disadvantage for one of the teams, expressed in the number of winning
or losing rounds in the second half on the specified map.
Map X. - Total rounds for defence
side: A
bet on the total number of rounds the defending side will take on the specified
map, excluding overtimes.
Map X. - Total rounds for attack
side: A
bet on the total number of rounds the attacking side will take on the chosen
map, excluding overtimes.
8.17. Call of Duty
8.17.1. Markets
Winner: Bet on the winner of the match, calculated according to the
score by the number of won maps in the match or rounds if the match was within
one map. The bet is settled considering additional rounds.
1x2: Similar to the Winner outcome
but considers the possibility of a draw. Offered in matches where a draw is
possible (for example, bo1 matches without additional rounds or bo2 matches).
Map
X Winner: Bet on the winner of the specified map. Includes overtime
Match Handicap: Advantage or disadvantage for
one of the teams, expressed in the number of won or lost maps.
Total Maps: Total number of maps played in
the match.
Exact Score by Maps: Choose the exact final score in
the match by maps. For example, when betting on Exact Score by Map 0:2, the
second team must win with a score of 0:2; otherwise, the bet loses.
Odd/Even Number of Maps: Bet on whether the number of
maps played in the match will be even or odd.
8.18. Rocket League
8.18.1. Markets
Winner: A bet on the match winner. The
match is considered to have started after the first goal in the match.
1x2: Similar to the Winner result,
but a draw is considered as an option. Offered in matches where a draw is
possible (for example, bo2 format matches or bo1 format matches without
overtime). Handicap: A bet on the victory of one of the teams without
considering a draw. If the match ends in a draw, the bet is settled with a
coefficient of "1" (returned).
Map X Double Chance: Settled as the official result
of the specified map, where two of the three possible selections will be
winners and one selection will be a loser.
Map X. - Winner: A bet on the winner of the
specified map within the match, including additional overtime.
Map X. - Winner 1x2: A bet on the winner of the
specified map and a draw in regular time without considering overtime.
Map X. - Odd/Even number of goals
(including overtime): A
bet on the odd or even number of goals scored on the specified map considering
overtime.
Total goals: A bet on the total number of
goals scored by both teams in the match, including overtimes.
Team N - Total goals (including
overtime): A
bet on the total number of goals scored by the specified team in the match,
including overtime.
Map X. - Team N total goals
(including overtime): A
bet on the specified team scored the specified number of goals on the specified
map considering overtime.
Goal handicap (including overtime): Advantage or disadvantage for
one of the teams, expressed in the total goals of scored or missed in the
match, including overtimes.
Map X. - Goal handicap (including
overtime):
Advantage or disadvantage for one of the teams, expressed in the number of
scored or missed goals on the specified map, including overtime.
Map X. - Total Goals (including
overtime): A
bet on the how much both teams scored in the total goals on the specified map
considering overtime.
Map X. - Next goal (including
overtime): A
bet on which team will score a selected goal on the specified map first.
Odd/Even number of maps: A bet on the total odd or even
number of maps played in the match.
Total maps: The total number of maps played
in the match including overtime.
Map handicap: Advantage or disadvantage for
one of the teams, expressed in the number of winning or losing maps including
overtime.
Exact score per map: Offers to choose the exact final
score in the match per map.
Map X. - Correct score: A bet on the exact score of
goals of the specified map when it will the ended.
8.19. Mortal Kombat 1
8.19.1. Bets are accepted on
various versions of the game (information about this is available during the
broadcast), but only in 1vs1 format.
8.19.2. All bets are settled after the completion of the event.
8.19.3. Bets on fighters are accepted only during live betting. The game is
broadcasted online on a publicly available source.
8.19.4. Game format: Best of 3 to 9 rounds; Winner is the player who achieves
an unassailable
number of wins (information about the number of the rounds is in the tournament
name).
8.19.5. Round duration is the number of seconds elapsed from the start of the
round, obtained by subtracting the final smallest number of the timer from 90
seconds (the standard round start timer). E.g., if the round timer countdown
stopped at 40, the round duration is 90 - 40 = 50 seconds.
8.19.6. The number of each individual game changes before the start of the next
game on the broadcast.
Clips of a game's end can be
obtained upon request on the relevant streaming resource (Twitch, Kick,
YouTube, Trovo, etc.).
In cases where the streamer exits the game through the game menu before the
fight begins, bets remain valid for the next game.
8.19.7. During a fight, If one of the players exits the match the round and
accordingly the game are considered won by the player who remained in the fight
(even if they were in a losing position at the time one fighter exited the
fight).
8.19.8. If circumstances arise making the match result unknown, all bets on
markets where results were determined will be settled according to the results
available at the time the player exited; all other bets will be made void.
8.19.9. If the streamer changes the game mode, all bets made before the fight
begins will made void.
We bear no responsibility for any actions of the streamer, bugs, or software
errors in the game that affect the result.
Where there is evidence of integrity issues including stream sniping or stream
loose change (a situation where a player joins the stream and loses
intentionally), we reserve the right to void all bets at our discretion.
8.19.10. Markets
Winner (Fight/Round): - Settled on the fighter declared the winner by
knocking out the opponent (signified by the loss of all the opponent’s energy).
Total rounds: - Settled on the total number of rounds fought being under
or over the given line. Handicap: - Determined by which player will win
the match once the specified handicap line is applied to the final round score.
Round duration: - Settled on the total seconds elapsed in the round
being under or over the given line.
Will there be a Flawless Victory: - Settled as a victory in which the
winner did not take damage from the opponent and did not harm themselves
(sometimes a fighter may injure themselves while performing particularly
dangerous attacks). A sign that a Flawless Victory is counted is the phrase
Flawless Victory at the end of the broadcast;
Will the player perform a Fatal Blow or Crushing Blow: - A Fatal Blow is
a special move that deals significant damage to the opponent but becomes
available only when the player's health is at 30% or below. Type of finishing
moves: brutality, fatality, or none (Faction Kill counts as a fatality).
9.Virtual sports
9.1. E-Football
9.1.1. Settlement rules
unless expressed below remain the same as our football rules.
9.1.2. Bets on e-football matches are accepted based on the regular game time
unless specified.
9.1.3. For competitions where extra time and/or penalty shootouts occur, these
markets are priced and resulted separately to the regular time markets
9.1.4. All matches are broadcasted online. If an event is interrupted or
coverage is dropped, all unsettled bets are voided, except for where a force
majeure occurs to the video stream; where then the bets are settled on the
official match result if known.
All bets are settled after the actual conclusion of the event.
9.1.5. E-Football Rules apply to
the following tournaments: EAFC 24. 2x4 min., Volta Rush. EAFC 24,25
If an event is restarted or replayed due to a technical failure, this will
count as a new event.- EAFC 24,25.
2x4 min.
Duration of regular time: 8 minutes (2 halves of 4 minutes each).
Game format: 11x11.
- Volta Rush & Volta Football
League. EAFC 24, 25.
Match duration: 6 minutes (2 halves of 3 minutes each).
Game format: determined by the leagues organizing the tournaments, can be 3x3
or 4x4 (information about the game format is indicated in the tournament's
name).
Stadium for the game: determined by the leagues organizing the tournaments.
9.2 Basketball
9.2.1 Matches are played with 4
quarters of 4, 5, 6, 10, or 12 minutes (duration of the quarter specified in
the tournament name), overtime of 3 minutes".
Difficulty level: "Hall of Fame".
9.2.2. If an event is recreated with new data, times or teams, previous bets will
be void.
9.2.3. All matches are broadcasted online. If an event is interrupted or
coverage is dropped, all unsettled bets are voided, except for where a force
majeure occurs to the video stream; where then the bets are settled on the
official match result if known.
9.2.4. If a match is interrupted due to technical reasons (computer crash,
connection loss, etc.), unsettled bets are void.
9.2.5. If an event is restarted or replayed due to a technical failure, this
will count as a new event.
9.2.6. Available market types
include:
-Win (including over time)
-Handicap (including over time)
-Total (including over
time)(over/under)
-Individual player totals including overtime (over/under) o Quarterwinner
-Quarterhandicap
-Quarter total (over/under)
-Individual player quarter totals (over/under)
9.3. Streetball
9.3.1. Game can be played in various formats: 1x1, 2x2, 3x3, 4x4, and 5x5
(information about the game format is indicated in the tournament's name).
Difficulty level: "Hall of Fame"
Roster (parameters and strength of participants): "Official" at the
start of the event (if the game is played in formats 2x2, 3x3, 4x4, and 5x5,
the match involves the strongest players from participating teams).
The game is played on one hoop up to 11 points.
Each successful shot inside the six-meter line (6.2 meters) or from the penalty
line earns the
team/player 1 point.
A shot beyond the six-meter line earns 2 points.
If one participant/team reaches 10 points and the score difference is less than
2 points, the game continues until the score difference becomes more than 1
point.
9.3.2. All matches are broadcasted online. If an event is interrupted or
coverage is dropped, all unsettled bets are voided, except for where a force
majeure occurs to the video stream; where then the bets are settled on the
official match result if known.
9.3.3. If a match is interrupted
due to technical reasons (computer crash, connection loss, etc.), unsettled
bets are void.
9.3.4 If an event is restarted or
replayed due to a technical failure, this will count as a new event.
9.3.5. Available bet types
include:
-Win
-Handicap
-Total(over/under)
-Even/oddtotal
-Individual player/team totals (over/under)
-Race to points
-Victory in the draw (which player/team will score point #1, #2, #3, etc.).
9.4. Cyber Tennis
9.4.1 Market rules are the same as
Tennis rules for market settlement. Matches may consist of 1, 3, or 5
sets depending on the match or tournament format (information is in the
tournament name).
9.4.2. All matches are broadcasted online. If an event is interrupted or
coverage is dropped, all unsettled bets are voided, except for where a force
majeure occurs to the video stream; where then the bets are settled on the
official match result if known.
9.4.3. If a match is interrupted due to technical reasons (computer crash,
connection loss, etc.), unsettled bets are void.
9.4.4. If an event is restarted or replayed due to a technical failure, this
will count as a new event.
9.4.5. If a court change occurs including a surface change, bets will remain
valid. Available market types:
-Handicap
-Total(over/under)
-Individual totals (over/under) or Exactscore
-Even/odd total
-Game winner
-Player win+total games
10. FINAL
PROVISIONS:
10.1. These Rules are written in Ukrainian and English. In the event of any
discrepancies or inconsistencies between the Ukrainian and English versions of
these Rules, the Ukrainian version shall be considered the prevailing one for
resolving disputes arising from such discrepancies or inconsistencies.
Gambling Rules
11. General provisions
11.1. The Player must familiarize himself with the rules of each individual online casino gambling game before playing the respective gambling game on the Website or via the Mobile Application.
12. Rules of the gambling game Baccarat and its variants
12.1. General Rules of Baccarat
Two cards are dealt to the banker (dealer), and two cards are dealt to the Player in the gambling game. Card "Ace" is worth 1 point; Cards "10", "J", "Q" and "K" are worth 0 points. All other cards are worth the face value indicated on the card. Each pair is valued by adding the two cards together modulo (dividing with remainder) 10 (so if you have a 5 and a 6, it is worth 1, so 5 + 6 = 11 = 1 (modulo 10).
If the Player has 0,1,2,3,4,5 points, then the Player gets a third card unless the banker's hand has a point sum of 8 or 9. The Player’s hand is now considered complete. If the banker's point total is 3 *and* the Player draws a third card not worth a face value of 8, the banker receives the third card.
If the sum of the banker's points is 4 and the Player has drawn a third card that is worth face value 2,3,4,5,6,7, the banker gets the third card. If the sum of the banker's hand points is 5, and the Player draws a third card that has a face value of 4,5,5,6,7 the banker receives a third card.
If the sum of the banker's points is 6 and the Player draws a third card that is worth 6 or 7 in its face value, the banker gets the third card. In such a case, the hand with the highest score wins. Customers can bet: the Player's hand wins, the banker's hand wins, both hands are level.
12.2. The exact rules of Baccarat
The rules of certain variants of Baccarat may differ, before starting to play the Participant must make sure that he understands the rules of the game and familiarize himself with the rules of a particular game on the relevant page of such game on the Organizer's website or Mobile application.
Payouts of winnings are made in accordance with the rules of the game on the relevant page of such game on the website or Mobile application of the Organizer.
13. Rules of the gambling game Red Dog and its variants.
13.1. General rules of Red Dog
The order of cards - Ace (high), K, Q, J, 10, 9, 8, 7, 7, 6, 5, 4, 3, 2 Two cards are dealt. If they are neighboring in their face value (for example, 9 and 8 or 4 and 5, but NOT Ace and 2), the gambling game is considered a draw, and the payout is made with a coefficient of "1.00".
If the cards have the same value (for example, two 3's, or two 5's), the Player is not allowed to increase his bet in this round. Otherwise, the Player may increase his/her bet. A third card is then dealt. If the cards were identical, and the third card is also similar in value to the previous two cards (e.g., the third 3-of-a-kind, or the third 5-of-a-kind), the Player wins.
If the third card is not similar in value to the previous two cards, the bet is returned to the Player. If the third card is in value between the first two cards, the Player wins. In all other cases the Player loses.
13.2. The exact rules of Red Dog
The rules of certain variants of Red Dog may vary, before starting to play the Participant must make sure that he/she understands the rules of the game and familiarize himself/herself with the rules of a particular game on the relevant page of such game on the website, or in the Mobile application of the Organizer.
Payouts of winnings are made in accordance with the rules of the game on the relevant page of such game on the website, or in the Mobile application of the Organizer.
14. Rules for playing online slot machines and their variants
14.1. General rules of online slot machines
Basic game: The Player selects the amount he/she wishes to play for by using the on-screen buttons to increase or decrease the bet amount. There is always a minimum amount that can be bet, and usually a maximum amount that can be bet in a particular game.
When the Player has set the bet amount, the "Spin" or "Play" button or any other button clearly labeled (sometimes text, sometimes an icon) is pressed to start the game. This causes the machine's "reels" to spin (this is a computerized animation): each reel is a column on the screen that shows at least three icons grouped in horizontal rows. If at least three identical pictograms appear from left to right on a "reel", along the win line, the Player will be awarded an amount of money (winnings), which is listed in the table and available to the Player on the game screen in the help section of the game.
For example, three identical signs on a "reel" will result in a 20% payout of the Player's bet, four identical signs will result in a 75% payout of the Player's bet, and five identical signs may result in a 120% payout of the Player's bet (figures are given for example and do not necessarily correspond to any game).
A winning line is a continuous line from left to right on the "reels", which is described on the help page for the game and on which a payout is made if enough identical icons appear on it. Examples of a game with 3 reels, 3 lines and a 3-line game with 5 reels are shown below (X indicates where the icons should appear:
The Player can press the "Play" button, or other button that causes the game to spin the "reels" to immediately stop them. This does not give the Player an advantage, but it does speed up gameplay by reducing animation time.
Standard features of online slot machines: most games now offer "Wildcard" signs and free spins (game), apart from regular games. "Wildcard" can substitute for any sign in order to complete a winning line, such substitution is only possible once (so if two winning lines are possible but they require different icons, only one winning line is created by substitution). Free spins do not have to appear on a winning line: as soon as three free spin icons appear anywhere in the game, the Player is given several free spins (i.e. bets for which the Organizer pays the bet instead of the participant).
The number of free spins is determined randomly, but the number of free spins services will be higher if more than three free spins symbols fall together.
Autospin (Autoplay): instead of pressing "Spin", "Play", or another button, which triggers the game every time, the Player can choose a fixed (usually 10, 25, and 50) number of spins (games) to be bet on and select Autospin. It is then possible to watch the "reels" spin and winnings. With Autospin, the Player can choose to automatically stop Autospin when a certain amount is won, or lost.
Additional Features: Some games may have "Unique Features" that can add additional mechanics to the game. Such additional mechanics may include:
● Sticky symbols: when certain symbols appear on the "reel", they remain on the "reel" (it does not rotate) for a set number of turns. This improves the Player's chances of winning.
● Movable signs: when certain signs appear on a "reel", they remain on the "reels", but are shifted one "reel" to the left on each rotation until they reach the first "reel". On the next spin after that, they disappear and the game continues according to the standard rules.
● Enhanced Free Spins: these are free spins in their effects, but the free spins symbols pay out larger amounts than normal.
● Jackpot: every time certain symbols appear, they are added to the counter. When the counter reaches a fixed value (e.g. 3, 4 or 5), the Player receives the jackpot for it.
14.2. The exact rules of online slot machines
The rules of certain variants of online slot machines may vary, and it is the participant’s responsibility to ensure that he/she understands the rules of the game and to familiarize himself/herself with the rules of the particular game on the relevant page of such game on the Website, or on the Organizer 's Mobile application, before starting to play.
Payouts of winnings are made in accordance with the rules of the game on the relevant page of such game on the Website, or on the Organizer 's Mobile application.
15. Rules of the gambling game Blackjack and its variants
15.1. General rules of Blackjack
Ace can be counted as 1 or 11 points, cards of denominations 2 through 9 according to their face value, and tens and cards K, Q, J can be counted as ten points.
1. The value of a hand is the sum of the values of the individual cards. In addition, Blackjack is the highest hand consisting of an Ace and any 10-point card, and it is superior to all other 21-point hands.
2. After a Player has placed a bet, the dealer deals two cards to each Player and two cards to himself. One of his cards is dealt face up by the dealer. The face down card is called the "closed card".
3. If the dealer has an Ace card open, he will offer an additional bet called "insurance". This additional bet pays 2 to 1 if the dealer's card is any 10-point card. Insurance bets are optional and cannot exceed half of the original bet.
4. If the dealer's card is an open 10 or an Ace (after offering insurance with a showing Ace), the dealer looks at his card face down to see if he has Blackjack. If the dealer has Blackjack, the dealer immediately turns over the card.
5. If the dealer does have Blackjack then all bets (except insurance) are lost, if the Player also has Blackjack then this will result in a "push" (return of bet). At this point the dealer calculates the insurance bets.
6. The game starts with the Player to the left of the dealer. The options available to the Player are as follows:
- "Stand" - the Player stays with his/her cards.
- "Hit" - the Player takes one more card (and more if he wishes). If this card causes the Player's total points to exceed 21 (known as "breaking"-evil or "busting"), the Player loses.
- "Double" - doubling - the Player doubles his/her bet and receives one and only one card.
- "Split" - if a Player has a pair, or any two 10-point cards, he/she can double his/her bet and split his/her cards into two separate hands. The dealer automatically gives each card a second card. The Player can then "hit," "stand," or "double" normally. However, in the "split" action of two aces, each ace receives only one card. Sometimes the action of "double" after the action of "split" is not allowed. If a Player receives a ten and an ace after a "split" action, it counts as 21 points, not Blackjack. Usually a Player may continue the repeated "split" action for a total of four hands. Sometimes the repeated "split" action of two aces is not allowed.
7. After each Player has taken a turn, the dealer turns over his closed card. If the dealer has 16 points, or less, he draws another card. A special situation occurs when the dealer has an ace and any number of cards totaling six points (known as a "soft 17"). On some tables, the dealer may also perform a "hit" action with a "soft 17".
8. If the dealer exceeds 21 points, then any Player who has not already lost wins.
9. If the dealer does not lose, then the greater sum of the points between the Player and the dealer wins.
10. Winning bets are paid out in an "even money" format, except that Blackjack that wins is paid out 3 to 2.
15.2. The exact rules of Blackjack
The rules of certain variants of the Blackjack game may vary, it is the responsibility of the participant to ensure that he/she understands the rules of the game and to familiarize himself/herself with the rules of the particular game on the relevant page of such game on the Website or on the Organizer 's Mobile application before Playing.
Payouts of winnings will be made in accordance with the rules of the game on the relevant page of such game on the Website, or on the Organizer's Mobile application.
16. Rules of the gambling game Roulette and its variants
16.1. General rules of American roulette
The American roulette wheel consists of 38 numbered spaces: numbers from 1 to 36, zero and double zero. The betting layout consists of each individual number, as well as multiple "outside" bets on combinations of numbers. After Players place their bets, the dealer spins the wheel and the ball, and after a few seconds the ball hits one of the numbered spaces.
The following table shows the available bets, the winnings (on a one-to-one basis) and the probability of winning according to US rules.
Rate |
Payout |
Probability of winning |
Advantage of the Organizer |
Red |
1 |
47.37% |
5.26% |
Black |
1 |
47.37% |
5.26% |
Odd |
1 |
47.37% |
5.26% |
19 to 36 |
1 |
47.37% |
5.26% |
1 to 12 |
2 |
31.58% |
5.26% |
25 to 36 |
2 |
31.58% |
5.26% |
Six line (6 numbers) |
5 |
15.79% |
5.26% |
First five (5 numbers) |
6 |
13.16% |
7.89% |
Corner (4 numbers) |
8 |
10.53% |
5.26% |
Street (3 numbers) |
11 |
7.89% |
5.26% |
Split (2 numbers) |
17 |
5.26% |
5.26% |
Any exact number |
35 |
2.63% |
5.26% |
16.2. General rules of the gambling game European roulette
European roulette is roulette played on a wheel with 37 numbers, with only one zero. The payouts are the same as in American roulette. However, given that the double zero is not on the wheel, the organizer's advantage is reduced to 1/37, or 2.70%, on all bets.
16.3. The exact rules of Roulette
The rules of certain variants of the game Roulette may differ, before starting to play the participant must make sure that he/she understands the rules of the game and familiarize himself/herself with the rules of a particular game on the relevant page of such game on the Website, or in the Mobile application of the Organizer.
Payouts of winnings are made in accordance with the rules of the game on the relevant page of such game on the Website, or on the Organizer's Mobile application.
17. Rules for accepting bets
17.1. Betting and participation in gambling games are carried out in accordance with the Rules of the organizer of gambling games.
17.2 The Organizer is not responsible for technical failures in the operation of equipment, or interruptions in access to the Internet.
17.3 Bets and payments on them are carried out in accordance with the values recorded in the online systems for organizing and conducting gambling games of the Organizer.