Rivalry Betting Rules
The general settlement rules set out here are subject to modification at any time at our sole discretion.
Final Authority
Rivalry records shall be the final authority in determining the validity and terms of any tickets accepted and the circumstances in which they were made.
Betting Deadlines
Pre-match tickets can be accepted up to the time indicated, which may not correspond to the start time of the event. Rivalry reserves the right to void any ticket placed after the deadline indicated, including owing to content timing errors or revised start times.
If a ticket, for whatever reasons, is accepted after the start of a betting event meaning the ticket is not placed in good faith then Rivalry reserves the right to void. Rivalry will endeavour to inform users of any specific tickets that are voided.
Data Errors
Rivalry reserves the right to refuse to accept any ticket without notification, justification or compensation. Rivalry shall in no way be held liable for typing, transmission, display, publishing, betting information or odds errors. If any pre-match ticket is accepted in error, Rivalry reserves the right to void that bet where there were obvious errors concerning the entry of odds and/or results, e.g. a mistaken inversion of teams, odds, results, etc.
Technical Errors
Rivalry reserves the right to suspend odds during an event due to failed transmission or other technical related issues or if fraud is suspected. Rivalry reserves the right to cancel tickets even subsequently if any such ticket was won by the customer as a result of a technical fault or error, inclusive of but not limited to an error or fault in transmission. In any such case tickets will be voided. Nevertheless, Rivalry reserves the right to hold a customer liable for any damage caused to or suffered by us as a result of such customer knowingly taking advantage of a technical or administrative error when making and/or receiving payments.
I. General rules
1.Introduction
1.1. These Betting Rules govern the use of the sportsbook. The End User is agreeing that they have read, understood and will be adhering to these Betting Rules at any time applicable to the sportsbook platform. The Betting Rules consist of the following sections:
1.1.1. General rules;
1.1.2. Sports related rules;
1.1.3. Esports related rules;
1.1.4. Virtual sports related rules;
1.1.5. Betby esports related rules.
1.2. The use of the sportsbook is at all times subject to the regulations imposed by the law applicable to the operations of Rivalry and authority supervising the operations of Rivalry and/or the sportsbook.
1.3. Rivalry reserves the right to make changes to the site, betting limits, payout limits and offerings without prior notice.
1.5. These Betting rules may be updated, amended, edited and supplemented at any time without prior notice.
1.6. Any reference in these Betting Rules to words/objects that appear in singular also applies to plural. References to gender are non-binding and to be treated for information purposes only.
The purpose of these Betting rules is processing and redemption, if any, of the bets fairly, honestly and in accordance with these terms.
2. Definitions
2.1. Sportsbook– means an online platform and all connected to such platform (including but not limited to source code, object code, technologies, software and tools, executable applications, libraries, subroutines, widgets, plugins and other material needed among other) for the provision of sportsbook services.
2.2. End User - an individual who uses services of the sportsbook via Website and who has agreed to the Betting Rules.
2.3. Bet – risk-based agreement concluded between the End User and the Operator on the outcome of an Event, market or set of the mentioned which involves placement by the End User of a Stake, the Bet resulting in a Winning based on the Odds or a loss of the Stake, the Operator’s decision being subject to sportsbook and these Betting Rules. Bets are made on terms previously proposed by the Sportsbook.
2.4. Stake - the amount of money transferred by the End User to the Operator via Sportsbook platform and which is the main condition for participation in a Bet in accordance with these Rules.
2.5. The outcome - means the result of an event or a market on which the Stake was placed by the End User via Sportsbook.
2.6. Market – an in-play event on which an End User may place a Stake via Sportsbook.
2.7. Event – a sports, esports, virtual sports, political, entertainment or other event taking place in a real time on which the Operator is offering Odds via sportsbook.
2.8. Odds — the coefficient as determined by the sportsbook for the outcome of an Event expressed in a numeric value.
2.9. Winnings – amount of money won by the End User as a result of a Bet in case the End User predicted the outcome of an Event or Market correctly.
2.10. Operator - legal entity engaged in B2C (business to End User) betting activities in accordance with the licensing and legislative requirements of the country of operation and providing betting services via its operated Website.
3. General rules
3.1. No one being under the age or under minimal gambling age limit according to the applicable law in the country of End User is permitted to use services of the sportsbook and respectively to open an End User account and place a Stake on a Bet.
3.2. In the event of a discrepancies between the English language version of these Betting rules and any other language version, the English language version will prevail.
3.3. Once a Bet is accepted by the sportsbook, it cannot be reversed. The sportsbook shall not be responsible for any missing or duplicate Stakes made by an End User. The Sportsbook platform will not review any requests for alteration of Stakes accepted and Bets placed for the reason that either a Bet is missing or duplicated.
3.4. All transactions of an End User may be reviewed in the “My Bets” user interface of the respective End User of the sportsbook to make sure that all requested Bets were accepted.
3.5. Statistical data or editorial texts published on the sportsbook are for information and entertainment purposes only, and not for decision making. There are no warranties for the correctness of such information or data. The sportsbook shall not acknowledge or accept any liability whatsoever regarding any decisions taken by an End User. At all times it is the End User’s responsibility to be aware about circumstances relating to an Event or Market.
3.6. It is forbidden to use any automated systems (any kind of scanners, robots etc.) on the sportsbook. The sportsbook reserves the right to cancel any Bet which is made using automated systems of any kind.
3.7. It is forbidden to use multiple or third party accounts for the purpose of use of services offered on the sportsbook. Bets made in contrary to the terms of this clause shall be void.
3.8. Offering of the Events and Markets available on the sportsbook may change from jurisdiction to jurisdiction, as offering of the sportsbook at all times is subject to applicable law.
3.9. Sportsbook uses only reputable and legitimate data source(s) for determination of the outcome of a bet. Unless the data sources are not expressly disclosed in these betting rules, the data source(s) may be disclosed to an End User upon request.
3.10. In case of any contradictions: Market Rules take precedence over Sport Rules. Sport Rules take precedence over General Rules. In case there are no specific Market Rules or Sport Rules, General Rules apply.
3.11. An “X” included in a description of an odds or a market of these terms shall be understood as a number defined in the sportsbook offering.
4. Placing a Stake/making a Bet
4.1. All Stakes placed by an End User and all Bets accepted by the sportsbook are subject to these Betting Rules, as well as to applicable law.
4.2. For any Bet to be valid, it needs to be expressly confirmed as accepted with a respective statement in the betslip.
4.3. It shall at all times remain the exclusive discretion of a sportsbook, whether or not to accept any Bet.
4.4. Bet types:
4.4.1. Single (Ordinary) – a Bet on a separate outcome of an Event. Single Bet payout shall be equal the amount of the stake times odds.
4.4.2. Combo – a Bet on several independent outcomes of Events. To win such a Bet it is necessary that every outcome of every Event included in this Bet is predicted correctly. Incorrect prediction of any Event included in the Combo results in losing the Combo in its entirety. Combo winning is equal to the amount of the stake times total odds of the Combo.
4.4.3. System - a set of Combos, which is a complete search variants of combos of the same size from a fixed set of outcomes. It is characterized by the same stake for each express (option system) and the same number of outcomes in each express. Betting the system must specify the total number of outcomes and number of combos (system option). System winning is equal to the amount of the stake times total odds of the System.
4.4.4. A ‘Trixie’ is a combination of Bets, which includes one treble and three doubles from a selection of three Events. For the avoidance of doubt in this clause and in these Betting rules a treble means a Combo which consists of 3 (three) Events/markets and a double means a Combo which consists of 2 (two) Events/markets. Trixie winning is equal to the amount of the stake times total odds of the Trixie.
4.4.5. A ‘Patent’ is a combination of Bets, which includes one treble, three doubles and three singles from a selection of three matches. Patent winning is equal to the amount of the stake times total odds of the Patent.
4.4.6. A ‘Yankee’ is a combination of Bets, which includes one fourfold, four trebles and six doubles from a selection of four matches. For the avoidance of doubt in this clause and in these Betting rules a fourfold means a Combo which consists of 4 (four) Events/markets. Yankee winning is equal to the amount of the stake times total odds of the Yankee.
4.4.7. A ‘Canadian’ (also known as ‘Super Yankee’) is a combination of Bets, which includes one fivefold, five fourfolds, ten trebles and ten doubles from a selection of five matches. For the avoidance of doubt in this clause and these Betting rules fivefold means a Combo which consists of 5 (five) Events/markets. Canadian winning is equal to the amount of the stake times total odds of the Canadian.
4.4.8. A ‘Heinz’ is a combination of Bets, which includes one sixfold, six fivefolds, fifteen fourfolds, twenty trebles and fifteen doubles from a selection of six matches. For the avoidance of doubt in this clause and these Betting rules sixfold means a Combo which consists of 6 (six) Events/markets. Heinz winning is equal to the amount of the stake times total odds of the Heinz.
4.4.9. A ‘Super Heinz’ is a combination of Bets, which includes one sevenfold, seven sixfolds, twenty-one fivefolds, thirty-five fourfolds, thirty-five trebles and twenty-one doubles from a selection of seven matches. For the avoidance of doubt in this clause and these Betting rules sevenfold means a Combo which consists of 7 (seven) Events/markets. Super Heinz winning is equal to the amount of the stake times total odds of the Super Heinz.
4.4.10. A ‘Goliath’ is a combination of Bets, which includes one eightfold, eight sevenfolds, twenty-eight sixfolds, fifty-six fivefolds, seventy fourfolds, fifty-six trebles and twenty-eight doubles from a selection of eight matches. For the avoidance of doubt in this clause and these Betting rules eightfold means a Combo which consists of 8 (eight) Events/markets. Goliath winning is equal to the amount of the stake times total odds of the Goliath.
4.4.11. If odds consider more than 2 digits after decimal point, the payout will be rounded for second digit after decimal point.
4.4.12. “Cash out” is an individual offer initiated by sportsbook, addressed to an End User, aimed at changing one or several essential betting conditions (coefficient, event calculation time, etc.) in order to fix a new Bet and terminate the previous Bet at any current time ( further - Cash out). The offer to redeem a Bet can be both accepted and rejected by the End User. By selecting “Cash out” the End User confirms his acceptance of the new essential conditions of the Bet. Cash out rates can be offered for both pre-match and for live betting. The sportsbook reserves the right to change the offer to repurchase the Bet over time, or not to form a Bet to repurchase the bet without giving a reason.
4.4.13. "Bet Builder" a Bet on multiple Markets of the same Event, such as total, 1x2, team stats, player props and other markets marked with a Bet Builder Tab. To win such a Bet it is necessary that every outcome of every Market included in this Bet is predicted correctly. Incorrect prediction of any Market included in the Bet Builder Bet results in losing the Bet Builder Bet in its entirety. Bet Builder Bet winning is equal to the amount of the stake times total odds of the Bet Builder Bet. Bet Builder may be available in different sports which are marked with a special Bet Builder Tab in the Event.
Bet Builder Bets can also be included in a Combo/System consisting of other Bet Builder Bets or a combination of Bet Builder Bet and non-Bet Builder Bets.
Special terms of Bet Builder:
a) Bet Builder Bets may not be available for all sports and/or Events and/or Markets. Availability of Bet Builder Bets shall at all times remain at Sportsbook’s sole and exclusive discretion;
b) Availability of Bet Builder Bets is not guaranteed and Sportsbook reserves the right to terminate availability of Bet Builder Bets for any reasons at sole discretion of the Sportsbook (e.g. technical issues; sportsbetting integrity etc.);
c) Sportsbook reserves the right to amend, suspend or remove the Bet Builder feature (or any part of it) at any time;
d) Sportsbook reserves the right to reverse the settlement of a Bet Builder Bet if the Bet or a selection within the Bet is settled in error (terms of the Betting Rules related to errors apply).
f) Sportsbook reserves the right to accept or void any Bet included in the Bet Builder Bet in accordance with the terms of the Betting Rules regarding voiding Bets. In case a Bet included in the Bet Builder Bet is voided – the remaining (non-voided) Bets included in the Bet Builder stand. In case of a void Bet terms of the Betting Rules related to void Bets apply.
4.5. Market types:
4.5.1. "Match" (1X2) allows to bet on the (partial or definite) outcome of a match or event. The options are: "1" = Home team, or team listed to the left side of the offer; "X" = Draw, or the selection in the middle; "2" = Away team, or team listed to the right side of the offer.
4.5.2. "Correct Score" allows to bet on the (partial or definite) exact score of a match or Event.
4.5.3. "Over/Under" (Totals) allows to bet on the (partial or definite) amount of a predefined occurrence (e.g. goals, points, corners, rebounds, penalty minutes, etc.). Should the total amount of the listed occurrences in the Bet be exactly equal to number of respective occurrences listed in the betting line, then all bets on this offer will be declared void. Example: an offer where the betting line is 128.0 points and the match ends with the result 64-64 will be declared void.
4.5.4. "Odd/Even" allows to bet on the (partial or definite) odd or even number of a predefined occurrence (e.g. goals, points, corners, rebounds, penalty minutes, etc.) in an Event. For the avoidance of doubt an odd number shall be 1,3,5 etc., however Even number shall be 0,2,4 etc.
4.5.5. A "Head-to-Head" and/or "Triple-Head" allows to bet on a competition between two or three participants/outcomes, originating from either an officially organised event, or else, as virtually defined by the sportsbook.
4.5.6. "Half time/Full time" allows to bet on the result in the half time and the final outcome of the match. E.g. if at Half time the score is 1-0 and the match ends 1-1, the winning outcome is 1/X. The Bet shall be void if the regular time of the match is played in a different time format than those listed in the Bet (i.e. other than two halves).
4.5.7. "Period betting" allows (where possible) to bet on the outcome of each separate period within a match/Event.
4.5.8. "Draw No Bet" allows (where possible) to bet on either "1" or "2" as defined in 4.5.1. It is also common practice to refer to "Draw No Bet" in cases where no draw odds are offered. Should the specific match contain no winner (E.g. match ends as a draw), or the particular occurrence does not happen (e.g. Draw No Bet and match ends 0-0) the stake will be refunded.
4.5.9. "Handicap" allows (where possible) to bet on whether the chosen outcome will be victorious once the listed handicap is added/subtracted (as applicable) to the match/period/total score to which the bet refers to. In those circumstances where the result after the application of the handicap line is exactly equal to the betting line, then all such bets on this offer will void. Example: a Bet on -3.0 goals will be declared void if the team chosen wins the match by exactly 3 goals difference (3-0,4-1, 5-2, etc).
4.5.10.”Asian Handicap”: Home team (-1.75) vs Away team (+1.75). This means that the stake is divided into 2 equal bets and placed on the outcomes -1.5 and -2.0. For the bet to be fully paid out at the listed odds, Team A must win the match with a bigger margin than both of their listed handicaps (ie. 3 goals or more margin). In the eventuality that Team A wins with only a 2 goal margin, the bet will be considered as partially won with a full payout on the -1.5 part of the bet and a refund on the -2.0 side since the outcome on that part of the bet would be considered a “tie”. Should the match produce any other outcome, including a Team A victory with only 1 goal of margin, the whole stake would be lost. Away team is given a +1.75 goal advantage in the match. This means that the stake is divided into 2 equal bets and placed on the outcomes +1.5 and +2.0.
4.5.11. "Double Chance" allows (where possible) to bet simultaneously on two (partial or definite) outcomes of an Event. The options are: 1X, 12 and X2 with "1", "X" and "2" as defined in 4.5.1.
4.5.12. "Outright" or "Place" allows to bet by choosing from a list of alternatives and place a stake on the eventuality that a participant of an Event wins or takes a place within an Event in a specified position in the classification of the listed Event.
4.5.13. Bets on "Quarter / Half / Period X" allow to bet to the result/score achieved in the relevant timeframe and does not include any other points/goals/events tallied from other parts of the Event/match. Bets will be voided if the match is played in any other format but the one stipulated in the offer or as stipulated in the scoreboard or as stipulated in the standard terms of the respective type of the sport as determined by the governing body of respective sport (as applicable).
4.5.14. Bets on "Result at end of Quarter / Half / Period X" refer to the result of the match/event after termination of the stipulated timeframe and will take into account all other points/goals/events tallied from previous parts of the event/match. Bets will be voided if the match is played in any other format but the one stipulated in the offer or as stipulated in the scoreboard or as stipulated in the standard terms of the respective type of the sport as determined by the governing body of respective sport (as applicable).
4.5.15. Bets on "Race to X Points / Race to X Goals..." and similar offers refer to the team/participant reaching the earliest the particular tally of points/goals/events. If the offer lists a timeframe (or any other period restriction) it will not include any other points/goals/events tallied from other parts of the Event/match which are not related to the mentioned timeframe. Should the listed score not be reached within the stipulated timeframe (if any), all respective bets will voided, unless expressly stated otherwise in the offer.
4.5.16. Bets on "Winner of Point X / Scorer of Goal X" and similar offers refer to the team/participant scoring/winning the listed occurrence. For the settlement of these offers, no reference to events happening prior to the listed occurrence will be taken into consideration. Should the listed event not be scored/won within the stipulated timeframe (if any), all respective bets will be voided, unless expressly stated otherwise in the offer.
4.5.17. Bets referring to the happening of a particular occurrence in a pre-defined time order, such as “First Card”, or “Next Team to receive penalty minutes” will be voided should it not be possible, without any reasonable doubt, to decide the winning outcome, for example in case of players from different teams which are shown a card in the same interruption of play.
4.5.18. "Team to score first and win" refer to the listed team scoring the first goal in the match and winning the match. Should there be no goals in the match all bets will be voided.
4.5.19. Any reference to "clean sheet" indicates that the listed team must not concede any goal during the match.
4.5.20. "Team to win from behind" refers to the listed team winning the match after having been at least 1 goal down at any point in the match.
4.5.21. Any reference for a team to win all halves/periods (e.g. Team to win both halves) means that the listed team must score more goals than its opponent during all the stipulated halves/periods of the match.
4.5.22. Any reference to "Injury Time" refers to the amount displayed by the designated official and not to the actual amount played.
4.5.23. Settlement of bets on offers such as "Man of the Match", "Most Valuable Player" etc. will be based on the Event's organizer’s decision, unless expressly stated otherwise in the offer.
5.13. If a Market includes exact names of one of two competitors, then all listed competitors must participate in the Event for the Bet to have action.
5. Events and Resulting
5.1. The dates and times of the Events posted in the sportsbook are purely of informational character. Neither the Sportsbook, nor the Operator guarantees accuracy of such information. An incorrectly posted time and/or date of an Event is not the reason for voiding bets unless expressly provided otherwise in these Betting rules.
5.2. The Sportsbook platform may display live scores for informational purposes; however the accuracy of such information is not guaranteed and may not be used for the purposes of settlement of Bets.
5.3. The Bets on an Event (including all Markets within such an Event) shall be settled after the respective Event has completed and the official resulting has been announced.
5.4. The result of an Event will be determined on the date of the Event’s conclusion, unless the official resulting is provided later. The result of an Event will be the final determination by the Event’s governing body on the date of the Event’s completion, except where expressly stated otherwise in these Betting rules. In the case if any Event is provided outside of official competitions, then bets shall be settled using the information provided by the Event organizer.
5.5. If an Event has started and has not completed within 48 (forty-eight) hours of its official starting time, then all Bets on that Event shall be void, with the exception of:
-bets placed on the odds related to periods that have been played to completion;
- Events which in their normal course can take longer than 30 hours (e.g. golf tournaments);
- sport -specific exceptions determined by these Betting Rules section for each individual sport.
- Bets on the “First Team to Score”, which shall have action as soon as there is a score, regardless whether the Event is completed or not.
5.6. The resulting and/or settlement of an Event suspended after the start of the Event will be made according to the rules specified for that the particular type of sport below. If nothing in the sport’s rules apply, the clause 5.5. of the General Rules apply.
5.7.For the purposes of Bet settlement no protested or overturned decisions changing the end resulting of any Event/market shall be recognized.
5.8.Bets are placed on the outcome of an Event/Market, regardless the score at the time the Bet was placed, for example, any incorrect scores displayed outside of soccer goals and red cards are not grounds for bets to be voided.
5.9. Bets on a specific period count only the scoring in that period, and are unaffected by what happens in any prior or a subsequent period(s).
5.10. If an odds on “Draw” market is offered along with Winner markets for an Event, and the draw happens, the Bets on Winner markets for each team lose. If a draw is not offered and a draw happens, then bets on Winner markets of both teams are void, unless expressly provided otherwise in sport specific rules.
5.11. If any Event involving a forfeit, walkover, or any other situation where the Event is considered complete without having been played, all Bets will be void, regardless of how the governing body of its league/sport scores it.
5.12. Misspellings, typographical errors, teams changing names, and incorrect leagues shall not be a reason for a Bet to be void, as long as it is clear judging reasonably and based on the context what the intended Event was.
5.13. If an Event takes place with an incorrect number sections of an Event (e.g. periods, sets, etc.) or with non-standard duration of the respective Event without it being indicated, all Bets on such an Event shall be void.
5.14. For the market “Aggregate Home/Away score of a league on a day (or week in the case of American football)”, if all Events on that day/week in that league are not played to completion all Bets on the market are void.
5.15. For the market “Multi-way betting” Bets shall always have action unless a stipulation is added to the respective market that a certain competitor must start for action of the Bet. If such a stipulation is included, then all Bets on all competitors will be void if the stipulated competitor does not start in that specific event.
5.16. All winning bets on “Multi way” markets are paid out at full odds, regardless of the number of winners.
5.17. If a market if offered with “The Field” as a betting option, named teams or competitors must beat every other competitor for a bet on that competitor to win. If a listed competitor ties for a win, Bets on the tied competitors will be void, and all other Bets will be lost.
5.18. All settled markets are final after 72 hours and no queries will be accepted after that period of time. Within 72 hours after markets are settled, Sportsbook will only reset or correct the results dues to human error, system error or mistakes made by the referring results source.
5.19. Outright bets are considered all in run and will be settled as a loss if the selection does not take part in the Event, unless otherwise stated. Dead heat rules apply where there is more than one winner. Stakes are first divided by the number of selections who tied and then this portion of the stakes is settled as a win and the rest settled as a lost.
5.20. If one of competitors of an Event did not start sportsbook shall cancel this head to head market.
5.21. In racing sports, unless otherwise expressly provided in respective sport rules, if both competitors of an Event didn't finish, the winner of the Event will be the competitor who has more laps. If both competitors are out in the same lap, sportsbook shall cancel this head to head market.
5.22. If competitors are in the same position, Sportsbook shall void bets on this head to head market.
5.23. All match markets do not include overtime unless otherwise stated.
6. Acceptance, suspension and voiding of Bets
6.1. All Bets will be accepted or rejected purely at sportsbook’s discretion and subject to sportsbook’s risk management policies (as applicable from time to time).
6.2. Acceptance of live (in-play) bets may be subject to a short delay before they are accepted and/or they will be kept pending during dangerous situations (e.g. free-kick, 1:1 attack, etc.) at sportsbook’s discretion.
6.3. Sportsbook platform reserves the right to refuse, restrict, cancel or limit any Bet.
6.4. The Sportsbook platform reserves the right to declare the bets (or a part of them) void (payments are made with the odds «1») or to suspend payments until the end of trial (including judicial) in one of the following cases:
6.4.1. There are mistakes made when accepting the bets;
6.4.2.There is a software/website error (obvious typing mistakes in the list of offered events, discrepancy of odds in various positions, unusual or wrong odds, etc.);
6.4.3. If there are traces of unfair practices being used (bets made in fraudulent manner, obviously “bad”odds” (e.g. obviously incorrect odds), switched odds);
6.4.4. There is deviation from the current rules during the acceptance of a bet;
6.4.5.There are other circumstances confirming the incorrect bet;
6.4.6. the bet was made after an Event had started or the occurrence had already take place;
6.4.7. The venue of the Event was changed, unless otherwise specified in the particular sport’s rules;
6.4.8. the outcome of the Event or Market at the time of placing the Bet was already known or if the odds have not been updated correctly due to technical issues.
6.4.9. where the outcome has been altered by the imposition of sanctions or where the imposition of sanction affect the outcome result (e.g.penalty points, enforced relegations or any other measure enforced as a result of anything other than the normal results of the games/competitions in question)
6.5. If there is an obvious error in the odds or limit of the market, Bets (placed on odds with an obvious error or exceeding the limit of the market) on that market may be void. If for any reason a bet is accepted after an Event has started (other than clearly indicated Live In-Play betting) Bets will have action unless a material advantage has been gained by the End User. The Sportsbook reserves the right to void the Bet if it was determined that an unfair advantage has been gained.
6.5. In case of suspicion of an unfair activity, Sportsbook reserves the right to void any Bet (in these cases, the payout is made with odds of “1”) or suspend any withdrawals for up to 31 calendar days.
6.6. For End User accounts with minus (negative) balances, Sportsbook reserves the right to void any pending Bets, whether placed with funds resulting from the error or not.
6.7. Sportsbook reserves the right to suspend a acceptance of Bets of any unique End User ID without prior notice.
6.8. Sportsbook shall not be responsible for the damage incurred by the End User as a result of a system malfunction, defects, delays, manipulations or errors in data transfer.
6.9. Abuse of gaming software errors or mistakes in translation is prohibited. An End User / Operator who discovers any error in the gaming software must immediately report it. If the an End User/Operator will abuse errors in the gaming software, the sportsbook reserves the right to suspend End User’s betting account, freeze the funds and cancel placed and/or already resulted Bets.
6.10. In Combo ( also named as accumulators, parlays, multis) if certain outcomes are related, for example: place bet on Barcelona to win the La Liga combined with a Barcelona win in the deciding game, these Bets will be void.
7. Betting integrity
7.1. The maximum accumulated winnings for Multiple Bets in one calendar day is _______
7.2. Sportsbook may limit the maximum amount of a Bet or a Stake at its discretion to any Event, Market, Operator or End User individually. Maximum Bet/Stake limits are subject to change without prior written notice. Changes do not apply to Bets that have already been accepted.
7.3. End Users are allowed to bet only as individuals. Group bets are not allowed. Repeated bets on the same outcome made by the same or different End User may subsequently be declared void at sportsbook’s sole discretion.
7.4. Even after the official result of the event is already known, sportsbook may consider the indicated bets invalid if it considers that the End User(s) act in collusion or as a syndicate, or the bets considered were made by one or more End User(s) within a short period of time.
7.5. The sportsbook has the right to refuse to accept bets or to count already made bets as void if they are made from different game accounts from the same IP address.
7.6. Sportsbook may make an event or market unavailable for betting in case there is a suspected integrity, fairness, game or system fault, until the issue is resolved, including but not limited the sportsbook may depending on circumstances – suspend the betting on any event or market; withhold the settlement and decline any Bet until the fault has been resolved, at all times taking decisions fairly, reasonably and in good faith;
7.7. Placing bets on fixed matches is strictly prohibited on our Sportsbook. Any attempt to wager on Events or Markets that have been predetermined or manipulated in any way undermines the integrity of the sports betting ecosystem and is a violation of our Betting Rules. End Users found to be involved in betting on fixed matches will face immediate restrictions and cancellation of the Bets. We are committed to upholding the integrity of sports betting and have zero tolerance for activities that compromise fair play and the trust of our End Users. By using our Sportsbook, End Users agree to refrain from participating in any form of betting related to fixed matches and understand that violation may result in permanent restriction from betting in the Sportsbook. Any disputes regarding suspected involvement in betting on fixed matches will be thoroughly investigated by our team, and decisions will be made in accordance with our policies. We encourage End Users to report any suspicious activity related to fixed matches to our support team for investigation.
7.8. In any case where there is a game or system fault, including where sport and event betting transactions are not recoverable, theBets placed shall be void and the stakes returned to the End Users.
7.9.In case of impossibility to get time related official data of the event, the sportsbook shall void the bets affected by the delay.
7.10. The use of arbitrage strategy, which involves exploiting differences in odds across different bookmakers/sportsbooks to guarantee profit, is strictly prohibited on our Sportsbook. We do not condone any form of betting activity that aims to manipulate odds or exploit discrepancies for guaranteed profit. End Users found engaging in arbitrage betting will face immediate cancellation of the Bets. Our Sportsbook is designed to offer fair and competitive betting opportunities to all End Users, and any attempt to circumvent this principle undermines the integrity of our Sportsbook. By using our services, End Users agree to refrain from employing arbitrage strategies and understand that violation may result in permanent restriction. Any disputes regarding suspected arbitrage activity will be resolved at the discretion of the Sportsbook, and decisions will be final.
8. Bonuses
8.1. Any bets placed with a system bet will not count for the wagering requirement in Bonus.
8.2. Comboboost
8.2.2. The final bonus amount calculation is based on the final odds of the Combo once all outcomes are settled.
8.2.3. Cashed Out bets are not eligible to have a Comboboost.
8.2.4. Sportsbook reserves the right to amend, cancel, reclaim or refuse any promotion at its own discretion.
8.2.5. Comboboost is only available on selections with odds of 1.50 or above.
8.3. Freebets, freemoney, bet no risk.
8.3.1. Freebet - End User gets just a winning part of the bet. For example, freebet 5 on odd 3.5 player get on account 5*3.5 - 5 = 12.5
8.3.2. Freemoney - End User gets a stake and winning a part on the account. For example, freemoney 5 on the odd 3.5 the player get on account 5*3.5 = 17.50
8.3.3. Bet no risk - usual bet, but if End User loses he gets back his stake refunded.
II. Special rules for sports
1. Soccer
1.1. Bets on the outcome of a match will be decided based on two halves of the scheduled number of minutes each and any time the referee adds to compensate for injuries and other stoppages. It does not include periods of extra time nor penalty shootouts if not stated.
1.2. Corners awarded, but not taken are not considered.
1.3. Own goals will not be considered for “Anytime Goalscorer” or “Player to score X” or “Next Goalscorer” or other markets/odds settlement purposes and are ignored.
1.4. All players who took part in the match since kick off or previous goal are considered as runners.
1.5. For “Player Props” markets - if a player is not in the starting XI, all respective player markets will be voided;
1.6. Anytime Goalscorer markets - bets will stand, if a player came into the game from substitute. Non fielders and players who were listed in the squad but remained on the substitute bench and did not play in the game will be voided;
1.7. First Goalscorer markets - bets will stand, if a player came into the game from substitute before the first goal was scored. Non fielders and players who were listed in the squad but remained on the substitute bench and did not play in the game will be voided;
1.8. Last Goalscorer markets - bets will stand, if a player came into the game from substitute. Non fielders and players who were listed in the squad but remained on the substitute bench and did not play in the game will be voided. If a player came out of the game before the last goal was scored, bets will be voided;
For the purposes of this clause a Non fielder shall be understood as a player who was not listed in the match day squad.
1.9. If for any reason an unlisted player scores a goal all bets on listed players stand. For the purposes of this clause and these terms in general an unlisted player shall be understood as a player who was not listed in the match day squad.
1.10. Anytime “Goalscorer” or “Player to score X” or “Next Goalscorer” market will be settled based on TV broadcasting and statistics provided by Press Association unless there is clear evidence that these statistics are not correct.
1.11. Interval markets will be settled based on the goal time announced by TV broadcasting. If this is not available, the time according to the match clock is considered.
1.12. Interval goal markets are settled based on the time the ball crosses the line, and not the time the kick is made.
1.13. Corner interval markets are settled based on the time the corner kick is taken and not the time the corner is conceded or awarded.
1.14. Booking interval markets are settled based on the time the card is shown and not the time the infringement is made.
1.15. Offsides will be settled based on the time when the referee gives the decision. This rule will be applied on any video assistant referee (VAR) situation.
1.16. Penalty markets will be settled based on the time when the referee gives the decision. This rule will be applied on any video assistant referee (VAR) situation.
1.17. Penalties awarded but not taken are not considered.
1.18. Next scoring type:
1.18.1. Freekick: The goal has to be scored directly from the freekick or corner to qualify as a goal by freekick. Deflected shots count as long as the freekick or corner taker is awarded the goal.
1.18.2. Penalty: The Goal must be scored directly from the penalty. Goals after a rebound of a missed penalty do not count.
1.18.3. Own Goal: If a goal is declared as an own goal.
1.18.4. Header: The scorers last touch has to be with the head.
1.18.5. Shot: The Goal has to be with any other part of the body than the head and the other types do not apply.
1.18.6. No Goal: If goal has not been scored.
1.19. If the market was opened with a missing or incorrect red card, the sportsbook reserves the right to void bets on respective market as far as such bets are affected by the missing or incorrect red card.
1.20. If odds were offered with an incorrect match time (more than 5 minutes), we reserve the right to void the respective bets.
1.21. If a wrong score is entered in the scoreboard of the sportsbook, all markets will be void for the time when the incorrect score was displayed.
1.22. If the team names or tournament are displayed incorrectly, we reserve the right to void the respective bets.
1.23. Yellow card counts as 1 card and red or yellow-red card as 2. The 2nd yellow for one player which leads to a yellow-red card is not considered. As a consequence one player cannot cause more than 3 cards.
1.24. Settlement will be made according to all available evidence of cards shown during the regular 90 minutes play.
1.25. Cards shown after the regular time of the match are not considered.
1.26. Cards for non-players (already substituted players, managers, players on bench, coach) are not considered.
1.27. A Yellow card counts as 10 points and a red or a yellow-red card counts as 25 points. The 2nd yellow card for one player which leads to a yellow-red card is not considered. As a consequence one player cannot cause more than 35 booking points.
1.28. Settlement will be made according to all available evidence for cards shown during the regular 90 minutes play.
1.29. If the match format was changed sportsbook reserves the right to void all bets.
1.30. If a friendly match ended by referee decision earlier than 80 minutes, the bets will be voided.
1.31. Team stats markets (such as Shots, Shots on target, Offsides, Throw-ins, Fouls, Saves, Goal kicks, Specials) will be settled according to the information received from the data feed provider as may be applicable from time to time. Should this information be omitted from first-hand viewing and/or there is an obvious mistake in the information included in the above sources, the settlement of the bet will be based on the following public sources (without order of priority):
www.sportinglife.com
www.espn.com
www.xscores.com
www.flashscore.com
www.365scores.com
www.matchstat.com
www.rte.ie
www.whoscored.com
Sportsbook reserves the right to choose/change the source of the result for a specific event if the result differs at publicly available sources.
1.32. All soccer player props bets are settled using the information provided by OPTA (https://soccerstats.info/)
1.33. The post or the crossbar (woodwork) — in the event that the ball hits the post of the crossbar and then remains in play (touched by a player or the referee, off the other post or crossbar, etc.). If the ball hits the goal post/crossbar then bounces onto another post/crossbar, only one post/crossbar hit is counted, if after the first hit the ball was not touched by a player or referee.
1.34. Offsides. If there is a free kick after an offside is called - offside counted.
1.35. The use of the Video Assistant Referee (VAR) ("Video Review") during matches is confirmed by TV broadcasts after the following events: the head referee gives the sign for a video review (a box drawn in the air), the head referee checks the incident on the on-pitch video review screen.
N.B. The message "Goal Check" on the scoreboard, or the referee putting their hand to their ear, are not indications of an official video review. All other conversations between referees and their associates are also not considered official view reviews. More on the official video review system (VAR) https://www.fifa.com/technical/football-technology.
1.36. Bet on the medical team entering the field. The medical team is only considered to have entered the field when the referee grants permission and the player receives assistance. In the case of two medical teams being called to enter the field at the same time for different soccer teams by the head referee, such entrances are counted as one entrance medical team entrance.
1.37. Understanding of terms used for Soccer Player Props:
1.37.1. Goal/Own Goal
Different governing bodies have different rules, and where possible OPTA (https://soccerstats.info/) works with the relevant people to reflect their official decisions on goal scorers.
Regarding deflections, normally a goal is awarded if the original attempt is on target. An own goal is usually awarded if the attempt is off target and deflected into the goal by an opponent.
1.37.2. Shots
A shot target is defined as any clear attempt to score that:
- Goes into the net regardless of intent.
- Is a clear attempt to score that would have gone into the net but for being saved by the goalkeeper or is stopped by a player who is the last-man with the goalkeeper having no chance of preventing the goal (last line block).
- Goes over or wide of the goal without making contact with another player.
- Would have gone over or wide of the goal but for being stopped by a goalkeeper’s save or by an outfield player.
- Directly hits the frame of the goal and a goal is not scored.
Blocked shots are not counted as shots.
1.37.3. Shots on goal - any goal attempt that:
- Goes into the net regardless of intent.
- Is a clear attempt to score that would have gone into the net but for being saved by the goalkeeper or is stopped by a player who is the last-man with the goalkeeper having no chance of preventing the goal (last line block).
Shots directly hitting the frame of the goal are not counted as shots on goal, unless the ball goes in and is awarded as a goal.
Shots blocked by another player, who is not the last-man, are not counted as shots on goal.
1.37.4. Goal Assist
The final touch (pass, pass-cum-shot or any other touch) leading to the recipient of the ball scoring a goal. If the final touch (as defined in this clause) is deflected by an opposition player, the initiator is only given a goal assist if the receiving player was likely to receive the ball without the deflection having taken place. Own goals, directly taken free kicks, direct corner goals and penalties do not get an assist awarded.
1.37.5. Tackle
A tackle is defined as where a player connects with the ball in a ground challenge where he successfully takes the ball away from the player in possession.
The tackled player must clearly be in possession of the ball before the tackle is made.
- A tackle won is deemed to be where the tackler or one of his team-mates regains possession as a result of the challenge, or that the ball goes out of play and is “safe”;
- A tackle lost is where a tackle is made but the ball goes to an opposition player.
Both are deemed as successful tackles however, the outcome of the tackle (won or lost) is different based on where the ball goes after the tackle.
It is not a tackle, when a player cuts out a pass by any means.
2. Tennis
2.1. In case of a retirement and walk over of any player all undecided bets will be voided.
2.2. In case of any delay (rain, darkness...) all markets remain unsettled and the trading will be continued as soon as the match continues.
2.3. If penalty point(s) are awarded by the umpire, all bets on that game will stand.
2.4. In case a match is finished before certain points/games were finished, all affected point/game related markets are considered void.
2.5. If markets remain open with an incorrect score which has a significant impact on the odds, the scope of impact being determined by the sportsbook acting reasonably, the sportsbook reserves the right to void respective bets.
2.6. If the players/teams are displayed incorrectly, the sportsbook reserves the right to void respective bets.
2.7. If a player retires all undecided markets are considered void.
2.8. If a match is decided by a Match tie-break then the tie-break will be considered to be the 3rd set.
2.9. Every tie-break or Match tie-break counts as 1 game.
3. Basketball
3.1. Markets do not consider overtime unless expressly stated otherwise.
3.2. If the odds were offered with an incorrect match time (more than 2 minutes), the sportsbook reserves the right to void respective bets.
3.3. If markets remain open with an incorrect score on scoreboard of the sportbook, which has a significant impact on the odds, the scope of impact being determined by the sportsbook acting reasonably, the sportsbook reserves the right to void respective bets.
3.4. In the event that a match does not finish in a tie, but overtime is played for qualification purposes, the markets will be settled according to the result at the end of regular time.
3.5. If a match ends before the Xth is reached (e.g. for markets “Who scores Xth point? (incl. ot)”, “Which team will win race to x points? (incl. ot)”), respective bets will be void.
3.6. Market “Will there be overtime” will be settled as “yes” if at the end of regular time the match finishes in a draw, regardless of whether or not overtime is played.
3.7. Basketball Player Props rules:
3.7.1. If one or more of the players in any bet does not participate, the bet will be voided.
3.7.2. All player bets are resulted as soon as the final official box score is received from statistic providers.
3.7.3. If the venue is changed from the one scheduled, all bets on the match will stand, provided the game is not also postponed by more than 48 hours, and provided the home team is still designated as such. If the game is cancelled or postponed and does not resume the same day, all pending bets that have not already been settled based on an outcome being determined during the game will be voided.
3.7.4. If a game that has started is suspended, due to a rain delay or other deferral, and resumes within 36 hours of the originally scheduled start time (local time), then all wagers will stand. If a game starts, is then suspended, and resumes more than 36 hours after the originally scheduled start time (local time), all existing wagers will be void unless they have been determined prior to the game’s suspension.
3.7.5. All overtime is included in settlement.
3.7.6. Sports data sources for NBA and NCAA are nba.com and ncaa.com.
3.7.7. Sports data source for Euroleague basketball is the data – feed providers data.
4. American football
4.1. In case of any delay (rain, darkness...) all markets remain unsettled and the trading will be continued as soon as the match continues.
4.2. Markets do not consider overtime unless expressly stated otherwise.
4.3. If markets remain open with an incorrect score, which has a significant impact on the odds, the scope of impact being determined by the sportsbook acting reasonably, the sportsbook reserves the right to void respective bets.
4.4. If odds were offered with an incorrect match time (more than 89 seconds), the sportsbook reserves the right to void respective bets.
4.5. If a wrong score is displayed, the sportsbook reserves the right to void the bets for this timeframe.
4.6. In case of abandoned or postponed matches all markets are considered void unless the match continues in the same NFL weekly schedule (Thursday - Wednesday local stadium time).
4.7. If the teams are displayed incorrectly, the sportsbook reserve the right to void respective bets.
4.8. All offered players are considered as runners.
4.9. If no further touchdown is scored, the market “Next touchdown scorer (incl. overtime)” will be voided.
4.10. Players, which are not listed for the match squad, are considered as “Competitor1 other player” or “Competitor2 other player” for settlement purposes. N.B. this does not include players which are listed without an active odd.
4.11. Players of the Defense- or Special team are considered as “Competitor1 d/st player” or “Competitor2 d/st player” for settlement purposes, even if the player is listed as dedicated outcome.
4.12. Market will be settled based on TV broadcast and statistics provided by official associations unless there is clear evidence that statistics are not correct.
4.13. American football Player Props rules:
4.13.1. If one or more of the players in any bet does not participate, the bet will be voided.
4.13.2. All player bets are resulted as soon as the final official box score is received from statistic providers.
4.13.3. If the venue is changed from the one scheduled all bets on the match will stand, provided the game is not also postponed by more than 48 hours, and provided the home team is still designated as such. If the game is cancelled or postponed and does not resume the same day, all pending bets that have not already been settled based on an outcome being determined during the game will be voided.
4.13.4. If a game that has started is suspended, due to a rain delay or other deferral, and resumes within 36 hours of the originally scheduled start time (local time), then all wagers will stand. If a game starts, is then suspended, and resumes more than 36 hours after the originally scheduled start time (local time), all existing wagers will be void unless they have been determined prior to the game’s suspension.
4.13.5.Sports data source for American football is nfl.com.
4.13.6.A touchdown is credited to any player who carries or receives the ball in the end zone (ie. it excludes Passing TD's)
4.13.7. ”Player tackles” markets are settled based on total tackles which is the sum of solo + assisted tackles.
All overtime is included in settlement.
5. Ice Hockey
5.1. All markets (except period, overtime and penalty shootout markets) are considered for regular time only unless otherwise is expressly mentioned in the respective market.
5.2. In the event of a game being decided by a penalty shootout, then one goal will be added to the winning team's score and the game total for settlement purposes. This applies to all markets including overtime and penalty shootout.
5.3. If the market remains open when the following events have already taken place: goals and penalties, the sportsbook reserves the right to void respective bets.
5.4. If the odds were offered with an incorrect match time (more than 2 minutes), the sportsbook reserves the right to void respective bets.
5.5. If a wrong score is entered in scoreboard of the sportsbook, all markets will be cancelled for the time, when the incorrect score was displayed.
5.6. Ice Hockey Player Props rules:
5.6.1. If one or more of the players in any bet does not participate, the bet will be voided.
5.6.2. All player bets are resulted as soon as the final official box score is received from statistic data providers.
5.6.3. If the venue is changed from the one scheduled all bets on the match will stand, provided the game is not also postponed by more than 48 hours, and provided the home team is still designated as such. If the game is cancelled or postponed and does not resume the same day, all pending bets that have not already been settled based on an outcome being determined during the game will be voided.
5.6.4. If a game that has started is suspended, due to a rain delay or other deferral, and resumes within 36 hours of the originally scheduled start time (local time), then all wagers will stand. If a game starts, is then suspended, and resumes more than 36 hours after the originally scheduled start time (local time), all existing wagers will be void unless they have been determined prior to the game’s suspension.
5.6.5.Sports data source for NHL is nhl.com.
All overtime is included in settlement but does not include penalty shootouts.
6. Baseball
6.1. If an inning ends before the Xth point is reached (incl. extra innings), the bets placed on this market (Which team wins race to x points?, Who scores the Xth point (incl. ot)) shall be voided.
6.2. Market “When will the match be decided?” will be settled as “Any extra inning” if at the end of regular time (After a full 9 Innings) the match finishes in a draw, regardless of whether or not overtime (Extra innings) is played.
6.3. Market “Will there be overtime?” will be settled as “Yes” if at the end of regular time (After full 9 Innings) the match finishes in a draw, regardless of whether or not overtime (Extra innings) is played.
6.4. Possible extra innings are not considered in any market unless expressly stated otherwise.
6.5. All markets will be cleared according to the final result after 9 innings (8 1⁄2 innings if home team is leading at this point). The only exception is Winner market in pre-match (rule nr. 6.9.).
6.6. In the case of a postponed match, all markets are considered void unless the match continues within 48 hours of the official start time.
6.7. In the case of an abandoned match, all undecided markets are considered void unless the match continues within 48 hours of the official start time. All fully decided markets will be settled
6.8. If markets remain open with an incorrect score or incorrect match status, which has a significant impact on the odds, the scope of impact being determined by the sportsbook acting reasonably the sportsbook reserves the right to void respective bets.
6.9. The Winner market will be settled for pre-match if the match goes at least 5 innings (4.5 if the home team is leading) and is considered official.
6.10. Baseball Player Props rules:
6.10.1. If one or more of the players in any bet does not participate, the bet will be voided.
6.10.2. All player bets are resulted as soon as the final official box score is received from statistic data providers.
6.10.3. If the venue is changed from the one scheduled, all bets on the match will stand, provided the game is not also postponed by more than 48 hours, and provided the home team is still designated as such. If the game is cancelled or postponed and does not resume the same day, all pending bets that have not already been settled based on an outcome being determined during the game will be voided.
6.10.4. If a game that has started is suspended, due to a rain delay or other deferral, and resumes within 36 hours of the originally scheduled start time (local time), then all wagers will stand. If a game starts, is then suspended, and resumes more than 36 hours after the originally scheduled start time (local time), all existing wagers will be void unless they have been determined prior to the game’s suspension.
6.10.5. All extra innings are included in the settlement.
6.10.6. If a player was not in the starting lineup for Baseball, the bet will be voided.
6.10.7. Player Bets. If a definitive outcome for a player bet can be determined during the game, it will be settled as win/loss no matter how many innings are played. For all other player markets that have an undetermined outcome, the game must go at least 8.5 innings for bets to stand; otherwise, these bets will be voided.
6.10.8. If there is a late pitcher change, then all bets will remain regardless of the starting pitcher. However, if an individual pitcher does not start the game, then all of this player’s markets will be voided.
7. Handball
7.1. If a match ends before the Xth is reached, the bets placed on the market “Who scores Xth point? (incl. ot)” shall be voided.
7.2. If a match ends before the Xth is reached, the bets placed on the market “Which team will win race to x points? (incl. ot)” shall be voided.
7.3. All markets (except “Who scores the Xth point” and “Which team will win race to X points”) are considered for regular time only.
7.4. If the match goes to a 7-metre shootout, the bet placed on the markets “Who scores Xth point?” and “Which team will win race to X points?” shall be voided.
7.5. If odds were offered with an incorrect match time (more than 3 minutes), the sportsbook reserves the right to void respective bets.
7.6. If markets remain open with an incorrect score which has a significant impact on the odds, the scope of impact being determined by the sportsbook acting reasonably, the sportsbook reserves the right to void respective bets.
8. Volleyball
8.1. If a set ends before the Xth point is reached, bets placed on the market “Who scores [Xth] point in set [Y]” shall be voided.
8.2. In the case of a match not being finished all undecided markets shall be voided.
8.3. Golden set is not considered in any other markets.
8.4. If markets remain open with an incorrect score, which has a significant impact on the odds, the scope of impact being determined by the sportsbook acting reasonably, the sportsbook reserves the right to void respective bets.
8.5. Official points deductions will be taken into account for all undetermined markets. Markets which have already been determined will not take such deductions into account.
9. Beach volleyball
9.1. If a set ends before the Xth point is reached, all bets placed on the market “Who scores [Xth] point in set [Y]” shall be voided.
9.2. In case of a match which is not being finished all undecided markets are voided.
9.3. Golden set is not considered in any other markets.
9.4. If markets remain open with an incorrect score which has a significant impact on the odds, the scope of impact being determined by the sportsbook acting reasonably, the sportsbook reserve the right to void respective bets.
9.5. If a team retires, all undecided markets are voided.
9.6. Official points deductions will be taken into account for all undetermined markets. Markets which have already been determined will not take deductions into account.
10. Futsal
10.1. All markets (except halftime, first half markets, overtime and penalty shoot out) are considered for regular time only.
10.2. If a match is interrupted and continued within 48h after initial kick-off date and time, all open bets will be settled with the final result. Otherwise all undecided bets shall be voided.
10.3. If a market remains open when any of the following events have already taken place, e.g. goals, red or yellow-red cards and penalties, the sportsbook reserves the right to void respective bets.
10.4. If the market was opened with a missing or incorrect red card, the sportsbook reserves the right to void bets on respective market as far as such bets are affected by the missing or incorrect red card.
10.5. If odds were offered with an incorrect match time (more than 2 minutes), the sportsbook reserves the right to void respective bets.
10.6 If a wrong score is entered, all markets will be cancelled for the time when the incorrect score was displayed.
10.7. If the team names or tournament are displayed incorrectly, the sportsbook reserves the right to void respective bets.
11. Badminton
11.1. If a set ends before the Xth point is reached, the bets placed on the market “Who scores [Xth] point in [Nth] set” shall be voided.
11.2. In the case of a match not being finished, all undecided markets shall be voided.
11.3. If markets remain open with an incorrect score which has a significant impact on the odds, the scope of impact being determined by the sportsbook acting reasonably, the sportsbook reserves the right to void respective bets.
11.4. If a team retires all undecided markets shall be voided.
11.5. If the players/teams are displayed incorrectly, the sportsbook reserves the right to void respective bets.
11.6. Official points deductions will be taken into account for all undetermined markets. Markets which have already been determined will not take deductions into account.
12. Rugby union and rugby league
12.1. All markets (except halftime, first half markets, overtime and penalty shoot out) are considered for regular time only.
12.2. Regular 80 Minutes: Markets are based on the result at the end of a scheduled 80 minutes play unless otherwise stated. This includes any added injury or stoppage time but does not include extra-time, time allocated for a penalty shootout or sudden death.
12.3. If the market remains open when the following events have already taken place e.g. goals, red or yellow-red cards and penalties, the sportsbook reserves the right to void respective bets.
12.4. If the market was opened with a missing or incorrect red card, the sportsbook reserves the right to void bets on respective market as far as such bets are affected by the missing or incorrect red card.
12.5. If odds were offered with an incorrect match time (more than 2 minutes), the sportsbook reserves the right to void respective bets.
12.6. If the team names or tournament are displayed incorrectly, the sportsbook reserves the right to void respective bets.
13. Rugby Sevens
13.1. All markets (except halftime, first half markets, overtime and penalty shoot out) are considered for regular time only.
13.2. Regular 14 / 20 Minutes: Markets are based on the result at the end of a scheduled 14 / 20 minutes play unless expressly stated otherwise. This includes any added injury or stoppage time but does not include extra-time, time allocated for a penalty shootout or sudden death.
13.3. If the market remains open when the following events have already taken place e.g. goals, red or yellow-red cards and penalties, the sportsbook reserves the right to void respective bets.
13.4. If the market was opened with a missing or incorrect red card, the sportsbook reserves the right to void bets on respective market as far as such bets are affected by the missing or incorrect red card.
13.5. If odds were offered with an incorrect match time (more than 1 minute), sportsbook reserves the right to void respective bets.
13.6. If the team names or categories are displayed incorrectly, sportsbook reserves the right to void respective bets.
14. Darts
14.1. In case of a match not being finished, all undecided markets shall be voided.
14.2. If markets remain open with an incorrect score which has a significant impact on the odds, the scope of impact being determined by the sportsbook acting reasonably, the sportsbook reserves the right to void respective bets.
14.3. If the players/teams are displayed incorrectly, sportsbook reserves the right to void respective bets.
14.4. Bullseye counts as red check out colour.
15. Snooker
15.1. In case of a retirement or disqualification of a player all undecided markets are considered void.
15.2. In case of a re-rack, settlement stays if the outcome was determined before the re-rack.
15.3. No fouls or free balls are considered for settlement of any Potted- Colour market.
15.4. In case of a frame starting but not being completed, all frame related markets will be voided unless the outcome has already been determined.
15.5. If markets remain open with an incorrect score which has a significant impact on the odds, the scope of impact being determined by the sportsbook acting reasonably, sportsbook reserves the right to void respective bets.
15.6. If the players/teams are displayed incorrectly, sportsbook reserves the right to void respective bets.
15.7. If a match is not completed all undecided markets shall be voided.
16. Table tennis
16.1. If a set ends before the Xth point is reached, the bets placed on the market “Who scores [Xth] point in set [Y]” shall be voided.
16.2. In the case of a match not being finished all undecided markets shall be voided.
16.3. If markets remain open with an incorrect score which has a significant impact on the odds, the scope of impact being determined by the sportsbook acting reasonably, sportsbook reserves the right to void respective bets.
16.4. If the players/teams are displayed in the sportsbook incorrectly, sportsbook reserves the right to void respective bets.
16.5. If a player retires all undecided markets are considered void.
16.6. Official points deductions will be taken into account for all undetermined markets. Markets which have already been determined will not take deductions into account.
17. Bowls
17.1. If a set ends before the Xth point is reached, the bets placed on the market (Xth set - which team wins race to x points, Xth set - which team scores Xth point) shall be void.
17.2. In case of a retirement and walk over of any player all undecided bets shall be void.
17.3. If markets remains open with an incorrect score which has a significant impact on the odds, the scope of impact being determined by the sportsbook acting reasonably, sportsbook reserves the right to void respective bets.
17.4. If the players/teams are displayed incorrectly, sportsbook reserves the right to void respective bets.
17.5. If a player retires all undecided markets shall be void.
18. Cricket
Head to Heads
18.1. Match Betting
Description of the market: Who will win the match?
Rules: All match betting will be settled in accordance with official competition rules. In matches affected by adverse weather, bets will be settled according to the official result.
If there is no official result, all bets will be void.
In the case of a tie, if the official competition rules do not determine a winner then deadheat rules will apply. In competitions where a bowl off or super over determines a winner, bets will be settled on the official result.
In First Class Matches, if the official result is a tie, bets will be settled as a dead-heat between both teams.
Bets on the draw will be settled as losers.
If a match is discontinued due to external factors, then bets will be void unless a winner is declared based on the official competition rules.
If a match is cancelled then all bets will be void if it is not replayed or restarted within 36 hours of its advertised start time.
18.2. Double Chance
Description of the market: Will the match result be either of the three options given?
Rules: A tie will be settled as a dead heat. All match related bets will be settled in accordance with official competition rules.
If there is no official result, all bets will be void.
18.3. Match Betting: Draw No Bet
Description of the market: Who will win the match given that all bets will be void if the match is a draw?
Rules: A tie will be settled as a dead heat. All match related bets will be settled in accordance with official competition rules. If there is no official result, all bets will be void.
18.4. Toss Winner
Description: Who will win the toss?
Rules: If no toss takes place, all bets will be void. Other equivalents are considered a toss e.g. bat flip.
18.5. Toss/Win Double
Description: Who will win the toss, and then who will win the game?
Rules: Toss Winner rules as above. Match Betting rules as above
18.6. Tied Match
Description: Will the match be tied?
Rules: All bets will be settled according to the official result. If the match is abandoned or there is no official result, all bets will be void. For First Class matches a tie is when the side batting second is bowled out for a second time with scores level.
18.7. Most Fours
Description of the market: Which team will hit the most fours?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled in either innings due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction of overs.
In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined.
Only fours scored from the bat (off any delivery – legal or not) will count towards the total fours. Overthrows, all run fours and extras do not count.
Fours scored in a super over do not count.
In First Class games, only first innings fours will count.
18.8. Most Sixes
Description of the market: Which team will hit the most sixes?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled in either innings due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction of overs.
In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless
settlement of the bet has already been determined.
Only sixes scored from the bat (off any delivery – legal or not) will count towards the total sixes.
Overthrows and extras do not count.
Sixes scored in a super over do not count.
In First Class games, only first innings sixes will count.
18.9. Most Extras
Description of the market: Which team will have the most extras added to their batting score?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled in either innings due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction.
In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined.
All wide deliveries, no balls, byes, leg byes and penalty runs in the match count towards the final result. If there are runs off the bat as well as extras from the same delivery, the runs off the bat do not count towards the final total.
Extras in a super over do not count.
In First Class games, only first innings extras will count.
18.10. Most Run Outs Conceded
Description of the market: Which team will concede the most run outs in the match?
Rules: A run out “conceded” means that a member of that team will be run out while batting.
In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in either innings due to external factors, including bad weather, unless settlement has already been determined before the reduction.
In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined.
Run Outs in a super over do not count.
In First Class games, only first innings run outs will count.
18.11. Highest First Over
Description of the market: Which team will score the most runs in the first over of their innings?
Rules: The first over must be completed for bets to stand unless settlement has already been determined. If during the first over the innings is ended due to external factors, including bad weather, all bets will be void, unless settlement has already been determined before the reduction of overs.
In First Class matches the market refers only to each team’s first innings.
Extras and penalty runs in the particular over count towards settlement.
18.12. Most Runs in Groups of Overs
Description of the market: Which team will score the most runs after the first specified number overs of their innings?
Rules: If the specified number of overs are not complete the bet will be void, unless the team is all out, declares, reaches their target or settlement of the bet has already been determined.
In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the specified overs have been bowled at the time the bet was placed due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction of overs.
In First Class matches the market refers only to each team’s first innings.
18.13. Highest First Partnership
Description of the market: Which team will score the most runs before losing their first wicket?
Rules: If the batting team reaches the end of their allotted overs, reaches their target or declares before the first wicket falls, the result will be the total amassed. For settlement purposes, a batsman retiring hurt does not count as a wicket.
In limited overs matches, bets will be void if the innings has been reduced due to external factors, including bad weather, unless settlement has already been determined before the reduction.
In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined.
In First Class matches the market refers only to each team’s first innings.
Match Markets
18.14. Match Markets Match Fours
Description of the market: How many fours will be in hit in the match?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction of overs.
In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined.
Only fours scored from the bat (off any delivery – legal or not) will count towards the total fours. Overthrows, all run fours and extras do not count.
Fours scored in a super over do not count.
18.15. Match Sixes
Description of the market: How many sixes will be hit in the match?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction of overs.
In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined.
Only sixes scored from the bat (off any delivery – legal or not) will count towards the total fours. Overthrows and extras do not count.
Sixes scored in a super over do not count.
18.16. Match Extras
Description of the market: How many extras will be scored in the match?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction of overs.
In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined.
All wide deliveries, no balls, byes, leg byes and penalty runs in the match count towards the final result. If there are runs off the bat as well as extras from the same delivery, the runs off the bat do not count towards the final total.
Extras in a super over do not count.
18.17. Match Wides
Description: How many wides will be scored in total in the match?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. Any runs resulting from a wide delivery, except penalty runs, will count towards the final total. Wides in a super over do not count.
18.18. Match Run Outs
Description of the market: How many run outs will there be in the match?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in either innings due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction of overs.
In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined.
Run outs in a super over do not count.
18.19. Match Wickets
Description: How many wickets will fall in the match?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. Retired hurt does not count as a dismissal. Wickets in a super over do not count.
18.20. Match Ducks
Description: How many ducks will be scored in total in the match?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. A duck is classed as someone being dismissed for zero runs. Retired hurt does not count as a dismissal. Ducks in a super over do not count.
18.21. Match Milestones
Description: How many of the specified milestone (50/100) will be scored in total in the match?
Rules: This is determined by how many individual innings of 50+ or 100+ are scored in the match. A score of over 100 would count as both a 50 and a 100. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction.
18.22. Maximum Over in Match
Description: How many runs will be scored in the highest scoring over of the match?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction.74 In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. All runs, including extras, count towards settlement. Super overs do not count. For the Hundred, an over will consist of 5 legal deliveries, so a full innings will be made up of 20 overs. All other rules remain the same as other limited overs formats.
18.23. Match Top Batter
Description of the market: Which batter will score the most runs in the match?
Rules: The result of this market is determined on the batter with the highest individual score in the match. In limited overs matches, bets will be void if it has not been possible to complete at least 50% of the overs scheduled to be bowled in either innings at the time the bet was placed due to external factors, including bad weather. Top batters bets for First Class matches apply only to the first innings of each team, and will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. If a player was named at the toss, but later is removed as a concussion sub, that player will still be counted, as will the replacement player. If a batter does not bat, but was named in the starting XI, bets on that batter will stand. If a batter is substituted in after the in-play market has been offered, the original market will be removed and settled as normal even if the substitute scores the highest individual score. A new market with updated selections may be offered. When two or more players score the same number of runs, dead-heat rules will apply. Runs scored in a super over do not count.
18.24. Match Top Bowler
Description of the market: Which bowler will take the most wickets in the match?
Rules: The result of this market is determined on the bowler with the most wickets in the match.
In limited overs matches, bets will be void if it has not been possible to complete at least 50% of the overs scheduled to be bowled in either innings at the time the bet was placed due to external factors, including bad weather.
Top bowler bets for First Class matches apply only to the first innings of each team, and will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. If a player was named at the toss, but later is removed as a concussion sub, that player will still be counted, as will the replacement player.
If a bowler does not bowl, but was named in the starting XI, bets on that bowler will stand.
If a substitute (concussion, or otherwise) not named in the starting XI takes the most wickets, bets on the market will be void.
If two or more bowlers have taken the same number of wickets, the bowler who has conceded the fewest runs will be the winner. If there are two or more bowlers with the same wickets taken and runs conceded, dead heat rules will apply. Wickets taken in a super over don’t count.
If no bowlers take a wicket in an innings then all bets will be void.
18.25. Team of Top Batter
Description: Which team will contain the top batter in the match?
Rules: Same rules apply as Match Top Batter, with dead heat rules applying if the runs scored by the top batter on both teams is the same. If settlement is already determined at the time a match is curtailed, bets will stand.
18.26. Team of Top Bowler
Description: Which team will contain the top bowler in the match?
Rules: Same rules apply as Match Top Bowler, with dead heat rules applying if the wickets taken by the top bowler on both teams is the same. If settlement is already determined at the time a match is curtailed, bets will stand.
18.27. Player of the Match
Description: Who will be named player of the match?
Rules: Bets will be settled on the officially declared player of the match. Dead-heat rules apply. If no player of the match is officially declared then all bets will be void. All players who played in the match will be settled, including substitutes. If a player does not play, bets will be void.
18.28. First Innings Lead
Description: What will be the run deficit between first innings in a First Class match?
Rules: Both first innings must be completed. Dead heat rules apply in the case of a tie. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined.
18.29. Fifty/Hundred in Match
Description: Will there be a fifty/hundred scored in the match?
Rules: Any score of 50 and above counts as a fifty. Similar for hundred. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined.
18.30. Fifty/Hundred in First Innings
Description: Will there be a fifty/hundred scored in the first innings of the match?
Rules: Any score of 50 and above counts as a fifty. Similar for hundred. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled in the first innings due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction. In drawn First Class matches, the innings must be completed, or over 200 overs, unless settlement of the bet has already been determined before the reduction. In First Class matches, this market refers to just the first innings of the match, not both teams’ first innings.
18.31. Highest Individual Score
Description: What will be the highest score by a batter in the match?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to be bowled due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined Dead heat rules apply.
Delivery Markets
18.32. Runs off Delivery
Description: How many runs will be scored off the specified delivery?
Rules: The result will be determined by the number of runs added to the team total, off the specified delivery. For settlement purposes, all illegal balls count as deliveries. For example, if an over starts with a wide, then the first delivery will be settled as 1 and, although there has not been a legal ball bowled, the next ball will be deemed as delivery 2 for that over. If a delivery leads to free hit or a free hit is to be re-bowled because of an illegal delivery, the runs scored off the additional delivery do not count. All runs, whether off the bat or not are included. For example, a wide with three extra runs taken equates to 4 runs in total off that delivery. For the Hundred, an over will consist of 5 legal deliveries, so a full innings will be made up of 20 overs. For example, if there are no illegal deliveries, the 5th ball bowled in the innings will be displayed as “X runs off 5th delivery, 1st over” and the 6th ball bowled in the innings will be displayed as “X runs off 1st delivery, 2nd over”. If there is an illegal delivery in the first five balls bowled, the 6th ball bowled in the innings will be displayed as “X runs off 6th delivery, 1st over”. All other rules remain the same as other formats.
Over Markets
18.33. Runs in Over
Description: How many runs will be scored in the specified over?
Rules: The specified over must be completed for bets to stand unless settlement has already been determined. If an innings ends during an over then that over will be deemed to be complete unless the innings is ended due to external factors, including bad weather, in which case all bets will be void, unless settlement has already been determined. If the over does not commence for any reason, all bets will be void. Extras and penalty runs in the particular over count towards settlement unless penalty runs cause the innings or match end before a ball is bowled in the over, in which case that over will be void. If a run out occurs in the bowler’s run up to end the game, and no deliveries have been completed in that over, bets will be void. For the Hundred, an over will consist of 5 legal deliveries, so a full innings will be made up of 20 overs. All other rules remain the same as other formats.
18.34. Boundary in Over
Description of the market: Will there be a boundary scored in the specified over?
Rules: As for “Runs in Over”. Only boundaries scored from the bat (off any delivery – legal or not) will count as a boundary. Overthrows, all run fours and extras do not count as boundaries.
18.35. Wicket in Over
Description of the market: Will a wicket fall in the specified over?
Rules: As for “Runs in Over”.
For settlement purposes, any wicket will count, including run outs. A batsman retiring hurt does not count as a wicket. If a batsman is timed out or retired out then the wicket is deemed to have taken place on the previous ball. Retired hurt does not count as a dismissal.
18.36. Over Odd/Even
Description of the market: Will the number of runs scored in the specified over be odd or even?
Rules: As for“Runs in Over”. Zero will be deemed to be an even number.
Group Markets
18.37. Runs in Groups of Overs
Description: How many runs will be scored in the specified number of overs?
Rules: If the specified number of overs are not complete the bet will be void, unless the team is all out, declares, reaches their target or settlement of the bet has already been determined. Extras and penalty runs in the particular group of overs count towards settlement of that group. In limited overs matches, bets will be void if the total innings is reduced at any stage to less than 80% of the stated maximum overs at the time the bet was placed, unless settlement of the bet was already determined before the reduction. For the Hundred, an over will consist of 5 legal deliveries, so a full innings will be made up of 20 overs. All other rules remain the same as other limited overs formats.
18.38. Wickets in Groups of Overs
Description: How many wickets will fall in the specified number of overs?
Rules: If the specified number of overs are not complete the bet will be void, unless the team is all out, declares, reaches their target or settlement of the bet has already been determined. In limited overs matches, bets will be void if the total innings is reduced at any stage to less than 80% of the stated maximum overs at the time the bet was placed, unless settlement of the bet was already determined. For settlement purposes, if a batter is timed out or retired out then the wicket is deemed to have taken place on the previous ball. Retired hurt does not count as a dismissal. For the Hundred, an over will consist of 5 legal deliveries, so a full innings will be made up of 20 overs. All other rules remain the same as other limited overs formats.
18.39. Runs in Session
Description of the market: How many runs will be scored in the specified session?
Rules: The result is determined by the total number of runs scored in the specified session, regardless of which team has scored them.
If fewer than 20 overs are bowled in a session, bets will be void unless settlement has already been determined.
Innings Markets
18.40. Innings Runs
Description of the market: How many runs will a team score in a specified innings?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to have been bowled at the time the bet was placed due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction. Bets placed on a future innings will remain valid regardless of the runs scored in any current or previous innings.
In drawn First Class matches, will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. Bets will also be void in drawn first class matches, if less than 60 overs have been bowled in an incomplete innings, unless settlement of the bet has already been determined. If a team declares, that innings will be considered complete for the purposes of settlement.
18.41. Innings Wickets
Description of the market: How many wickets will the batting team lose in the current innings?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to have been bowled at the time the bet was placed due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction.
In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined.
Retired hurt does not count as a dismissal. If a team declares, that innings will be considered complete for the purposes of settlement.
18.42. Innings Fours
Description of the market: How many fours will the batting team hit in their current innings?
Rules: Same as for Most Fours.
18.43. Innings Sixes
Description of the market: How many sixes will the batting team hit in their current innings?
Rules: Same as for Most Sixes.
18.44. Innings Extras
Description of the market: How many extras will be added to the named team’s batting innings?
Rules: Same as for Most Extras.
18.45. Innings Wides Conceded
Description: How many wides will be bowled by the named bowling team?
Rules: Same as Match Wides.
18.46. Innings Ducks
Description: How many ducks will be scored in the named team’s batting innings?
Rules: Same as Match Ducks.
18.47. Innings Run Outs
Description of the market: How many run outs will be conceded in the innings?
Rules: Same as for Most Extras.
18.48. Maximum Over in Innings
Description of the market: How many runs will be scored off the highest scoring over of the current innings?
Rules: Same as for Maximum Over in Match
18.49. Innings Runs, Odd or Even?
Description of the market: Will the total innings runs be odd or even?
Rules: If the innings is abandoned, forfeited or there is no official result, all bets will be void.
18.50. Innings to finish with a Boundary
Description of the market: Will the last ball of the innings be a boundary?
Rules: Only boundaries scored from the bat (off any delivery – legal or not) will count as a boundary. Overthrows, all run fours and extras do not count as boundaries.
In limited overs matches, bets will be void if there is any reduction in the number of overs scheduled to have been bowled at the time the bet was placed due to external factors, including bad weather. If the match is abandoned or there is no official result, all bets will be void.
18.51. Top Batter in Innings
Description: Which batter will score the most runs for the named team?
Rules: The result of this market is determined on the batter with the highest individual score in a team’s innings. In limited overs matches, bets will be void if it has not been possible to complete at least 50% of the overs scheduled to have been bowled at the time the bet was placed due to external factors, including bad weather. Pre-match top batter bets for First Class matches apply only to the first innings of each team, and will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. If a player was named at the toss, but later is removed as a concussion sub, that player will still be counted, as will the replacement player. If a batter does not bat, but was named in the starting XI, bets on that batter will stand. If a batter is substituted in after the in-play market has been offered, the original market will be removed and settled as normal even if the substitute scores the highest individual score. A new market with updated selections may be offered. When two or more players score the same number of runs, in the innings dead-heat rules will apply. Runs scored in a super over do not count.
18.52. Top Bowler in Innings
Description: Which bowler will take the most wickets for the named team?
Rules: The result of this market is determined on the bowler with the highest individual number of wickets in an individual innings. In limited overs matches, bets will be void if it has not been possible to complete at least 50% of the overs scheduled to have been bowled at the time the bet was placed due to external factors, including bad weather. Pre-match bets for First Class matches apply only to the first innings of each team, and will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. If a player was named at the toss, but later is removed as a concussion sub, that player will still be counted, as will the replacement player. If a bowler does not bowl, but was named in the starting XI, bets on that bowler will stand. If a bowler is substituted in after the in-play market has been offered, the original market will be removed and settled as normal even if the substitute takes the most wickets. A new market with updated selections may be offered. If two or more bowlers have taken the same number of wickets, the bowler who has conceded the fewest runs will be the winner. If there are two or more bowlers with the same wickets taken and runs conceded, dead heat rules will apply. Wickets taken in a super over don’t count. If no bowlers take a wicket in an innings then all bets will be void.
18.53. Last Player Standing
Description: Which batter will be not out upon completion of the innings?
Rules: If there are two or more batters who are not out upon completion of the innings, the winner for the purpose of settlement will be the last batter to face a delivery (legal or not). Players will not be deemed to have been not out if they were no longer at the crease having retired hurt or did not bat. If more than 11 players bat, the market will be void. In limited overs matches, bets will be void if, subsequent to placing the bet, the innings has been reduced in any way due to external factors, including bad weather. All players who played in the innings will be settled, including substitutes.
18.54. Most Economical Bowler
Description: Which bowler will concede the fewest runs per over in the innings?
Rules: The result of this market is determined on the bowler with the lowest number of runs conceded per over while bowling in an individual innings. To match the scorecard, so in this case wides and no-balls do count, though byes, leg byes and penalty runs do not. If a bowler does not bowl, but was named in the starting XI, bets on that bowler will stand. Pre-match bets for First Class matches apply only to the first innings of each team, and will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. If a player was named at the toss, but later is removed as a concussion sub, that player will still be counted, as will the replacement player. If a bowler does not bowl, but was named in the starting XI, bets on that bowler will stand. If two or more bowlers have exactly the same runs per over, dead heat rules will apply. Runs conceded in a super over don’t count.
Player Markets
18.55. Batter Runs
Description: How many runs will the named batter score?
Rules: If the batter finishes the innings not out at the end of an innings their score will be the final result. If a batter does not bat, the bet will be void. If a batter retires hurt, but returns later, the total runs scored by that batter in the innings will count. If the batter does not return later, the final result will be as it stood when the batter retired. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in either innings due to external factors, including bad weather, unless settlement has been determined, or goes on to be determined. Result will be considered determined if the line at which the bet was placed is passed, or the batter is dismissed. In drawn First Class matches, bets will be void if fewer than 200 overs are bowled, unless settlement of the bet has already been determined. For pre-match bets, only the batter’s first innings will count. Runs scored in a super over do not count.
18.56. Combined Batsman Runs
Description: How many total runs will the named batters score?
Rules: As “Batter Runs”, and if any of the named batters do not bat, the bet will be void, unless settlement of the bet has already been determined or goes on to be determined.
18.57. Batter Fours
Description: How many fours will the named batter hit?
Rules: If the batter finishes the innings not out at the end of an innings their number of fours will be the final result. If a batter does not bat, the bet will be void. If a batter retires hurt, but returns later, the total fours hit by that batter in the innings will count. If the batter does not return later, the final result will be as it stood when the batter retired. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in either innings due to external factors, including bad weather, unless settlement has been determined, or goes on to be determined. Result will be considered determined if the line at which the bet was placed is passed, or the batter is dismissed. In drawn First Class matches, bets will be void if fewer than 200 overs are bowled, unless settlement of the bet has already been determined. Only fours scored from the bat (off any delivery – legal or not) will count towards the total fours. Overthrows, all run fours and extras do not count. For pre-match bets, only the batter’s first innings will count. Fours scored in a super over do not count.
18.58. Batter Sixes
Description: How many sixes will the named batter hit?
Rules: If the batter finishes the innings not out at the end of an innings their number of sixes will be the final result. If a batter does not bat, the bet will be void. If a batter retires hurt, but returns later, the total sixes hit by that batter in the innings will count. If the batter does not return later, the final result will be as it stood when the batter retired. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in either innings due to external factors, including bad weather, unless settlement has been determined, or goes on to be determined. Result will be considered determined if the line at which the bet was placed is passed, or the batter is dismissed. In drawn First Class matches, bets will be void if fewer than 200 overs are bowled, unless settlement of the bet has already been determined. Only sixes scored from the bat (off any delivery – legal or not) will count towards the total fours. Overthrows and extras do not count. For pre-match bets, only the batter’s first innings will count. Sixes scored in a super over do not count.
18.59. Batter Milestones
Description: Will the named batter reach the specified milestone?
Rules: As “Batter Runs”
18.60. Batter Deliveries Faced
Description: How many deliveries will the named batter face?
Rules: To match the scorecard, so in this case wides do not count, but no-balls do. If a batter retires hurt, but returns later, the total deliveries faced by that batter in the innings will count. If the batter does not return later, the final result will be as it stood when the batter retired. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in either innings due to external factors, including bad weather, unless settlement has been determined, or goes on to be determined. Result will be considered determined if the line at which the bet was placed is passed, or the batter is dismissed. In drawn First Class matches, bets will be void if fewer than 200 overs are bowled, unless settlement of the bet has already been determined. For pre-match bets, only the batter’s first innings will count. Deliveries faced in a super over do not count.
18.61. Batter Method of Dismissal
Description: How will the named batter be out?
Rules: If the specified batter is not out, all bets will be void. If the specified batter retires, and does not return to bat later, all bets will be void. If that batter does return to bat later and is out, bets will stand. Caught and bowled is included in fielder catch.
18.62. Bowler Wickets
Description: How many wickets will the named bowler take?
Rules: If a bowler does not bowl, bets will be void. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in the relevant innings due to external factors, including bad weather, unless settlement has been determined. Result will be considered determined if the line at which the bet was placed is passed. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless the player’s bowling innings is complete. For pre-match bets, only the bowler’s first innings will count. Wickets scored in a super over do not count.
18.63. Bowler Runs Conceded
Description: How many runs will the named bowler concede?
Rules: To match the scorecard, so in this case wides and no-balls do count, though byes, leg byes and penalty runs do not. If a bowler does not bowl, bets will be void. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in either innings due to external factors, including bad weather, unless settlement has been determined, or goes on to be determined. Result will be considered determined if the line at which the bet was placed is passed, or the batter is dismissed. In drawn First Class matches, bets will be void if fewer than 200 overs are bowled, unless settlement of the bet has already been determined. For pre-match bets, only the bowler’s first innings will count. Runs conceded in a super over do not count.
18.64. Named Player Player Performance
Description: How many points will the named player score in the player performance scoring system?
Rules: Points are scored as follows: 1 point per run scored, 20 points per wicket taken, 10 points per catch taken, 25 points per stumping taken. If the player does not bat or bowl, but is in the staring eleven, all bets will still be settled. If the player is not in the starting eleven bets will be void. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in either innings due to external factors, including bad weather, unless settlement has been determined. Result will be considered determined if the line at which the bet was placed is passed. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless both first innings have been completed. In First Class games, only first innings points will count. Points scored in a super over do not count.
18.65. Batter Matchbet
Description: Which of the named players will score the most runs?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in either innings due to external factors, including bad weather, unless settlement has been determined. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. Both players must be named in the starting XI, or appear as a substitute. If either does not then subsequently bat all bets are still settled. Runs scored in a super over do not count.
18.66. Bowler Matchbet
Description: Which of the named players will take the most wickets?
Rules: In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in either innings due to external factors, including bad weather, unless settlement has been determined. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. Both players must be named in the starting XI, or appear as a substitute. If either does not then subsequently bowl all bets are still settled. Wickets taken in a super over do not count.
18.67. All-Rounder Matchbet
Description: Which of the named players will score the most points in the player performance scoring system?
Rules: Points are scored as follows: 1 point per run scored, 20 points per wicket taken, 10 points per catch taken, 25 points per stumping taken. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in either innings due to external factors, including bad weather, unless settlement has been determined. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. Both players must be named in the starting XI, or appear as a substitute. If either player does not then subsequently bat or bowl then all bets are still settled. Points scored in a super over do not count.
18.68. Keeper Matchbet
Description: Which of the named wicket keepers score more points in the player performance scoring system?
Rules: Points are scored as above. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in either innings due to external factors, including bad weather, unless settlement has been determined. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. Both named players must start the match as a wicket keeper, or appear as a substitute, but if their playing role changes for any reason all bets will still be settled in accordance with scoring system above. Points scored in a super over do not count.
Partnership Markets
18.69. Fall of Next Wicket
Description: How many runs will the batting team have scored when the next wicket falls?
Rules: If the partnership is ended by the end of an innings, bets will settle at the final score. For settlement purposes, a batter retiring hurt does not count as a wicket. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in either innings due to external factors, unless settlement has already been determined, or goes on to be determined. Result will be considered determined if the line at which the bet was placed is passed, or the wicket in question falls. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined.
18.70. Next Player Out
Description: Which batter will be the next to be dismissed?
Rules: If either batter retires hurt or the batters at the crease are different from those quoted, the bets placed on both batters will be declared void. If no more wickets fall, all bets will be void.
18.71. Method of Next Wicket Dismissal
Description: How will the next batter be out?
Rules: The result will be determined by the dismissal method of the next wicket that falls. A batter retiring hurt does not count as a wicket. If a batter is retired out, all bets will be void. If the specified wicket does not fall, all bets will be void. Caught and bowled is included in fielder catch.
18.72. Race to ‘X’ Runs
Description: Which batter will reach the specified number of runs first?
Rules: All bets stand, regardless of any curtailment. If neither batter reaches the specified number of runs the markets will be settled as ‘Neither’
18.73. Next Boundary Four or Six
Description: Will the next boundary be a four or a six?
Rules: If there are no more boundaries in the innings, bets will be void. Only boundaries scored from the bat (off any delivery – legal or not) will count as a boundary. Overthrows, all run fours and extras do not count as boundaries. In limited overs matches, bets will be void if the total innings is reduced at any stage to less than 80% of the stated maximum overs at the time the bet was placed, unless settlement of the bet was already determined before the reduction. In drawn First Class matches, bets will be void if fewer than 200 overs are bowled, unless settlement of the bet has already been determined. Boundaries scored in a super over do not count.
18.74. Winning Over
Description: In which over of the named team’s innings will the match be completed?
Rules: All bets will be void if there is no official result. In limited overs matches, all bets will be void if, subsequent to placing the bet, the maximum overs possible are reduced in any way.
One-sided Markets
18.75. Both Teams to Score ‘X’ Runs
Description: Will both teams score the specified number of runs?
Rules: In line with Innings Runs rules, each innings will be judged to be complete if at least 80% of the overs scheduled to have been bowled at the time the bet was place have been bowled, and this market will be settled accordingly. In drawn First Class matches, bets will be void if fewer than 100 overs have been bowled in either teams first innings, unless settlement of the bet has already been determined. Only runs scored in the first innings count. If a team declares that innings will be considered complete for the purposes of settlement.
18.76. Either Batter Method of Dismissal
Description: Will either of the named batters be dismissed in the specified method?
Rules: All bets will settle, regardless of whether either batter remains not out, or retired hurt, at the end of the innings.
18.77. Both Batters Method of Dismissal
Description: Will both of the named batters be dismissed in the specified method?
Rules: As “Either Batter Method of Dismissal”
18.78. Runs off Consecutive Deliveries
Description: How many runs will be scored off each of the specified deliveries?
Rules: As “Runs off Delivery” except the specified number of runs must be scored off both named deliveries.
18.79. Wicket off Delivery
Description: Will a wicket fall in the specified delivery?
Rules: The specified delivery must be completed for bets to stand. For settlement purposes, any wicket will count, including run outs. A batter retiring hurt does not count as a wicket. If a batter is timed out or retired out then the wicket is deemed to have taken place on the previous ball.
18.80. Both Batters to Score ‘X’ Runs in Over
Description: Will both batters score the specified number of runs in the over?
Rules: The specified over must be completed for bets to stand unless settlement has already been determined. If an innings ends during an over then that over will be deemed to be complete unless the innings is ended due to external factors, including bad weather, in which case all bets will be void, unless settlement has already been determined. If the over does not commence for any reason, all bets will be void. Runs must be scored off the bat to count towards settlement. Bets will settle regardless of whether or not either of the specified batters are dismissed or retired hurt before the over commences.
18.81. Both Batters to Score a Boundary in Over
Description: Will both batters score a boundary in the over?
Rules: As “Both Batters to Score ‘X’ Runs in Over”. Both fours and sixes count as boundaries. Only fours or sixes scored from the bat (off any delivery – legal or not) will count. Overthrows, all run fours and extras do not count.
18.82. Both a Four and a Six to be Scored in an Over
Description: Will both a four and a six be scored in the over?
Rules: The specified over must be completed for bets to stand unless settlement has already been determined. If an innings ends during an over then that over will be deemed to be complete unless the innings is ended due to external factors, including bad weather, in which case all bets will be void, unless settlement has already been determined. If the over does not commence for any reason, all bets will be void. Only fours or sixes scored from the bat (off any delivery – legal or not) will count. Overthrows, all run fours and extras do not count.
18.83. Batter and Bowler Combo Milestones
Description: Will the named batter, and the named bowler, reach their specified milestones?
Rules: For batter – same as “Batter Runs”. In first class games, only runs scored in the first innings will count. For bowler – if a bowler does not bowl, they will be deemed to have taken 0 wickets. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the scheduled overs in the relevant innings due to external factors, including bad weather, unless settlement has been determined. In drawn First Class matches, bets will be void if fewer than 200 overs have been bowled, unless the player’s bowling innings is complete. The result will be considered determined if the lines at which the bet was placed are passed. In First Class games, only first innings wickets will count and runs. Wickets and runs scored in a super over do not count.
18.84. Batters Combo Milestones
Description: Will both the batters reach their specified milestones?
Rules: Same as “Combined Batter Runs”.
Notes for all Markets
18.85. Players sent off/retired out
A player being sent off is viewed as retired out, so will be settled as a wicket.
18.86. Concussion/tactical substitutions
When a player leaves the field as a substitute, this will not count as a wicket. If the player does not return later, the final result will be as it stood when the player left the field. When a player enters the match as a substitute, for settlement purposes both they and the player replaced will be looked upon as to have played a full part in the match.
18.87. Penalty runs after the conclusion of an innings
Penalty runs added to a team’s total after the start of the other team’s innings will not count towards settlement of markets in the previous innings.
18.88. The Hundred
For the Hundred, an over will consist of 5 legal deliveries, so a full innings will be made up of 20 overs. All other rules remain the same as other limited overs formats.
18.89. Incorrectly created matches
If a match is created in the wrong format (i.e. T20 instead of List A), bets will be void and a new match will be created.
19. Squash
19.1. If a set ends before the Xth point is reached, this market “Who scores [Xth] point in set [y]” is considered void (cancelled).
19.2. If markets remain open with an incorrect score which has a significant impact on the odds, the scope of impact being determined by the sportsbook acting reasonably, sportsbook reserves the right to void respective bets.
19.3. If the players/teams are displayed incorrectly, sportsbook reserves the right to void respective bets.
19.4. If a player retires, forfeits the match or is disqualified all undecided markets shall be voided.
19.5. Official points deductions will be taken into account for all undetermined markets. Markets which have already been determined will not take deductions into account.
19.6. If penalty point(s) are awarded by the umpire, all bets on that game will stand.
20. Aussie rules football
20.1. All markets exclude overtime unless expressly stated otherwise.
20.2. Regular 80 Minutes: Markets are based on the result at the end of a scheduled 80 minutes play unless expressly stated otherwise. This includes any added injury or stoppage time but does not include extra-time.
20.3. If odds were offered with an incorrect match time (more than 2 minutes), sportsbook reserves the right to void respective bets.
20.4. If the team names or category are displayed incorrectly, sportsbook reserves the right to void respective bets.
21. Boxing
21.1. If either fighter fails to answer the bell for the next round, then his opponent will be deemed to have won in the previous round.
21.2. In the event of a fight being declared a “No Contest” all bets will be void.
21.3. Should the scheduled number of rounds be changed before the fight then all “Total Rounds”, “Round Betting” and “Method of Victory” bets will be void.
21.4. Boxing markets rules:
21.4.1. Winner (To Win the Fight) predict which competitor will win the bout. No draw selection is offered. For the Winner market where no draw selection is offered all bets will be void in the event of a draw (this includes a fight which ends in a Majority Draw or a Technical Draw).
21.4.2. 1x2 (Fight Result) predict the result of the bout. If the fight ends in a Majority Draw or a Technical Draw then Draw will be the winning selection.
21.4.3. Total Rounds (Over/Under) means Betting on the round in which the fight result will be determined. For settlement purposes where a half round is stated - then 1 minute 30 seconds of the respective round will define the half to determine under or over. Thus, 9.5 rounds would be one minute and thirty seconds of the 10th round. If the fight ends at exactly 1 minute 30 seconds of the 10th round then the result would be over 9.5 rounds.
21.4.4. Winner & exact round predict the round in which the selection will win the fight. Betting on winner and exact round is for a fighter to win by KO (knock out), TKO (technical knock out) or disqualification during that round. Where a boxer fails to answer the bell for the next round, his opponent shall be deemed to have won the contest in the previous round. In the event of a technical decision before the end of the fight all bets will be settled as a win by decision and round bets will be deemed losers.
21.4.5. Winning Method predicts the method by which the result of the fight will be decided. All bets will be settled on the official result declared. A win by disqualification is counted as knockout/technical knockout.
21.4.6. Any fighter to win inside the distance predicts if the fight will be decided before the scheduled number of rounds. In the event of a technical decision, for settlement purposes, the fight will have been deemed NOT to have gone the distance.
22. MMA
22.1. All markets are settled according to the result available immediately after the end of the fight. Any subsequent appeals or amendments to the result are not taken into consideration for settlement purposes.
22.2. If either fighter fails to answer the bell for the next round, then his opponent will be deemed to have won in the previous round.
22.3. Should there be a withdrawal or a substitution of one of the fighters concerned, bets will be void.
22.4. In the event of a fight being declared a “No Contest” all bets will be void.
22.5. Should the scheduled number of rounds be changed before the fight then all “Total Rounds”, “Winner and exact rounds” and “Winning Method” bets will be made void.
22.6. MMA Markets rules:
22.6.1. Winner (To Win the Fight) - predicts which competitor will win the bout. No draw selection is offered. For the Winner market where no draw selection is offered all bets will be void in the event of a draw (this includes a fight which ends in a Majority Draw or a Technical Draw).
22.6.2.1x2 (Fight Result) Predict the result of the bout. If the fight ends in a Majority Draw or a Technical Draw then Draw will be the winning selection.
22.6.3. Total (Over/Under) Betting on the round in which the fight result will be determined. For settlement purposes where a half round is stated then 2 minutes 30 seconds of the respective round will define the half to determine under or over. Thus, 2.5 rounds would be two minutes and thirty seconds of the 3rd round. If the fight ends at exactly 2 minutes 30 seconds of the 3rd round then the result would be over 2.5 rounds.
22.6.4. Winning Method predicts the method by which the result of the fight will be decided. All bets will be settled on the official result declared. A win by disqualification is counted as Knockout/Technical Knockout.
For the purposes of the Winning Method market, a KO (knock out) includes the following:
– referee stoppage due to strikes while either fighter is, or both fighters are, standing;
– referee stoppage due to strikes while either fighter is, or both fighters are, on the canvas;
– stoppage by doctor;
– stoppage by a fighter’s corner/team;
– a fighter retires due to injury;
– a win by disqualification.
For the purposes of the Winning Method market, a submission includes the following:
– referee stoppage due to tap-out;
– referee stoppage due to technical submission;
– a fighter’s verbal submission (including a verbal submission which is made due to strikes).
22.6.5.Winner & exact rounds predicts the round in which your selection will win the fight. Betting on winner and exact round is for a fighter to win by KO (knock out), TKO (technical knock out), disqualification or submission during that round or to win by decision. Where a fighter fails to answer the bell for the next round, his opponent shall be deemed to have won the contest in the previous round. In the event of a technical decision before the end of the fight all bets will be settled as a win by decision and round bets will be deemed losers.
22.6.6.”Will the fight go the distance?” predicts if the fight will be decided before the scheduled number of rounds. In the event of a technical decision, for settlement purposes, the fight will have been deemed NOT to have gone the distance.
23. Golf
23.1.A player is deemed to have played in a tournament or a specific round once they have teed off. If a player withdraws, retires, or is disqualified after having teed off, bets will stand.
23.2. In tournaments affected by bad weather or other similar reasons, bets will be resulted on the official result regardless of the number of rounds played.
23.3. If the tournament is abandoned, any bets placed after the last completed round will be void.
23.4. If a golf round is abandoned, all undecided markets will be void.
23.5. Official tour site results at the time of trophy presentation are used for settlement purposes (subsequent disqualification after this time does not count).
23.6. In case of any delay (rain, darkness…) all undecided markets remain unsettled and the trading will be continued as soon as the round / tournament continues
23.7. In the event of any non-runners, 2 ball and 3 ball bets will be void.
23.8. Golf markets rules:
23.8.1.”2 Balls” predicts which player will shoot the lowest score in the listed round. If both players retire at the same hole, the market will be void. Market will be void if both competitors achieve the same score for the affected round. A player can be considered as runner if he tees off on his first scheduled hole.
23.8.2.”3 Balls” predicts which player will shoot the lowest score in the listed round. Dead heat rules apply.
23.8.3.”Outright Winner” - all outright bets are settled on the player awarded the trophy. The result of playoffs is taken into account. Where a tournament is reduced from the scheduled number of holes for any reason (e.g., bad weather conditions) outright bets (except “First round leader” bets) placed prior to the final completed round will be settled on the player awarded the trophy.
23.8.4.”Group Betting (Top XY)” - The winner will be the player achieving the highest placing at the end of the tournament. Dead-heat rules apply except where the winner is determined by a playoff. Special case: If a group betting if offered and only one competitor starts, bets related to respective group betting will be void.
23.8.5.”Finishing Position of a Named Player” - in the event of a tie for a finishing position the tied position will count. For example, a tie with 4 other players for 7th place will count as a finishing position of 7th.
23.8.6.”End of Round Leader (e.g., First round – Winner)”- settlement is based on the tournament score at the end of the specified round. Dead-heat rules apply.
23.8.7.”Tournament Top 4/Top 5/top 6/Top 10/Top 20 Finish” - Dead-heat rules apply.
23.8.8.”To Win/Not to Win a Major” -The 4 majors are US Open, US Masters, USPGA and the British Open.
23.8.9.”Competitor markets” - if the affected competitor retires, all undecided competitor markets will be void.
23.8.10.”Total markets” - if a player which is listed in the group retires, all undecided total markets will be void.
23.8.11.“Hole” & “Hole a to b” markets - if a player which is listed in the group retires, all related and undecided “hole” and “hole a to b” markets will be void.
23.8.12.”Winner”- settled with the official winner of the entire tournament (including extra holes). Bets on all listed players will stand once they have teed off.
23.8.13.”Winner of group”- the winner of this market is the player with the lowest score of a certain group of players after the tournament is over. Only players that are part of the market belong to that group. If there are two or more players inside that group that are tied for the lowest tournament score out of that group, dead heat settlement applies.
23.8.14.”End of round x – leader” - if there are two or more players tied for the lead after a round, dead heat settlement applies. If a player does not a hit single shot in a tournament, he will be voided for all End of round – leader markets. If a player withdraws from the tournament he will be voided for all End of round – leader markets, as long as he has not played a shot in the respective round.
24.Motorcycle Racing
24.1. If a specific event is postponed or abandoned, then bets remain valid provided that the event is completed within 72 hours.
25.Athletics
25.1. If a specific event is postponed or abandoned, then bets remain valid provided that the event is completed within 72 hours.
26.Winter sports
26.1. If a specific event is postponed or abandoned, then bets remain valid provided that the event is completed within 72 hours
27. Formula1
27.1. General Formula1 betting rules:
27.1.1. Unless otherwise stated in the market rules, the result at the time of the podium presentation is considered valid for settlement purposes.
27.1.2. Event being shortened due to weather conditions or other circumstances, but are deemed official by the governing association, will be settled accordingly as long as full points are awarded.
27.1.3. If a race is postponed to another day (to be determined within UTC time zone) all markets shall be considered void.
27.1.4. Unless otherwise stated in the market rules, the dead heat rule will be applied if the number of winners exceeds the expected amount of winning selections for a specific market.
27.1.5. If one or more drivers have to start the race from the pit-lane, he/they will be ranked at the end of the starting grid for settlement purposes.
27.1.6. If competitors (which are reflected as dedicated selections) retire in different laps, the number of finished laps is considered for settlement purposes.
27.2. Team market rules
27.2.1. “Winner (team)”, “Top x (team)” and “Head2head (team)” are settled with the team which has the best ranked car in the final result.
27.2.2. “1st to retire (teams)” is settled with the team which retired one car first. N.B. Specific retirement market rules are considered as valid for this market.
27.2.3. “1st pit stop (teams)” is settled with the team whose car entered the pit-lane first. N.B. Specific pit stop market rules are considered as valid for this market.
27.2.4. Team total overtakings is settled based on the accumulated number of overtakings of both cars in the specified team. N.B. Specific overtakings market rules are considered as valid for this market.
27.3. Markets for fastest lap rules
27.3.1. The driver who achieved the fastest lap in the specified lap, cluster of laps or race is considered as the winner.
27.3.2. The lap time in milliseconds is valid for settlement purposes.
27.4. Head2head markets & Winner of group market rules
27.4.1. If all competitors (which are reflected as dedicated selections) retire in the same lap, the market will be voided.
27.4.2. Markets will be considered void if one of the drivers retires in or before the formation lap.
27.5. Markets for overtakings rules
27.5.1. An overtaking needs to be maintained until the end of the lap in order to be considered for settlement purposes.
27.5.2. Overtakings during the first lap are not considered for settlement purposes.
27.5.3. Overtakings of a specific driver in the same lap when he enters or exits the pit are not considered for settlement purposes.
27.5.4. Overtakings of a car in the lap of its retirement are not considered for settlement purposes.
27.5.5. Lapping and unlapping is not considered as overtaking.
27.6. Markets for retirements rules
27.6.1.A car is considered as retired for settlement purposes if it does not pass the finish line when the session is considered as completed, unless the car/driver is disqualified.
27.6.2. If more than 1 competitor retires in the same lap where the first retirement happened, the dead heat rule will be applied.
27.6.3. If a car retires in the pit or pit lane, the last started lap is considered for settlement purposes.
27.7. Markets for pit stops
27.7.1. The car which enters the pit-lane first will be considered as winner of this market.
27.7.2. If a car enters the pit lane and retires it will still be considered as a pit stop for settlement purposes.
27.8. Total finishers market rules.
27.8.1.A driver is only considered as a finisher for settlement purpose if he passes the finish line when the session is considered as ended.
III. Esports special rules
1. General rules applicable to esports
1.1. All esports markets are based on in-game score events or results at the end of a scheduled match/map. All settlements will occur using the official score and results, which are declared on the official video stream or the in-game stream of the relevant matches.
1.2. All match start dates and times displayed for Esports matches are for indication purposes only and are not guaranteed to be correct. Bets will stand if a match is offered with an incorrect date and/or time.
1.3. If a match is paused/postponed and not rescheduled to a later time within 24 hours of the actual scheduled start time, then all bets on that match will be voided.
1.4. If the name of a player/team/tournament is misspelled, all bets will still stand unless it’s obvious that the misspelled name is the same as a different entity/person.
1.5. If a team name is changed due to a team leaving the organization, joining another organization, or due to an official change of team name, all bets will stand.
1.6. If the organizer of the event allows for stand-ins and there is an official result, all bets will be resulted as normal.
1.7. In the case where there is an overruling of a match result by the organizer due to unforeseen circumstances - such as cheating - all bets on that match will be voided. This rule is applicable within 72 hours from the end of the match, after the term sportsbook will not change the result of the tickets.
1.8. If a match has been declared as a walkover win by the tournament organizer, all bets will be void.
1.9. If one team retires during a match, only wagers on the completed individual maps will be resulted. Match market, match side markets, and all other undecided map markets will be voided. Bets placed on any following maps that will be completed will be resulted with the official results. However, any and all live offer will be suspended on this match and moved to a new match with a different match ID that will genuinely reflect the state of the match. The only exemption to this rule would be in this very situation: team A wins map 1 and proceeds to forfeit map 2. In this case, we would void all wagers on all undecided match and map 2 markets and continue our offer within map 3 of the match.
1.10. All markets consider overtime, unless expressly stated otherwise in the market name.
1.11. If the match format is changed or differs from the one which is being offered, the sportsbook reserves the right to void all bets.
1.12. If the fixture is listed incorrectly, the sportsbook reserves the right to void all bets.
1.13. If a match is played before the scheduled start date / time, all bets placed after the actual start of the match will be refunded. All bets placed before the actual start of the match will stand.
1.14. If a match or map is replayed due to an organizer or technical issues, all affected markets will be voided, while the replayed matches or maps will be handled separately as a new match.
1.15. If a game on the map starts with less than ten players, all bets on that map will be voided.
2. Esports game specific rules
2.1. Counter-Strike 2 rules:
2.1.1. If one of the players disconnects and is unable to reconnect or be replaced for the rest of the map, both teams decide to continue 4v5, and they play at least 5 rounds. All affected bets on that map, match, and match side markets will be voided.
2.1.2. If a team retires, receives a win by admin decision, or is disqualified before all scheduled rounds of a map are played, all undecided bets on that map and match will be voided.
2.1.3. Rounds 1-12 constitute the first half of “Counter-Strike 2” maps.
2.1.4. In the case of a round restart, all bets will stand. All markets will be resolved based on the official score.
2.2. Valorant rules:
2.2.1. If one of the players disconnects and is unable to reconnect or be replaced for the rest of the map, both teams decide to continue 4v5, and they play at least 5 rounds. All affected bets on that map, match and match side markets will be voided.
2.2.2. If a team retires, receives a win by admin decision or is disqualified before all scheduled rounds of a map are played, all undecided bets on that map and match will be voided.
2.2.3. Rounds 1-12 constitute the first half of Valorant maps.
2.2.4. In the case of a round restart, all bets will stand. All markets will be resolved based on the official score.
2.3. Dota 2 rules:
2.3.1. If a map starts with fewer than 10 competitors, all bets on the map will be void.
2.3.2. If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced for the rest of the map, all affected bets on that map and match will be voided. If a competitor disconnects or quits after the 10th minute of play of a map has started, bets have action according to the official result.
2.3.3. If a walkover or win by admin decision is given in the first 10 minutes of a map, all bets on the map will be void. If a win by admin decision is awarded after the 10th minute of play of a map has started, bets have action according to the official result.
2.4. League of Legends rules:
2.4.1. If a map starts with fewer than 10 competitors, all bets on the map will be void.
2.4.2. If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced for the rest of the map, all affected bets on that map and match will be voided. If a competitor disconnects or quits after the 10th minute of play of a map that has started, bets have action according to the official result.
2.4.3. If a walkover or win by admin decision is given in the first 10 minutes of a map, all undecided bets on that map and match will be voided. If a win by admin decision is awarded after the 10th minute of play of a map has started, bets have action according to the official result.
2.5. King of Glory rules:
2.5.1. If a map starts with fewer than 10 competitors, all bets on the map will be void.
2.5.2. If a competitor disconnects in the first 10 minutes and is unable to reconnect or be replaced for the rest of the map, all undecided bets on that map and match will be voided. If a competitor disconnects or quits after the 10th minute of play of a map has started, bets have action according to the official result.
2.5.3. If a walkover or win by admin decision is given in the first 10 minutes of a Map, all undecided bets on that Map and Match will be voided. If a win by admin decision is awarded after the 10th minute of play after the Map has started, bets have action according to the official result.
2.5.4. Market specific rules - if the final gameplay length/duration is the same as a particular threshold, it is resolved as OVER.
2.6. eSports FIFA
2.6.1. eSports Battle match duration - 2x4 minutes.
2.6.2. Liga Pro eFootball match duration - 2x6 minutes.
2.6.3. All Markets will be settled as set out in the General and Soccer Market Rules.
2.7. eSports NBA2K
2.7.1. Match duration – 4x5 minutes. This includes overtime.
2.7.2. All Markets will be settled as set out in the General and Basketball Market Rules.
IV. Esports/Virtual Esports betting rules
1.1. General Rules
1.1.1. Sportsbook platform reserves the right to cancel any bet made on obviously “bad” odds (e.g. odds that include typo, back-office error, fixed matches), switched odds or a bet made after an event has started or match was affected by obvious technical problems.
1.1.2. All bets will be settled, when the outcome of the market has taken place.
1.1.3. Market "Match" (1X2) is where it is possible to bet on the (partial or definite) outcome of a match or event. The options are: "1" = Home team, or team listed to the left side of the offer; "X" = Draw, or the selection in the middle; "2" = Away team, or team listed to the right side of the offer.
1.1.4. Market "Correct Score» is where it is possible to bet on the (partial or definite) exact score of a match or event.
1.1.5. Market "Over/Under" (Totals) is where it is possible to bet on the (partial or definite) amount of a predefined occurrence (e.g. goals, points, corners, rebounds, penalty minutes, etc.). Should the total amount of the listed occurrences be exactly equal to the betting line, then all bets on this offer will be declared void. Example: an offer where the betting line is 128.0 points and the match ends with the result 64-64 will be declared void.
1.1.6. Market "Odd/Even" is where it is possible to bet on the (partial or definite) amount of a predefined occurrence (e.g. goals, points, corners, rebounds, penalty minutes, etc.)."Odd" is 1,3,5 etc.; "Even" is 0,2,4 etc.
1.1.7. Market "Half time/Full time" is where it is possible to bet on the result in half time and the final outcome of the match. E.g. if at Half time the score is 1-0 and the match ends 1-1, the winning outcome is 1/X. The bet is void if the regular time of the match is played in a different time format than those listed in the bet (i.e. other than two halves).
1.1.8. Market "Period betting" is where it is possible to bet on the outcome of each separate period within a match/event.
1.1.9. Market "Draw No Bet" is where it is possible to bet on either "1" or "2" as defined in . It is also common practice to refer to "Draw No Bet" in cases where no draw odds are offered. Should the specific match contain no winner (E.g. match ends as a draw), or the particular occurrence does not happen (E.g. Draw No Bet and match ends 0-0) the stakes will be refunded.
1.1.10. Market "Handicap" is where it is possible to bet on whether the chosen outcome will be victorious once the listed handicap is added/subtracted (as applicable) to the match/period/total score to which the bet refers to. In those circumstances where the result after the adjustment of the handicap line is exactly equal to the betting line, then all bets on this offer will be declared void.
1.1.11. Market Asian Handicap: Home team (-1.75) vs Away team (+1.75). This means that the stake is divided into 2 equal bets and placed on the outcomes -1.5 and -2.0. For the bet to be fully paid out at the listed odds, Team A must win the match with a bigger margin than both of their listed handicaps (ie. 3 goals or more margin). In the eventuality that Team A wins with only a 2 goal margin, the bet will be considered as partially won with a full payout on the -1.5 part of the bet and a refund on the -2.0 side since the outcome on that part of the bet would be considered a “tie”. Should the match produce any other outcome, including a Team A victory with only 1 goal margin, the whole stake would be lost. Away teams are given a +1.75 goal advantage in the match. This means that the stake is divided into 2 equal bets and placed on the outcomes +1.5 and +2.0.
1.1.12. Market "Double Chance" is where it is possible to bet simultaneously on two (partial or definite) outcomes of a match or event. The options are: 1X, 12 and X2 with "1", "X" and "2" as defined in.
1.1.13. Market "Team to score first and win" refers to the listed team scoring the first goal in the match and going on to win the match. Should there be no goals in the match all bets will be settled as void.
1.1.14. Bets on "Quarter / Half / Period X" refer to the result/score achieved in the relevant timeframe and does not include any other points/goals/events tallied from other parts of the event/match. Bets will be voided if the match is played in any other format but the one stipulated in the offer.
1.1.15. Bets on "Result at end of Quarter / Half / Period X…” refer to the result of the match/event after termination of the stipulated time frame and will take into account all other points/goals/events tallied from previous parts of the event/match.
1.1.16. Bets on "Race to X Points / Race to X Goals..." and similar offers refer to the team/participant reaching the earliest the particular tally of points/goals/events. If the offer lists a timeframe (or any other period restriction) it will not include any other points/goals/events tallied from other parts of the event/match which are not related to the mentioned time frame. Should the listed score not be reached within the stipulated time frame (if any), all bets will be declared void, unless otherwise stated.
1.1.17. Bets on "Winner of Point X / Scorer of Goal X'' and similar offers refer to the team/participant scoring/winning the listed occurrence. For the settlement of these offers, no reference to events happening prior to the listed occurrence will be taken into consideration. Should the listed event not be scored/won within the stipulated time frame (if any), all bets will be declared void, unless otherwise stated.
1.1.18. Any reference for a team to win all halves/periods (e.g. Team to win both halves) means that the listed team must score more goals than its opponent during all the stipulated halves/periods of the match.
1.2. Basketball Market Rules
1.2.1. Markets do not consider overtime unless otherwise stated.
1.2.2. If a match ends before the Xth is reached, this market is considered void (cancelled). Who scores Xth point? (incl. ot), Which team will win race to x points? (incl. OT).
1.3. Cricket Market Rules
1.3.1. Delivery Markets Runs off . The result will be determined by the number of runs added to the team total, off the specified delivery. For example, if an over starts with a wide, then the first delivery will be settled as 1 and, although there has not been a legal ball bowled, the next ball will be deemed as delivery 2 for that over. If a delivery leads to free hit or a free hit is to be re-bowled because of an illegal delivery, the runs scored off the additional delivery do not count. All runs, whether off the bat or not are included. For example, a wide with three extra runs taken equates to 4 runs in total off that delivery.
1.3.2. Over Markets Runs in Over. The specified over must be completed for bets to stand unless settlement has already been determined. If an innings ends during an over then that over will be deemed to be complete unless the innings is ended due to external factors, including bad weather, in which case all bets will be void, unless settlement has already been determined. If the over does not commence for any reason, all bets will be void. Extras and penalty runs in the particular over count towards settlement.
1.3.3. Wicket in Over. For settlement purposes, any wicket will count, including run outs. A batsman retiring hurt does not count as a wicket. If a batsman is timed out or retired out then the wicket is deemed to have taken place on the previous ball. Retired hurt does not count as a dismissal.
1.3.4. Over Odd/EvenDescription: Will the number of runs scored in the specified over be odd or even? Rules: As “Runs in Over”. Zero will be deemed to be an even number.
1.3.5. Innings Markets. In limited overs matches, bets will be void if it has not been possible to complete at least 80% of the overs scheduled to have been bowled at the time the bet was placed due to external factors, including bad weather, unless settlement of the bet has already been determined before the reduction. Bets placed on a future innings will remain valid regardless of the runs scored in any current or previous innings. In drawn First Class matches, will be void if fewer than 200 overs have been bowled, unless settlement of the bet has already been determined. Bets will also be void in drawn first class matches, if less than 60 overs have been bowled in an incomplete innings, unless settlement of the bet has already been determined. If a team declares, that innings will be considered complete for the purposes of settlement.
1.4. Baseball Market Rules
1.4.1. Possible extra innings are not considered in any market unless otherwise stated.
1.5. FIFA
1.5.1. Match duration – 2x6 minutes. This includes injury time but does not include extra time or penalty shootouts.
1.5.2. All Markets will be settled as set out in the General Rules.
1.6. FIFA: Volta
1.6.1. Match duration – 2x3 minutes. This includes injury time and extra time but does not include penalty shootouts.
1.6.2. All Markets will be settled as set out in the General Rules.
1.7. Penalty Shootout
1.7.1. Includes only penalty shootouts without regular time, injury time or extra time .
1.7.2. All Markets will be settled as set out in the General Rules.
1.8. NBA 2K
1.8.1. Match duration – 4x6 minutes. This includes overtime.
1.8.2. All Markets will be settled as set out in the General and Basketball Market Rules.
1.9. Rocket League
1.9.1.Match duration – 5 minutes. This doesn’t include overtime.
1.9.2.All Markets will be settled as set out in the General Rules.
1.10. eFighting
1.10.1.The winner of the match is the character who wins the fight.
1.10.2. Explanation of eFighting market terms.
Health Bar - Each character has 2 Health Bars. The second bar is active only after the first is completely spent.
First damage – first successful attack.
Clash – Situation in the fight, when both characters challenge each other on special occasions. to increase hit points. Both fighters can win the clash, but there can also be a draw.
Supermove – Special move for each character, that occurs very rarely.
1.10.3. All markets will be settled according to the definitions above.
1.11. eCricket
1.11.1. Match consists of two innings - one for each team.
1.11.2. Each inning consists of five overs with 6 deliveries of each.
1.11.3. All Markets will be settled as set out in the Cricket Market Rules.
1.12 eBaseball
1.12.1. Match consists of 3 innings and extra innings if needed.
1.12.2. All Markets will be settled as set out in the Baseball Market Rules.
1.13 eShooter
1.13.1. Match consists of 15 rounds. To win against one of the teams, it is enough to score 8 points.
1.13.2. All Markets will be settled as set out in the General Rules.
1.14. eTennis
1.14.1. The winner of match is the first player to win 2 sets.
1.14.2. Player must win 3 games to win a set. If the score is tied at 2-2, then a player can win 4-2, or if players are still tied at 3-3 then the set is decided by a tie-break.
1.14.3. The winner of tie-break is the first player to win 5 points with minimum 2 points difference. If the score is tied at 5-5, the player can win 7-5, 8-6, 9-7, etc.
V. Virtual sports rules
1. Virtual football
1.1. The Virtual Football Modes provide 24/7/365 real money betting experience on virtual football. Competitions are generated continuously and bets can be placed at any time, even within a season.
1.2. Game structure
Each mode has a different tournament structure:
1.2.1.Virtual Football League Mode (VFLM):
-16 Teams
- Home & away matches
- 30 match days
- 8 concurrent matches per match day
-240 matches per season Group Stage
1.2.2.Virtual Football World Cup (VFWC):
-32 Teams (8 groups of 4 teams per group)
-12 match day chunks (3 match days of 4 chunks per match day)
-4 concurrent matches per match day chunk
-48 matches per group stage
-Knock-Out-Stage
-16 Teams
-5 round (R16[1..4]; R16[5...8]; R8; Semi Finals; Final & 3rd Place)
-4 concurrent matches (R16[1..4]; R16[5...8]; R8);
-2 concurrent matches (Semi Finals; Final & 3rd Place)
-16 matches per knock-out-stage.
2. Virtual basketball
2.1. The VBL provides 24/7/365 real money betting experience on virtual basketball. The league consists of 16 teams and seasons run continuously. Each season comprises 30 match days (home and away matches). Bets can be placed at any time – even within a season.
2.2. Season Details - For the online version one season lasts 106:30 minutes in total, separated into a ‘Pre-League’ period, a ‘Match day Loop’, and a ‘Post league’ period. The ‘Pre-League’ period runs prior to the start of a season and lasts 60 seconds. All match days are summarized as the ‘Match day Loop’ period with a total duration of 105:00 minutes. At the end of every season there is a 30 second ‘Post Season’ period.
2.3. Betting on a VBL match is allowed up to 10 seconds before tip-off. Betting markets for future match days of the current season remain open. When a future match day from the ‘Match Day’ bar at the bottom is selected, the matches related to that day along with the odds will be displayed in the lower odds section.
3. Virtual horses
3.1. The Virtual Horses (VHK) provides 24/7/365 real money betting experience on virtual horse races. Bets can be placed up to 10 seconds prior to the start of the next upcoming race as well as on all future races of the current race days at any time.
3.2. Races are generated continuously - a new one will be started as soon as the current one has finished. Betting is possible in the next 10 upcoming races:
- 2 minute total event cycle;
- 40 seconds betting phase;
- 65 seconds event phase;
- 15 seconds results phase;
- 2 grass and 1 dirt track with a 1000m race randomly scheduled;
- 8, 10, 12, 14 runners randomly assigned.
3.3. Virtual Horses markets rules:
3.3.1.Win - select the runner which will finish first;
3.3.2.Place - select the runner which will finish either 1st, and 2nd (6-7 Runners), select the runner which will finish either 1st, 2nd and 3rd (7+ runners);
3.3.3.Forecast (Correct Order) - select the runners that will finish 1st and 2nd in the correct order (exacta);
3.3.4.Forecast (Any Order) - select the runners that will finish 1st and 2nd in any order (quinella);
3.3.5. Tricast (Correct Order) - select the runners that will finish 1st, 2nd and 3rd in the correct order (trifecta);
3.3.6.Tricast (Any Order) - select the runners that will finish 1st, 2nd and 3rd in any order (trio).
4. Virtual dogs
4.1. The Virtual Dogs (VDK) provides 24/7/365 real money betting experience on virtual dog races. Bets can be placed up to 10 seconds prior to the start of the next upcoming race as well as on the ten future races at any time.
4.2. Game information. Races are generated continuously - a new one will be started as soon as the current one has finished.
- 2 minute total event cycle;
-37 seconds or 67 seconds betting phase;
-38 seconds or 68 seconds event phase;
-15 seconds results phase;
-night and day track with distance 360m and 720m randomly scheduled;
- 6 or 8 runners randomly assigned.
4.3. Virtual Dogs markets rules:
Win - select the runner which will finish first;
4.3.2.Place - select the runner which will finish either 1st, and 2nd (6-7 Runners), select the runner which will finish either 1st, 2nd and 3rd (7+ runners);
4.3.3.Forecast (Correct Order) - select the runners that will finish 1st and 2nd in the correct order (exacta);
4.3.4.Forecast (Any Order) - select the runners that will finish 1st and 2nd in any order (quinella);
4.3.5.Tricast (Correct Order) - select the runners that will finish 1st, 2nd and 3rd in the correct order (trifecta);
4.3.6.Tricast (Any Order) - select the runners that will finish 1st, 2nd and 3rd in any order (trio).
VI. Greyhound, Horse and Harness Racing rules
1. General
1.1 All bets shall be settled based on the official declaration of the result of the race as made by the relevant racing authority on the day of the race.
1.2 In the event of a Dead Heat, the bet will be paid out at face value divided by the number of Dead Heating winners of the event.
1.3 Whilst the sportsbook strives to provide the most up to date and accurate data, the sportsbook shall not liable for any errors regarding the Horses, Greyhound or Harness racing data.
2. Market Specific Rules
2.1. To the market “Win Betting” Dead heat rules apply.
2.2. To the market “Place Betting” the following rules apply:
2.2.1. Where there are 8 or more runners in a race, a place shall be paid on first, second and third places. If a bet is placed when the field has 8 or more runners and the field later reduced to 7 or less runners, first, second and third places will be paid, however deductions shall apply. See Deductions Table in clause 3.3.5.
2.2.2. Dead heat rules apply
2.3. To the market “Top 2 Betting’ the following rules apply:
2.3.1. Pays on runners to come 1st or 2nd in the race.
2.3.2. Bets are only valid on races with 5 or more runners. Any bets placed on a race with less than 5 runners will be voided.
2.3.3. Dead heat rules apply.
3. Settlement & Cancellation rules
3.1. Scratchings
3.1.1. If a runner is scratched, the stake will be refunded.
3.2. Abandoned, Postponed and Transferred Races
3.2.1. If a race is abandoned or transferred to another venue/track (including transferring to a different track at the same venue) or postponed to another date, single bets shall be void. Affected Combo Bets will be recalculated excluding that Event.
3.2.2. Where a race is postponed and rescheduled to take place at the same venue within 48 hours of the original scheduled start time of the race, all bets shall stand as if the race was not postponed.
3.2.3. If scratchings are reinstated due to a postponed race at the same venue then all bets shall be void.
3.3. Deductions
3.3.1. Any bet may be subject to deduction after the placement of the bet. These deductions are applied to the face value (expected winnings) of the bet.
3.3.2. In the case of scratchings after the declaration of the final field, and after the bet has been placed, deductions will apply to the face value of the winning bets as per Deductions table - See Deductions Table in clause 3.3.5.
3.3.3. Deduction calculations are specified as a percentage deducted from the amount of the stake’s winnings.
3.3.4. In the event that multiple runners are scratched from a race, a combined deduction rate will be calculated by summing the total of each of the scratched runners deduction rate as per Deductions table. See Deductions Table in clause 3.3.5
3.3.5. Deductions Table (coming soon)
3.4. Errors
3.4.1. If the sportsbook publishes, posts or quotes any incorrect betting information for any horse racing, greyhound or harness racing Event, including, but not limited to posting wrong odds, then regardless of the cause of the source of such error sportsbook reserves the right to void any respective bet.
3.5. Acceptance of Bets after Race Start Time
3.5.1. If a single bet is inadvertently accepted after the official start time of the Event, the bet shall be voided and will be refunded to the End User.
3.5.2. If a bet was accepted after the official start time of the Event as part of a Combo bet then that Event shall be deemed void, and the remaining leg(s) of the Combo bet will stand.
3.6. Other
3.6.1. In the event of a horse or a greyhound being withdrawn late by order of the stewards, all bets will be paid taking into account the stewards decision regarding the status of the horse or greyhound (as applicable), including deductions on remaining runners. See deductions table in clause 3.5.5.
3.6.2. Bets will be settled as per the official decision of stewards on race day. Where a horse/dog is later disqualified or placings amended at a later date, for any reason, the official result as declared by stewards on the day of the race will stand for the purposes of bet settlement.
Related Contingencies
A related contingency is a parlay bet where the outcome of one selection can contribute to the outcome of another selection, e.g. a two outcome parlay containing EnVy Us to win the Dreamhack Winter Semi-Final combined with EnVy Us to win the Dreamhack Winter tournament outright.
Rivalry reserves the right to determine which bets have related contingency.
Rivalry does not accept parlay tickets which have related contingency and reserves the right to void, at its discretion, any parlay tickets placed on related contingencies. Bet combinations with related contingencies will be automatically blocked and unavailable to place in a parlay during regular bet placement. In instances where a ticket containing related contingencies has been accepted in error Rivalry will completely void the ticket and return the stake.
In certain instances, Rivalry will make available combinations of related contingencies for customers to place bets on, e.g. Faker to win Worlds MVP and SK Telecom T1 to win the World Championship.
Rivalry Casino Rules
Aviator
The objective of the game
Aviator is a game of chance where the objective is to cash out before the plane flies away. The game tracks the plane’s flight path on a multiplier scale that grows continuously from take-off until the plane flies away. The higher the plane flies, the higher the multiplier that will be applied to a player’s winning bet. Each time the plane collectively takes off and flies away, constitutes a game round.
The win multiplier starts at 1x and grows more and more as the plane flies. Your winnings are calculated at the multiplier. If you do not "Cashout" before the plane flies away, you lose the amount you bet.
How to place a bet
You can place your bet two different ways: manually or automatically. You can make two bets simultaneously, by adding a second bet panel. To add or remove a second bet panel, press the plus or minus icon, which is located on the top right corner of the bet panel.
Manual Bets
To place a bet manually, click on the “Bet” tab of the game, enter a bet in the bet amount box and press the “Bet” button. You can enter an amount either by typing your bet into the bet amount box or by using the plus or minus icons in the bet panel to increase or decrease your bet in $0.10 USD increments.
After you’ve manually selected your bet, your bet panel will display a message “Waiting for next round” until the new round starts.
Auto Bets
To place a bet automatically, click on the “Auto” tab:
- In the bet amount box, enter the amount you’d like to bet for each game. You can place up to two separate bets for each game.
- You can enable the “Auto Cash-Out” function by pressing the toggle button in the bet panel and entering the multiplier amount that you would like to trigger an auto-cash out at. You can enter a multiplier of 1.00x or greater.
- You can also enable the “Auto-Bet” function by pressing the toggle button in the bet panel and entering the bet amount you would like to place. If “Auto-Bet” is selected, a bet will be placed automatically in each, new game round until you manually toggle the “Auto-Bet” button off.
You can individually enable either “Auto Cash-Out”, “Auto-Bet” or both functions at the same time.
Game Limits
The game limits are as follows:
- Minimum bet: $0.10 USD
- Maximum bet: $100 USD
- Maximum win for one bet: $10,000 USD
There is no refund for an incorrectly-entered bet. Please review your bets before starting to bet automatically.
How the game is played
After you’ve pushed “Bet”” or toggled the “Auto-Bet” button, you may have to wait a few moments for the next game to begin. You will be presented with a “Waiting For Next Round” message.
Once the next game starts, the Aviator graph will display a plane rising, along with a corresponding multiplier that indicates the factor by which your bet would increase at any given time, should you cash out of the game before the plane flies away. The plane can fly away at any time after the game starts.
If you’re playing the game in “Manual” mode, you can cash out by manually pressing the “Cashout” button before the plane flies away.
If you’re playing the game in “Auto” mode, you’ll be cashed out automatically if the plane reaches your pre-set “Auto-Cashout” multiplier before it flies away.
Winning a game and payouts
You win a game if you cash-out or the plane reaches the auto cash-out multiplier before the plane flies away. Winning bets are paid by multiplying your bet by either the multiplier at which you successfully cashed out of the game, or the auto cash-out multiplier, whichever is applicable to that game.
If you win, the funds will be added to your Rivalry wallet.
Interrupted game, connection issues
If the internet connection is interrupted when a bet is active, the game will auto cash out with the current multiplier, and the winning amount will be added to your Rivalry wallet.
Your connection and processing speeds may have an impact on your game play by causing a delay between your computer and the game server. You are solely responsible for all connection-related issues. Rivalry cannot refund any losses that may have occurred due to your bad, lost, or unstable internet connection.
In the event of a malfunction of the gaming hardware/software, all affected game bets and payouts are rendered void and all affected bets are refunded.
In-game chat
The Chat Panel is located on the right side of the game interface. In Chat, you can communicate with other players.
If you misuse the in-game chat feature by abusing other Players, or by using inappropriate and/or offensive language, you will have your in-game chat feature disabled.
Fairness
Aviator is based on a cryptographic technology called “Provably Fair”. This technology guarantees 100% fairness of game result. With this game technology, it is impossible for any third party to interfere in the game process.
Bomb Squad
The objective of the game
Bomb squad is a simple game where you need to neutralize the bomb by cutting the “winning” wire.
Game Details
The game has 3 mode of difficulty (Easy, Normal, Hard), which differ in multipliers and the number of wires needing to be cut in order to win.
Each mode of difficulty will have three types of wires:
- Winning;
- Losing; and
- Neutral.
If you cut the winning wire, then you win. If you cut the losing wire, then you lose.
On easy mode, if you cut a neutral wire, you still have a chance to win, and are required to cut another wire. On normal and hard mode, if you cut the neutral wire, you are required to cut another wire but the potential multiplier will decrease if you choose a winning wire on the second cut.
The specific details for each mode are as follows:
Easy
- 1.44x multiplier;
- Game contains 4 wires, including 1 losing wire, 2 winning wires and 1 neural wire;
Normal
- 2x multiplier if you select the winning wire on first try and 1.76x multiplier if a winning wire is selected on second try;
- 6 wires: including 2 losing, 2 winning and 2 neutral.
Hard
- 3x multiplier if you select the winning wire on first try and 2.52x multiplier if a winning wire is selected on second try;
- 8 wires: including 4 losing, 2 winning and 2 neutral.
Note: the colors of the wires in game are randomly generated and are not indicative of whether a wire is winning, losing or neutral.
Game Limits
The game limits are as follows:
- Minimum bet: $1 USD
- Maximum bet: $100 USD
How the game is played
In order to start the game, you need to select a bet and click on one of the difficulty modes.
On the screen there will be a bomb and a certain number of wires, from which you need to choose one correctly. In order to cut the wire, you just need to click on it or click on the Random button.
Fairness
Bomb Squad is a “Provably Fair” game. The overall theoretical return to player is 96%.
Courier Sweeper
The objective of the game
The objective of the game is to pass through a minefield, avoiding mines. Each next step increases the amount of winnings the player will receive.
How to choose a field size and a bet
To start the game, you need to choose the size of the field. The fields come in the following sizes:
- 2 x 3;
- 3 x 6;
- 4 x 9;
- 5 x 12; and
- 6 x 15.
The smaller fields have a shorter journey, but also higher payouts for each successful step. If you choose a large field, your journey will be longer with more incremental payouts for each successful step. You can view each field and the potential payouts for each step prior to making your choice and starting a game.
Once you have selected your field size, you need to enter a stake amount and click the Start button. Be careful - you can not change the size of the bet until the end of the round.
Game Limits
The game limits are as follows:
- Minimum bet: $1 USD
- Maximum bet: $100 USD
Walk through the minefield
To make a move, select any highlighted square or press the “Random” button and a move will be selected for you.
If there was a mine in the square, then you lose your bet and all winnings in this round.
If your chosen square is safe - you won. You can either press the “Collect” button to collect your winnings and end the game, or you can proceed further to try and increase your potential winnings. However, if you land on a mine in any subsequent move, you lose your bet and all winnings in this round.
Fairness
Courier Sweeper is a “Provably Fair” game. The overall theoretical return to player is 95.83% to 96.26%.
Wheel of Time
The objective of the game
Wheel of Time is similar to the famous Wheel of Fortune betting game. Its uniqueness is that the wheel has a three-tiered system with varying prizes. The game also has a bonus meter. Once filled you have the opportunity to win a bonus prize. The further outwards you go from the center of the wheel, the more valuable the reward.
How to play the game
To start the game, you need to set your stake amountin the Bet field and click the Spin icon. After that, the rotation of the first level of the wheel will begin, and the bet amount will be deducted from your balance.
The result of the game depends on which sector the arrow points to after the wheel stops completely.
On the first wheel, you can either win, lose or advance to the second wheel, for an additional spin. The second wheel is similar to the first wheel, in that you can win, lose or move on to the third wheel for an additional spin.
Each additional wheel advance will provide the opportunity to hit larger multipliers.
Autospin
The game has an option for Autospin. To select this feature, click the “Autospin” button to open the settings and choose the number of autospins and additional conditions to stop the autospins. The selected number of spins starts automatically with the same bet value as the spin whereby the autospin mode was activated. You click the “Autospin” button at any time to stop the autospin feature.
Bonus game
When the arrow points to a sector which is marked with the special stones, one stone will light up on the bonus scale, located on the right side of the wheel. If the arrow points to a sector with any multiplier, but without stones, the progress in the bonus scale will not change.
When the arrow points to the sector with the gear symbol, the glow of the stone in the bonus scale goes out.
Your progress on the Bonus scale is saved for your game at the bet level you are playing at.
You can have different progress levels at different bets on the same game, and move between them by changing the bet.
The Bonus contains the following multipliers: x5, x10, x15, x25, x40 and even x100.
The multiplier is chosen at random.
Game Limits
The game limits are as follows:
- Minimum bet: $0.1 USD
- Maximum bet: $100 USD
Fairness
Wheel of Time is a “Provably Fair” game. The overall theoretical return to player is 96.27%.
Penalty Shootout
The objective of the game
Penalty shoot-out is aninstant betting game in which the objective is to score goals in a penalty shootout against a goalkeeper. Each consecutive goal scored will increase the payout multiplier.
How to play the game?
In order to start the game, you need to choose which country you want to play for and click the Confirm button.
Note: The country selected has no impact on the outcome of the game
Next, you need to choose your stake for the round. You can change this bet only after the end of the round.
After that you need to click on the Start button and the shootout will begin. You can select the area of the net/goal by clicking on the image of the ball on the goal, or by clicking the “Random” button.
Each round consists of up to 5 shots on goal. With each goal scored, the multiplier will increase. You will have the choice to press the “Collect” button and receive your winnings after each goal scored.
If the shot is stopped and the goalie makes a save, the round will end and you will lose your bet.
Game Limits
The game limits are as follows:
- Minimum bet: $1 USD
- Maximum bet: $100 USD
Fairness
Penalty Shootout is a “Provably Fair” game. The overall theoretical return to player is 96%.
Blackjack
Game Objective
Players take their virtual seat and try to achieve a hand that’s closer to 21 than the dealer’s hand. The game is played with eight decks.
How to Play the game
Card Values
- Cards from 2 to 10 are worth their face value
- Face cards (Jacks, Queens and Kings) are each worth 10
- Aces are worth 1 or 11, whichever is more favourable to the hand.
Note that a soft hand includes an Ace worth 11.
After the allotted betting time has expired, the dealer deals one card face up to each player. Dealing starts with the first player to the dealer’s left and continues clockwise, ending with the dealer. The dealer then deals a second card face up to each player but the dealer’s second card is dealt face down. The value of your initial hand is displayed next to your cards.
Blackjack
If the value of your initial two-card hand is exactly 21, you have Blackjack!
Insurance
If the dealer’s up card is an Ace, a player can choose to place an additional insurance bet that pays out if the dealer goes on to win with Blackjack. A player clicks ‘Yes’ to purchase this ‘Insurance’ then places an additional bet equal to half the initial Blackjack bet.
The dealer then takes a peek at his/her face- downcard to check for Blackjack. Should the dealer have Blackjack (i.e. an Ace + 10, Jack, Queen or King), the player wins twice the insurance bet.
If the dealer does not have Blackjack, the player loses his/her insurance bet and the game continues.
Making a Decision
As soon as the player receives his/her first two cards they can make an initial decision regarding their hand to Hit, Stand, Double Down or Split.
If no decision is made before the betting time expires, a player’s lack of response is interpreted as a hit in the case that the player’s score is 11 or less and stands if it is 12 or more.
Double Down
If a player’s first two cards total 9, 10 or 11 and a third card is likely to result in a hand that beats the dealer’s hand, the player can click ‘Double Down’. This allows a player to double their main bet and receive just one more card.
Hit or Stand
Alternatively, the player can decide to Hit to be dealt an additional card to add to the value of their hand. The player can Hit more than once to receive additional cards before they decide to Stand once they are satisfied with the value of their hand.
Split
When a player’s first two cards are of equal value, the player can choose to ‘Split’ them into two separate hands.
If the player splits two Aces, he/she will receive just one additional card on each hand. No doubling is allowed.
Dealer's Hand
The dealer must ‘Hit’ (take an additional card) when his/her hand is 16 or less. The dealer must ‘Stand’ on all hands of 17 or more (including a ‘soft 17’, which is a total of 17 made up of an Ace counted as 11 and a card with the value six). The dealer loses the game with a hand that exceeds 21. If a player’s final hand is closer to 21 than the dealer’s hand, the player wins even money on his/her initial bet.
The Game Outcome
- The player wins when the value of their final hand is closer to 21 than the dealer’s hand or when the dealer busts
- If the player’s hand value is the same as the dealer’s hand, the game round ends in a push and the player’s bet is returned
- Blackjack is only possible using the two cards in the initial two-card deal
- If the sum of the player’s hand exceeds 21, the player busts and loses his/her bet on that hand.
Features
Initial Decision
Initial decision* cuts waiting time by allowing players in seats 2 to 7 to make ‘Initial decision’ bets. In other words, players don’t have to wait for their turn — they can make their initial decision to Hit, Stand, Double Down or Split at the same time that player 1 is asked to make his or her initial betting decision.
*Please note that initial decision is not available on Infinite, Power Blackjack and Speed Blackjack.
Bet Behind
Bet Behind* allows a virtually unlimited number of players to bet behind the main seven players seated at a Live Blackjack table. Players can bet behind while they wait for one of the seven main seats. Alternatively, a player in one of the main seats can choose to bet behind any other seat.
Hot players on a winning streak are highlighted with a gold medal next to their name in the Live Blackjack user interface. The number of game rounds a player has won is displayed on the medal.
*Please note that Bet Behind is not available on Infinite and Power Blackjack.
Side Bets*
All our regular Live Blackjack games feature Perfect Pairs and 21+3 optional side bets.
A player may place side bets in combination with their main Blackjack bet. This gives them the chance to win on any side bet whether they later win or lose on their main Blackjack bet.
Note: Please see the separate Infinite Blackjack factsheet for information regarding the side bets available on those games.
Perfect Pairs*
Allows the player to bet on receiving any pair (e.g. two Queens, two Aces, two 7s etc) in the first two cards of his or her hand.The level of payout depends on the probability of being dealt that pair.
There are three types of winning pair combinations:
• Perfect Pair - same suit, e.g. 2x Ace of spades
• Coloured Pair - different suits of the same colour, e.g. 2 of diamonds (red) and 2 of hearts (red)
• Mixed Pair - different suits of different colours, e.g. 6 of clubs (black) and 6 of hearts (red).
21+3*
Allows the player to bet on the combination of three cards: the first two cards in the player’s hand and the dealer’s up card.
Winning combinations (similar to Poker) are as follows, with payouts depending on the probability of the combination being dealt:
Suited Trips: Three cards of the same suit and value, e.g. 3x King of spades
Straight Flush: Suited sequence, e.g. 10, Jack and Queen of diamonds.
Three of a Kind: Three cards of the same value but different suits, e.g. any 3 Kings
Straight: In numerical sequence but different suits, e.g. 2 of diamonds, 3 of clubs, and 4 of hearts
Flush: Non-sequential cards in the same suit, e.g. 2, 6 and 10 of clubs.
Speed Blackjack
Speed Blackjack is our fastest Blackjack yet and the latest addition to our Speed family of games. It follows the same rules as regular Blackjack but with a key difference – the dealing order when it is time for the player to make their decision.
Fastest Decision First
On completion of the initial deal, all players are simultaneously offered the chance to have further cards dealt to their hand.
The player who makes the fastest decision to Hit, Double Down or Split a pair, will get their next card dealt first, regardless of their seat number. Unlike in our regular Blackjack, there is no initial decision – in Speed Blackjack, decision time starts at the same time for every player.
After the first additional card is dealt (i.e. a player’s third card), dealing jumps to the next fastest decision maker.
The dealer never waits for a player to finish a hand. The dealer will immediately switch to the next player in the dealing queue to maintain the speed of the game. The player will still have time to make their decisions — the fast speed of the game does not depend on quick decisions from the players.
Split
If a player decides to Split a pair, the dealer will split that player’s initial two cards and then immediately deal one card to each of that player’s split hands.
At this point the dealer will not wait for the next decision from the split hand player. The dealer will move on and deal to the other players that already have made their decisions.
The game continues in this way until all players have made all of their decisions and all required additional cards have been dealt.
Auto stand and Auto Hit
If a player fails to make a decision in the allowed betting time, the following auto decisions are made for them:
- Auto Stand on hands of 12 or more
- Auto Hit on hands of 11 or less.
Auto Hit will give the player an extra card last, after all cards have been dealt to players who made a decision during the decision time.
Note that these automatic decisions do not take into consideration the value of the dealer’s hand.
Once all Players have made their Decision
When all players have made all of their decisions and do not require any additional cards, the dealer reveals the value of his/her downcard. The dealer will then take extra cards or stand according to normal Blackjack rules.
First Person Blackjack
The game’s superior, animated 3D environment and user interface makes gameplay as close as any RNG game comes to playing Blackjack in a real casino. It includes all the usual Blackjack bets, as well as the optional Perfect Pairs and 21+3 side bets.
In First Person Blackjack, five hands are dealt to the player in every game round. The player can then choose to place bets on one, several, or all of these five hands.
Bets are placed from the player’s chip stack, which is shown in 3D and updates to reflect the player’s actual balance.
To place a bet, the player clicks on a chip, then simply clicks the appropriate betting spot/s on the game table.
Having placed his/her bets, the player clicks the ‘DEAL’ button to start the dealing.
Blackjack Variants Available
Live Blackjack
Our standard seven-seat Blackjack, and the fastest slickest, richest-featured regular online Live Blackjack game available anywhere. Endlessly entertaining, with added-value features such as optional 21+3 and Perfect Pairs side bets, plus initial decision, Bet Behind and a ‘DEAL NOW’ button to quicken the pace and pulse still further and add huge scalability.
Infinite Blackjack
Live Blackjack has unlimited seats at the table, low bet limits, four optional side bets (Any Pair, 21+3, Hot 3 and Bust It) and the Six Card Charlie rule.
In the main game a limitless number of players are dealt a common initial two-card hand. Thereafter, each player has complete freedom to play that hand just the way they want. Player decision-making is assisted by real-time statistics that show the betting decisions of other players on that same hand. The combination of dealing both physical and virtual cards delivers a thrilling live gaming experience.
Power Blackjack
Power Blackjack is a game variation based on our regular Blackjack and our Infinite Blackjack with the chance to win big!
The players can double, triple or quadruple a bet on any two initial cards, even after a split!
The game is played with 8 decks, where the 9s and 10s have been removed from each deck. Picture cards stay in the deck.
Fairness
Main Bet*:
- Blackjack & Bet Behind: 99.29%
- Free Bet Blackjack: 98.26%
- Infinite Free Bet Blackjack: 98.45%
- Power Blackjack: 98.80%
Side Bets:
- Perfect Pair: 95.90%
- 21+3: 96.30%
*Based on the first hand in the shoe
Roulette
How to Play
The objective of Roulette is to predict the number on which the ball will land by placing one or more bets that cover that particular number. The wheel in European and French Roulette includes the numbers 1-16 plus a single 0 (zero).
You can place many different kinds of bets on the Roulette table. Bets can cover a single number or a certain range of numbers, each type of bet has its own payout rate.
Bets made on the numbered spaces on the betting area, or on the lines between them, are called inside bets, while bets made on the special boxes below and to the side of the main grid of numbers are called outside bets.
A Straight Up bet or a Split bet are examples of inside bets, bets on Red/Black or Even/Odd are examples of outside bets.
After the betting time has expired, the ball is spun within the Roulette wheel. The ball will eventually come to rest in one of the numbered pockets. You win if you have placed a bet that covers that particular number.
Neighbour bets are placed on a special oval or racetrack-shaped betting area that allows you to more easily place neighbour bets and other special bets. Each bet covers a different set of numbers and offers different payout odds. Bet spots will be highlighted on the betting grid when placing neighbour bets.
Features
Favourite Bets
You can save your favourite bets, so they are easily accessible for future rounds on any Roulette table. Favourite bets allow you to save a preferred bet or
a combination of different types of bets. You can save and edit a list of up to 15 of your favourite bets under different names.
Under the second tab in favourite bets, you can more easily place the ‘Finale en plein’ and ‘Finale a cheval’ special bets.
Table View
You can choose your view of the game by clicking on the 'View' button (movie camera icon) in the toolbar. Choose between Immersive view, Classic view and 3D view. Most Roulette games offer a choice of all three views, while Double Ball Roulette offers Immersive view and Classic view.
Variants
European and French Roulette
European and French Roulette wheels both feature the numbers 1 to 36 and a single zero. However, there are two key differences with French Roulette:
- French Roulette includes the La Partage rule: if you make an even money bet and the ball lands on zero, you lose only half your bet
- French Roulette uses a slightly different table layout with some bet types shown in French: Pair or Impair = Even or Odd numbers; Manque or Passe = Low (1-18) or High (19-36) numbers.
American (Double Zero) Roulette
The classic American double-zero format meets the needs of the US market and extends game choice for players in other regions. The American-style wheel features one extra pocket (00) compared with European and French Roulette and 00 on the table layout. The number order is also different around the wheel, which is significant for players placing a neighbour bet.
- Low betting limits to attract more players
- Additional ‘Five Bet’, in which one chip/bet covers five numbers: 0, 00, 1, 2 and 3
- Increased house edge of 5.3% overall.
Lightning Roulette
Lightning Roulette is a multi award-winning Roulette game offering added entertainment value and multiplied prize values.
- RNG Lucky Numbers and Lucky Payouts add slots-style excitement to every game round
- Win greatly multiplied payouts (50x, 100x, 200x, 300x, 400x or 500x) on the simple Straight Up bet.
Instant Roulette
In Instant Roulette we’re using 12 individual and synchronized Auto Roulette wheels to meet the players’ desire for near instant results. The roulette wheels spin almost constantly, with the balls dropping one after the other in the different wheels.
Players can play at their own pace since betting time is unlimited. The player simply clicks on the ‘PLAY NOW’ button to start the game round. The wheel closest to the next drop of the ball is then automatically selected as the wheel on which the player is betting for this game round. Players who prefer a faster pace can just click ‘REBET’ and ‘PLAY NOW’ to start the next round immediately with the same bet.
Immersive Roulette
A uniquely different, premium-quality Live Roulette game featuring multiple cameras that gets players even closer to the live game action. As the live dealer spins the wheel, players can see and follow every movement of the ball.
• Slow motion instant replays of the ball coming to rest in the winning pocket on the wheel.
XXXTREME LIGHTNING ROULETTE
XXXtreme version of our award-winning Lightning Roulette that offers an even more electrifying and entertaining gaming experience. The suspense
is taken to the next level with an electric storm that offers more bet spots and super-charged multipliers per game round. Now, that’s what we like to call ‘XXXtreme’!
- Chain Lightning brings additional Chain Lightning Numbers – making up to ten bet spots in total per game round
- Double Strikes increase multipliers on the Straight Up bet up to an amazing 2,000x
- Electrifying user interface and dramatic environment.
SPEED ROULETTE
A super-fast version of our live dealer Roulette in which game rounds take just 25 seconds from spin to spin.
- Custom-designed turbo-charged wheel
- Betting occurs only during the spin
- No time lost in getting on with the next spin thanks to optimised winning number recognition
- 50% faster game rounds compared to regular Live Roulette.
FOOTBALL STUDIO ROULETTE
European Roulette combined with an entertaining football atmosphere – Football Studio Roulette keeps the football conversation going at all times while providing top-quality gaming.
Statistics on the recent Roulette results help to predict the outcome of future rounds by showing the number of winning streaks for either Red or Black.
- Football-themed surroundings
- Live football score feed
AUTO ROULETTE
An automated live wheel for rapid-fire, real live- wheel action with a high quality look-and-feel.
Our Auto Roulette is a great alternative or addition to live dealer Roulette.
- Fully automated and capable of 60 to 80 games per hour, 24/7
- Half-currency betting units for wider audience appeal
- Speed Auto Roulette is a superfast variant with an impressive 2.500 games per day. Betting occurs only during the spin
- Auto Roulette available as European, French and American Auto Roulette.
DOUBLE BALL ROULETTE
A unique variation of traditional Roulette using two balls to deliver two winning numbers from a single spin. Available exclusively from Evolution, Live Double Ball Roulette is a world-first that introduces thrilling Roulette bets and exciting odds of up to 1,300 to 1.
- Inside bets – either ball must be successful for inside bets to win. The player will win twice as much if both balls result in a successful outcome
- Outside bets – both balls must be successful for outside bets to win. For example, for a bet on a red win, both balls must land in a red number
- Double Ball Jackpot bet – to win, both balls must land in the selected number.
First Person Roulette
Bets are placed from the player’s chip stack which is shown in 3D and updates to reflect the player’s actual balance.
REBET & SPIN FOR A FASTER GAME
After placing the bets, click the ‘SPIN’ button to start the spin of the ball. As soon as the result of each spin is shown, two buttons appear on-screen.
‘REBET & SPIN’ repeats the bet the player made in the previous round and immediately spins the wheel. ‘2x DOUBLE & SPIN’ doubles the bet the player made in the previous round and immediately spins the wheel.
Fairness
Standard Roulette: 97.30%
American Roulette: 94.74%
Lightning Roulette: 97.30%
THEORETICAL PAYOUT PERCENTAGE
Standard Roulette: 97.30%.
American Roulette: 94.74%
Lightning Roulette: 97.30%
XXXtreme Lightning Roulette: 97.30% Gold Bar Roulette: 97.30%
Football Studio Roulette: 97.30% Double Ball Roulette: 97.30%
Baccarat
How to Play
The game is played with eight decks of 52 cards. Two hands are dealt – the Banker’s hand and the Player’s hand. The shoe is shuffled after seven decks.
Bet on Player, Banker and Tie
Prior to each deal, the player can wager on whether the Player’s hand or the Banker’s hand will win by being closest to 9.
The player also has the option to wager on a Tie (i.e. both the Banker’s and Player’s hands will total the same).
The Initial Deal and Calculating the Value of Each Hand
After the betting time period has expired, the Player and Banker are dealt two cards.
- Aces count as 1
- Cards from 2 to 9 are worth their numerical face values
- 10 and face cards (King, Queen, Jack) are each worth zero.
If the initial value of the hand is 10 or higher, then 10 is subtracted from the total and the figure remaining is the value of the hand.
Example of Baccarat Hands
9+7 = 16 (= hand value of 6) 5+5+5 = 15 (= hand value of 5) 10+9 = 19 (= ‘Natural’ 9)
The Third Card Rule
After the first two cards are dealt to both the Player and Banker, the ‘Third Card Rule’ will determine if a third card is to be dealt. No hand receives more than three cards.
When the Player and Banker hands equal the same total, the hand is declared a Tie. If the value of the cards in either the Player’s hand or the Banker’s hand is an 8 or a 9 (a ‘Natural’) after receiving their initial two cards, then no more cards shall be dealt to either hand.
If the value of the cards in either hand on
the first two cards is 0 to 7 inclusive, the hands shall draw in accordance with the
‘Third Card Rule’.
All ‘How to Play’ information plus full details of the ‘Third Card Rule’ can be accessed by players at the live table via the Help button in the toolbar.
Red Envelope
Red Envelope is an unexpected bonus that may sometimes be generated on either the Tie, Banker Pair or Player Pair bet spots by increasing the payout up to 88x. One, two or three Red Envelopes can be generated for the same round, and they can all have different increased payout values.
The Red Envelopes are generated after betting time has expired. All three bet spots may receive a Red Envelope and an increased payout at the same time.
The Tie bet can get an increased payout of between 11x and 88x, the Banker Pair or Player Pair bet spot can receive an increased payout of between 15x to 88x.
Each time the Red Envelope happens, an animation will be visible on the relevant bet spot, showing a Red Envelope together with a randomly generated increased payout.
If the player’s bet is placed on a bet spot with a Red Envelope, and if the player won on that bet, the player will receive the higher payout. For example, if the Tie bet spot received a Red Envelope with an 88x payout, your winnings will be multiplied with 88x if you win on this bet spot.
The maximum bet limit for the Tie and Pair’s bet will be lowered to 20% of today’s max limit.
The Red Envelope feature is available on all Baccarat tables, except for Lightning Baccarat and Dual Play Baccarat.
Free games support Red Envelope. If the player plays with bonus money and wins with a Red Envelope, the payout is given to the player as bonus money.
Side bets and Other Features
The Pairs Side Bet
Players will see two additional betting spots — Player Pair and Banker Pair. These allow the player to bet on either the Player’s or the Banker’s first two cards being a Pair. The payout for either bet is a very attractive 11:1.
Other Side Bets
Perfect Pair*: Pays 25 to 1 if two identical cards (in terms of value and suit) are dealt as the first two cards to either the Banker or the Player. Pays 200 to 1 if two identical cards (in terms of value and suit) are dealt as the first two cards to both the Banker and the Player.
Either Pair: Pays if either the Banker or Player hand is a pair. This side bet is removed for No Commission Baccarat and replaced with Super 6.
Super 6 Player: Pays if Banker wins with a score of 6.
Bonus Banker: Pays when the Player wins the round on a natural 8 or 9 or by at least four points.
Bonus: Pays when the Banker wins the round on a natural 8 or 9 or by at least four points.
Live Betting Statistics
Players can see the total wager placed on a particular bet spot, as well as the number of players who placed bets on the bet spot. The percentages of all bets placed on the Banker, the Player or on a Tie are also shown, and everything is updated in real time.
Scoreboards (Roads)
Baccarat streaks and trends for either the Player or the Banker are recorded in various scoreboards, or ‘roads. These pictorial representations of past round results and other statistics related to the current shoe may help players to predict the results of future rounds. Players can choose the background of the scorecards in Settings.
The Bead Road and Big Road display the results of each past round, while the Big Eye Road, Small Road and Cockroach Road display patterns derived from the Big Road.
Shoe Statistics
Statistics for the current shoe are displayed above the Big Road and include number of completed rounds; number of Player wins; number of Banker wins; number of Tie rounds; number of Player pair wins; number of Banker pair wins.
Roads and shoe statistics are always cleared when a new shoe is introduced.
Baccarat Variants Available
Baccarat
Our standard Live Baccarat game for a truly authentic and dynamic live gaming experience for your players. This regular game is available at a wide range of tables to suit all player types.
Baccarat Squeeze
In Baccarat Squeeze all the excitement is captured using a Hollywood-style studio set-up with 15-plus cameras. Best of all, players can experience the unique suspense of the squeeze in cinematic High Definition close-up!
The dealer will quickly reveal cards for the hand associated with the lesser total wager. The dealer will then squeeze cards dealt to the hand associated with the greatest total wager. If the total wager for both hands is equal, the dealer will squeeze all cards dealt to both hands.
Speed Baccarat
Our super-fast variant of Baccarat, Speed Baccarat packs in more betting opportunities in the playing session. Cards are dealt face-up, results time is kept to a minimum and game rounds take just 27 seconds, as opposed to 48 seconds in our standard Baccarat games.
Lightning Baccarat
Lightning Baccarat is an electrifying extended Baccarat game that combines our world-leading Live Baccarat with a chance to win big multiplied payouts on a winning hand. In each game round 1–5 Lightning Cards are randomly generated from a virtual 52-card deck, with each card having a random payout multiplier applied of 2x, 3x, 4x, 5x or 8x.
A Lightning Fee of 20% is added to each player’s total bet.
NO COMMISSION BACCARAT
In No Commission Baccarat, there’s no 5% commission to pay on Banker wins. The exception is when the Banker scores 6, in which case players are paid half their original bet, or 0.5:1.Adding extra excitement is the Super 6 insurance side bet. If a player places this bet and the Banker scores a 6, the payout is 15:1
BACCARAT CONTROL SQUEEZE
In Live Baccarat Control Squeeze, players control the squeeze themselves for a truly Macau-like VIP gaming experience.
Our custom-designed Baccarat table includes glass panels in the table-top with integrated cameras underneath. As the cards are dealt face down onto the glass panels, the cards’ faces are shown in close-up as part of the UI on players’ screens, but with a ‘peelable’ mask overlay covering each card’s value.
Players can squeeze the cards by dragging to peel and reveal its value. Players can also click on the cards in the competing hand to instantly reveal their value.
PEEK BACCARAT
Peek Baccarat is a revolutionary Baccarat variant where the anticipation is built throughout the game and for the first time ever allows players to change their bets during gameplay. Players are given the exciting opportunity to take a peek at one, two, three or four of the dealt cards. If the revealed cards are beneficial for the player’s hand, they can choose to Double or Triple their bet using the brand-new expanding betting grid to win big.
Peek Baccarat has a 20% fee when placing a bet on either Player or Banker, otherwise it’s the same rules as standard Commission Baccarat.
First Person
Combining the best of First Person gaming and Live Baccarat, this superior Baccarat game offers players more options than ever when playing an RNG-based game.
Players have access to six Baccarat tables and six No Commission tables. All our normal side bets, including the Super 6 bet on No Commission tables, are available.
First Person Baccarat offers players a seat at the table with full control of the game. Bets are placed directly on the table which makes the game even more realistic. There is no rush, take as long as you need when placing bets. You decide when it’s time to draw the cards by clicking on the ‘DEAL’ button.
It’s easy to change to another table if you don’t like the trends at a particular table. Navigate between tables via the Multi Table View or choose another table in the Baccarat hall. You can also easily sort the tables by the longest streak for your chosen road.
You can have a number of hands dealt to a specific table for free to build trends. Choose to deal free hands or shuffle the deck at your table, or at all tables at once. After each shuffle, you are prompted to cut the deck if you want. There are exactly eight decks in the shoe and cards are burned after each shuffle.
The Red Envelope bonus feature is also available for First Person Baccarat.
First Person Baccarat comes with the unique ‘GO LIVE’ button that takes you directly to our Live Baccarat games.
Golden Wealth Baccarat
Golden Wealth Baccarat combines our world-class Live Baccarat with a chance for players to win big, multiplied payouts on their winning hand, just like in Lightning Baccarat. The main difference is that
players will discover that they are more ‘lucky’ in this version, with the low-volatility gameplay resulting in more multiplied wins.
THE BETTING PHASE
Prior to each deal, the player can wager on whether the Player’s hand or the Banker’s hand will win. The hand that’s closest to 9 wins. The player also has the option to wager on a Tie (i.e. both the Banker’s and the Player’s hands will total the same). Players will see two additional betting spots – Player Pair and Banker Pair. These allow the player to bet on either the Player’s or the Banker’s first two cards being
a Pair. No further side bets are available. A 20% Golden Fee is added to each player’s total bet, and this is visible in the user interface.
THE GOLDEN ROUND
After the betting time has expired, the Golden Round starts. Each Golden Round always features five randomly generated Golden Cards from a virtual 52-card deck, plus randomly generated payout multipliers for each Golden Card. The Golden Cards with multipliers are returned to the players from the Magical Pot in exchange for the Golden Fee.
THE DEAL
After the Golden round, the Player and Banker are dealt two or three cards depending on the value of their hands according to standard Baccarat rules. During dealing, Golden Cards are highlighted in the user interface if a matching card has been dealt, to make the player aware of a potential multiplied payout.
GAME OUTCOME
If the player has placed a bet on a winning hand, the payout will be according to the payout table. If the player’s winning hand contains one matching Golden Card, the winnings will be multiplied accordingly (i.e. 2x, 3x, 5x or 8x).
If the player has more than one matching Golden Card in the winning hand, the winnings are multiplied again. For example, with three matching Golden Cards, the total winnings could be multiplied by as much as 8x8x8 (512x). A winning bet on a Tie with six matching Golden Cards can result in a multiplier of 262,144x. All winnings are capped to €500,000 plus bet.
The player must have the matching Golden Card/s in their winning hand to receive a multiplied payout.
Side Bets and Other Features
PLAYER PAIR
Pays if the first two cards dealt to the Player constitute a pair.
BANKER PAIR
Pays if the first two cards dealt to the Banker constitute a pair.
LIVE BETTING STATISTICS
Players can see the total wager placed on a particular bet spot, as well as the number of players who placed bets on the bet spot. The percentages of all bets placed on the Banker, the Player or on a Tie are also shown, and everything is updated in real time.
SCORECARDS (ROADS)
Baccarat streaks and trends for either the Player or the Banker are recorded in various scorecards, or ‘roads’. These pictorial representations of past round results and other statistics related to the current shoe may help players to predict the results of future rounds. Players can choose light or dark backgrounds for the scorecards in Settings.
The Bead Road and Big Road display the results of each past round, while the Big Eye Road, Small Road and Cockroach Road display patterns derived from the Big Road.
SHOE STATISTICS
Statistics for the current shoe are displayed above the Big Road and include: number of completed rounds; number of Player wins; number of Banker wins; number of Tie rounds; number of Player pair wins; number of Banker pair wins. Roads and shoe statistics are always cleared when a new shoe is introduced.
Payouts
Fairness
Return to Player (Optimal)
Baccarat: 98.94%
No Commission Baccarat: 98.76%
Lightning Baccarat: 98.76%
Poker
Hand Rankings:
Royal Flush: 5 Card straight A, K, Q, J, T of all the same suit (e.g. AKQJT of clubs)
Straight Flush: 5 Card straight of all the same suit (e.g. 98765 of spades)
Four of a Kind: 4 Cards of the same rank (e.g. JJJJX)
Full House: 3 Matching cards of the same rank and 2 matching cards of another rank (e.g. 88822)
Flush: Any 5 cards of the same suit
Straight: 5 consecutive cards of at least 2 suits (e.g. 87654)
Three of a Kind: 3 Matching cards of the same rank with any other 2 unpaired cards (e.g. AAA94)
Two Pair: 2 Matching cards of the same rank with another 2 matching cards of the same rank (e.g. 9977X)
One Pair: 2 Matching cards of the same rank with 3 unpaired cards (e.g. 88J63)
High Card: The highest ranked card in the players hand (if player and dealer have the same high ranked card, then the next highest card is used until there is a winner)
Ultimate Texas Hold Em
About
Ultimate Texas Hold Em is poker based casino game which is a spin on the classic Texas Hold Em Poker game, however instead of playing against other players around the table you are playing 1 on 1 against the dealer.
How to Play
- The game uses one 52-card deck which is shuffled at the conclusion of each hand.
- To begin the game, the player must make equal bets on the Ante and Blind. The player also has the option to place a bet on Trips, which is the side bet game.
- Both the player and dealer receive two starting cards. The dealer's cards are dealt face down.
- The player has a choice:
undefinedundefined - If the player checks, three community cards are dealt and the player has another choice:
undefinedundefined - If the player checks, the remaining two community cards are dealt and the player has a final choice:
undefinedundefined - If the dealer has less than a pair, the Ante bet pushes. Otherwise, the Ante bet is in play (i.e. can win or lose depending on whose hand is stronger).
- If the dealer has a better hand, the Play, Ante and Blind bets lose.
- If the player has a better hand, the player wins and is paid as follows:
Ante: 1:1
Play: 1:1
Blind: According to the Blind pay table posted within the game
Theoretical Return to Player
95-97%
Casino Hold 'Em
About
Casino Hold 'Em is a simplified Casino version of the class game Texas Hold Em Poker. In Casino Hold Em you play heads up versus the dealer to make the best 5 card poker hand.
How to Play
- The game uses one 52-card deck which is shuffled at the conclusion of each hand.
- To begin the game, the player must place their bet on the Ante. This is a forced bet to enter the game.
- Both the player and dealer receive two starting cards. The dealer's cards are dealt face down. The flop is also dealt during this round (First 3 community cards)
- The player then has a choice:
- Fold (surrender their ante bet and move to the next hand)
undefined - If the dealer has a better hand, the Ante and Call bets lose.
- If the player has a better hand, the player wins and is paid as follows:
Ante: As displayed on the game table
Call: If the dealer qualifies (has a pair of 4's or better), bet pays 1-1. If the dealer doesn't qualify, the bet is a push and your stake is returned.
undefined
Theoretical Return to Player
95-97%
Deal or No Deal
About
Deal or No Deal consists of multiple stages that build up to the final game show. This final stage takes place inside a meticulously designed studio complete with a sparkling host.
The game is bursting with TV show panache; it’s premium, innovative, stylish, and contains a whopping 500x bet payout-potential. Specially selected dealers chat their way through the game, breaking the tension as the briefcases are opened.
What number will be inside the final briefcase? Should you accept the Banker’s offer or keep holding on until the final briefcase?
And ultimately, what is your final choice: deal or no deal?
How to Play
Qualifying for the Game Show
The first objective of Deal or No Deal is to qualify for the Game Show. In the initial phase, players are presented with a wheel that is made up of three rings.
Players spin the wheel to try to align a sequence of golden segments in the upper sector of the wheel.
Each spin sets the amount of money in the biggest- prize briefcase by 75x-500x the amount of the player’s bet. Select any of the briefcases to be the briefcase containing the biggest prize.
To increase the chance of qualification, players can lock gold panels in place by adjusting the difficulty level. Normal is a standard bet. Easy locks one ring in place, Very Easy locks two. Selecting Instant awards instant qualification. Difficulty levels come at different costs. The Instant qualification option will increase the amount for the bet by 18x.
When players have filled the locked zone with gold panels, they gain entry into the Game Show, but must still wait for the previous game show to finish before entering. They therefore enter the Top Up Stage.
Top Up Stage
After having passed the initial qualification round, players can top up the blue and red briefcases at the side of their screen while waiting for the game show to begin. A timer counts down to the start of the game show. Having briefcases that contain high amounts of money increases players’ chances of winning big in the subsequent Game Show stage.
The briefcases are on the side of the screen, labelled 1 - 16. Players select the briefcase/s they wish to top up and spin the wheel. The wheel offers a number of amounts that are proportional to the player’s bet – players will hope to land the highest amount after the spin. Increasing the bet increases the amounts of cash the wheel offers. These briefcases and their ‘contents’ will be carried on into the Game Show stage of the game.
Players can top up as many briefcases as they want before the next game show begins, right up until the timer runs out.
The Game Show
The Game Presenter takes centre stage when the game show begins. The player can see all 16 briefcases arranged behind the Game Presenter. One briefcase is in the foreground, on a table beside the Game Presenter. This is the final and most significant briefcase. The briefcases in the background are opened in batches, displaying numbers that correspond to the player’s numbered briefcases (shown on the side of the screen). Once the Game Presenter reveals a number in a briefcase, the player’s corresponding briefcase disappears from the side of the screen.
Each time a batch of briefcases is opened, the player is offered a sum of money and given a chance to cash out. Does the player risk not taking the money and carrying on with the game until the final briefcase is revealed? Will the final briefcase be more profitable than the Banker’s offer? The player is offered a deal each time a new batch of briefcases is opened (there are four offers in total).
When only two briefcases remain, the player is given the chance to switch the two briefcases before the final briefcases are opened. The final briefcase represents the sum of money that the player keeps (assuming that the player hasn’t accepted the Banker’s deal at any point). The player hopes that the number of the final briefcase corresponds with a briefcase that contains a large amount of money.
First Person
Qualifying for the Game Show
First Person Deal or No Deal takes the world- famous live game show and combines it with flawless RNG animation quality.
Similarly to Live Deal or No Deal, the First Person version consists of three stages – qualification, top-up and the final game show.
In the initial phase, players are presented with a wheel made up of three rings. Spin the wheel to align a sequence of golden segments in the upper sector of the wheel. To increase the chance of qualification, you can lock gold panels in place by adjusting the difficulty level.
Top Up Stage
Once you have qualified, you move to the ‘Top Up’ phase. If you wish, you have the option to top up the blue and red briefcases at the side of your screen for bigger chances of winning big. You can top up as many briefcases as you want; there is no time limit. When you’re ready to play, click the ‘Play’ button, which starts the final stage – the game show.
The Game Show
In the game show, you will be offered to choose your final briefcase. This briefcase will be placed on the table.
Each time a briefcase is opened, you will find out the number of the briefcase and the amount you could have won. As each briefcase is opened, they are removed from the overview screen in the background. Each time a batch of briefcases is opened, you are offered a sum of money by the Banker and given a chance to cash out.
When only two briefcases remain, you are given a chance to switch the two briefcases before the final briefcases are opened. Will it be a deal or no deal?
Different Speed Modes
First Person Deal or No Deal offers two different speed modes – ‘fast’ and ‘normal’. For players who wish to play a faster game, choose the ‘fast’ speed mode to open multiple briefcases at once. For players who prefer to see briefcases being opened one by one – choose ‘normal’ speed.
As in all our First Person games, the First Person Deal or No Deal includes the unique ‘Go Live’ button, which gives you the possibility to go directly to our Live version of the Deal or No Deal game show.
Payouts
Theoretical Return to Player
95.42%
Lightning Dice
About
High-voltage excitement is about to strike in the form of Lightning Dice, a fast-paced, energetic dice game by Evolution. The game is beautifully simple: three dice are dropped by the game presenter through a transparent maze-like Lightning Tower. Players bet on the predicted total sum of the three dice. Random multipliers strike the betting grid just before the dice are dropped, adding an extra layer of excitement to the game.
The charismatic presenter, electrifying studio set design, range of bet spots, smooth user interface, and entertaining gameplay, all contribute to creating a fantastic live gaming experience.
How to Play
Simplicity is at the core of Lightning Dice, but so is entertainment! Players aim to predict the result of a throw of three dice. A wide selection of bet spots is available to choose from. These include a range of dice totals, and also other options, such as Low, High, Any Double and Any Triple. Dice totals range from 3 – 18 and correspond to the total sum of all three dice after the throw; players can bet on as many options as they like. Each bet spot has a different payout associated with it (see payouts below).
When betting has closed, two to four bet spots are charged with Lightning Multipliers. The multipliers themselves vary and can go all the way up to 1000x. Players will hope that a multiplier lands on their chosen bet spot/s!
In the next stage, the dealer places the dice on top of the Lightning Tower, and then pulls the lever that sends the dice tumbling through the vertical maze. Camera close-ups follow the dice as they fall through the three sections of the Lightning Tower and come to rest at the tower’s base, revealing
the result. The presentation of the dice-drop is a great spectacle to watch! Players win if they have correctly predicted the total sum of all three dice and placed a bet on the winning number or range of dice total. If the winning bet spot was charged with a Lighting Multiplier, winnings are multiplied accordingly.
Once the outcome of the throw of the dice is known and payouts have been completed, the process begins again.
Betting Options
Players have a wide choice of bet spots that they can select from. Players may also click the BET ON ALL NUMBERS button to place a bet on all number bet spots.
Low and High
- Refers to the following numbers: Low (3-9), High (12-18)
- The max multiplier for High and Low is 10x.
Note: the Low and High bet spots do not include numbers 10 and 11.
Any Double
- Includes all double combinations, i.e. two dice showing the same numbers results in a win
- The max multiplier for Any Double is 4x.
Note: the player loses this bet when the total result is Any Triple.
Any Triple
- Includes all triple combinations
- Max multiplier for Any Triple is 250x.
Number Bet Spots
Bet Spots with numbers that correspond to all possible outcomes of the total sum of all three dice.
Bet on All Numbers
Places a bet on all number bet spots simultaneously.
Note: No bet will be made on Low, High, Any Double or Any Triple by clicking on this button.
Payouts
Theoretical Payout Percentage
Return To Player range is 96.03%-96.57%.
Crazy Time
ABOUT
The money wheel has 54 segments, and each contains either a number (1, 2, 5 or 10) or a bonus game.
At the start of each game round, both the money wheel and the Top Slot will spin at the same time. The Top Slot will determine one random multiplier for one random bet spot — either a number or bonus game. When a multiplier and bet spot align horizontally in the Top Slot, it’s a match and a multiplier will be added to this bet spot.
When the money wheel comes to a stop, the winning segment is indicated by the flapper at the top of the wheel. If the wheel stops at the number that you have placed your bet on, you win. Your winnings are multiplied if the Top Slot multiplier was assigned to this particular bet spot. If the wheel stops at a bonus game segment, the bonus game will start. If a Top Slot multiplier was won for this segment, the multipliers in the bonus game will be multiplied with the Top Slot multiplier. Crazy Time is loaded with bonus games and excitement but remember to place a bet on the bonus game to take part in the bonus round!
HOW TO PLAY
PLACE BETS
• Place your bets on the bet spots where you think that the money wheel will stop
• When the betting time is over, the game presenter will spin the money wheel
• The Top Slot generates one random multiplier for one random bet spot — either a number or a bonus game
• If the bet spot and multiplier do not align horizontally in the Top Slot, the game will proceed without a multiplier.
MONEY WHEEL
• When the money wheel comes to a stop, the flapper will show which segment on the wheel won
• If the wheel stops at the number you have placed your bet on, you win
• If the number was given a random multiplier from the Top Slot, your bet will be multiplied accordingly
• If the wheel stops on a bonus bet spot the bonus game will start
• If the bonus game received a random multiplier, the multipliers in the bonus game will be multiplied with this multiplier at the start of the bonus round
• All players can observe the bonus games but only players who have placed a bet on the corresponding bet spot can participate and win.
CASH HUNT
Cash Hunt is a shooting gallery and features a big screen with 108 random multipliers.
• The multipliers are covered by random symbols and then shuffled
• You select your own target, i.e. the symbol you believe is hiding the largest multiplier
• When the countdown begins, position your aim at your chosen symbol on the screen
• The cannon will shoot at the target when the time is up and reveal the hidden multiplier
• The multiplier you won will multiply your bet
Each player will select their own target in this interactive bonus round. As a result, players will win different multipliers.
PACHINKO
The Pachinko bonus game features a large Pachinko wall with a multitude of physical pegs with 16 drop zones at the top and 16 random multipliers in the landing zones at the bottom.
• All landing zones are given a random multiplier or a ‘DOUBLE’ value
• The puck is dropped randomly from zones 4-12
• The puck travels down the wall to finally land in a landing zone
• If the puck lands on a multiplier, your bet will be multiplied
• If the puck lands on ‘DOUBLE’, all the multipliers are doubled. A new drop zone is randomly chosen, and the puck is dropped again until it lands on a doubled multiplier or until the multipliers have reached the maximum 10,000x multiplier
• Occasionally a Rescue Drop might occur if the puck landed on a 2x, 3x or 4x multiplier. Any multiplier that is lower than the won multiplier will be boosted to the won multiplier's value. A new drop zone is randomised and the puck is dropped again.
COIN FLIP
Red or blue — let the coin decide! In the Coin Flip bonus game, a coin with a blue side and a red side will be flipped.
• The coin is placed in the coin launcher
• The multiplier values for each side are then revealed
• The game presenter will push the Flip button and the coin is automatically flipped
• The side that is facing up at the end wins. If the coin lands with the red side up, you will win the red multiplier and vice versa for the blue side
• Occasionally a surprise Rescue Flip might occur where the coin is flipped again if the assigned multipliers are low.
CRAZY TIME
Behind the red door there’s a gigantic virtual wheel in a crazy and fun virtual world. The virtual wheel has 64 segments and three flappers. It is filled with crazy multipliers with the possibility for crazy multiplied winnings!
Crazy Time has four different virtual wheels, some offer more 'DOUBLE' and 'TRIPLE' segments, some offer higher multipliers — all to make the game even more exciting! The wheel is randomly selected at the start of the bonus round.
• Choose your flapper: green, blue or yellow
• If the decision time runs out, a random flapper is automatically selected
• The game presenter starts the wheel by pushing the button
• When the wheel stops spinning, the flappers will be pointing at three different segments. You will win the multiplier at your chosen flapper. The multiplier will be applied to each player’s winnings instantly.
• If a flappers stops at “DOUBLE’ or ‘TRIPLE’, all the multipliers on the wheel will be doubled or tripled. If you chose this flapper, you will take part in a re-spin with the chance to win even bigger multipliers!
• The wheel can be re-spun after winning on ‘DOUBLE’ or ‘TRIPLE’ until the multipliers have reached the maximum 20,000x multiplier
PAYOUTS
Patrick's Magic Field Betting Rules
GAME DESCRIPTION
Patrick's Magic Field, is an Irish-themed instant game that features a mischievous leprechaun named Evelina, who is ready to unleash nasty tricks on those who dare to trespass on Rainbow Hill.
On each St. Patrick's Day, this misbehaving creature hides heaps of gold underneath lucky four-leafed clovers and prepares dangerous bombs for anyone seeking her treasure to stumble over.
If you encounter Evelina, you will need some luck to avoid the tucked away explosives as you navigate Rainbow Hill in search of hidden riches.
How to play?
To get started, select the Risk of the game, which depends on the number of bombs on the field. The more bombs, the greater the risk and the higher the multipliers for winning.
Then place a bet and click on any cell on the playing field. If you find gold - your bet is multiplied by the multiplier of the first cell. You can collect your winnings by pressing the Collect button or continue playing, risking everything and at the same time earning even more winnings.
Each open cell with gold multiplies your bet by a higher multiplier. You can win up to 10,000x! That is, the maximum win cannot be more than 1,000,000$.
If you fall into Evelina's bomb trap, then your bets and winnings are forfeited.
The winning multipliers are displayed in the Paytable tab
Risk
Depending on the number of bombs on the game field, the risk in the game will change. The more bombs there are on the field, the greater the chance of losing, but the higher the multiplier is for each open cell.
Lucky Card Betting Rules
Welcome to a juice bar named Lucky Card - an exciting scratch card game with rich fruits tempting you to savour them. It offers you to get a fresh-squeezed drink and enriches yourself with a full range of vitamins.
In addition to delicious taste, the gaming title treats lucky players with big wins. Each fruit has its value represented in the form of a generous multiplier - up to x77! Only three identical symbols are required to win. The more expensive a fruit is, the bigger sum you get!
Scratch the card to discover the prize hidden behind the fleshy fruits and enjoy a flavored cocktail!
How to play?
Place your bet and open the scratch card. If you get three identical symbols, you win. The more expensive the symbol, the bigger the win. All multipliers are indicated immediately near the playing field.
The winning combination is the combination of the most valuable symbols.
Only the combination of the most expensive symbols is paid.
The winning multipliers are displayed in the Paytable tab.
Mehen Betting Rules
Mehen is an ancient Egypt-themed instant roll-and-move table game styled around an ever-popular subject. It's loads of fun and gives you the chance to win countless riches
However, you should try to avoid Apep. He disguises himself as a mummy and attempts to hinder you with traps and misleading directions to prevent you from reaching your goal. With set in-map multipliers that immediately reward you, the mission is a fruitful adventure through ancient Egypt!
During the game, you need roll the dice to move your way across the map and awaken the serpent Mehen, protected by the evil Apep. The bigger the number rolled, the closer you move towards Mehen.
To start playing - choose a bet and click the Play button.
The roll of the dice determines each step of yours. How many points will you get by rolling the dice - as many cells forward you will move your token. Each throw costs 1 bet. If you stand on a cell with a multiplier, then the reward is immediately going to your balance.
Be careful - if you want to change the value of the bet, you will be back at the start and your progress will be lost. If you skip the cell with the head of a snake, you will also start your journey from the very beginning.
If the bot or you stood on the head of the snake, did not jump over it, then the game starts from the very beginning for both.
The map and progress can be reset by clicking on the Restart button.
You play against a bot that appears at the beginning of the game, following the same rules. First, you throw the dice and make your move, then the bot does. The number of moves can be affected by traps on the map. See below.
On each move, you can:
- win
- to lose
- damage an opponent
- fall into the trap
- return to start
Mega Ball
How to Play
BUY CARDS
Decide how many cards you want to buy and how much to play for. You can set the value for the cards, from €0.10 to €100. You can easily choose to buy 1, 10, 25 or 100 cards with a click of a button in the user interface. If you want more cards, just click on any of these buttons again.
It is possible to buy up to 400 cards.
CHANGE CARD VALUE
You can change the value of your cards while the betting time is open. The selected card value will be automatically applied to all your cards if you decide to change it.
All your purchased cards are displayed on the screen.
You can zoom in on any individual card at any time to see how the numbers are distributed on the card.
BALL DRAWING
Once the betting time is over, 20 balls out of 51 are drawn at a fast pace from the ball drawing machine. If the number of the drawn ball matches a number on any of your cards, this is automatically marked on your card/s.
As the balls are drawn one by one, your cards will be automatically updated and sorted, with the card closest to winning placed at the top. When a line has been completed, your winnings per card are also updated and displayed for each card.
You can also see how much you could win if one or more specific balls should happen to be drawn.
The balls you need in order to win will be highlighted in gold above your cards together with your possible winnings should your numbers actually be drawn. This makes the game more exciting as it highlights potential winnings.
When the last ball has been drawn in the main game, one or two intriguing Mega Ball bonus rounds occur.
GENERATE MEGA BALL MULTIPLIER
At first a Mega Ball multiplier in the range from 5x to 100x is generated on the large screen in the studio. Different colours are used to highlight the Mega Ball multiplier, with the colours changing depending on the size of the multiplier. The colours of the numbers needed to win display will change according to the multiplier.
DRAW THE MEGA BALL
A ball is then drawn from the ball drawing machine to determine the number of the Mega Ball.
If the Mega Ball number completes any line on your cards, your payout on that card is then multiplied by the Mega Ball multiplier.
If a line is not complete, the Mega Ball number will be rated as a regular ball and will not multiply the payout.
If there is more than one Mega Ball among your winning lines on the same card, your payout will be multiplied only by the highest multiplier. This can only happen if there are two Mega Balls drawn in the game round.
GAME RESULT
After the Mega Ball bonus round your cards are sorted again and only those cards with winnings are left on the screen.
Your total winnings are calculated automatically and celebrated. The cards are sorted according to how much you have won, with the biggest win first.
If you did not win anything in the last game round you can see how close you were to winning – all your cards will be sorted and those closest to winning will be displayed on the screen.
Payouts
MAXIMUM PAYOUTS
Multipliers are subject to a default maximum win of €500,000 or corresponding value in another currency.
PAYOUT PERCENTAGE
The optimal theoretical Return to Player (RTP) is 95.40%, based on one card.
The RTP range is 94.60%–95.40%.
Funky Time
How to Play
The objective in the main Funky Time game is to predict the segment on which the wheel will stop after the spin. The Funky Time money wheel consists of 64 segments, all of which offer a win or an advancement in the game:
PLACE A BET
Place your bet on one or multiple bet spots where you think the money wheel will stop.
When the betting time is over, the game host will spin the wheel. The digital wheel will generate random multipliers and assign them to random segments on the wheel.
In addition to the bets on the number 1, individual letters and each of the four Bonus games, there are two further options for easier betting:
- BET ON 12 LETTERS — places a bet on all 12 letters at once (12 bets in one)
- BET ON 4 BONUSES — places a single bet on all 4 letters at once (4 bets in one).
THE MONEY WHEEL SEGMENTS
When the money wheel stops, the flapper shows which segment on the wheel has won.
If the wheel stops on an instant win segment (any number 1 or any of the letters P, L, A, Y, F, U, N, K, T, I, M, or E) you have placed your bet on, you win. If a multiplier hits that segment, your bet is multiplied accordingly.
If the wheel stops on a Bonus game segment (BAR, STAYIN’ ALIVE, DISCO or VIP DISCO) you have placed your bet on, you proceed to the corresponding Bonus game round and receive a payout according to the multipliers accumulated in that Bonus game.
All players can observe a Bonus game taking place, but only players who have placed a bet on the corresponding Bonus game bet spot can participate and win.
BAR BONUS GAME
The Bar Bonus game, set in the disco club’s bar, features a funky robot bartender and three beverage glasses used for accumulating your multipliers.
When the Bar Bonus game starts, you are taken to the bar counter — simply choose one of the three empty glasses.
Next, as the bartender pours drinks, all three glasses are assigned random multipliers. But the robot bartender has another surprise for you — a single reel slot will start to spin and reveal the
value of another multiplier. This extra multiplier is then randomly assigned to one of the three glasses and multiplies the initial multiplier in that glass.
If there was an additional multiplier on the money wheel when the Bar Bonus game started, that multiplier is applied after the Bar Bonus game multipliers. The multiplier from the wheel spin multiplies multipliers in all three glasses, so all players benefit from it.
You will be paid your bet x the final accumulated multiplier value from your chosen glass.
STAYIN' ALIVE
The Stayin’ Alive Bonus game features a ball drawing machine with 90 coloured balls and a
20-level multiplier ladder that increases all the way up to the 10,000x multiplier. All players start on the lowest level of the ladder (the 5x multiplier) and have four lives on their lives counter.
Before the ball drawing starts, each player must pick a team colour — green, pink or orange. How high a player climbs up the multiplier ladder — and whether they retain one or more lives to stay in this Bonus game — is determined by which colour balls are subsequently drawn.
- STOP ball (black) — all players lose a life from their lives counter and stay on the same multiplier level as before
- 1-step ball (green, pink or orange) — if this ball is drawn and its colour matches your chosen team colour, you advance on the multiplier ladder by one level
- 2-step ball (green, pink or orange) — if this ball is drawn and its colour matches your chosen team colour, you advance on the multiplier ladder by two levels.
The Stayin’ Alive Bonus game continues until no lives are left on the counter. The winnings are paid out according to the level that your team’s colour reached on the multiplier ladder once the last STOP ball was drawn.
If this Bonus game segment received a multiplier during the initial wheel spin, each multiplier value on the multiplier ladder is multiplied by the awarded multiplier.
DISCO AND VIP DISCO
The Disco and VIP Disco Bonus games both feature Mr Funky showing off his best dance moves and collecting multipliers for you on the dance floor!
The Disco Bonus game takes place on a 37-square virtual dance floor, and the VIP Disco Bonus game on a larger 63-square dance floor.
In both Bonus games, Mr Funky starts to show off his moves in the middle of the dance floor. The game presenter, in the DJ booth, spins a mini wheel with eight segments showing four directions: up, down, left and right. Whichever direction the wheel stops on, that’s where Mr Funky makes his next move. As he grooves across the floor, Mr Funky collects two types of multipliers on the dance floor squares:
- Regular multipliers — these add to your total as you collect them. For example, when you collect a 2 and a 10 Regular multiplier, your total multiplier in the Bonus game becomes 12x.
- Floor multipliers — these double the values of five random Regular multiplier squares on the dance floor.
Each Bonus game ends whenever Mr Funky falls off the edge of the dance floor.
If the Disco or VIP Disco Bonus game segment received a multiplier during the initial wheel spin, each regular multiplier is multiplied by it before Mr Funky starts to dance.
Payouts
The maximum payout for all your winnings in a game round is €500,000 (or the equivalent in your local currency).
Stayin’ Alive, Disco and VIP Disco Bonus games are all capped to a maximum of 10,000x Multiplier.
THEORETICAL PAYOUT PERCENTAGE (OPTIMAL)
95.99%
Football Studio Dice
How to Play
Football Studio Dice is easy to understand, fast-paced and endlessly engaging.
The game is played with four dice: two for HOME and two for AWAY. Each dice is placed in an individual automatic shaker recessed into the surface of the gaming table. The top two shakers are the ‘First Half’, and the bottom two shakers are the ‘Second Half’.
During the betting time, all dice start to shake at once. The dice come to a stop at different times making the game more exciting and increasing player engagement. When the last two dice have come to rest, the winning side is declared.
PLACE A BET
The objective of the game is to predict which side will win by having the highest two-dice total. You can bet on HOME, AWAY or/and DRAW.
The user interface lets you see the payouts for different results of the DRAW (Tie) bet with its potential payout of up to 80x.
THE DICE SHAKE
The game is split into two halves: ‘First Half’ and ‘Second Half’ to represent the two halves of a live football match. During betting time, all four dice will start to shake at once. Then they come to rest in the following order:
The upper HOME and AWAY dice (‘First Half’) will stop first.
Then the lower HOME and AWAY dice (‘Second Half’) will stop a few seconds later.
THE RESULT
When all four dice have come to rest, the final result is displayed on the screen. The highest two-dice total wins, resulting in either a HOME or AWAY win.
If the result is a DRAW (Tie), there are several different payouts depending on the tied dice result. For example, if the HOME and AWAY dice rolls both total 12 (that is, a 12-12 draw), the payout on the DRAW bet is 80x. Other DRAW totals (from a 2-2 draw through to an 11-11 draw) pay 8x.
Payouts
THEORETICAL PAYOUT PERCENTAGE
HOME, AWAY: 97.75%
DRAW: 95.68%
Football Studio
How to Play
To begin the game the player places a Main Bet on which of the two dealt cards will be higher — Home or Away. The player may also place the optional Draw Bet.
Two single cards are then dealt face-up by the dealer — one to the Home spot and one to the Away spot.
2 is low, so the card values run from 2, through 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King, to the highest card, Ace.
THE MAIN BET (HOME OR AWAY)
On the Main Bet the highest of the two dealt cards wins and pays even money 1:1.
THE DRAW BET
The Draw Bet pays out if the Home and Away cards are equal in rank, irrespective of suit.
In the case of a Draw (and the player having placed a Draw Bet), half of the player’s Main Bet (if placed) is returned and the Draw win pays out 11 to 1.
Payouts
PAYOUT ODDS
PAYOUT PERCENTAGE
Crazy Coin Flip
How to Play
The objective of the game is to qualify for the live bonus game by collecting three scatter symbols during the qualification phase. Before entering the live bonus game, you’ll be offered the chance to boost your multipliers in the Top-Up phase.
QUALIFICATION PHASE
To qualify for the live Coin Flip bonus round, you need to land three scatter symbols in one spin using a five-reel, three-row slot machine. Some scatter symbols have multipliers. Once you have qualified, all scatter symbols’ multipliers are added together. This value is used to boost the multipliers in the Coin Flip bonus round.
A ‘Turbo’ button has been introduced for players who prefer faster gameplay, which allows you to switch between ‘Normal’ and ‘Turbo’ speed mode to speed up the slot spinning animations to reduce the spin time.
SPIN MODES
The qualification slot has three spin modes: Normal spin, XXXtreme spin and Super XXXtreme spin. The bet selected in Normal spin mode becomes your base bet and is used for calculating your winnings.
To help you qualify faster, you can activate any of the two XXXtreme spin modes. With the XXXtreme spin mode, you’re guaranteed one scatter symbol in each spin at the cost of five times your base bet. Super XXXtreme spin mode costs 50x your base bet but guarantees two scatter symbols for each spin.
XXXtreme spins also offer more frequent multipliers.
TOP-UP PHASE
Once you have qualified, you enter the against- the-clock Top-Up phase where you can boost the multipliers. This phase features a three-reel, three-row slot machine, with red and blue coin symbols, each containing a multiplier value.
If you wish to increase the multiplier values, you can choose to increase your Top-Up bet amount.
You win multipliers by collecting three coin symbols of the same colour in the middle row. The values of the won multipliers will be summed together and added to the total Top-Up multiplier for the won coin colour, red or blue.
Once the time has run out, you will be transferred to the live Coin Flip bonus round.
If you have qualified just before the bonus round begins, you can choose to stay in the Top-Up round and continue to top up and spin the Top-Up slot.
COIN FLIP BONUS ROUND
Coin Flip bonus round with live game host generates the multipliers for both sides of the coin. These multipliers will contribute to your total winnings and are common for all the players.
After receiving the Coin Flip bonus round multipliers, all multipliers (Scatter multipliers, Top-Up multipliers and Coin Flip multipliers) will be calculated together and displayed separately on the blue and red side of the coin.
The game host will then pull a lever to flip the coin. Whichever side of the coin is facing up is considered the Coin Flip bonus round result and you will be paid according to the multiplier on the winning coin side.
Payouts
Top-up Slot Payouts
Paid out according to the formula:
- Total Top-Up multiplier for the winning side × player’s base bet
COIN FLIP BONUS ROUND PAYOUTS
Paid out according to the formula:
- Total Scatter Multiplier × Coin Flip multiplier for the winning side × the player’s base bet.
If player had any win-lines in the Qualification and/ or Top Up phases, these are now added to the Coin Flip bonus round payout forming the total win.
Cash or Crash
How to Play
The game is set in a blimp that cruises over a bustling metropolis. The main feature in the blimp is the ball drawing machine. The ball drawing machine contains 19 green balls, eight red balls and one gold ball.
Drawn balls are separated from the rest of the balls until the game round is over. For each green or gold ball drawn, there is a greater chance that a red ball will be drawn.
PLACE BET
Place your bet on the bet spot. The ladder-style paytable will adjust and show potential winnings according to your bet.
BALL DRAWING
Once the betting time is over, the ball drawing machine draws the first ball.
Everything depends on what colour ball is drawn.
- Green ball: You move up a step in the paytable and your potential winnings increase
- Gold ball: You move up a step in the paytable, potential winnings increase, and you receive a shield that gives you one-time protection from the game-ending effect of the red ball.
- Red ball: If you do not have an active shield, the game round ends. If you have an active shield, the shield is broken, and the game continues on the same level of the paytable.
MAKING YOUR DECISION
When a green ball is drawn, or after a shield is broken, you make one of the following decisions:
- CONTINUE: Stay in the game and continue to play with 100% of your potential winnings
- TAKE HALF: Cash out 50% of your potential winnings and continue to play the game round with the remaining 50%
- TAKE ALL: Cash out all of your winnings and end the game round for you.
The decision that you make will become the default for future decision phases during the current game round.
To help you make your decision, a pair of blimps next to the paytable show the chance of getting a ball that continues the journey up the paytable (green or gold) or a ball that will end the gameplay (red). A counter shows how many paytable levels have been reached out of the maximum possible levels.
GOLD BALL
The gold ball gives you a shield, protecting you from a crash when a red ball is drawn.
When a gold ball is drawn, the game goes into a quick-drawing mode where no decisions are made, and you advance up the paytable with each green ball drawn. When a red ball is drawn, the shield is broken, and you will be asked to make a decision for each green ball drawn. When the next green ball is drawn, the payouts on the paytable are increased.
GAME OUCOME
If you chose TAKE ALL, your total winnings are displayed and the game round is over for you. However, you can still follow the gameplay until the end of the game round.
If you choose to TAKE HALF one or multiple times, your cashed-out winnings are added to your total winnings. You take part in the game with the remainder of your stake.
The game ends when a red ball is drawn unless you have an active shield. If you don’t have an active shield, all potential winnings that you have not cashed out are lost.
Cashed-out winnings are paid at the end of the game round.
Payouts
Glossary
Fixture: An event on which bets can be placed.
Period: A defined portion of a Fixture.
Competitor: An individual taking part in a fixture.
Settle: The conclusion of a bet, at which point the payout is made based on the result of the market.
Result: The outcome of a market.
Action: A bet "has action" as long as its conditions are met. Action means that a bet will be settled with a final result.
Void: Refund a bet for any reason. Most commonly when it can't be resolved because of something illegitimate about the Market. When a Market is void, all bets on that Market are void.
Complete: A market with a valid final result that can be settled.
Count: Scoring events considered valid in the context of a market.
Multi-Way: A market where three or more participants compete.
In-Play: A market is considered In-Play once competition has begun.
Market: An offering on a Fixture.
Bet: A risked stake with defined payout on the result of an event or combination of events.
Multiple: Combined bets with multiplied odds.
Teaser: Combined bets with fixed odds and improved handicap or total.
Conclusively Determined: Markets which have had a winner determined no matter what else happens in the period.
Scoring Unit: The unit of scoring used to determine the results of a market. For example, a Soccer match can have markets for Goals, Corner Kicks and Bookings, each of which are scoring units.