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15.164. Jump Force
1. Jump Force involves the streaming of a multiplayer game (a fight simulator).
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. Both pre-match and Live bets are accepted. All Jump Force matches are streamed online.
6. A match lasts until one of the teams achieves 5 wins (the maximum number of rounds is 9).
7. Each team features 3 characters. Fights follow a 1-v-1 format. The characters taking part in a fight may change an unlimited number of times during a round.
8. Each match lasts for 99 seconds. Once 69 seconds have elapsed, a countdown timer appears on the screen.
9. The player who performs a finishing move to win is the character who knocks their opponent out before the end of a round.
10. The player who loses by finishing move is the character who is knocked out by their opponent before the end of a round.
11. Method Of Victory:
Finishing Move (A player knocks their opponent out before the end of a round) Time Win (One of the players wins after the end of a round)
12. The following markets are available: on the whole match:
Win
Total (Over/Under)
Individual Totals (Over/Under) Total (Even/Odd)
Correct Score
Total Time Wins (Over/Under)
Each Character To Win By Finishing Move Each Character To Lose By Finishing Move
on a round:
Win
Duration Of Round (Over/Under) Method Of Win In Round
Winner And Method Of Victory Character To Win By Finishing Move Character To Lose By Finishing Move
13. Should members of staff make any mistakes, any software failures occur when bets are accepted (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections of the website and on the bet slip, etc.) or if there are any other indications that bets have being accepted incorrectly, the bookmaker is entitled to declare such bets void.
15.165. Totally Accurate Battle Simulator (TABS)
1. Totally Accurate Battle Simulator (TABS) is a live-streamed multiplayer game.
2. All bets are settled after an event ends.
3. Bets are accepted on fights between two players.
4. The winner is the player who destroys all of their opponent's units.
5. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
6. Stake limits may be changed by the bookmaker without prior notice.
7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
8. Bets are accepted before the start of a match and during the match (live). All Totally Accurate Battle Simulator (TABS) matches are broadcast online.
9. The following markets are available: Win
15.166. Sekiro
1. Sekiro is a live-streamed single-player game.
2. Bets are accepted on fights between two combatants: the shinobi and his opponent.
3. All bets are settled after an event ends.
4. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
5. Stake limits may be changed by the bookmaker without prior notice.
6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
7. Bets are accepted before the start of a fight and during a fight (live bets). All Sekiro fights are streamed online.
8. Rules:
Fights last until one fighter has won twice (maximum 3 rounds).
The fighter who kills their opponent the stated number of times is deemed the winner of the round.
Flawless Victory is a victory in which one of the fighters doesn’t lose any lives. One life is taken if the shinobi's opponent dies.
The shinobi's opponent's remaining lives are displayed as orange spheres in the top-left corner of the broadcast.
The opponent Genichiro Ashina has one extra (hidden) life.
If the shinobi dies, the word “Death” will appear during the broadcast of that round.
9. The following markets are available: on a fight:
Win
Total Rounds Correct Score
Total Deaths Over/Under
on a round:
Win
Win To Nil Yes/No
15.167. eSports Bicycle Racing
1. eSports Bicycle Racing is a stream of road cycling simulator.
2. All bets are settled after an event ends.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. Stake limits may be changed by the bookmaker without prior notice.
5. If any administrative or software-related errors are made while accepting a bet (obvious misprints of odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
6. Bets on events are accepted only before the start of a race. All the races of eSports Bicycle Racing is streamed online.
7. The following markets are available:
Regular time (by countries) – bets on a country that a cyclist represents: Winner
Place In The Final Table
Number Of Riders In Place Interval
By teams - bets on a team that a cyclist represents: Winner
Place In The Final Table
Number Of Riders In Place Interval
15.168. Rumble stars
1. Rumble Stars is a live streamed mobile game in which two teams of animals play football against each other.
2. Games are 3 minutes long. As soon as one of the teams has scored 3 goals, the game ends. If the game ends in a draw, there will be 2 minutes of extra time.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled to declare such bets void.
6. Pre-match and live bets are accepted. All Rumble Stars games are streamed online.
7. The following markets are available: W1, W2, Draw
Total Goals, Individual Total (Over/Under) Game Handicap and Correct Score
15.169. Brawlout
1. Brawlout is a live streamed multiplayer game.
2. All bets are settled after the end of an event.
3. Bets are made on a match between two fighters.
4. The player who manages to throw his opponent off the stage 3 times is deemed to be the winner.
5. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
6. Stake limits may be changed by the bookmaker without prior notice.
7. If any administrative or software-related errors are made while accepting a bet (obvious misprints of odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
8. Bets are accepted before the start of a match and during the match (live). All Brawlout matches are broadcast online.
9. The following betting markets are available:
Win
Correct Score
Total (Over; Under)
Player 1/2 Max Damage (Over; Under)*
* *Player 1/2 Max Damage is the maximum damage that the selected player takes during the match (as a percentage).
15.170. Bomberman
1. Bomberman is a live-streamed multiplayer game.
2. All bets are settled after the end of an event.
3. Bets are placed on a match between four players. A match continues until one of the players has won 3 times. Each round lasts for 2 minutes.
4. The winner is the player who is the last one alive. If more than one player is still alive at the end of a round, then the result of that round is a draw. If, during the round, the last surviving players exploded at the same time, then the result of that round is a draw.
5. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
6. Stake limits may be changed by the bookmaker without prior notice.
7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
8. Bets are accepted before the start of a match and during the match (live). All Bomberman matches are broadcast online.
9. The following markets are available:
on a round:
Win In Round
Round Duration* (Over/Under)
on a tournament:
Individual Total (the number of rounds a player wins in the tournament) Tournament Result (the first player to reach 3 wins in the tournament is deemed to be the winner)
Even/Odds
Handicap (the difference in the number of rounds won by the first and second player)
*The duration of the round is the number of seconds that have elapsed since the match started. This number is calculated by deducting the number at which the timer stops from 120 seconds (the default number on the timer at the start of a round).
15.171. War Thunder
1. "WarThunder" is a live streamed multiplayer game.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. Stake limits may be changed by the bookmaker without prior notice.
5. If any administrative or software-related errors are made while accepting a bet (obvious misprints of odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
6. In the event of unsportsmanlike conduct that influences the outcome of the battle such as complete inaction of allies or a team kill, the bookmaker is entitled to declare such bets void and settle at odds of 1 (stakes will be refunded).
7. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All matches are streamed online.
8. The team which has destroyed all their opponents’ vehicles or left their opponent without respawn points is deemed to be the winner.
9. Bets are accepted on a random battle in the multiplayer online game “WarThunder”, team members are chosen at random.
10. The number of points scored by each team is equal to the number of respawn points left. Different types of vehicle require a different number of respawn points.
11. THE FOLLOWING MARKETS ARE AVAILABLE:
Win
Total Frags
Total (Even/Odd) Total In the Interval.
15.172. Robot champions
1. Robot Champions is a live streamed multiplayer game.
2. All bets are settled after the end of an event.
3. Bets are made on a match between two players.
4. The player who manages to push his opponent off the stage or destroy him is deemed to be the winner.
5. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
6. Stake limits may be changed by the bookmaker without prior notice.
7. If any administrative or software-related errors are made while accepting a bet (obvious misprints of odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
8. Bets are accepted before the start of a match. All Robot Champions matches are broadcast online.
9. The following betting markets are available: Win
How Long The Match Will Last* (Over/Under) / Minute The Bout Will End Will There Be Overtime? – Yes/No.
*Duration of the round means the number of seconds which have elapsed since the fight started. This number is calculated by deducting the number at which the timer stops from 120 seconds (the standard number on the timer at the start). For example, if the countdown stops at 74, the duration of the round is 120-74=46 seconds.
15.173. Card football
1. Card football is a card game which follows some of football’s rules. This game features 2 teams (players): the red team, which only uses red cards (diamonds and hearts) and the black team, which only uses black cards (spades and clubs). Each team has three decks of cards:
Goalkeepers are chosen from cards with the following values: 4 to Queen. As both teams have two cards of each suit, this deck contains 18 cards in total.
Defenders are chosen from cards with the following values: 2 to 8. This deck contains 14 cards in total.
Attackers are chosen from cards with the following values: 2 to Ace. This deck contains 26 cards in total.
2. Each match consists of two halves in which each team makes three attacks. Thus, each team makes a total of six attacks in a match. The highest possible score in a match is 6-6 if each attack results in a goal. The lowest possible score is 0-0.
3. Goalkeepers and defenders for both teams are chosen at random at the start of the match from the relevant card decks mentioned above. After this, each team takes it in turn to attack, with the red team going first. Attackers are also chosen at random. The first attacking card goes up against the opposing team’s first defending card. If the value of the attacking card is higher than that of the defending card, the attack continues and the attacking team plays their second card. The value of this card is then compared to that of the second defensive card. If the value of the attacking card is higher than that of the defending card, the attacking team takes a “shot on goal” i.e. they play their third attacking card. If the value of this card is higher than that of the goalkeeper card, the attacking team scores a goal. If not, the goalkeeper “makes a save”. The defending team can stop an attack if the value of the defending card is not lower than that of the attacking card, which results in the end of the attack. After the red and black teams’ first attacks, both teams’ attackers are removed from the game and the next attack starts, using the remaining cards left in the decks of attacking cards. Goalkeepers and defenders are removed from the game at half-time. Each team selects a new goalkeeper and defenders at the start of the second half, just like at the start of the match, and makes three attacks.
4. The team which scores the most goals will be deemed to be the winner. If both teams score an equal amount of goals, a match will end in a draw.
5. As in football, matches nominally last for 90 minutes. Each attack is 15 minutes game time. The time at which the first (red) team score a goal is calculated using the following formula: (attack number – 1) x 15 + 5. The time at which the second (black) team score a goal is calculated using the following formula: (attack number – 1) *15 + 10. For instance, if the red team scores from their first attack, they are deemed to have scored in the 5th minute of the match ((1-1) x 15 +5), whereas if the black team scores from their fifth attack, they are deemed to have scored in the 70th minute of the match ((5-1) x 15 + 10).
6. If any administrative or software-related errors are made while accepting a bet (obvious misprints of odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
7. The following betting markets are available:
Entire Match, first half and second half — Winner, Double Chance, Total, Handicap etc….
Cards:
Goal by an Ace (Yes / No)
Goal by a Non-Picture Card* (Yes / No) Total Attacking Cards ** (Over / Under )
Individual Total Attacking Cards (Over / Under ) Attack With Three Non-Picture Cards (Yes / No) Attack With Three Picture Cards (Yes / No) Defenders Pair Of The Same Rank (Yes / No)
Total Attacks With Three Cards Of The Same Suit (Over / Under ) Goalkeeper to Be a Picture Card (Yes / No)
* The term “Non-Picture Cards” refers to cards with the following values: 2 to 10. “Picture Cards” refer to cards with the following values: Jack to Ace.
** This is calculated from the total of all attacking cards played.
15.174. SEGA FOOTBALL
1. SEGA Football involves the streaming of a console game. Two teams play football.
2. A match consists of 2 halves, each half lasts 2 minutes, and includes injury time.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. Should members of staff make any mistakes, any software failures occur when bets are accepted (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections of the website and on the bet slip, etc.) or if there are any other indications that bets have being accepted incorrectly, the bookmaker is entitled to declare such bets void.
6. Both pre-match and live bets are accepted. All SEGA Football matches are streamed online.
7. The following markets are available: W1, W2, Draw
Total Goals, Individual Total Goals Handicap and Correct Score
15.175. Dead Or Alive VI
1. Dead Or Alive VI involves the streaming of a multiplayer fighting game.
2. Bets are accepted on fights between two fighters. All matches follow a “Race to 5 Wins” format with a maximum of 9 rounds.
3. All bets are settled after the end of an event.
4. The fighter who inflicts the most damage in a round is deemed to be the winner.
5. The minimum and maximum stakes are determined by the bookmaker for each event individually.
6. The bookmaker may change the stake limits without prior notice.
7. Should members of staff make any mistakes, any software failures occur when bets are accepted (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections of the website and on the bet slip, etc.) or if there are any other indications that bets have being accepted incorrectly, the bookmaker is entitled to declare such bets void.
8. Only LIVE bets on fighters are accepted. Matches are streamed online.
9. The following markets are available:
On a Round:
Round Winner;
Round Duration (Over; Under);
Will A Flawless Victory/Victory By Time Occur (these events are not mutually exclusive)
Maximum Series Of Blows In A Round
Will Either Fighter Attempt To Perform A Break Blow Or A Break Hold
Will A Chosen Fighter Attempt To Perform A Break Blow or A Break Hold
On A Tournament:
Tournament Winner
Total Rounds (Over/Under)
Fighter’s Individual Total (Over/Under) Total Break Blows, Break Holds
Individual Total Break Blows, Break Holds
Flawless Victory. This is deemed to have occurred if a Flawless Victory occurs in at least one round.
Flawless Victory is where a fighter wins a round without sustaining any damage.
Victory By Time. If both fighters remain standing at the end of a round, the winner will be determined based on which fighter has inflicted the most damage.
Flawless Victory By Time. Both fighters remain standing at the end of a round and the winner has not sustained any damage.
Break Blow refers to a powerful strike which uses all of the Break Gauge meter.
Break Hold refers to a special hold that allows a fighter to intercept any counterattack. Break Holds use half of the Break Gauge meter.
The Break Gauge meter is a blue bar under the main health bar. Any action fills the break gauge, regardless of whether it causes damage to an opponent or not.
Duration of the round means the number of seconds which have elapsed since the fight started. This number is calculated by deducting the number at which the timer stops from 40 seconds (the standard number on the timer at the start). For example, if the countdown stops at 15, the duration of the round is 40-15=25 seconds.
15.176. Dota Auto Chess
1. Dota Auto Chess is a live-streamed multiplayer game.
2. All bets are settled after the end of an event.
3. Bets are accepted on matches between 8 players.
4. The “K/D/A” (wins/defeats/draws) field is displayed in the top-left corner during a match. If a player loses (the last round of a match), 2 will be added to the “Defeats” field. For bet settlement purposes, if a player doesn’t finish in 1st place, then their lost rounds total will be 1 lower than the value shown in the “K/D/A” field.
5. The mini-map (which is displayed in the bottom left corner) contains 8 fields i.e. one for each player. When a player loses, their field is emptied. Where a player finishes in the match standings is determined by the number of fields filled by their opponents at the end of a match.
6. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
7. The bookmaker may change the stake limits without prior notice.
8. If any administrative or software-related errors are made while accepting a bet (obvious misprints of odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
9. Both pre-match and Live bets are accepted. All Dota Auto Chess matches are broadcast online.
10. The following betting markets are available:
On a Round
Round Winner
On a Match:
Total Wins (the number of rounds which a player has won at the end of a match) Total Defeats (the number of rounds which a player has lost at the end of a match) Total Rounds (the number of rounds played by a player)
Total Pieces Destroyed (the number of enemy pieces which a player has destroyed in a match)
Total Pieces Not Destroyed (the number of enemy pieces which a player has not destroyed in a match)
Player's Finishing Position (where a player finishes in final standings at the end of a match).
15.177. Darts Live
1. The rules for Darts Live are the same as for darts.
2. Both players start a match with 301 points. The first player to reduce their score to 0 wins. Players take turns to throw 3 darts with Player 1 throwing first. The final dart of the game should land on either a double or a bullseye. The “Bust” rule also applies, meaning that if a player scores more points than they need to reduce their score to 0 (or if the score is reduced to exactly 1), their score will be reset to what it was before their last visit to the board. A player’s last turn will also be annulled if they reduce their score to 0 but the last dart did not land on a double or bullseye.
3. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
4. The following markets are available:
Win
Total Darts (Over/Under)
Individual Total Darts (Over/Under) Total 180s (Over/Under)
Individual Total 180s (Over/Under) Last Checkout (Color)
Match Winning Checkout* (Over/Under) Match To Finish On Bulleye
First Player's Dart
Total Remaining Points (Over/Under) Six Dart Finish
* Checkout refers to the number of points a player scores in their final visit to the board.
15.178. Kopanito Soccer (Cyber)
1. All bets are settled on the result at the end of full time.
2. Bets are accepted on matches between two players.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. A match lasts 90 minutes (two halves of 45 minutes each). The rules for Kopanito Soccer are the same as for football.
6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
7. The following markets are available:
Win
Both Teams To Score Total (Over/Under) Total (Even/Odd) Double Chance
Individual Total (Over/Under)
First Goal
Team To Win Both Halves
15.179. SUPER BLOOD HOCKEY
1. Super Blood Hockey involves the streaming of a multiplayer game (an ice hockey simulator).
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If a winner is not determined in regular time, a penalty shootout (4th period) takes place. Should this occur, the results of this penalty shootout are only taken into account to settle match winner bets. All other bets are settled based on the results of the first 3 periods.
6. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled to declare such bets void.
7. Both pre-match and live bets are accepted. All Super Blood Hockey matches are streamed online.
8. The following bets can be placed on an entire match (bets are settled according to the final score of the relevant match):
Win
Double Chance Total Over/Under
Individual Total Over/Under Handicap
Total Even/Odd
Individual Total Even/Odd No Draws to Occur Yes/No Correct Score
Will A Goal Be Scored In Each Period? Yes/No Will Each Period End In A Draw? Yes/No Scoring Periods
Results Of Periods Exact Number Of Points
9. The following bets can be placed on a period (bets are settled according to the score of the relevant period):
Win
Double Chance Total Over/Under
Individual Total Over/Under Total Even/Odd
Individual Total Even/Odd Both Teams To Score Yes/No
15.180. Super Kickers League
1. All bets are settled after the end of an event.
2. Bets are accepted on matches between two players.
3. The minimum and maximum stakes are determined by the bookmaker for each event individually.
4. The bookmaker may change the stake limits without prior notice.
5. Matches last for 3 minutes + overtime.
6. If a draw occurs in regular and/or overtime, teams proceed to play until a goal is scored by either team (Golden Goal).
7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
8. The following markets are available:
Win
Both Teams To Score Handicap
Total Over/Under Total Even/Odd
Individual Total Even/Odd Correct Score
Exact Number Of Goals Goal In Overtime*
* A goal in overtime is a goal that was scored after the 180th second of the match or a golden goal.
15.181. BATTLESHIP
BATTLESHIP 6X6
1. This is a two-player game in which opponents take turns to shoot at each other's warships. Before the game starts, players need to arrange their warships on the 6x6 grid. Each player’s fleet is made up of the following ships:
one cruiser (each 3 cells long) two destroyers (each 2 cells long)
three powerboats (each 1 cell long)
2. Player 1 takes the first shot. If they don't hit one of their opponent’s ships, the next player takes a shot. The player who manages to sink all of their opponent’s warships is deemed the winner.
3. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds on the different places etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void. Should any software failures occur, the game may be interrupted, then all unsettled bets will be refunded.
4. The following markets are available:
Win
Total Shots Over/Under
Individual Total Shots Over/Under Total Shots Even/Odd
Total Ships Sunk
Next Sunk Ship (Powerboat / Destroyer / Cruiser) Who Will Sink Next Ship Player 1 / Player 2
At Least One Ship That's Been Hit* Will Be Left At The End Of The Game All Ships Sunk (Powerboat Yes / No, Destroyer Yes / No, Cruiser Yes / No)
Max Exact Shots** Over / Under
* i.e. a ship that has been hit but not sunk.
** Exact Shots are a series of consecutive shots which hit the warships until one misses or the game ends.