Rules on sports

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159. Blade And Soul

 

  1. Blade And Soul involves the streaming of a massively multiplayer online role-playing game.

  2. Bets are made on a match between two fighters. A match continues up to two wins, hence the maximum number of rounds is three. Each match lasts three minutes.

  3. All bets are settled after a match ends.

  4. The fighter who kills their opponent is deemed the winner. If both players stand on their feet at the end of the round, the winner will be determined by scored points.

  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. Bets on fighters are only accepted LIVE. All matches are streamed online.

  9. THE FOLLOWING MARKETS ARE AVAILABLE:


    in the whole match:
  • Win
  • Correct Score
  • Total Rounds (Over/Under)
  • Who Will Take Part In The Fight

in the round:

  • Win
  • Duration Of Round (Over/Under)
  • Maximum Series Of Attacks In Round - Total (Over/Under)

 

160. Ball Grabbers

 

  1. Ball Grabbers involves the streaming of a multiplayer game.

  2. All bets are settled after an event ends.

  3. Bets are made on a match between two players. A match continues up to two wins, hence the maximum number of rounds is three.

  4. A round lasts 2 minutes (unless an overtime situation arises*).

  5. The player who wins 2 rounds is deemed the winner.

  6. The minimum and maximum stakes are determined by the bookmaker for each selection individually.

  7. The bookmaker may change stake limits without prior notice.

  8. 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.

  9. Bets are accepted before the start of a match and during a match (Live bets). All Ball Grabbers matches are streamed online.

  10. The following markets are available:

in the match:

  • Win
  • Correct Score
  • Total Rounds (Over/Under)

in the round:

  • Win
  • Total (Over/Under)
  • Individual Totals (Over/Under)
  • Handicap
  • Total (Even/Odd)
  • Individual Totals (Even/Odd)
  • Exact Number Of Points
  • Overtime (Yes/No)
  • Race First
  • Goal
  • Last Goal

 

* Overtime - if two minutes of the round have elapsed and the result is a draw, the round lasts until the first goal scored (point earned)



161. Overcooked

 

  1. Overcooked is a live-streamed computer game. The game takes place in a kitchen where the players control 2 chefs preparing meals to fulfil orders.

  2. Players earn points for completed orders. If an order is completed on time, the players earn coins (the order bar is displayed at the top of the screen). Otherwise, 10 points are deducted.

  3. There are three parameters (total points, coins, and completed orders). Coins count towards the total number of collected points.

  4. The minimum and maximum stakes are determined by the bookmaker for each selection individually.

  5. The bookmaker may change stake limits without prior notice.

  6. Should members of staff make any 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 match and during a match (live bets). All Overcooked games are broadcast online.

  8. The following betting markets are available:

Total Points (points earned for completed orders plus coins) Over/Under Total Coins (Over/Under)

Total Completed Orders (Over/Under)

 

162. eTaekwondo

 

  1. eTaekwondo 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 eTaekwondo matches are streamed online.

  6. Matches last for 3 30-second rounds.

  7. Available bets on a match:

  • Win
  • Total Over/Under
  • Individual Total Over/Under
  • Handicap
  • Total Even/Odd
  • Individual Total Even/Odd
  • Draw in one of the rounds
  • Win to nil in one of the rounds
  1. Available bets on a round:

  • Win
  • Total Over/Under
  • Individual Total Over/Under
  • Handicap
  • Total Even/Odd
  • Individual Total Even/Odd
  1. 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.

 

163. Esports Volleyball

 

  1. Esports Volleyball involves the streaming of a multiplayer game (a volleyball 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. The bookmaker may change stake limits without prior notice.

  5. Bets are accepted before the start of a match and during a match (Live bets). All Esports Volleyball matches are streamed online.

  6. Match continues up to 3 wins by sets (1st, 2nd, 3rd, 4th sets are played up to 25 points; if the score is equal after 24 points, a set is played until the score difference amounts to two points; 5th set is played up to 15 points).

  7. The following betting markets are available:
  • Win
  • Win By Sets
  • Handicap
  • Sets Handicap Total (Over/Under)
  • Individual Total (Over/Under)
  • Correct Score
  1. 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.

 

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)

  1. 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
  1. 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.

 

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

 

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.

  1. 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

 

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

 

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

 

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).



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).



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.

  1. Bets are accepted on a random battle in the multiplayer online game “WarThunder”, team members are chosen at random.

  2. 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.

  3. THE FOLLOWING MARKETS ARE AVAILABLE:
  • Win
  • Total Frags
  • Total (Even/Odd) Total In the Interval.

 

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.



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.

  1. 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.

  1. 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.

  2. 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.

  3. 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).

  4. 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.

  5. 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.



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

 

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.



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).

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.



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

 

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
  1. 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

 

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.



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)

  1. 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.

  2. 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.

  3. 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.



182. WORLD OF WARSHIPS

 

  1. World of Warships involves the streaming of a 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. 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. 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. Both pre-match and live bets are accepted. All World of Warships matches are streamed online.

  8. Rules:

Matches last up to 20 minutes.

The game is played by two teams of 12 players. In rare cases, teams may consist of fewer players.

Teams get points for destroying enemy ships and keeping the territory that they capture. They lose points if they lose teammates.

Scores correspond to the number of enemy ships that each team destroys (by any method).

  1. Rules for determining the winner:

A team wins if they score 1,000 points or their opponent reaches 0 points.

If a team captures the enemy base in standard battle mode, it will be awarded 1,000 points and automatically wins.

A team wins if it destroys all enemy ships.

After 20 minutes, the team that has scored the most points is deemed the winner.

  1. The following bets can be placed on an entire match (bets are settled according to the final score of the relevant match):
  • Win
  • Total
  • Individual Total
  • Handicap
  • Total Even/Odd
  • Player To Survive
  • Player's Total
  • Method Of Win
    • by frags - all enemy ships are destroyed
    • by points - team scores 1,000 points or the opposing team scores 0 points
    • any other - method of win not specified above

183. Table Hockey

 

  1. All matches begin with the puck placed at centre spot. Game starts with the opening signal. If any player plays the puck before the signal, face-off is made.

  2. Face-offs are made by dropping the puck on the centre spot.

  3. Three (3) seconds must elapse after each face-off before a valid goal can be scored.

  4. Before a goal can be counted after a face-off, one of the following must occur:

  1. The puck touches a sideboard.

  2. The puck touches a playing figure other than the attacking center or defending goalkeeper at least 3 seconds after the face-off.

  3. A deliberate pass is made to the center. If it is unclear whether the center receives the puck from a deliberate pass or by accident, the defending player (or referee, if present) can decide whether the center is allowed to score a direct goal. If it is decided that the center cannot score a direct goal, the center can then only score by complying with (a) or (b).

  1. The puck must stay in the goal cage for the goal to count. In and outs do not count. If the puck goes out from the goal cage, the match continues without interruption.

  2. A goal is not valid,

if the goal is scored when the final buzzer is sounding if the goal is scored by moving the whole game

  1. If any figure or goalie breaks when a goal is scored, the goal is valid.

  2. If the puck is in full rest on the goal line and not touching the goalie, the defending player may call “block” and a new face-off is made.

  3. If the puck is in full rest in goal crease and is not touching the goal line the defending player must play the puck.

 

184. Table football

 

  1. There are no time limits in a table football match (game). Matches consist of 3 (three) or 5 (five) games.

  2. A player (double) wins a 3-games match if they have won two games. A player (double) wins a 5-games match if they have won three games. A player (double) wins a game if they have scored 5 (five) or 7 (seven) goals depending on championship or tournament requirements.

  3. Players proceed playing after a score of 4:4 in the last game of a 5-goals match, until a player gets a margin of 2 goals or the score reaches 8 points. For instance, if in the last game score reaches 4:4, then the game lasts until the score becomes 4:6, 6:4, 5:7, 7:5, 6:8 or 8:6. But after a score of 7:7, the game may end with a score of 8:7 or 7:8.

  4. Players proceed playing after a score of 6:6 in the last game of a 7-goals match, until a player gets a margin of 2 goals or the score reaches 8 points. For instance, if in the last game score reaches 6:6, then the game lasts until the score becomes 6:8 or 8:6. But after a score of 7:7, the game may end with a score of 8:7 or 7:8.

  5. The following bets can be placed on a match (game):
  • Win
  • Handicap
  • Total Over/Under
  • Individual Total Over/Under
  • Total Even/Odd
  • Correct Score
  1. If a table football match is interrupted and not continued or not completed within 24 hours then

such match shall be declared void. Bets on the outcomes of interrupted and abandoned matches will be settled with odds of “1”, except for bets on already played games and those cases in which the outcomes were already determined at the time the match was stopped.

 

185. Air hockey

 

  1. A match consists of 3 rounds, each of which last for 7 minutes.

  2. Players are awarded a point for every goal they score. Goal, and the point awarded for them, count if the puck drops into a player’s goal.

  3. Players can only touch the puck in their own half of the table. If a player doesn’t hit the puck, their opponent takes their turn to hit it.

  4. The following are deemed to be violations of the rules: Pressing the puck against the table.

A player touching the puck in their own half with anything except their paddle. A player touching the puck in their opponent’s half.

A player losing their paddle.

The puck flying off the table due to a strong shot.

 

186. AIR HOCKEY INFINITY CUP

 

  1. Players are awarded a point for every goal they score. A match consists of 7 sets, each of which lasts until a player scores 7 points.

  2. The following are deemed to be violations of the rules: Pressing the puck against the table.

A player touching the puck in their own half with anything except their paddle. A player touching the puck in their opponent’s half.

A player losing their paddle.

The puck flying off the table due to a strong shot.

 

187. Victory Formula

 

  1. This game involves 2 players. Each player has their own formula for calculating their total points. The winner is the player who scores the most points. If both players score the same number of points, the game ends in a draw. There are 4 possible formulas:

х1 + х2 + х3 (х1 + х2) * х3 х1 * х2 + х3 х1 * х2 * х3

For example, if player 1 has formula 3, their points are calculated according to the formula x1 * x2 + x3. The symbols x1, x2, and x3 represent numbers from 0 to 9 (which are drawn randomly). Before the start of the game, only the formulas assigned to each player are known. Then, once the game has begun, x1 is drawn for each player individually. At the next stage of the game, x2 is drawn for each player individually.

Finally, the third variable is shown and the game ends.

  1. 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.

  1. The following markets are available: Win

Total

Individual Total Total (Even; Odd) Handicap

Exact Number Of Points Exact Points Difference

Player 1/Player 2, Score + Total

 

188. RUGBALL

 

  1. Matches consist of four periods of 8 minutes each. If a match ends in a draw, an overtime period is played. Each team is entitled to one 30-second time out per period.

  2. The ball can be passed, thrown, bounced, carried, or rolled in any direction.

  3. Players are allowed to run with the ball.

  4. Players can make physical contact and tackle other players, but they are not allowed to perform illegal actions.

  5. Illegal actions. Players must not::

Use their hands to grab another player’s head Block a free player for more than 10 seconds Strike, knock down, or trip up an opponent Use their legs or grab another player’s leg(s)

Push a player from behind when they are throwing the ball into the hoop Hold a player’s clothing without letting go

Deliberately cause an injury

Attack a player on the attacking team in the penalty area, under the hoop, provided they entered the area with the ball (the punishment for this violation is a 30-second suspension for the defending team).

  1. Players may:

Use one or both of their arms to hold another player’s body or arms Perform a takedown to bring another player to the ground

Attack players not in possession of the ball

Get help from their teammates to fight for the ball Throw the ball from any position using any technique

  1. If there is a violation of the rules, the game is stopped, and the ball is thrown into play from outside of the playing area by the team against which the violation was committed.

 

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