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15.61. Bet Constructor
1. Bet Constructor is a game where the Customer chooses line-ups for two virtual teams from players (or teams) participating in real matches. The Customer then places bets based on the performances of those players (or teams). Bets are settled based on the total number of sets (goals) won (scored) by the virtual teams’ players in their respective real matches.
2. Virtual teams must be formed under the following rules:
1) Opponents in a real match may not be on the same virtual team;
2) A player can only be included in one virtual team;
3) Each player can be picked for a virtual team only once;
4) From 1 to 5 players participating in real matches may be chosen for each virtual team; and the number of players in the teams may vary;
5) Virtual teams may include players from Doubles matches;
6) Virtual teams may include tennis players, as well as football and ice hockey teams.
3. In order to determine the outcomes on available markets, the number of sets (goals) won (scored) by each member of a virtual team in their respective real match in regular time is added up. In tennis matches, only finished sets will be taken into account for bet settlement purposes.
4. The following markets are available:
1) Match Result
2) Match Result including Handicap
3) Match Total
5. Only single bets are available in Bet Constructor.
6. If the start of a match is delayed or if a match is postponed for any reason, all bets will stand until the end of the match or the end of the tournament in which it is a part.
7. Bets will be settled after the completion of all real matches from which members of the virtual teams have been chosen. If one or several real matches are interrupted due to the withdrawal or disqualification of a player, all bets placed on virtual teams will be settled at odds of 1 (refunded), except for markets that had already been determined unconditionally.
8. Bets on the "Total" and "Handicap" markets are settled as "Total Sets" and "Sets Handicap" bets in tennis matches.
15.62. Esports Basketball
1. Esports Basketball involves the streaming of a multiplayer game (a basketball simulator).
2. All bets are settled after an event ends.
3. The maximum stake is determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. 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.
6. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All Esports Basketball matches are streamed online.
7. The following markets are available (regular time): Win;
Handicap;
Total (Over/Under); Total (Even/Odd);
Individual Totals (Over/Under); How Many Points Will Team Score; Exact Points Difference;
Exact Number Of Points; Team (Result + Total).
8. The following markets are available (including overtime): Team Wins.
15.63. Esports Basketball (3x3 and 1x1)
Esports Basketball (3x3 and 1x1) involves the streaming of a multiplayer game (a basketball simulator). The two teams shoot into the same hoop until they reach 11 points. If they get to 11 points and the point difference between the teams is less than 2 points, extra periods are played. The game continues until there is more than 1 point difference between the teams.
1. All bets are settled after an event ends.
2. The maximum stake is determined by the bookmaker for each selection individually.
3. The bookmaker may change stake limits without prior notice.
4. 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.
5. Bets are accepted Live. All the series are streamed Online.
6. Available markets:
Win; Handicap;
Total (Over/Under); Total (Odd, Even);
Player Will Score More Than 11 Points (Yes/No); Individual Totals (Over/Under).
15.64. Esports Basketball. NBA 2K18
1. Generalized type of bets on the matches presented in the "Esports Basketball. NBA 2K18"section. There are three stages in the tournament:
The group stage of the Eastern Conference - the teams play at home and away. The group stage of the Western Conference - the teams play at home and away.
Playoffs - Four teams from each division play in the semi-finals and the finals of their divisions. Then the winners of the finals meet in the grand final, and the losers - in the match for third place.
2. Scoring in the group:
For win - 2 points. For defeat - 1 point.
3. When allocating places in a group, the following team stats are taken into account in order of priority:
Points (the more, the higher).
Wins in regular time (the more, the higher). Defeats in regular time (the smaller, the higher).
4. All bets are settled after an event ends.
5. The maximum stake is determined by the bookmaker for each selection individually.
6. The bookmaker may change stake limits 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 tournament as well as during the course of a tournament.
9. If a match is canceled and the outcome of this match does not affect the outcome of the tournament, no stakes are refunded.
The following tournament markets are available:
Who Will Win? - Yes/No (group stage)
To Take From 1st To 2nd Place – Yes/No (group stage) To Take From 1st To 3rd Place (group stage)
To Qualify For The Next Round (group stage) Who Will Win? (playoffs, tournament result)
To Take From 1st To 2nd Place (playoffs, tournament result) To Take From 1st To 3rd Place (playoffs, tournament result)
15.65. World of Tanks
World of Tanks involves the streaming of a multiplayer game.
1. All bets are settled after an event ends.
2. The maximum stake is determined by the bookmaker for each selection individually.
3. The bookmaker may change stake limits without prior notice.
4. 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.
5. 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).
6. 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.
7. A team which has destroyed all the vehicles of the opposing team or captured the opposing team’s base is declared the winner.
8. If, at the end of a match, both bases are captured or neither team has destroyed all the vehicles of the opposing team in the available time, a draw is declared.
9. Bets are accepted on a random battle in the multiplayer online game “World of Tanks”, team members are chosen at random.
10. The number of points scored by each team equates to the number of the opposing team’s vehicles destroyed in any manner.
The following markets are available:
Win; Handicap;
Total (based on the score); Capture The Base.
15.66. Esports Tennis
Esports Tennis involves the streaming of a multiplayer game (a tennis simulator).
1. All bets are settled after an event ends.
2. The maximum stake is determined by the bookmaker for each selection individually.
3. The bookmaker may change stake limits without prior notice.
4. A match consists of one set.
5. 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.
6. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All Esports Tennis matches are streamed online.
7. The following markets are available. Handicap and total bets are settled on games.
Win; Handicap;
Total (Over/Under);
Individual Totals (Over/Under); Correct Score;
Total Even/Odd; Win In The Game.
15.67. Dota 2
1. Dota 2 involves the streaming of a multiplayer game.
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 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.
3. 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.
4. The winner of a map or the winner of a match is declared once the throne or nexus of the opposing team has fallen.
5. A match shall be deemed abandoned if it lasts less than 15 minutes.
6. A match shall be deemed abandoned if one of the players quits the game before 15 minutes have elapsed.
7. A match shall be deemed abandoned if one of the players goes offline before 15 minutes have elapsed and later quits the game altogether.
8. A match shall be deemed abandoned if one of the players becomes inactive in the first 15 minutes of the game and it is later declared that the player left the game within the first 20 minutes.
9. Should one or several players quit the game before its completion, but after 15 minutes of play have elapsed, stakes will not be refunded. Bets on the match will be settled in any case.
10. A random match is streamed online. Real random players participate.
The following markets are available:
W1 and W2 – a team which has destroyed the opposing team’s throne is declared the winner;
Total Frags Over/Under – the combined number of frags by both teams at the end of a match; Frags, Race To – the team which first reaches the specified number of frags wins;
Who Will Beat Roshan – the Customer should predict which team will be the first to beat Roshan;
First Blood– the Customer should predict which team will be the first to frag;
Will Hero Be Picked. Bets are settled after all picks have been made (10 heroes);
Tower Falling Up To () Seconds / After () Seconds – bets are settled after the first tower is destroyed, provided that the match has not been abandoned;
Radiant / Dire To Take First Tower – bets are settled after the first tower is taken down provided that the match has not been abandoned. The team which loses the tower first shall be deemed defeated.
15.68. Worms
1. Worms involves the streaming of a multiplayer turn based game (a simulator).
2. Two teams consisting of four worms each take alternate turns to use various weapons against each other.
3. The goal is to destroy the opposing team.
4. Bets are accepted on a battle between two teams. A match continues until one of the teams wins.
5. All bets are settled after an event ends.
6. The maximum stake is 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 on the handicap, total and correct score markets are settled subject to the number of frags scored by the worms.
10. A team which has at least one worm alive wins if all the worms on the opposing team have been killed.
11. Should the last living worms on both teams die in the same turn, the game ends in a draw.
The following markets are available:
Win; Handicap;
Total (Over/Under); Total (Even/Odd); Correct Score.
15.69. Esports. Martial Arts. WWE
World Wrestling Entertainment involves the streaming of a professional wrestling simulator.
1. All bets are settled after an event ends.
2. The maximum stake is determined by the bookmaker for each selection individually.
3. The bookmaker may change stake limits without prior notice.
4. 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.
5. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All WWE matches are streamed online.
6. A wrestling ring is a raised platform fenced off by ropes.
The following markets are available:
Win. The wrestler who takes the championship belt or the case with money hoisted above the ring is declared the winner.
Item Will Be Taken – Yes/No. Will an item be taken from under the ring.
Fight On A Ladder – Yes/No. The first blow on the ladder counts, provided that both wrestlers are on the ladder and it is placed inside the ring.
Table Will Be Broken – Yes/No. The table is considered to be broken if it breaks into pieces. No table is considered to be broken if its legs are folded down. A broken table taken from under the ring will not count.
Second Ladder Will Be Taken – Yes/No. There are two ladders in the ring. A ladder which has been thrown into the ring more than once is regarded as one ladder.
Steps Will Be Broken – Yes/No. The steps in the corners of the ring must be completely broken for this bet to be valid.
15.70. Esports Cricket
1. FIVE 5 matches (Esports Cricket) consist of one innings with each team bowling maximum five overs. One over consists of six deliveries.
2. Before a match begins, a draw (toss) is held and the winning team decides whether to bat or to field first.
3. The first team to bat attempts to score runs over the course of five complete overs, or up until 5 wickets are lost. The opposing team then bats until they score more runs than their opponents, or until five overs of six deliveries each have been played or 5 wickets are lost.
4. The team which has scored more runs is deemed the winner. If both teams have scored an equal number of runs, the team which has lost fewer wickets (i.e. has had fewer batsmen dismissed) is deemed the winner. If both teams have an equal number of runs and an equal number of wickets lost, the match ends in a draw.
5. When bets on totals in the match, team totals, totals in overs and totals per delivery are settled, the number of runs scored by the teams counts, including any extras.
6. Bets on the “Total Fours” market are settled subject to the number of deliveries from which a team scores exactly four runs excluding extras. Four runs can be scored either when the ball reaches the perimeter of the field having hit the ground at least once (and thus having not been caught by the fielding team) or when batsmen score four runs while the ball is in play.
7. Bets on the “Total Sixes” market are settled subject to the number of deliveries from which a team scores exactly six runs excluding extras. Sixes can be scored either when a ball is hit over the field boundary by a batsman without the ball touching the ground or when batsmen score six runs while the ball is in play.
8. When bets on the “Highest Opening Partnership” market are settled, runs scored (excluding extras) before the first batsman is dismissed will count. Should no batsman be dismissed, the result of the respective team’s opening partnership will be the total number of runs scored by the team excluding extras.
9. All bets are settled after an event ends.
10. The maximum stake is determined by the bookmaker for each selection individually.
11. The bookmaker may change stake limits without prior notice.
12. 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.
15.71. Big Bash Cricket
1. Big Bash Cricket matches (a type of Esports Cricket) consist of one inning with each team bowling maximum one over. One over consists of six deliveries.
2. Before a match begins, a draw (toss) is held and the winning team decides whether to bat or to field first.
3. The team which bats first attempts to score runs over the course of one complete over. Then the opposing team bats until they score more runs than their opponents or until six deliveries each have been played.
4. The team which has scored more runs is deemed the winner. If both teams have an equal number of runs, the match ends in a draw.
5. When bets on totals in the match, team totals, totals in overs and totals per delivery are settled, the number of runs scored by the teams counts, including any extras.
6. Bets on the “Total Fours” market are settled subject to the number of deliveries from which a team scores exactly four runs excluding extras. Four runs can be scored either when the ball reaches the perimeter of the field having hit the ground at least once (and thus having not been caught by the fielding team) or when batsmen score four runs while the ball is in play.
7. Bets on the “Total Sixes” market are settled subject to the number of deliveries from which a team scores exactly six runs excluding extras. Sixes can be scored either when a ball is hit over the field boundary by a batsman without the ball touching the ground or when batsmen score six runs while the ball is in play.
8. When bets on the “Highest Opening Partnership” market are settled, runs scored (excluding extras) before the first batsman is dismissed will count. Should no batsman be dismissed, the result of the respective team’s opening partnership will be the total number of runs scored by the team excluding extras.
9. All bets are settled after an event ends.
10. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
11. Stake limits may be changed by the bookmaker without prior notice.
12. 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.
15.72. Mortal Kombat X
1. Mortal Kombat X involves the streaming of a multiplayer game.
2. Bets are made on a match between two fighters. A match continues up to five wins, hence the maximum number of rounds is nine.
3. All bets are settled after an event ends.
4. The fighter who kills their opponent is deemed the winner.
5. The maximum stake is determined by the bookmaker for each selection individually.
6. The bookmaker may change stake limits 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 on fighters are accepted only LIVE. The game is streamed online.
The following markets are available In the round:
Win In Round;
Round Duration* (Over/Under);
Flawless Victory In Round – a flawless victory is where the winner has not sustained any damage from their opponent or any self-inflicted damage (sometimes a fighter may injure themselves while carrying out a particularly brutal attack). The phrase “Flawless Victory” at the end of the stream indicates that a flawless victory has been achieved by the winner;
Type Of Finishing Move: Brutality, Fatality, or none (a Faction Kill is regarded as a Fatality).
* 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 90 seconds (the standard number on the timer at the start). For example, if the countdown stops at 74, the duration of the round is 90-74=16 seconds.
In the tournament:
— Win In The Tournament;
— Total (Over/Under);
— Fighter’s Individual Total (Over/Under);
— Total Finishing Moves By Types (Over/Under).
15.73. Esports Handball
1. Esports Handball involves the streaming of a multiplayer game (a handball simulator).
2. All bets are settled after an event ends.
3. The maximum stake is determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. Bets are accepted on regular time.
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 match as well as during the course of a match (Live bets). All Esports Handball matches are streamed online.
8. The following markets are available (regular time):
Win; Handicap;
Total (Over/Under); Individual total (over, under); Total Even/Odd;
Double Chance.
15.74. Rowing, Sailing
1. Rowing. All bets will stand regardless of which team or rower participates.
If a competition is canceled, all bets will be deemed void except for those markets which have already been determined. The winners are determined based on the official result, disregarding any subsequent disqualifications. If there is no podium presentation, the official published results will be used.
2. America’s Cup Regatta. All bets will stand regardless of which team/sailor participates. The winners are determined based on the official result, disregarding any subsequent disqualifications. If there is no podium presentation, the official published results will be used. Victory In The Regatta. In the event of a race starting but not being completed, the player/team progressing to the next round or being awarded the victory will be deemed the winner for settlement purposes.
3. Sailing. All bets will stand regardless of which team/sailor participates. The winners are determined based on the official result, disregarding any subsequent disqualifications. If there is no podium presentation, the official published results will be used. If there is no prize award ceremony, bets will be settled subject to which sailor crosses the finishing line first.
15.75. Teqball
1. Matches consist of best-of-three sets (the maximum number of sets which can be played is 3).
2. Each set is played until a player/team reaches 20 points. The first two sets can be won by at least a one-point margin. The third set must be won by two points in the event of a tie (19:19).
3. Each player makes 4 services and has two attempts to complete a successful service. Players can serve using any part of their body except their hands. The ball must also be above the lowest level of the Teqboard when a service is made.
4. A rally lasts until the ball either lands on the floor or doesn't bounce on the playing surface. Players cannot touch the ball using the same body part twice in a row during a rally. Each player can take a maximum of 3 touches provided they don’t touch the ball using the same body part more than once.
5. If the ball hits the net or an edge ball occurs during a service, this service has to be repeated. If the ball hits the net and any touches can still be taken, the game can continue.
6. In the event of an edge ball, a rally shall be repeated.
7. If the ball touches the net during a service, this will result in a fault.
8. Players can only return the ball from their side without crossing the lengthened imaginary line of the net.
9. When returning the ball to the opponent's side, the ball must always be above the net, even if the hit is made from the side of the Teqboard.
10. A service must be made at a distance of 2 metres from the Teqboard between the lines on the floor along the width of the Teqboard.
15.76. Kung volleyball
1. Kung volleyball matches feature 2 teams of three players (each of whom have 1-2 subs). Teams can make an unlimited number of substitutions.
2. Matches are played on a 13x6 metre court with a net across the middle.
3. Matches consists of best-of-three sets (the maximum number of sets which can be played is 3).
Each set is played until a team reaches 21 points with at least a two-point margin. If the score is tied (20:20), the set lasts until one team has a two-point lead. If both teams have won a set each, a tie breaker shall be played. The first team to open up a two-point lead or reach 15 pints will win this tie break.
4. Kung Volleyball rules:
Teams must kick the ball into the opponent's side of the court.
Each team is allowed a maximum of three touches of the ball in their half of the pitch and each player can only take one touch. If this limit is exceeded, a point will be awarded to the opposing team.
If a player touches the net or makes a foot fault, a point will be awarded to the opposing team.
If the ball touches a player’s hand, a point will be awarded to the opposing team. If the ball lands on the floor, a point will be awarded to the opposing team.
The ball is deemed to be out of play if it lands outside the boundaries of the court.
If the ball hits the net and doesn’t go to the other half of the court, this will result in a fault (both a point and serve will be awarded to the opposing team). The team who scores the point will serve.
5. Volleyball rules apply to rallies.
15.77. Teqvoly
1. Matches are played until one team has won two sets. The sets are played until one of the teams has won 21 points. The third set is played until one of the teams has won 15 points.
2. The game is played according to the traditional rules of volleyball with three types of shot (dig, set and spike/tip).
3. Spiking the ball from jumping or standing is permitted from behind the diagonal sideline.
The ball may touch the transparent screen that divides the table during a rally, but if the ball does not end up on the opponent’s side of the table, this is considered a fault.
Spiking is allowed only from the outside of the lines, while tipping can be performed anywhere in the team’s playing area.
4. Lots are drawn to determine which team starts the game. The serving team switches to receive the serve after every two points that are scored, up until the end of the set, until each team has scored 20 points (14 points in the 3rd set), or until the serve rule is introduced that requires the serving and receiving teams to continue to switch only after every single point.
If the ball touches the transparent screen that divides the playing table during a serve this is considered a fault (the ball goes to the opposing team).
5. A team is awarded a point when the ball hits their opponent’s side of the table and then goes on to land in their opponent’s playing area.
A point is awarded when one of the teams hits the ball from jumping or standing to the opposite side of the table and the defending team does not return it.
6. Touching players from the opposing team is prohibited.
7. Touching the table is prohibited.
8. Attacks from outside the baseline are prohibited.
15.78. Rocket League
1. Rocket League involves the streaming of a multiplayer arcade game.
2. Bets are accepted on Football, Basketball and Hockey.
3. A single match lasts five minutes. The team scoring the most goals is deemed the winner. When the teams score an equal number of goals, the match ends in a draw.
4. All bets are settled after an event ends.
5. The maximum stake is determined by the bookmaker for each selection individually.
6. The bookmaker may change stake limits 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 on Rocket League are accepted before the start of a match as well as during the course of a match (Live bets). All matches are streamed online.
9. The following markets are available:
Win, Draw; Double Chance; Handicap;
Total (Over/Under);
Team Total (Over/Under); Total (Even/Odd).
15.79. Battlefield
1. Battlefield involves the streaming of a multiplayer game (a simulator).
2. Bets are accepted on a battle between two teams. A match continues until one team runs out of reinforcement tickets.
3. The duration of a single round is limited to three hours. Should neither team run out of reinforcement tickets in this time, the team with the highest score wins.
4. The maximum stake is determined by the bookmaker for each selection individually.
5. The bookmaker may change stake limits 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 on teams are only accepted LIVE. The game is streamed online.
8. The following markets are available:
Win;
Total (Over/Under) (the number of remaining tickets); Team Total (Over/Under);
Total (Even/Odd); Race To Points.