General rules

1. General Terms and Definitions

For the purposes of these Terms of Service, the user and, wherever the context requires “you”, “your” means the individual who accesses the Website, its content, and uses the gaming and other services (the “Services”) provided on or through the Website (the “Customer”, “you”, “your”).
These Terms of Service set out the rules for accepting bets, paying winnings, resolving disputes, and specific conditions for certain bets on particular sports. They also govern all other interactions between the Company and the Customer.
These Terms of Service apply to betting both on the Website and at the Company’s betting locations.

  • “Bet” is a risk-based agreement for potential winnings between the Customer and the Company under these Terms of Service, where execution depends on an event with an uncertain outcome. Bets are accepted according to the terms offered by the Company.
  • “Bonus” is a promotional reward provided by the Company to Customers. Bonuses may include additional funds, free spins, or other benefits and are subject to specific rules such as deposit requirements, wagering conditions, and expiration periods under these Terms of Service.
  • “Privacy Policy” is the policy regarding the collection, processing, use, and protection of personal data, as detailed in the section (Privacy & Management of Personal Data).
  • “Security Service” or “Security Team” is the internal Company unit responsible for monitoring and maintaining the integrity of financial transactions, including deposits and withdrawals.
  • “Support Service” is the official customer support channel of the Company, handling inquiries, complaints, account questions, refund requests, and other Customer requests. All communication with the Support Service uses the contact information (phone number, email) provided on the Website’s Contacts page.
  • “AML” (Anti-Money Laundering) is the set of laws, regulations, and procedures designed to detect and prevent money laundering and related financial crimes.
  • “CTF” (Counter-Terrorism Financing) is the process of identifying, stopping, and disrupting financial transactions meant to support terrorist activities.
  • “KYC” (Know Your Customer) is the process for verifying the Customer’s identity and monitoring their financial activity to ensure regulatory compliance.
  • “Outcome” is the result of the event(s) on which the bet was placed.
  • “Bet Cancellation” is a situation in which a bet is not settled and winnings are not paid. According to these Terms of Service, if a “bet cancellation” occurs, the agreement is considered void and the stake is refunded.
  • “Regular Time” is the length of the match according to the rules of the relevant sport, including any added time by the referee. Regular time does not include extra time, overtime, penalty shootouts, or similar periods.

2. General Terms

  1. To register on this Website, the Customer must accept the Terms of Service. If the Terms of Service are updated, existing users may stop using the products and services before the update becomes effective, which is at least two weeks after it is announced. In addition to the English version, translations may be available in other languages. In case of any differences between the English version and a translated version, the English version shall take precedence. Translations are provided for convenience only.
  2. By registering, you confirm that you act on your own behalf and not for any third party. You declare that you are the ultimate owner of the account and funds used, and not acting as a representative or proxy.
  3. The following individuals are prohibited from placing bets:
    • Individuals under 18 years of age at the time of placing a bet, or below the minimum legal age required by the laws of the Customer’s jurisdiction. In all cases, the minimum age cannot be less than 18 years;
    • Individuals who directly participate in the events being bet on (e.g. athletes, coaches, referees, club owners or management, or anyone who can influence the outcome), as well as anyone acting on their behalf or affiliated with them;
    • Individuals representing other bookmakers;
    • Individuals with gambling addiction issues;
    • Individuals prohibited from entering into contracts with a bookmaker under applicable law.
  4. Accessing and/or using the Website (including any products offered through it) may be illegal in certain countries (e.g. USA, United Kingdom, Cyprus, Netherlands, etc.). The Website is not intended for sports betting, gambling, or other purposes by residents of countries or jurisdictions where such activities are illegal.
  5. The list of explicitly forbidden territories is: Australia, Curacao, France, Netherlands, Spain, the USA or its dependencies, the United Kingdom, Aruba, Bonaire, Saba.
  6. The availability of the Website in a particular country or in its official language does not constitute authorization or legal grounds to use the Website, deposit funds, or withdraw winnings. Availability does not imply any proposal, encouragement, or invitation to participate in betting, gambling, or other services in jurisdictions where such activity is illegal.
  7. You are responsible for ensuring that your access and use of the Website complies with the laws of your jurisdiction. You warrant that gambling is legal where you reside. By opening an account and using the Website, you confirm your actions are lawful, and you accept responsibility for compliance with local laws and regulations. You also confirm that you have sought legal advice if necessary. If we learn that you reside in a country where using the Website is illegal, we may close your account and refund your remaining balance at the time of closure (after deducting any winnings credited after your latest deposit).
  8. The Company has the right to refuse bets from customers who do not comply with these Terms of Service. The Company may refuse any bet from any customer if it violates social conduct standards or public order.
  9. The Company reserves the right to refuse any bet from any individual without giving a reason. All bets are settled based on the data provided by the processing center.
  10. Winnings will be paid to the bettor within 30 calendar days from the official publication of the results of the latest event on the bet slip.
  11. A Customer’s bet is considered won if all outcomes specified in the bet are predicted correctly.
  12. Betting terms (odds, handicaps, totals, maximum stake limits, etc.) may change after a bet is placed, but this does not affect the terms at the time the bet was made. Customers should check for updates in pre-match markets before placing a bet.
  13. In the case of technical failures, unfinished streams, or similar issues, bets on Esports Live will only be refunded if the event does not take place or the bet is not settled by the bookmaker.
  14. If an employee makes a mistake while accepting a bet (e.g. obvious misprints in event lists, inconsistencies between offered odds and the bet, etc.), or if a bet is accepted in violation of these Terms of Service, or there is any other indication that the bet is incorrect, the Company may declare such bets void. Returns on these bets will be paid at odds of 1.
  15. In the case of clearly incorrect odds, the bet will be settled based on the final result using the effective odds for the relevant market.
  16. If there is suspicion of unsportsmanlike conduct in a match, the Company reserves the right to block bets on the event until a final decision is made by the relevant international organization, and to declare bets invalid if unsportsmanlike behavior is confirmed. Payments for such bets will be made at odds of “1”. The administration is not required to provide evidence or explanations to Customers.
  17. The Company is committed to fair play in sports and recognizes that manipulation of sporting events (and other events) is associated with criminal activities (such as organized match fixing, corruption, and other organized crime, including transnational activities). Therefore, the Company fully adheres to the objectives of the “Council of Europe Convention on the Manipulation of Sports Competitions” (CETS No.215) and relevant legal requirements.
    The Company may void bets if there is suspicion or confirmation of foul play (match fixing), bets placed using another Customer’s account, use of a Customer’s account by a third party, or any unusual betting activity (such as discrepancies in type, size, volume, or method of bets).
    “Foul play” refers to a participant intentionally losing a match, match fixing as defined by competition rules for financial, competitive, or other reasons, or any other violation of the relevant sport’s rules.
  18. If these Terms of Service are amended, Customers will be notified. Bets accepted after the amendment date will be subject to the new Terms, while bets placed earlier will remain under the previous Terms.
  19. No connection failure when receiving bet confirmation will result in the cancellation of the bet.
  20. Placing a bet constitutes proof that the Customer agrees to and accepts these Terms of Service.
  21. Bets will be settled and winnings determined solely based on results declared by the Company. Any disputes regarding results, dates, or starting times of events will be considered only alongside official documents from the relevant sports federations.
  22. No complaints regarding transliteration or translation of team names, player surnames, or sports venues will be considered. Tournament titles are provided for convenience only, and errors in tournament titles will not result in stake refunds.
  23. The Company shall not be liable to the Customer for any indirect, incidental, or consequential losses or damages (including loss of profit), even if it has been informed that such losses might occur.
  24. The Company reserves the right to update these Terms of Service and add new provisions at any time. New terms or amendments will take effect immediately upon publication on the Website.
  25. Customers are informed about the odds of winning and the potential risks and consequences of losing.
    Withdrawals and deposits can be managed through the “My Account” section.

3. General betting rules

The bookmaker accepts bets based on a list of betting markets with odds reflecting the estimated probability of each outcome.

  1. The minimum stake for any single selection is $0.30/€0.20.
  2. The minimum and maximum stakes are set by the bookmaker for each selection individually. Maximum stake limits vary by sport and event. For accumulator (system) bets with legs having different stake limits, the lowest maximum stake applies.
  3. The maximum payout per bet is €50,000 (or equivalent in another currency).
  4. The Company may limit the maximum stake or odds on specific markets, and may impose other restrictions on individual customers without prior notice or explanation.
  5. The bookmaker may declare correctly predicted multiple bets (bets on the same outcome or combination of outcomes but with different odds) void if the total stakes exceed the maximum limits. These bets will be settled at odds of 1.00.
  6. A bet is considered accepted after registration on the server and online confirmation. Registered bets cannot be changed or canceled.
  7. Bets are accepted only up to the available account balance. Once a bet is registered, the stake is debited. After settlement, the returns are credited to the customer’s account.
  8. Bets must be placed before the event starts. Dates, starting times, and commentary in the Sports section are indicative. Bets placed after the event has started are void, except for in-play (live) bets, which remain valid until the match ends.
  9. SPORTS and LIVE bets cannot be changed or deleted except in the specific cases described in paragraphs 10-14.
  10. If a single bet is canceled, the stake is refunded. In accumulators or system bets, canceled legs are removed from settlement.
  11. If bets are settled incorrectly (e.g., results entered by mistake), they will be recalculated. Bets placed between the erroneous settlement and recalculation remain valid. If the bettor’s account is negative after recalculation, no further bets can be placed until the account has sufficient funds.
  12. No sports event is considered rescheduled or canceled unless confirmed by official documents from the event organizer, official sports federation websites, sports club websites, or other recognized sources. Events in the Sports section will be adjusted accordingly.
  13. A bet will be canceled if the customer deliberately provides false information or requests to staff regarding betting, payouts, results, or other details. This rule also applies to minors (under 18) and their guardians.
  14. A bet will be canceled if placed on a known outcome (an event has finished but results have not been updated).
  15. The “Simultaneous finish” rule applies when an event has multiple winners. If there are two winners, the stake is divided equally. If three or more winners are declared, bets are settled at odds of 1. This rule does not apply to “To be higher” or “Match-up” markets.
  16. The mercy rule ends a game early if one team has a significant points or goal advantage. The required differential for applying the mercy rule is set by the competition organizer.
  17. SP (Starting Price) refers to the odds at the start of a race, calculated by averaging the odds offered by the organizers before the race begins. If a competitor withdraws or does not participate and a new SP market is not created, all bets on that competitor are void (settled at odds of 1.00).
  18. Bets on regional championships (football, futsal, hockey, etc.) are settled within 10 days of official results publication. Official websites are listed in “Main Sources of Information”. If a team fails to appear, all bets are refunded (odds of 1), and the non-participant forfeits the game.
  19. Live betting
    • Live bets are accepted on main markets (win, total, handicap) and additional markets (HT-FT, etc.). Customers can place single live bets or combine them into accumulator bets.
    • A live bet is considered accepted once it is registered on the server and online confirmation is received. Accepted bets cannot be altered. If circumstances outlined in “General Terms” occur, live bets may be settled at odds of 1.
    • The bookmaker is not responsible for any inaccuracies in the current scores of matches on which live bets are placed. Customers should consult independent sources for accurate information.
    • No live bets may be edited or deleted.
  20. Accepted abbreviations for events:
    1. CK – corner kicks
    2. ACE – aces
    3. SO – sendings-off
    4. PT – penalty time
    5. YC – yellow cards
    6. YRC – yellow and red cards
    7. MS – misses
    8. SOT – shots on target
    9. OFF – offsides
    10. F – fouls
    11. SOG – shots on goal
    12. EB – extra bets
    13. S – series
    14. FT – scored free throws
    15. 2P – scored 2-point field goals
    16. 3P – scored 3-point field goals
    17. R – rebounds
    18. AST – assists
    19. TOV – turnovers
    20. BLK – blocks
    21. DF – double faults
    22. PC – hitting the post or crossbar
    23. BS – blocked shots
    24. C – checking
    25. I – icing
    26. WF – winning face-off

3.1 Bet slip sale

The Company provides a “Bet slip sale” option. If a customer does not want to wait for their bet to be settled, they can sell the bet slip back to the company either fully or partially and receive the money in their account immediately. This service is accessible in “My Account – Bet History” or in the “My Bets” tab on the bet slip.

In the bet slip sale dialog window, the customer can select a full or partial sale. Here, the customer can specify the portion of their stake they want returned to their gaming account. The remaining stake will stay on the bet slip and will be considered when the bet is settled. Amounts are confirmed by clicking the “Sell” button.

The minimum and maximum amounts that can be returned to the customer’s account are determined individually, based on the specific bet. In some cases, the bet slip can only be sold in full. In other cases, depending on the bet, the customer may sell the bet slip in parts, possibly in multiple transactions within the stake amount.

The longer a customer keeps the bet slip sale dialog window open, the higher the chance that the offered sale amount will change. If the situation around the event changes, the price offered for the bet slip may also change.

Bet slip sale is available for single, accumulator, and system bets.

A bet slip sale is not possible if:

The Company is not responsible for cases when the service is unavailable due to technical issues. The Company reserves the right to suspend the service at any time for any betting event without providing a reason. A bet slip sale can be canceled if technical problems occur at any stage of the transaction. In such cases, bets are settled as usual based on the event outcome.

The Company does not guarantee that any bet placed on the website can be sold. A customer can only know if a bet can be sold after it has been accepted. The sale price offered by the Company is final. The customer may accept the sale terms or decline to sell the bet slip at the offered price.

An “Auto sell” feature is also available. The customer can set the amount they want to sell the bet slip for. The bet slip sale price will be continuously adjusted according to the odds, and the bet slip will be sold automatically once the desired amount is reached.

Before an automatic sale occurs, the customer can sell the bet slip manually, either fully or partially. In this case, the “Auto sell” function will be deactivated.

“Auto sell” terms fully follow the rules and restrictions of the “Bet slip sale”.

  • The bet has already been settled;
  • One or more outcomes on the bet slip have been blocked;
  • The bet slip contains outcomes that cannot be sold;
  • The bet slip has already been sold;
  • The price offered for the bet slip has changed. In this case, the customer must select new amounts in the bet slip sale dialog window;
  • A bet slip sale may also be blocked at the discretion of the Betting Company.

3.2 Bet slip editing

The bet slip editing feature is available to the customer for pre-match and live single or accumulator bets while the bet slip is eligible for sale.

This feature allows the customer to replace, add, or remove selections from an accumulator. Any number of selections may be replaced, added, or removed. However, the bet slip stake cannot be changed.

Replacing a selection:

  • If one or more selections are replaced in an accumulator, a fee equal to what would have been charged for a full bet slip sale will be applied;
  • A bet can only be changed to another bet within the same market. For example, if W1 was originally selected, it can only be changed to X or W2. All markets must be available for betting when making changes.

Deleting a bet:

  • Any number of selections can be removed;
  • If one or more selections are deleted from an accumulator, a fee equal to what would have been charged for a full bet slip sale will be applied.

Adding a bet:

  • Any number of selections can be added;
  • No fee is applied when adding selections to a bet slip;
  • When adding selections, the odds of the existing selections in the original bet slip remain unchanged.

If the type of bet slip is changed, a fee equal to what would have been charged for a full bet slip sale will be applied. In this case, the odds will change, except when changing from a single to an accumulator bet slip.

All changes on a bet slip must be confirmed by clicking the “Save changes” button.

Bet slip editing is not allowed if a bet has been partially sold or if the bet slip is part of bonus offers or promotions.

3.3 Powerbet

Bettors can use the “Powerbet” feature on a live or pre-match single bet. This feature is available while Bet Slip Sale is active.
The “Powerbet” feature lets you boost a bet you have already placed on a specific market. If the outcome is favorable, you could win more without increasing your original stake.
“Powerbet” applies to bets that have already been placed. For example, if you have bet on a Total Over market, you can use Powerbet to increase the value of Total Over. This gives you the chance to raise potential winnings from the selected bet slip before the initial bet is settled.

4. Types of bets

The bookmaker offers the following types of bets:

4.1 Single bet

A single bet is a wager on a specific outcome. The return on a single bet is calculated by multiplying the stake by the odds of the chosen selection.

4.2 Accumulator bet

  1. An accumulator bet consists of several selections on unrelated events. To calculate the return, the stake is multiplied by the odds of all selections in the accumulator. If at least one selection loses, the entire bet is lost.
  2. An accumulator cannot include related outcomes. If an accumulator (system) contains two or more related outcomes, the outcomes with the lowest odds will be removed from the accumulator (system).
  3. Related outcomes (related events) are those where one part of the bet affects another part of the bet.

4.3 System bet

A system bet is made up of several accumulators of the same size on a pre-determined number of outcomes.
The maximum number of accumulators in a system is 184756.
The maximum number of outcomes in a system is 20.
To calculate the payout, the returns of all accumulators in the system are added together.
Table of the number of accumulators in a system

34567891011121314151617181920
23610152128364555667891105120136153171190
3410203556841201652202863644555606808169691140
451535701262103304957151001136518202380306038764845
5621561262524627921287200230034368618885681162815504
672884210462924171630035005800812376185642713238760
78361203307921716343264351144019448318245038877520
894516549512873003643512870243104375875582125970
910552207152002500511440243104862092378167960
101166286100130038008194484375892378184756
11127836413654368123763182475582167960
121391455182061881856450388125970
1314105560238085682713277520
141512068030601162838760
1516136816387615504
16171539694845
17181711140
1819190
1920

4.4 Chain

A chain consists of multiple single bets on unrelated outcomes. The stake for each single bet is equal to the stake placed on the first selection and rolls over with each winning bet. The bettor sets the order of bets in the chain and places the first bet accordingly. For settlement, a “chain account” is used. As each single bet in the chain is settled, the balance of the chain account is updated. Initially, the balance equals the first stake.
As the chain continues, if the balance on the chain account is less than the predetermined stake, the remaining balance will be placed on the next selection.
The chain is settled according to the order of bets on the bet slip, not chronologically. Any balance remaining on the chain account after all bets are settled will be paid out. If the chain account balance drops to zero at any point, the chain ends and the bet is lost.

4.5 Advancebet

  1. Advancebets are offered to the customer based on potential returns from unsettled bets.
  2. The bookmaker reserves the right to offer or refuse Advancebets at its discretion without giving a reason.
  3. The available Advancebet amount is shown on your bet slip.
  4. Advancebets can be placed on live sports events or events starting within 48 hours.
  5. Only bets on events starting within 48 hours are considered when calculating the available Advancebet amount.
  6. All bets placed before Advancebets and settled within 48 hours after placing Advancebets will be used to repay Advancebets.
  7. An Advancebet may be offered even if you have unsettled Advancebets.
  8. If payouts from settled bets placed before Advancebets are insufficient to repay an Advancebet, the Advancebet will be void.
  9. Deposits made after using Advancebets cannot be used to repay such Advancebets.

Example

Your account balance is €260. You have placed the following bets:
€100 at odds of 1.5 – potential return €150.
€150 at odds of 2 – potential return €300.
Your available balance is now €10.
1xBet offers you an Advancebet of €100, allowing you to place bets with a total stake of €110.
You place a bet of €30 (€10 from your balance and €20 from Advancebet) at odds of 1.5. Potential return €45.
You place another bet of €50 (from Advancebet) at odds of 2. Potential return €100.

Possible outcomes:

1. Bets placed using Advancebets win. Expected payouts are €45 and €100. Bets placed with your own funds lose. Bets made with Advancebets are void. Your €10 used from your balance for Advancebets will be refunded.
2. Bets placed using Advancebets lose. Bets placed with your own funds win. Total payout is €150 + €300 = €450. €50 and €20 were used as Advancebets (plus €10 of your own funds). Advancebet amounts are deducted from the payout: €450 – €50 – €20 = €380. €380 is credited to your account.
3. Bets placed using Advancebets lose. Bets placed with your own funds also lose. Advancebets are nullified. Your €10 used as part of Advancebet stake is lost.

4.6 Promo code bet

  1. The bookmaker offers a “Promo code” bonus bet.
  2. A promo code is provided to individual customers at the bookmaker’s sole discretion.
  3. Promo codes may be sent via SMS or through “My Messages” in the customer’s online account.
  4. Each promo code has specific terms and conditions. These can be viewed in the Promo section under “Promo Code Check”.
  5. Bets placed using promo codes are non-refundable.
  6. Bets placed with promo codes do not count toward future promotions.
  7. Multiple accounts created by one person cannot participate in the promotion. The bonus is limited to one per person, account, address, email, card number, or IP address.
  8. The bookmaker may withhold free bets if the security department suspects misuse of promotions or detects unusual betting patterns.
  9. A free bet cannot be used partially.

How to place a bet using a promo code received by text:

  • Check your promo code by going to the Promo section and clicking “Promo Code Check”. Enter the code from the text. Click “View History” to see all available codes.
  • Go to the SPORTS or LIVE sections and select an outcome that matches the promo code terms (single or accumulator bet).
  • Click the selected outcome to add it to your bet slip.
  • Enter the promo code in the “Promo code” field on the bet slip. Do not enter a stake.
  • Click “Place a bet”.
  • If your bet wins, the winnings will be credited to your account.

4.7 Multibet

A Multibet is a combination of accumulators and single bets. It may include a Lobby bet or may not.

A Multibet with a Lobby is an accumulator that includes two bets: a Lobby bet and a system bet with multiple selections.

A Lobby is an outcome on which the Multibet depends. It can be a single bet or an accumulator.
To create a Multibet, the bet slip must have at least three selections (excluding any Lobby).
If the Lobby loses, the entire Multibet loses. If the system bet loses, the Multibet loses.
If the Lobby and one or more parts of the system bet win, the odds of the Lobby are multiplied by the odds of the winning system parts, using the stake of one leg in the system. If no Lobby is included, the Multibet is treated as a system bet. A Multibet without a Lobby that contains only single bets is treated as a system bet.

Example: settlement of a Multibet (Lobby, two single bets, one accumulator)

Lobby – odds 1.8
Block 1 – odds 1.39
Block 2 – odds 1.78
Block 3 – odds 2.44
Stake – €300

The stake for one leg in the system bet is 300/3 = €100
1st Option
The Lobby loses. The bet slip loses.
2nd Option
The system of 2 single bets and the accumulator loses. The bet slip loses.
3rd Option
The Lobby wins.
One leg of the system wins: Block 1 + Block 3. Stake per leg = €100. (1.39 × 2.44) × 1.8 = 6.1 × €100 = €610.
4th Option
The Lobby wins.
All legs in the system win. Stake per leg = €100. (1.39 × 2.44 + 1.39 × 1.78 + 1.78 × 2.44) × 1.8 = 18.36 × €100 = €1,836.

4.8 Conditional bet

A conditional bet is a combination of bets (single bets and accumulators) on unrelated outcomes. The bettor can decide the order of outcomes in the conditional bet. All outcomes are settled according to the order on the bet slip. The bettor may set the stake for each outcome. The stake on each subsequent outcome cannot exceed the return from previous outcomes. Alternatively, the bettor can specify only the initial stake. In this case, the stake on each subsequent outcome will equal the full (100%) return from the previous selection. If the first selection loses, the conditional bet is lost. Settlement ends if a selection loses and there are no funds left for subsequent stakes.

Example: a conditional bet with three blocks
Block 1 – odds 1.15, stake €100 (stake paid by the customer when the bet is accepted)
Block 2 – a double at odds 1.39 and 1.13. The stake is set as the maximum.
Block 3 – odds 1.13, stake €100

1st option
Block 1 loses. The entire bet is lost because no stake is available for the next blocks.
2nd option
Block 1 wins. Return = €115.
Block 2 (double), stake = maximum (€115). This wins, so the return is (1.39 × 1.13) × 115 = 1.57 × 115 = €180.63.
Stake for Block 3 is deducted from the return. Stake = €100. 180.63 – 100 = €80.63. €80.63 is credited to the conditional bet account.
Block 3 loses. Balance = €80.63. Return = €80.63.
3rd option
Block 1 wins. Return = €115.
Block 2 (double), stake = maximum (€115). Return = (1.39 × 1.13) × 115 = 1.57 × 115 = €180.63.
Stake for Block 3 is deducted: €100. 180.63 – 100 = €80.63 credited to the account.
Block 3 wins: 100 × 1.13 = €113. Return = 80.63 + 113 = €193.63.
4th option
Block 1 wins. Return = €115.
Block 2 (double) loses. Stake = maximum (€115) is lost.
Block 3 wins. Stake = €100. Since Block 2 lost, no stake is available.
The bet slip loses.

4.9 Anti-Accumulator

An anti-accumulator is the opposite of an accumulator in terms of settlement – it wins if the corresponding accumulator loses. The bet must have two or more selections on unrelated events and wins if at least one selection loses.
The combined odds of an anti-accumulator are calculated based on the inverse of the winning probability of an accumulator with the same selections.

Example: the bet slip includes 3 selections
Selection 1 – odds 1.25
Selection 2 – odds 1.65
Selection 3 – odds 1.85

For this accumulator, the combined odds are 3.81. The winning odds of the corresponding anti-accumulator, calculated by our system, are 1.17. Settlement can occur as follows:

1st option
If at least one selection does not win and the others do, the return is 100 × 1.17 = €117.
2nd option
If Selection 3 pays out at odds of 1.00, the final accumulator odds become 2.06. The anti-accumulator odds increase from 1.17 to 1.58. If Selection 1 or 2 does not win, the anti-accumulator wins and the return is 100 × 1.58 = €158.
3rd option
If Selection 2 and 3 pay out at odds of 1.00, the final accumulator odds are 1.25. Anti-accumulator odds rise from 1.17 to 3.16. If Selection 1 does not win, the anti-accumulator wins and payout = 100 × 3.16 = €316.
4th option
If all selections win (predicted correctly) and pay out normally, the anti-accumulator loses. If all selections pay out at odds of 1.00, the stake is refunded to the customer’s account.

4.10 Lucky

A Lucky bet is a combination of single bets and all related accumulators for a certain number of selections. The minimum number of selections is 2 and the maximum is 8.
At least one selection must win to get a payout.

Example: the bet slip includes 4 selections
Selection 1 – odds 2
Selection 2 – odds 3.5
Selection 3 – odds 4
Selection 4 – odds 1.5
Stake = €150

The Lucky bet includes:
4 single bets
6 permed doubles
4 permed trebles
1 fourfold accumulator

Total bets = 15. Stake per bet = €150 ÷ 15 = €10 per bet.

4 single bets of €10 each

SelectionsOddsReturn
Event 12.0020
Event 23.5035
Event 34.0040
Event 41.5015

6 permed doubles of €10 each

SelectionsOddsReturn
Event 1 + Event 22.00 x 3.5070
Event 1 + Event 32.00 x 4.0080
Event 1+ Event 42.00 x 1.5030
Event 2 + Event 33.50 x 4.00140
Event 2 + Event 43.50 x 1.5052.5
Event 3+ Event 44.00 x 1.5060

4 permed trebles of €10 each

SelectionsOddsReturn
Event 1 + Event 2 + Event 32.00 x 3.50 x 4.00280
Event 1 + Event 2 + Event 42.00 x 3.50 x 1.50105
Event 1 + Event 3 + Event 42.00 x 4.00 x 1.50120
Event 2+ Event 3 + Event 43.50 x 4.00 x 1.50210

1 fourfold accumulator of €10

SelectionsOddsReturn
Event 1 + Event 2 + Event 3 + Event 42.00 x 3.50 x 4.00 x 1.50420

If all single bets win, all other options on the bet slip are also considered won. Total returns = €1,677.50.

If only one selection wins, for example Selection 4, the return = 1.5 × €10 = €15. The remaining 14 options lose.

4.11 Patent

A Patent includes all possible accumulators from a set number of selections. The minimum number of selections is 3 and the maximum is 8. To win, at least one accumulator must be correct, meaning at least two selections need to win.

Example: the bet slip has 4 selections
Selection 1 – odds 2
Selection 2 – odds 3.5
Selection 3 – odds 4
Selection 4 – odds 1.5
Stake = €110.

The Patent will include:
6 permed doubles
4 permed trebles
1 fourfold accumulator

Total combinations = 11. Stake per combination = €110 ÷ 11 = €10 per combination.

6 permed doubles of €10 each

SelectionsOddsReturn
Event 1 + Event 22.00 x 3.5070
Event 1 + Event 32.00 x 4.0080
Event 1 + Event 42.00 x 1.5030
Event 2 + Event 33.50 x 4.00140
Event 2 + Event 43.50 x 1.5052.5
Event 3 + Event 44.00 x 1.5060

4 trebles of €10 each 

SelectionsOddsReturn
Event 1 + Event 2 + Event 32.00 x 3.50 x 4.00280
Event 1 + Event 2 + Event 42.00 x 3.50 x 1.50105
Event 1 + Event 3 + Event 42.00 x 4.00 x 1.50120
Event 2 + Event 3 + Event 43.50 x 4.00 x 1.50210

1 fourfold accumulator of €10

SelectionsOddsReturn
Event 1 + Event 2 + Event 3 + Event 42.00 x 3.50 x 4.00 x 1.50420

If all single bets are successful, then every option on this bet slip will be considered won. The total returns will amount to €1,567.50.
If only one of the four selections is correct, all options on this bet slip will be considered lost.

5. Match Results, Dates and Starting Times

Bet settlements may be adjusted if the bookmaker reports incorrect results.

  1. Bets are settled based on the actual starting time of the event, which is determined approximately according to the official documents of the organizing body. If such documents are unavailable, information may be taken from official sports federation websites, club websites, or other reliable sports sources.
  2. The bookmaker is not responsible for differences between the listed date and time and the actual date and time of the event. Dates and starting times shown in the “Sports” section are indicative. Bets are settled according to the actual starting time stated in the official documents of the organizer.
  3. The bookmaker is not responsible for incorrect championship names or match durations. Details in the “Sports” or “Live” sections are indicative. Customers should consult independent sources for accurate event information.
  4. Weather information in the SPORT and LIVE sections is indicative. Differences in weather conditions cannot be used as a reason to cancel placed bets.
  5. Complaints regarding results must be submitted within 10 calendar days after the event if official documents on the event’s results are issued by the organizer.
  6. Bets placed after the event has started will be settled at odds of 1 (except live bets). In accumulators, such legs will have odds of 1.
  7. If a Customer places a bet on an event with a known result, the bet will be canceled. The bookmaker will make a decision after a private investigation. Any activity related to the bet will be temporarily suspended.
  8. PRE-MATCH betting: If a match or competition is postponed for more than 48 hours, all bets on the event will be void (48 hours is approximate; the bookmaker may keep bets valid at its discretion to avoid disputes). An event is considered postponed if the official start time changes.
  9. LIVE betting: If a match or competition is interrupted but resumes within 5 hours of its start, all bets remain valid. If the interruption lasts more than 5 hours, bets are settled at odds of 1, except when the outcome has already been determined. This does not apply to events designed to last more than 5 hours (see “Sports Rules”).
  10. If a match is abandoned, outcomes determined before abandonment (e.g., first half markets, first goal and time) will be settled. All other bets will be settled at odds of 1.
  11. If a participant withdraws before the start of an event, all bets on them are void.
  12. If a participant drops out during the event (injury, withdrawal, etc.), all bets placed before the last round they participated in remain valid. All other bets are void. Tennis bets are settled according to tennis rules if a player withdraws.
  13. If a team member (football, hockey, basketball, etc.) does not participate, their winning odds are considered 1 unless otherwise stated.
  14. If a tennis player withdraws or is disqualified before a match, winning odds are 1 except bets on that player to win, which are lost. If a tennis match is interrupted or postponed to another day, bets remain valid until the tournament ends, the match is played, or a player withdraws. Tennis bets follow the official rules.
  15. If two specific opponents (teams or players) are expected but one or both change, all bets on the event are canceled.
  16. In team competitions, if one or more players are substituted, all bets on the match result remain valid.
  17. In doubles, if the pairs are named and at least one participant is substituted, winning odds are 1. If pairs are not named, all bets remain valid.
  18. In competitions where “home” and “away” are specified, if the event is held at a different venue, the following applies:
    • If it is a neutral venue, bets remain valid;
    • If it is the opponent’s venue, bets remain valid.
  19. When “home” and “away” do not apply (for example, in individual or dual sports), if an event takes place at a different venue than originally planned, all bets remain valid. NBA, NHL, AHL, CHL, OHL, WHL, and East Coast Hockey League teams may be listed in the original order (home – away) or reversed. If reversed, no stakes are refunded.
  20. In friendly matches, including club friendlies, if the event is held at a different venue, all bets remain valid.
  21. If there are no specific bet settlement rules for a particular sport or situation, the General Terms will apply.
  22. If a type of dispute occurs for the first time, the bookmaker has the final decision.
  23. If statistics from official and independent sources differ, the company may settle bets based on video recordings or other independent sources.
  24. If there are discrepancies in information from different sources (date, time, result, team name), the bookmaker may suspend payouts until the data is verified. If the result shown on an official website differs from a TV broadcast, the bookmaker may settle bets according to the TV broadcast.
  25. If there is an error in the odds display and the bookmaker confirms the error, all bets on those selections are considered won and payouts will be made at odds of 1.
  26. The Betting Company may publish these Terms in multiple languages, expressing the same principles in each version. This is intended to provide information and support to customers. The English version serves as the legal basis for the relationship between the customer and the Betting Company. If there is any discrepancy between the English text and other language versions, the English text prevails.
  27. If the initial result of a completed event is later revised for any reason and one party forfeits the game (abandonment is ignored), all bets will be settled based on the initial official result. The initial official result is the outcome declared immediately after the event based on official minutes and other official sources.

6. Rules on Sports

6.1 Australian Rules Football

  1. The bookmaker accepts bets:
    • on regular time of 80 minutes (four quarters of 20 minutes each or two halves of 40 minutes each)
    • on regular time including overtime (labeled “Including Overtime”).
      The bookmaker is not responsible for any inaccurate statements about match duration. Details shown in the “Sports” and “Live” sections are indicative only. Customers should verify rules with official sources.
  2. If a match is interrupted before the 80 minutes are completed, all bets will be settled at odds of 1, except for markets already conclusively determined at the time of interruption.
  3. If the match venue changes, bets already placed remain valid as long as the home team designation stays the same.
  4. To Score First Goal: If a player does not participate or is substituted after the first goal, all bets on that player are void. Bets on players substituted or sent off before the first goal are lost. If the first goal is scored by a player with no odds offered, all other bets are lost except the “Any Other Player” market. If the match is interrupted before the first goal, all bets are canceled.
  5. A goal (6 points) occurs when the ball is kicked between the narrower inner goal posts without touching another player; the scoring team is awarded 6 points.
  6. A behind (1 point) occurs when the ball passes between an inner goal post and outer behind post, hits the goal post, or crosses the goal or behind line.
  7. Bets on “HT-FT” markets apply to half-time and full-time results.

6.2 American Football

  1. Bets are accepted on regular time, including overtime, unless otherwise stated.
  2. If a match starts but is not completed, all bets are settled at odds of 1, except:
    • If the outcome of a bet is already clearly determined when the match is stopped.
    • If at least 55 minutes have been played when the match is stopped. In this case, the match is considered valid, and bets are settled based on the actual score.
  3. For “Higher At The End Of The Tournament” bets, if teams fail to advance from the group stage, priority is given by group placement, then by winning percentage or points.
  4. “Highest (Lowest) Scoring Quarter – Total”: If two or more quarters have the same highest/lowest score, bets are settled based on the actual total. No refunds are issued.
  5. “Highest Scoring Quarter”: If it is impossible to determine the highest scoring quarter (i.e., two or more quarters have the same points), bets on those quarters are settled at odds of 1. Bets on other quarters are lost.
  6. “Highest Scoring Half”: If both halves have the same score, bets are settled at odds of 1.
  7. If a match, including overtime, ends in a draw, W1 and W2 bets are settled at odds of 1. Totals and handicap bets are settled based on the actual match result.
  8. Bets on players’ touchdowns (anytime, first/last, total) include touchdowns scored by rushing, receiving, interception return, kickoff return, punt return, and fumble return.
  9. “Result Of Drive (X)”: If a drive is not completed due to the end of a half or the match, bets on this market are settled at odds of 1.
    • Touchdown: This bet wins if the team that started the drive scores a touchdown, including touchdowns resulting from the offensive line or special teams (e.g., kickoff return).
    • Field Goal: This bet wins for both successful and missed attempts (including blocked kicks, misses, or bounces off the crossbar), except when the defending team returns the ball for a touchdown. In that case, bets on “Turnover” win.
    • Turnover: This includes interceptions, fumbles, turnovers on downs, and all touchdowns scored by the defensive or special teams.
    • Punt: This bet wins if the ball possession passes to the opposing team after the punt, except:
      • If the offensive team scores a touchdown during the play, bets on “Touchdown” win.
      • If the defensive team scores a touchdown during the play, bets on “Turnover” win.
    • Any Other: This bet wins for any completed result not covered by the categories above.
  10. “First Down In Drive (X) – Yes/No”:
    • Yes: This bet wins if the team achieves at least one first down, including automatic first downs from penalties.
    • No: This bet wins if no first downs occur during the drive.
    • If a drive is not completed due to the end of a half or the match and the outcome cannot be determined, bets on this market are settled at odds of 1.

6.3 Badminton, Table Tennis, Beach Volleyball

  1. If the start of a match is delayed or postponed for any reason, all bets remain valid until the match or tournament concludes or until a participant withdraws.
  2. If a match is interrupted due to a withdrawal or disqualification in the first game/set, all bets are settled at odds of 1, except for markets already conclusively determined. Bets on the match winner will be settled at odds of 1 in this case.
  3. If a match is interrupted due to withdrawal or disqualification after the first game/set, bets on the match winner stand only if the first game/set was completed. Otherwise, bets on the winner are settled at odds of 1. A forfeit will be declared if a player withdraws.
  4. If a match starts but is not completed (e.g., a player refuses to continue or is disqualified) and more than two games/sets have been played, outcomes already determined (e.g., first game/set result, totals) will be counted for settlement. Other bets are settled at odds of 1, except for bets on the match winner. The player or team advancing to the next round or winning the tournament is regarded as the match winner.
  5. No bet is canceled due to a misprint in a participant’s initials (e.g., B. Smith instead of A. Smith). Bets remain valid.
  6. “Win The Match”: If a named participant is substituted before the start of the match, all bets are void.
  7. Handicaps and totals for these sports are expressed in points, except for “Handicap By Sets” and “Total Sets” markets.
  8. “Winner”: The player/team finishing first in the tournament is considered the winner. If the participant withdraws before the tournament begins, bets are settled at odds of 1.
  9. “To Qualify”: Customers predict which of the two listed players advances further in the tournament. If both are eliminated, the player who advanced further in the bracket is the winner. If both are eliminated in the same round, bets are settled at odds of 1. If a player withdraws before the tournament starts, bets are settled at odds of 1.

6.4 Basketball

  1. The bookmaker accepts bets:
    • on regular time (48 minutes with four quarters of 12 minutes each, 40 minutes with four quarters of 10 minutes each, or NCAA with two halves of 20 minutes each);
    • on regular time including overtime (labeled “Including Overtime”). Bets on statistics include OT unless stated otherwise. Other terms may be specified in the betting section.
  2. If a match starts but is not completed, all bets are settled at odds of 1, except for markets already determined at the time of interruption.
  3. For 40-minute matches, at least 35 minutes must be played for bets to stand. For 48-minute matches, at least 40 minutes must be played. Bets are settled based on results at the time of interruption.
  4. In matches labeled “Including Overtime,” bets on handicap and total markets in the fourth quarter and second half are settled excluding overtime.
  5. NBA teams may be listed in direct (home-away) or reversed order. No stakes are refunded if reversed.
  6. “Higher At The End Of The Tournament”: If teams fail to qualify from the group, bets are settled based on group placement. If teams finish equal, bets are settled based on scores.
  7. Customers should verify the rules of basketball friendlies (cup or club) from official sources. If a friendly ends in a draw (rules altered), bets on the winner are settled at odds of 1. Bets on totals and handicaps are settled based on the result.
  8. If overtime is played in cup ties due to aggregate scores of two-legged matches, OT is included in bets for the second match, “To Qualify,” “To Be Promoted/Relegated,” “Tournament Winner,” and similar bets.
  9. If a basketball match ends in a draw, the “Will There Be Overtime? – Yes” bet wins, and the “Will There Be Overtime? – No” bet loses.
  10. “Half-Time/Full-Time” bets: “W” indicates a win and “X” a draw. First half result is shown first, then full-time result. Example: W1W2 means Team 1 won first half, Team 2 won at full-time. “Half-Time/Full-Time” bets including OT require customers to predict first half winner and full-time winner including OT. Bets on a draw are not allowed.
  11. “Highest (Lowest) Scoring Quarter – Total”: If two or more quarters have the same highest/lowest total, bets are settled based on the total. Fourth quarter totals exclude overtime points.
  12. “Highest Scoring Quarter”: If the highest scoring quarter cannot be determined (e.g., two or more quarters end with the same points), bets on those quarters are settled at odds of 1. Bets on other quarters lose. Fourth quarter totals exclude overtime points.
  13. “Highest Scoring Half”: If both halves end with the same score, bets are settled at odds of 1. Points scored in overtime are not counted when settling the second half total.
  14. “Team… To Win Both Halves – Yes”: Points scored in overtime are not counted when settling the second half. “Team… To Win Both Halves – No”: This bet wins if the specified team draws or loses at least one half.
  15. “Each Team Will Score Over 72.5 – Yes”: This bet wins if each team scores 73 points or more during the match.
  16. “Each Team Will Score Over 72.5 – No”: This bet wins if at least one team does not reach 73 points.
  17. “Total For Each Quarter Over 32.5 – Yes”: This bet wins if each quarter totals 33 points or more.
  18. “First Foul” and “Total Fouls” bets are settled based on the final scoresheet and include only personal fouls by players. Technical fouls by a coach, official team representative, or bench player may be shown in play-by-play but are excluded from settlement unless listed in the official scoresheet.
  19. “First Rebound”: Predict which team will get the first rebound.
  20. “Turnovers” bets are settled based on individual player statistics, not team statistics.
  21. “Rebounds” bets are settled based on both individual player and team statistics. For NBA and WNBA, only personal rebounds are counted.
  22. “Race To … Points” bets in the “Sports” section may have:
    • Two outcomes (W1, W2): If neither team reaches the specified points, bets on a winner are void (e.g., score 19-19, “Race to 20 Points W1” bets are void).
    • Three outcomes (W1, W2, Neither): Bets are settled according to results.
  23. “Score By Quarters 2-0”: This bet wins if Team 1 wins two quarters and the other two are draws. “Score By Quarters 1-1”: This bet wins if each team wins one quarter and the remaining two are draws.
  24. “Handicap By Quarters”: Example: “2 Handicap By Quarters -2.5”, final score 81:102 (17:22, 26:25, 18:20, 20:35). Score by quarters is 1:3 (0:1, 1:0, 0:1, 0:1). The bet loses because applying the handicap to Team 2 gives a score by quarters of 1:0.5.
  25. “Total Drawn Quarters”, “Handicap By Quarters”, “Score By Quarters”, and “Win By Quarters” markets are settled based on regular time only.
  26. “1 Winning Margin In Points Interval From -1 to 9”: This bet wins if the difference in points scored by Team 1 and Team 2 is between -1 and 9. Example: score 85:90, Team 1 margin -5 → bet loses.
  27. “2-Point Field Goal Percentage”, “3-Point Field Goal Percentage”, and “Free Throw Percentage” bets are settled using official website statistics, rounded to the nearest whole number.
  28. “Total Play Time” bets are specified in minutes. If the total does not match exactly, bets are settled at odds of 1. Example: “Total Kyrie Irving Over 39.5”, if play time is 39 minutes 30 seconds, bet is settled at odds of 1.
  29. Netball: A women’s basketball variant with four 15-minute quarters. Bets are settled on regular time and regular time including overtime.
  30. Basketball – “Team To Be Higher At The End Of The Tournament”: Bets are settled based on official website statistics.
  31. “SuperTotal () Over/Under”: Predict whether teams will score more or fewer points than the quoted total. Example: “SuperTotal (166-167 Refund) 167.5 Over”: Bet wins if total points exceed 167.5. If total is 166 or 167, stakes are refunded.
  32. “SuperHandicap 1/2 ()”: Predict if a team wins considering the quoted handicap. Example: “SuperHandicap 2: (-4; -3 Refund) -4.5”: Bet wins if Team 2 wins by 5 points or more. If the result is a draw after applying -4 or -3, stakes are refunded.
  33. Bets on average player stats (points, rebounds, assists, blocks, etc.) during the regular NBA season are settled using official tournament website statistics.
  34. Double-double / Triple-double: Predict if a player will record double digits in two (double-double) or three (triple-double) categories (points, rebounds, assists, blocks). If the player achieves a triple-double, the double-double bet is considered a win.
  35. “Score in the interval”: Predict if the quarter score falls within a selected interval. Left side = Team 1 range, right side = Team 2 range. Example: “Score in the interval 3rd quarter. 22-33: 8-19 – Yes”: Bet wins if 3rd quarter ends 24-15.
  36. Alternative matches: In this type of event, the teams’ results in the specified matches are compared (regular time only). If a team forfeits any match, bets on the alternative matches are settled at odds of 1.00 (refunded).
  37. Basketball 4×4: Games consist of two periods of 10 minutes each. If the game ends in a tie, 5 minutes of overtime are played. Key differences in gameplay:
    • A mid-range shot counts as 2 points.
    • A long-range shot (from outside the three-point line) counts as 3 points.
    • A slam dunk scores 3 points.
    • Teams have 24 seconds to shoot during an offensive possession.
  38. Basketball 1×1: The game is played until a player reaches 11 points or 10 minutes have elapsed, whichever comes first. If the game ends in a tie, a 5-minute overtime is played. The final consists of the three best players, each aiming to reach 11 points. Main differences in gameplay:
    • A mid-range shot counts as 2 points.
    • A long-range shot (from outside the three-point line) counts as 3 points.
    • If a player makes a shot, they are awarded “make it, take it” possession.
    • A shot must be attempted within 7 seconds of taking possession.

6.5 Basketball 3×3

  1. Games consist of a single period lasting 10 minutes. A game ends either when time expires or when one team reaches 21 points. If the score is tied at the end of regulation, overtime is played until one team scores 2 points.
  2. Main differences in gameplay:
    • A mid-range shot counts as 1 point
    • A long-range shot (from beyond the three-point line) counts as 2 points
    • The shot clock lasts 12 seconds
  3. Standard basketball rules also apply to Basketball 3×3:
    • If a match starts but is not completed, all bets will be settled at odds of 1.00, except for markets that were already determined before the match stopped
    • Bets on statistics include overtime unless stated otherwise
    • A “Will There Be Overtime? – Yes” bet wins, while a “Will There Be Overtime? – No” bet loses
    • Bets on “2-Point Field Goal Percentage”, “3-Point Field Goal Percentage” and “Free Throw Percentage” are settled based on official statistics, with percentages rounded to the nearest whole number
    • Bets on players’ average stats are settled using statistics from the tournament’s official website
    • “First Foul” and “Total Fouls” bets consider only personal fouls committed by players on the court
    • Technical fouls by a coach, team official, or bench player are not counted

6.6 Baseball, Softball

  1. Bets on baseball matches include extra innings.
    If the starting pitchers are named when placing a bet, both must start and pitch at least once for bets to be valid. If a listed pitcher does not start, all bets on the match are void. If no starting pitchers are listed, bets remain valid regardless of who starts.
  2. Bets remain valid if the planned number of innings is reduced under tournament rules or if the match ends early due to an unassailable lead by one team
  3. The team batting at the bottom of an inning is considered the home team, regardless of the venue
  4. All bets are settled based on official results, including extra innings, except for bets on parts of the match
  5. Bets stand if at least five full innings, or 4.5 innings, have been played. If fewer than 4.5 innings are completed, bets already determined are settled, while other bets are settled at odds of 1
  6. Pre-match Markets. If a match does not start on time and the official website confirms a postponement, all bets are settled at odds of 1
  7. In-Play Markets. If a match is stopped and resumes within 72 hours, bets remain valid. If it is not completed within 72 hours, all bets are void except for markets already determined
  8. If the score is tied in NPB games or MLB/KBO preseason games, W1 and W2 bets are settled at odds of 1 (stakes refunded)
  9. “Players, Match-Ups”. Predict which player performs better. If players tie, bets are settled at odds of 1
  10. In MLB preseason, if teams are tied after 9 innings, a 10th inning is played. If still tied after the 10th, the game ends in a draw and W1/W2 bets are settled at odds of 1 (stakes refunded)
  11. Softball is a team sport similar to baseball, played with a larger ball on a smaller field. Official matches are seven innings. Extra innings are played if the score is tied

6.7 Biathlon

  1. “To Be Higher” – Predict which of the two named biathletes (or relay teams) will finish higher in the final ranking. If both competitors drop out or one fails to start, bets are settled at odds of 1. If a competitor does not finish the race, all bets on them are lost.
  2. “Misses” – Compare the total number of missed targets by the participants. Predict which named biathlete will miss the most. If misses equal the handicap value, winning odds are 1. If a competitor leaves the race before completing all shooting rounds, winning odds are 1.
  3. “Misses in Relays” – Total misses in a relay are calculated by adding penalty loops and extra cartridges used by all team members.
  4. “Top Athlete Of Which Country To Be Higher” – Predict which top biathlete from the two listed countries will finish higher in the race.
  5. “Winner of The Race” – The competitor leading the final ranking is considered the winner. If multiple competitors are declared winners, the “Simultaneous Finish” rule applies.
  6. “Leader After 1st (2nd etc) Round” – The leader is determined by final ranking for that round. If there are multiple leaders, the “Simultaneous Finish” rule applies.
  7. “Biathlon. Winner. Men. Pursuit. 12.5 km. Hochfilzen. Top 1-10 – ‘Will Daniel Mesotitsch Win – Yes'” – The bet wins if Daniel Mesotitsch finishes in the top 10.
  8. “Extra Cartridges. Sweden Total Under 7.5” – The bet wins if Swedish biathletes use 7 or fewer extra cartridges.
  9. “Sportsman’s Winning Margin Over Second Place 0-20 Sec. – Yes” – The bet wins if the winner beats the runner-up by 20 seconds or less.
  10. “Misses. More Standing Than Prone – Yes/No” – If the number of misses in the prone position equals those in the standing position (or if there are no misses), the “No” bet wins and the “Yes” bet loses.
  11. “Shooting Time” – Predict the shooting time in seconds.
  12. “Time At Shooting Range” – Predict how many seconds the biathlete will spend at the shooting range, including entering, exiting, and shooting.
  13. “IBU Cup markets” – Overall standings are based on results across the season.

6.8 Boxing, Martial Arts

  1. A bout starts with the sounding of the bell before the first round.
  2. If a bout is declared no contest or stopped before a winner is determined, all bets are void. Bets are settled on declared results if a winner is already determined.
  3. If the number of rounds changes, bets on the outcome remain valid, but bets on total rounds are settled at odds of 1.
  4. “Total Rounds” – Predict the number of rounds. Only completed rounds count for settlement.
  5. Points Decision Handicap (Including Win Inside The Distance) – The handicap is based on the final score from official sources. If the fight ends early, bets on the winner inside the distance win, while bets on their opponent lose, regardless of handicap.
  6. If a fighter does not enter the ring after the bell for a round, the bout is considered to have ended in the previous round.
  7. “1 (2) Will Win” – In the “Sports” section, these bets are labeled “1” and “2” and include:
    • Points Victory
    • Win By Knockout
    • Win By Technical Knockout
    • Win By Technical Decision
    • Win By Disqualification or Refusal
  8. “Draw” – Bets are labeled “X”. A bout ends in a draw if judges score the athletes equally at the end of the last round.
  9. “Points Victory” – The winner is decided by judges’ scores at the end of the last round.
  10. “Win Inside The Distance” – Includes victory by knockout, technical knockout, disqualification, or withdrawal during the bout.
  11. “Win (2way)” – If a match ends in a draw, W1 and W2 bets are settled at odds of 1.
  12. “W2 In Round 3 – Yes” – The bet wins if the second athlete wins inside the distance by knockout or technical decision in the third round.
  13. “Bout Will End In Round 10-12” – The bet wins if a fighter wins inside the distance between rounds 10 and 12.
  14. “Win By TD” – The fight is stopped due to injury or other reasons, with results assessed by judges for incomplete rounds.
  15. Total Knockdowns – Predict the total knockdowns in the fight. All knockdowns count, including those followed by knockout or technical knockout.

6.9 UFC

  1. A bout starts with the sounding of the bell before the first round.
  2. If a bout is declared no contest or stopped before a winner is determined, all bets are void. If a winner has already been declared, bets are settled according to the official result.
  3. If the number of rounds changes, bets on the outcome remain valid, but bets on total rounds are settled at odds of 1.
  4. “Total Rounds” – To win, the customer must predict the total number of rounds correctly. Only rounds where more than half the allocated time has elapsed are counted. For example, half of a 5-minute round is 2 minutes 30 seconds. So, 2.5 rounds means two full rounds plus 2 minutes 30 seconds of the third round. If a bout ends exactly halfway into a round, “Over/Under” bets on total rounds are settled at odds of 1.00.
  5. If a fighter does not enter the ring after the bell, the bout is considered to have ended in the previous round.
  6. If the first round ends within the first 2 minutes, a bet on total rounds under 0.5 is settled as a win.
  7. “1 (2) Will Win” – In the “Sports” section, bets are labeled “1” and “2” and include:
    • Points Victory
    • Win By Knockout
    • Win By Technical Knockout
    • Win By Technical Decision
    • Win By Disqualification or Refusal
  8. “Draw” – Bets are labeled “X”. A bout ends in a draw if judges score the fighters equally at the end of the last round.
  9. “Points Victory” – The winner is decided by judges’ scores at the end of the last round.
  10. “Win Inside The Distance” – Includes victory by knockout, technical knockout, submission (locks/chokehold), disqualification, or opponent withdrawal.
  11. “Win (2way)” – If a match ends in a draw, W1 and W2 bets are settled at odds of 1.
  12. “() Will Win in Round ()” – This bet wins if the selected athlete wins inside the distance by knockout or technical decision in the chosen round.
  13. Strikes – Significant strikes only. Bets on this market count only successful strikes. Missed strikes are not counted unless stated otherwise.
  14. Points Decision Handicap (Including Win Inside The Distance) – The handicap is based on the official final score. If the fight ends early, bets on the winner inside the distance win, while bets on the opponent lose, regardless of handicap.

6.10 Bicycle Racing

  1. The competition is considered to have started once the first qualifying round begins.
  2. For Match-Up bets comparing individual athletes or teams:
    • All specified participants must start the race for bets to remain valid.
    • If one or more participants do not start, bets are settled at odds of 1.00.
    • If one or both riders drop out, bets are settled according to final standings.
    • If both participants start a multi-day event but do not appear in the final standings, the rider who completed more stages is considered to have finished higher.

6.11 Water Polo

  1. All bets are settled based on the final result at the end of regular time (32 minutes, divided into four quarters of 8 minutes each).
    The bookmaker is not responsible for any incorrect declaration of game duration. Information in the “Sports” and “Live” sections is indicative only. Customers should verify water polo rules with official sources.
  2. Extra periods and penalty shootouts are counted only for “Qualify”, “Win”, and similar markets.
  3. If a match starts but is not completed, all bets are settled at odds of 1, except for markets already unconditionally determined at the time the match was interrupted.
  4. At least 30 minutes of play must elapse for bets to stand. In this case, bets are settled based on results at the time of interruption.

6.12 Volleyball

  1. If a match starts but is not completed, all bets are settled at odds of 1, except for markets already unconditionally determined at the time of interruption.
  2. If a set is not completed, outcomes already determined at the time of interruption count. All other bets are settled at odds of 1. If a set is completed but the match is not, bets on the set remain valid.
  3. Bets on the European Volleyball Championship and CEV Challenge Cup include the golden set if applicable (a golden set up to 15 points is played if teams are tied at any stage of the championships).
  4. Volleyball handicap and total markets are measured in points, except for Sets Handicap and Total Sets.
  5. “Score by Sets” – In the “Sports” section, relevant columns are titled 3:0, 3:1, etc.
  6. “Higher At The End Of The Tournament” – If teams do not qualify for the next stage, bets are settled based on group standings. If teams finish in the same place, bets are settled based on scores.
  7. “How Long The Match Will Last” – Predict whether the match duration will be more or less than the quoted time in minutes. Total duration is the sum of all set times according to official match records.
  8. “Race To 3 (5 etc.) Points” – Predict which team will first reach the specified points in a set. If a team refuses to continue before reaching the points, bets are settled at odds of 1.
  9. “Extra Points” – Predict if extra points will occur in a set. The bet “Extra Points In Set – Yes” wins if either team wins after a 24:24 tie.
  10. “Tie-Break – Yes/No” – Predict if there will be a fifth set. “Tie-Break – Yes” wins if a fifth set is played.
  11. “Highest Scoring Period Total (excluding fifth set)” – For example, “Under 47.5” loses if the score is (25:23, 26:24, 23:25, 23:25, 18:16).
  12. “Lowest Scoring Period Total (including fifth set)” – For example, “Under 40.5” wins if the score is (25:23, 26:24, 23:25, 23:25, 18:16).

6.13 Handball

  1. Bets are settled based on the result at the end of regular time (60 minutes, two periods of 30 minutes each).
  2. Overtimes and penalty shootouts are counted only for markets such as “To Qualify For The Next Round”, “To Qualify For Another League”, “Win”, and similar.
  3. In-Play Betting – If a match is not completed, all bets are settled at odds of 1, except for markets already unconditionally determined at the time of interruption.
  4. Bets on “Top Goalscorer” include overtimes but exclude penalty shootouts.
  5. In the China Championship, a match ends if the score difference reaches 15 points and at least 30 minutes have passed (Mercy rule).
  6. Yellow Card Bets – Predict the total number of yellow cards awarded to players.
  7. Seven-Meter Penalty Bets – Predict the number of awarded penalty shots (goals).
  8. “2-Minute Suspension” Bets – Only two-minute suspensions count. Suspensions given before a period starts or after a half ends but recorded in the official match record are counted. Available bets include “First 2-Minute Suspension”, “Last 2-Minute Suspension”, “Total 2-Minute Suspensions”, and “Total 2-Minute Suspensions (by team)”.
  9. “Alternative Matches” – Bets on live match-ups. If a match is forfeited, bets are settled at odds of 1 (stakes refunded).
  10. “Handball. Statistics” – Bets are settled including overtimes but excluding penalty shootouts.

6.14 Golf

  1. Major golf tournaments usually last three or four days, with a total of 72 holes.
  2. A player must tee off to be considered an active participant. If the golfer refuses to continue, all bets on them are lost.
  3. “To Win The Tournament” – The golfer finishing first is the winner. The result includes any play-off as per tournament rules.
  4. If two or more leading players are tied after 72 holes, sudden death is usually applied in the play-off. The play-off winner is considered the tournament winner for betting purposes. Other players are treated as runners-up.
  5. “Match-Ups” – The player with the higher final placing, including any play-off, is the winner. If one player misses the cut, the other is the winner. If both miss the cut, bets are settled based on the lowest score after the cut. If a player is disqualified before completing two rounds, the other player is the winner. If a player is disqualified in the third or fourth round after the opponent has missed the cut, the disqualified player is considered the winner. If no tie odds are offered, bets on tied players are settled at odds of 1.
  6. “Handicap Win” – A handicap is applied to a player’s final score. Players who miss the cut, withdraw, or are disqualified lose. If both players miss the cut, handicaps are applied to their scores at the cut. Bets are void if both withdraw, are disqualified, or fail to tee off. If not all rounds are played, handicap bets are settled at odds of 1 unless the outcome is already determined.
  7. “Group Betting” / “Top UK Players” – The player with the highest placing at the end of the tournament wins. Players who miss the cut lose. If all players miss the cut, settlement is based on the lowest score after the cut. Dead heat rules apply, except when a play-off determines the winner. Bets on non-starters are canceled.
  8. “Handicap Group Betting” – Players in a group are assigned handicaps. The group winner is determined based on final scores after applying handicaps. Players who miss the cut lose. If too few players make the cut for place markets, remaining places are assigned to missed-cut players based on final scores after applying handicaps.
  9. In some tournaments, officials may require extra holes. The player with the lowest score after the extra holes wins, and others are runners-up.
  10. “18 Hole Betting” – The player with the lowest score over 18 holes wins. If a 2 or 3-ball group is rearranged, bets stand on the displayed group at the time of betting. Bets on non-starters are void. In 2-ball betting, if scores are equal and no tie price exists, bets are settled at odds of 1. In 3-ball betting, if all scores are equal, bets are settled at odds of 1. If two players tie, dead heat rules apply. For groups larger than three players, dead heat rules also apply.
  11. “To Make/Miss the Cut” – Bets on players who withdraw or are disqualified before the cut lose. Bets on players who withdraw or are disqualified after the cut win. If a player does not participate, bets are settled at odds of 1.
  12. “To Be Higher” – Predict which of two players will perform better. The player with the lowest 18-hole score wins. In 2-ball betting, equal scores with no tie price are settled at odds of 1. In 3-ball betting, equal scores are settled at odds of 1.
  13. If a player withdraws after teeing off without completing 18 holes, they lose regardless of score. A game starts with the first shot towards a hole. If a player withdraws before teeing off, bets on other players in the group are settled at odds of 1.
  14. If a tournament is affected by adverse weather, bets are settled on current results, provided at least 36 holes have been played. This does not apply to multi-course tournaments.
  15. Bets on Ryder Cup and Presidents Cup – Points are awarded as follows: win – 1 point; draw – 0.5 points.

6.15 Darts

  1. “Match Betting” – If a match starts but is not completed, the player progressing to the next round is deemed the winner. Bets on sets, legs, handicaps, or special bets are void unless the outcome has already been determined.
  2. Handicaps and totals are measured in sets unless stated otherwise in the “Sports” section. The maximum score from three darts in a turn is 180.
  3. “Last Checkout Total 40 Or Less / (41 Or More)” – Checkout is the number of points a player needs to reach zero to finish the game. For example, if the player’s score is 170, they can finish the game by scoring 170 points in that turn.

6.16 Curling

  1. Bets on curling games are accepted including extra ends unless stated otherwise. A game consists of 10 ends. If the teams are tied after 10 ends, an extra end will be played. The winner of the extra end is considered the winner of the match.
  2. If no stone reaches the house, or if the closest stones from opposing teams are equally distant from the center, the score for that end is 0:0.
  3. If a match begins but is not completed, all bets will be settled at odds of 1 except for markets that were already determined before the interruption.
  4. All bets remain valid if at least five full ends have been played. In this case, bets will be settled based on the result at the time the match stopped.
  5. A team loses regardless of the score if it fails to play all its shots in time (teams alternate delivering eight stones per end).
  6. All bets are settled according to the official results, including extra ends (except bets placed on specific parts of the match).

6.17 Cricket

  1. Bets are settled according to the official result announced by the governing body of the match or tournament.
  2. If a match is interrupted and not completed, bets will be settled at odds of 1.
  3. Types of cricket tournaments include:
    • Twenty20 International – a match lasting about three and a half hours;
    • One Day International (ODI) – a match lasting over eight hours;
    • Test Match – a match lasting up to five days, with a minimum of 90 overs per day, where each team bats twice.
  4. If match results or statistics are unavailable, all bets will be settled at odds of 1.00, except where bets were already determined.
  5. If official match information is delayed:
    • Pre-match bets – settled 48 hours after the event ends.
    • Live bets – settled 12 hours after the event ends.
    • Bets will not be recalculated if official sources adjust their data.
  6. If the official result is a draw and no odds were offered for this outcome, any tiebreaker (e.g., bowl-out, super over) will count. Bowl-outs and super overs do not affect the settlement of other bets.
  7. In limited overs matches, bets on team or match statistics will be void if less than 80% of a team’s overs or total overs are completed due to external factors, including bad weather, unless the result was already determined by the end of the innings.
  8. “Team’s Top Batsman”:
    A team’s top batsman is the player with the highest run total. Runs in a super over do not count. If two or more players score the same runs, the “Dead Heat” rule applies.
    If a batsman withdraws due to injury but returns later, all runs scored by them in the inning are counted. If they do not return, only runs scored before leaving are counted.
    If a batsman is not in the starting XI, bets on them are void. Bets on batsmen who do not bat or enter play are considered lost.
    In limited overs matches, bets are void if less than 50% of a team’s overs are completed due to external factors, unless the result was already decided at the end of the innings.
  9. Team’s Best Bowler – A team’s best bowler is the player who takes the most wickets in a single innings. Bets on players who do not bowl or do not participate will be considered lost. If two or more players take the same number of wickets, the player with the fewest runs conceded will be considered the best bowler. If players are tied on both wickets and runs, the Dead Heat rule applies. If no wickets are taken, all bets are settled at odds of 1.00. Bets on players who are not in the starting 11 or appear only as substitutes are void. Wickets taken in a super over do not count. If a player starts in the 11 and is later substituted, both the original player and the substitute are counted. Bets on limited-overs matches are canceled if fewer than 80% of the team’s scheduled overs are played due to external factors, including bad weather, unless the result was already determined before the innings was interrupted.
  10. Bets on players not listed in the starting 11 are void. Bets on players in the starting line-up who do not bat are settled at odds of 1.
  11. Runs At Fall Of Wicket – Bets win if both the wicket and total runs are predicted correctly. If no wicket falls and the total runs are above the designated minimum, the bet is lost. If no wicket falls and the total exceeds the designated maximum, the bet is settled at odds of 1.00.
  12. Race to 10 Runs – Bets are valid unless the listed players do not bat first, in which case all bets are void. Bets are valid regardless of which listed player faces the first ball. If neither player reaches 10 runs, bets on “Neither” win. In weather-affected matches, if neither batsman reaches 10 runs and neither is dismissed, bets are void. If neither reaches 10 runs and both are dismissed, bets on “Neither” win.
  13. () Individual Total Runs First () Overs Over/Under () – Penalty runs awarded after the innings are completed do not count towards the total for bets. If the selected number of overs is not played due to external factors or bad weather, bets are void unless the result was already determined. If a team is bowled out or reaches the required runs before the selected overs are completed, bets remain valid. Extra runs are included when settling bets, regardless of how they were awarded. In test matches, the full number of specified overs must be played for bets to stand, unless a team is bowled out or reaches the required runs in fewer overs.
  14. Team’s Individual Total Runs – Penalty runs awarded after the innings are completed do not count towards the total. Bets are settled based on the team’s final score while batting. In case of a draw or if extra overs are played (super over or golden ball), bets are settled based on runs scored during regular time. Bets on limited-overs matches are canceled if fewer than 80% of scheduled overs are played due to external factors, unless the result was already determined. Bets on test matches are canceled in case of a draw if fewer than 60 overs were played, unless the result was already determined.
  15. Highest Individual Score (Player’s Runs); Player’s Total Runs; Player’s Number Of Runs – In test matches, bets are settled based on the highest number of runs scored in a single innings. Runs from multiple innings are not combined unless stated otherwise.
  16. Over, delivery, total runs team 1/2. For settling bets, deliveries that are re-bowled – along with any extra runs awarded for them – are counted. For example, if an over starts with: Wide – No Ball – Four, then “Four” is considered the third delivery of the over.
  17. Some markets may only be settled after all statistics are officially published, which can take 10-12 hours.
  18. Best Batsman In The Match:
    The best batsman is the player who scores the most runs. Runs scored in super overs are excluded. If two or more players score the same number of runs, Dead Heat rules apply.
    If a batsman leaves due to injury but returns, the total runs scored in the innings are counted. If the batsman does not return, only the runs scored before leaving are counted.
    If a batsman is not in the starting 11, bets on them are void. Bets on players who are in the team but do not bat are settled as losses.
    In limited-overs matches, bets are void if less than 50% of the scheduled overs are played by either team due to external factors like bad weather, except when bets are already settled.
  19. Best Batsman’s Team
    The team with the best batsman is determined by the total runs scored by individual players. Runs in super overs are excluded. If two batsmen from different teams score the same number of runs and no “Draw” option exists, Dead Heat rules apply.
    If a batsman leaves due to injury but returns, their total runs in the innings are counted. If they do not return, only runs scored before leaving are counted.
    If a batsman is not in the starting 11, bets on them are void. Bets on players who are in the team but do not bat are settled as losses.
    In limited-overs matches, bets are void if the match is interrupted by external factors, except when bets are already settled by the end of the innings or if all batsmen are out.
  20. Alternative Outcomes. These markets use a points-based system to determine results. Points are assigned as follows: 1 point per run, 20 points per wicket, 10 points per catch, 25 points per stumping.
    • Stakes are refunded for non-selected players. If a player was not in the starting lineup but later entered as a substitute, their result is based on the runs scored, regardless of when they joined the match.
    • In One Day matches, both teams must face at least 40 overs each; otherwise bets are void, unless bets have already been settled.
    • In Test and First Class matches, the entire match counts. In drawn games, at least 200 overs must be bowled; otherwise bets are void, unless already settled. In Twenty20 matches, the full 20 overs must be scheduled and an official result is required, unless bets are already settled.
  21. If a player is substituted and does not return to the match, their final result will be based on their performance up to the moment of substitution. Similarly, any player who enters as a substitute will have their result calculated based on the runs they score.
  22. Total Wickets Lost For X Runs. Bets are settled according to the number of wickets lost at the point when the specified number of runs is reached. Wickets lost after reaching the target are not counted.
    For example: Team 2, Total Wickets Lost For 50 Runs – Under 1.5. If the team scores 50 runs having lost 1 wicket in the 19th over, and then 50 runs with 2 wickets lost in the 20th over, the bet is settled as a win, because 50 runs were scored with only 1 wicket lost.
    If the number of wickets specified in the bet is lost before the team reaches the required runs, the bet is settled based on the current wickets.
    For example: Team 2, Total Wickets Lost For 50 Runs – Under 1.5. If the team has scored 40 runs but already lost 2 wickets, the bet is settled as a loss.
    In test matches, if a team declares, the match ends in a draw, or the target is reached, the current runs and wickets are final and used to settle bets.
  23. First Innings Lead / Handicap. This market involves betting on the run difference between the two teams in their first innings of a Test match.
    If a match ends in a draw and fewer than 200 overs are played by each team, bets are settled at odds of 1.00. This does not apply if the bet was already determined at the end of the first innings. If a declaration occurs in the first innings, bets are settled according to the scores at the time of declaration.
  24. First Ball. This is a bet on the outcome of the first delivery of a team or the match. If the first ball is a free hit, all outcomes of that delivery are void. Deliveries resulting in extras are included in bet settlement. If a delivery results in both extras and other outcomes, the extras take priority unless stated otherwise. For deliveries that result in extras or a wicket, any additional runs are not counted unless specified otherwise.

Chennai Daily Cricket is a regional league played under indoor cricket rules. Teams must complete all scheduled overs or continue until 5 wickets fall.

  1. Scoring rules:
    • If the bail is knocked off the wicket by a bowler’s direct hit, the batsman is out.
    • If the batsman does not hit the ball and the wicket-keeper fails to catch it, the batsman scores 0 points.
    • If the batsman hits the ball and it is caught by fielders or the wicket-keeper without touching the floor, the batsman is out.
    • If the batsman hits the ball and it touches the floor, and either the batsman or non-striker have not reached their crease, the batsman is out if the fielding team dislodges the bails.
    • When the batsman hits the ball into specific zones, points are awarded as follows:
      • A – 0 points
      • B,C (up to the middle of the field) – 1 point
      • B,C (past the middle of the field up to zone D) – 2 points
      • D (without touching the floor) – 6 points; if it touches the floor – 4 points
  2. If the ball first lands in zone B,C past the middle (2 points), then lands in zone D (additional 1 point), the team receives 3 points total. If the ball lands in zone B,C up to the middle (1 point), then moves to zone B,C past the middle, 2 points are awarded total.
  3. For a dead ball (thrown up to or including the center line), 0 points are awarded and the ball is bowled again. If the next ball is also dead, the batsman receives 5 points.
  4. For physical interference against the batsman, 5 points are awarded.
  5. For a good ball (thrown through the batting area without touching the batsman), 0 points are awarded.
  6. For a wide ball (bowled outside the batting area or crossing the batting crease), the batsman receives 2 points.
  7. For a leg bye (ball hits the batsman’s body), 0 points are awarded and play continues. If the batsman and non-striker swap places, 1 point is awarded.
  8. For a no ball (bowler steps behind the crease, throws the ball above the wicket without touching the ground, rebounds from the floor above shoulder level, or bowls off the pitch), the batsman receives 2 points.
  9. Team () to Save Follow On. Bets are on whether the follow-on could be enforced for the team batting second, regardless of whether it is actually enforced. Both teams must complete their first innings (including declarations) for bets to be valid; otherwise bets are settled at odds of 1.

Cricket 24: Cyber League, Cyber Indian League 24

  1. The rules of this game follow standard cricket: each team plays one innings of 20 overs.
  2. Bet settlement rules:
    • “Match Winner” bets are settled based on the final result, including any super over.
    • “Over, Team Total Runs” bets are settled using the total runs scored by the teams, including extras. If the over in question is not played, bets are refunded.
    • “Total”, “Individual Total”, “Total Runs In Over”, and “Individual Total Runs In First Overs” bets are settled based on the runs scored by teams, including extras but excluding super overs.
    • “Total Runs Per Delivery” bets are settled according to runs scored by a team, including extras if they are added to the total. If the over is not played, bets are refunded.
    • “Will A Wicket Fall In Over” bets are settled based on the result of the over in question. If the over is not played, bets are refunded.
    • “Highest Opening Partnership” bets are settled based on the total runs scored by each team’s opening partnership.
    • “First Ball To Be A Dot Ball With No Runs Scored” bets are settled based on the result of the first delivery of the match, including extras, regardless of which team is bowling.
    • “Total Runs Before Fall Of Wicket” and “Total Runs At Fall Of Wicket” bets are settled as follows:
      • Bet wins if both the wicket fall and total runs are predicted correctly
      • Bet is refunded at odds of 1.00 if total runs are correct but the wicket fall is incorrect
      • Bet loses in all other cases
    • “Super Over” bets are settled as a win if a super over is played; otherwise, they are settled as a loss.
    • “Result After First Overs” bets are settled based on runs scored by each team at the completion of the specified over.
    • “Total Runs In The Highest Scoring Over In Match” bets are settled based on the highest number of runs scored by a team in a single over, including extras.
    • “Who Will Lose More Wickets”, “Total Wickets”, and “Team Total Wickets Lost” bets are settled based on wickets lost, excluding any super over.
    • “Super Over Winner” bets are settled as a win if a super over is played and one team wins.
    • “Will An Extra Run Be Awarded In Over” bets refer to extra runs added for an illegal delivery by the bowler. After an extra is awarded, an additional delivery is bowled if the batting team still has runs to score.

6.18 Beach Handball

  1. All bets are settled based on the result at the end of regular time (20 minutes of play, consisting of two periods of 10 minutes each).
  2. Penalty shootouts are only counted for bets on “Win In The Match”, “To Qualify For The Next Round”, “Win In The Tournament” and similar markets.
  3. If a match is interrupted and postponed, all bets remain valid until the match is played, a participant withdraws, or the tournament in which the match takes place is completed.
  4. A match is considered completed for betting purposes if at least 18 minutes of play have elapsed. In this case, all bets are settled based on the result at the moment the match was stopped.
  5. If a period ends in a tie, the Golden Goal rule applies: the team scoring the first goal is declared the winner. If one team wins both periods, that team is declared the winner with a score of 2:0.
  6. If each team wins one period, the game is a draw and is decided by a “shoot-out”, where a field player faces the opposing goalkeeper.

6.19 Beach Football

  1. All bets are settled based on the result at the end of regular time (36 minutes of play, consisting of three periods of 12 minutes each).
    The bookmaker is not responsible for any incorrect declarations of match duration. Information shown in “Live” or “Sports” sections is indicative only. Customers should verify rules with official sources.
  2. Extra periods and penalty shootouts are only counted for bets on “Win”, “To Qualify For The Next Round”, “Win In The Tournament” and similar markets.
  3. If a match starts but is not completed, all bets are settled at odds of 1, except for markets already determined when the match was stopped.
  4. A match must last at least 30 minutes for bets to stand. In this case, all bets are settled based on the result at the time the match was stopped.

6.20 Rugby

  1. All bets are settled based on the match result at the end of regular time. For bets to stand, at least 90% of the match must be played, unless the bets were already settled before the match was interrupted.
    The bookmaker is not responsible for any incorrect declarations of match duration. Information shown in “Live” or “Sports” sections is indicative only. Customers should verify rules with official sources.
  2. Overtime and penalty shootouts only count for bets on “To Qualify For The Next Round” and “Win In The Tournament” markets.

6.21 Horse Racing

  1. If a race is postponed to another day, as confirmed by official sources, all bets will remain valid. However, single bets will be void and the respective leg excluded from an accumulator bet if:
    • The race is terminated;
    • The race is officially declared void;
    • The race conditions change after bets have been placed (subject to rules);
    • The track is changed;
  2. “Participant Will Be In Top 3” bets win if the horse finishes among the first three.
  3. “Win (Refund If Placed)” bets: for example, “Win (Refund If Placed 2)” wins if the horse finishes first, but if it finishes second, the stake is refunded at odds of 1.
  4. “Win Without Leader” bets: for example, “No. 1 Brice Canyon To Win Without No. 3 Clonusker” wins if No. 3 Clonusker finishes first and No. 1 Brice Canyon finishes second.
  5. Ante-post betting on horse racing: an updated list of runners is released 1-2 days before the race depending on its class. Ante-post markets close once race day odds are published. Horses withdrawn from the updated list are considered to have lost.
    If racing is rescheduled for the next day due to weather, ante-post markets remain open until the race starts. If the race is canceled completely, stakes on ante-post bets are refunded. Race day bets are settled first, followed by ante-post bets.
    Ante-post bets marked “Non Runner No Bet” (NRNB) on withdrawn horses are settled at odds of 1.00.
  6. SP (Starting Price) is the final starting odds of a horse, calculated as the average odds offered by racecourse bookmakers at the start. If a horse is withdrawn or declared a non-runner before the race starts and a new SP market is not formed, bets on the horse are settled at odds of 1.

6.22 Squash

  1. If a match starts but is not completed (for example, if a player retires or is disqualified), outcomes already unconditionally determined at the time of interruption (e.g., first game or first game total) count for settlement. All other bets are settled at odds of 1.
  2. If a match is interrupted due to withdrawal or disqualification of a player or team, the first game/set must have been completed for bets on the match winner to stand; otherwise, bets are settled at odds of 1. For player withdrawal or disqualification, a forfeit is declared.
  3. The organizing body may decide the number of games in a match (3-5), and the match continues until a player wins three games.
  4. Each game is played to 11 points. A player reaching 11 first wins, unless the score is 10:10. In that case, the game continues until a two-point lead is achieved. The player with a two-point margin is declared the winner.

6.23 Snooker

  1. Match Betting. If a match is interrupted, a player who has already qualified for the next round is considered the winner, provided at least one frame has been completed.
  2. Frame Betting, Handicap Betting, Specials. All frames needed to determine the match winner must be completed for bets to be settled. If the winner is determined before match completion for any reason, all bets on frames, handicaps, and special bets are settled at odds of 1, except for bets already unconditionally determined.
  3. If a player forfeits any frame, handicap and total bets for that frame are settled at odds of 1.
  4. “To Qualify”. The customer must predict which of the two listed players will advance further in the tournament bracket. If both players retire, the one who progressed furthest is deemed the winner. If both retire in the same round, bets are settled at odds of 1. If a player withdraws before the tournament starts, winning odds are 1.
  5. “Total Centuries”. The customer predicts whether a player will score 100 or more points in a single visit to the table.
  6. “First Potted Ball – Blue”. The bet wins if the blue ball is the first colored ball legally potted (colors: yellow, green, brown, blue, pink, black).

6.24 Tennis

  1. If a player withdraws or is disqualified before the match starts, stakes are refunded.
    If the start of a match is delayed or the match is postponed, all bets remain valid until the conclusion of the match or the tournament it is part of.
  2. Bets remain valid in the following situations:
    • Change in playing surface;
    • Change of venue;
    • Change from an indoor to an outdoor venue.
  3. Should a match be stopped due to a player withdrawing or being disqualified in the first set, all bets will be settled at odds of 1, except for bets on games that have already finished and bets on outcomes that were already definitively decided at the time the match was stopped.
    If a tennis match is interrupted due to a player withdrawing or being disqualified, bets on the match winner will remain valid if the first set has been completed. Otherwise, all such bets will be settled at odds of 1. Bets on other outcomes will be canceled (settled at odds of 1) except for outcomes that were already definitively determined at the moment the match was stopped.
    In the case of a player withdrawing or being disqualified, or if the match ends early for any reason by the player, the match is considered finished at the time of the last point scored. Any bets placed after this point are refundable. Bets on player statistics (aces, double faults, breaks, etc.) are settled based on the results at the time the match stopped.
    In case of withdrawal or disqualification, the player in question forfeits.
    Example 1. The match Rodriguez vs. Herbert is stopped with the score 1:0 (6:2, 0:3) due to Rodriguez withdrawing. The following bets will be settled at odds of 1: Handicap 1 (-2.5) Games, Handicap 2 (+2.5) Games, Total Games (21.5), Sets Score 2:0, 2:1 and 1:2. All bets on the first set will be settled. The bet “W2” on the match will win. The bets “W1” on the match and “Sets Score 0:2” will lose.
    Example 2. The match Benneteau vs. Klein is stopped with the score 1:1 (6:4, 0:6, 0:1) due to Benneteau withdrawing. The bet “Total Games Over 21.5” will win, while “Total Games Under 21.5” will lose because the minimum number of games needed to determine a winner is now 22: 1:2 (6:4, 0:6, 0:6). All bets on the first and second sets will be settled. The bet “W2” on the match will win, while bets “W1” on the match and “Sets Score 0:2 and 2:0” will lose. The following bets will be settled at odds of 1: Games Handicap, Sets Score 2:1, 1:2.
  4. If the match format changes (number of sets changes), bets on the following outcomes remain valid and will be settled based on the match result:
    • match winner;
    • first set winner;
    • first set games handicap;
    • first set total;
    • first server of the match;
    • to win the first game of the match.
      Bets on other outcomes will be settled at odds of 1.
  5. Handicaps and totals in a tennis match are calculated in games.
  6. If a game (within a set) is not completed for any reason (for example, if the match is interrupted, a player refuses to continue, or is disqualified), bets on that game will be settled at odds of 1.
  7. In the deciding set, handicaps and totals are settled based on the set score. For bets on match handicaps and totals, the deciding set counts as one game.
    Example: Grönefeld/Peschke vs. Niculescu/Zakopalová. Total Under 21.5. Score: 6:3, 3:6, 4:10 points. The third set is counted as one game. Total = 6+3+3+6+1=19. Bet wins.
  8. For matches labeled “champ. tie-break” or “super tie-break”, handicaps and totals include the super tie-break score.
    Example: Grönefeld/Peschke vs. Niculescu/Zakopalová (champ. tie-break). Total Under 21.5. Match score: 6:3, 3:6, 4:10 points.
    Total = 6+3+3+6+4+10=32. Bet loses.
    In some tournaments, a super tie-break is played instead of a final deciding set. The first player or pair to reach 10 points with at least a two-point margin wins the match.
  9. “Correct Score” (based on sets). Bets in the “Sports” section: 2:0, 2:1, etc.
  10. “To Qualify”. The customer predicts which of two named players will advance further in the tournament bracket. If both players retire, the one who advanced further wins. If both retire in the same round, winning odds = 1. If a player withdraws before the tournament starts, winning odds = 1.
  11. “Winner”. The player or team who finishes first in the tournament is considered the winner. If a player withdraws before the tournament starts, bets on that player will be settled at odds of 1.
  12. “Win In The Game”. The customer must predict who will win the specified game. Games within each set are numbered sequentially. For example, if the second set ends 6:1, bets on the “8th Game 2nd Set” will be settled at odds of 1 since the eighth game did not occur.
  13. A tie-break is treated as a single separate game.
  14. “Points”. A point results from a serve (each serve ends with one player winning a point, either via rally or double fault).
    Example: “Point 4 (8th Game) W2” means the second player wins the 4th point in the 8th game. If the 8th game goes as follows:
    • 1st point: 0-15 (player 2 wins);
    • 2nd point: 15-15 (player 1 wins);
    • 3rd point: 15-30 (player 2 wins);
    • 4th point: 15-40 (player 2 wins) – the bet wins.
  15. “Score In Set 1”. This bet requires predicting the correct score of the first set. If the first set is not completed, bets will be settled at odds of 1.
  16. “Match Tie-Break”. The customer predicts whether a tie-break will occur in the match. If the match is not completed but a tie-break has occurred, “Match Tie-Break – Yes” wins, and “Match Tie-Break – No” loses. If the match is not completed and no tie-break occurred, bets will be settled at odds of 1.
  17. “Player First To Challenge A Line Call”. The customer predicts which player will first use the right to challenge a line call. If neither player challenges, bets are settled at odds of 1.
  18. Bets will not be canceled due to errors in a player’s initials (e.g., D. Muller instead of G. Muller). Such bets will stand.
  19. “Tie-Break Score In Set”. The customer predicts the correct score of a tie-break. A tie-break is played when the set score reaches 6:6 and is played to at least 7 points, with a margin of 2 points (e.g., 7:5, 7:4).
  20. “W 1/2 With Any Other Score”. This bet predicts a player will win a tie-break after reaching 6:6 (or a super tie-break after 9:9).
    Example 1. Klein (Australia) vs. Klec (Slovakia). W1 With Any Other Score.
    • Tie-break ends 7:3 – the bet loses.
    • Tie-break ends 8:6 – the bet wins (Player 1 won after 6:6).
  21. “Match Tie-Break Score”. The customer predicts the exact score of the match tie-break.
  22. A super tie-break is played to 10 points (e.g., 10:8, 10:6).
  23. “Tie-Break Score. Any Other W1/W2”. Predict which player will win the tie-break with a score not listed in the offered options.
  24. Bets on “Tie-Break Score” are settled at odds of 1 if no tie-break occurs in the match or set, or if the match is not completed for any reason.
  25. “Set To Finish 6:0 (0:6) In The Match – Yes”. The bet wins if any set in the match ends 6:0 or 0:6.
  26. “Player To Lose 1st Set But Come Back To Win”. The bet wins if a player loses the first set but goes on to win the match.
  27. “Sets Scoring”. Example: “1st Set > 2nd” wins if the first set has more games than the second set.
  28. Statistics (aces, double faults, first serve percentage, etc.) are based on official tournament sources.
  29. Bets on statistics are settled as follows if the match is not completed. Outcomes already determined at the time of interruption are counted. All other bets are settled at odds of 1.
  30. A match point is a point that, if won, also wins the match for the player.
  31. “Break Number 1 – Player 1”. The bet wins if Player 1 is the first to win a game while receiving serve (a break of serve).
  32. “Total Points In First Game Over (5.5)”. This is a bet on the total number of points in the first game. For example, if the game ends with a score of 40:30, there have been 6 points, and the bet wins.
  33. In the “Highest Scoring Period” markets, only the first and second sets are counted. The bet “Highest Scoring Period – Draw” wins if, for example, the score is 6:3, 3:6, 6:4. The bets “Highest Scoring Period – 1” and “Highest Scoring Period – 2” lose if the number of games in the first set equals the number of games in the second set.
  34. “Highest (Lowest) Scoring Set – Total”. Bets on total markets are settled according to the rules of the specific tournament (for example, if players must win 2 sets or 3 sets).
  35. “Who Will Make More Breaks”. There are three possible outcomes: Player 1, Player 2, and Draw. If both players have the same number of breaks in the match, the “Draw” selection wins.
  36. “Player To Win Their Serve After Score 0:40 – Yes”. The bet wins if a player is losing their service game 0:40 but manages to win the game.
  37. “Tie-Break or extra games in the final set”. Bets are settled based on the last set: the 3rd set in a Best-of-3 match or the 5th set in a Best-of-5 match.
  38. “First Line Call Challenge To Be Successful – Yes/No”. If neither player exercises the right to challenge a line call, bets are settled at odds of 1.
  39. FAST4 tennis matches are played as best-of-three sets (two sets must be won) or best-of-five sets (three sets must be won). A set is won when a player reaches four games. If the score reaches 3:3, a tie-break is played. The tie-break is won when a player reaches 5 points, without requiring a two-point margin, so it can end 5:4. If the tie-break score is 4:4, the receiving player or team chooses which side (right or left) the ball will be served from. Players change ends after the first 4 points in a tie-break.

6.25 Floorball

  1. Floorball is a type of indoor floor hockey played on a hard surface using a plastic ball with holes.
  2. All bets are settled based on the result at the end of regular time (60 minutes, divided into three periods of 20 minutes each).
    The bookmaker is not responsible for any incorrect information about the match duration. Details shown in the “Sports” and “Live” sections are for reference only. Customers should verify rules with official sources.
  3. Extra time and penalty shootouts only count for markets such as “To Qualify (For The Next Round)”, “Winner Of The Tournament”, and similar bets.
  4. If a match starts but is not completed, all bets are settled at odds of 1, except for markets already unconditionally determined at the time the match was interrupted.
  5. A minimum of 50 minutes must be played for a match to be considered official. In this case, all bets are settled based on the score at the time the match was stopped.
  6. With authorization from the organizing bodies, a match may be shortened to at least two periods of 15 minutes each, with the intermission determined by the organizers. Customers should verify tournament rules with independent sources.

6.26 Football

  1. Bets on football matches (including cup matches) are based on regular time as defined in the rules (90 minutes, two halves of 45 minutes plus injury time), unless otherwise stated in the “Sports” section (“extra time”).
    Extra time and penalty shootouts only count for markets such as “To Qualify (For The Next Round)”, “League Promotion/Relegation”, “Winner Of The Tournament”, and similar bets.
  2. At least 80 minutes of play must occur for bets to stand, except for markets already unconditionally determined at the time the match was stopped.
  3. Format of friendly matches.
    The rules for friendlies are set before the tournament begins. Customers should check the rules with independent sources before placing bets.
  4. The number of corner kicks in the Russian Football Championship (Premier League) is calculated on the third day after the match. If the total is not available on the listed main sources, bets are settled at odds of 1.
  5. Bets on the “Higher At The End Of The Tournament” market can be placed on international competitions such as the World Cup, UEFA European Championship, UEFA Champions League, Europa League, Olympic Games, and others.
    The bettor predicts which of the two teams will finish higher at the end of the tournament.
    If both teams are eliminated in the group stage, bets are settled based on their positions within the groups:
    If both teams finish in the same place within their groups, bets are settled at odds of 1.00.
    If a team does not play a single match, bets are settled at odds of 1.00.
    If both teams are eliminated at the same stage of the playoffs, bets are settled at odds of 1.00.
  6. Bets on “Which Team Will Score More Goals” and “Which Team Will Score (Concede) The Most (Least) Goals” in tournaments like the World Cup, UEFA European Championship, UEFA Champions League, Europa League, Olympic Games, etc., include extra time but exclude post-match penalty shootouts.
  7. Bets on matches labeled “extra time” are settled without including penalty shootouts. Bets on penalty shootouts are accepted separately.
  8. “First Corner – Team”. Which team will take the first corner kick?
  9. “More Corners – Team”. Which team will take the most corner kicks in the match?
  10. “Total Corners Over/Under”. Predict whether the total number of corner kicks in the match will be over or under the specified number.
  11. Yellow card markets (“YC”). Only cautions to outfield players and goalkeepers count for total yellow cards and handicaps. A second yellow card that results in a dismissal does not count toward the total number of yellow cards.
  12. LIVE bets on yellow cards within a time interval exclude stoppage time. For example, a bet on a yellow card between 85:00 and 88:59 will lose if a yellow card is shown at 90+1 minutes.
  13. No yellow or red cards shown after the final whistle count for bets. Yellow cards shown during half-time for an offence in the first half count toward first-half bets. Yellow cards shown after the match for an offence in the second half count toward second-half bets.
  14. Bets on “Yellow/Red Card” (YRC or Cards) are settled as follows: a yellow card counts as one card; a red card counts as two yellow cards. A second yellow card for the same player is not counted separately and is regarded as one red card. This means a single player can have a maximum of 3 cards per match.
  15. The number of yellow and red cards, corner kicks, and hits on posts or crossbars are determined using video footage. If video footage is unavailable or interrupted, the numbers are taken from official sources. A substitution recorded in the 46th minute according to official sources is considered a half-time substitution. A retaken corner kick counts as only one corner for bet settlement purposes. Only corner kicks that have actually been taken count toward Total Corners bets.
  16. Posts and Crossbars. Only hits on the crossbar or post by the opposing team that keep the ball in play count for betting purposes (for example, excluding situations where the ball hits a player, referee, another post, or crossbar). Hits do not count if the match is interrupted before the ball strikes the post or crossbar, or if the ball goes out of play or results in a goal after hitting the post or crossbar.
  17. Shots On Target. Shots that hit the crossbar/post or are blocked are not counted for this bet.
  18. Shot Towards the Goal. For settlement purposes, all shots toward the goal, including blocked shots, are counted.
  19. Bets on statistics markets may be settled within one hour after the match ends.
  20. PRE-MATCH bets such as “Goal In Time Interval”, “First Goal Time”, and “Team To Score First/Last Goal Up To () Minute” are settled including stoppage time unless otherwise stated in the Sports section.
  21. Bets on QUICK EVENTS such as “Total In The Interval From () To () Minute”, “Handicap In The Interval…”, and “Outcome In The Interval…” require predicting the number of goals in the specified time interval.
    • For 40:00 to 44:59, the total number of goals excludes stoppage time;
    • For 40:00 to 49:59, the total number of goals includes stoppage time;
    • For 85:00 to 89:59, the total number of goals excludes stoppage time;
    • For 10:00 to 19:59, a goal scored in the 20th minute counts toward bets in this interval.
  22. First To Happen. Bets are settled as follows:
    For throw-ins, corners, and goal kicks – the actual time the event occurred is used.
    For fouls, cards, offsides, and goals – the time the event occurred is used.
    For the intervals 41st-45th minute and 86th-90th minute – a statistical comparison is made that excludes added time.
    For First/Last To Happen markets – bets are settled including added time.
  23. 1 Minute Markets. Bets are settled as follows:
    For throw-ins, corners, goal kicks, cards, and free kicks – the time awarded by the referee is used.
    For the intervals 41st-45th minute and 86th-90th minute – a statistical comparison is made that excludes added time.
  24. “To Score A Goal (David Villa)”. The bet wins if the named player (David Villa) plays in the match and scores a goal. Own goals do not count.
    • Pre-match bets. If the player does not enter the field, stakes will be refunded (bets settled at odds of 1). Bets on this market only apply to players in the starting 11 (if a player comes on as a substitute and bets were offered, those bets will be settled at odds of 1).
    • Live bets. If a player enters the field and a “To Score a Goal” bet is offered on that player, such bets are settled based on the player’s performance.
  25. “To Score First Goal (David Villa)”. The bet wins if the named player (David Villa) plays in the match and scores the first goal. Own goals do not count. If the player enters the field after the first goal is scored or does not play at all, the bet is settled at odds of 1. Bets on this market only apply to players in the starting 11 (if a player comes on as a substitute and bets were offered, those bets are settled at odds of 1).
  26. “() To Score A Goal At Any Time”. The bet wins if the player scores a goal during regular time.
  27. “Player Will Score Over/Under 0.5”. Bets only apply to players in the starting 11 (if a player comes on as a substitute and bets were offered, those bets are settled at odds of 1).
  28. “First/Last Match Goal – Time Interval”. Bets on the first goal being scored within a specified interval, for example from 1 to 30 minutes, lose if the match is interrupted with the score at 0:0 after that interval.
  29. “A Player To Score Two Goals” (also “Brace”)/”Hat-Trick”. The Customer predicts whether a player will score exactly two goals (a brace) or exactly three goals (a hat-trick) in one match. Own goals do not count. If a hat-trick is scored, the bet “A Player To Score Two Goals – Yes” loses.
  30. “Penalty Awarded – Yes/No”. The Customer predicts whether a penalty kick will be awarded in the match.
  31. “Penalty Awarded And Sending Off – Yes”. The bet wins if both a penalty kick and a dismissal occur in the match.
  32. “Half: 1×2”. Bets are on the first half.
    For example, “Team 2 To Win First Half – Yes”. The bet wins if Team 2 wins the first half.
  33. “Multi Corner”. The number of corner kicks in the first half is multiplied by the number in the second half. For example, if there are five corner kicks in the first half and seven in the second half, the result is 5×7=35.
  34. “Penalty Shoot-Out Win 2 – Yes”. A penalty shootout must occur and Team 2 must win for the bet to win. The bet loses if no shootout occurs or if Team 2 loses.
  35. “Highest Scoring Period”.
    “Highest Scoring Period – 1st Half” – a bet that the total goals in the first half exceed those in the second half;
    “Highest Scoring Period – 2nd Half” – a bet that total goals in the second half exceed those in the first half;
    “Highest Scoring Period – Draw” – a bet that total goals in both halves are equal.
  36. “Team 1/2 Player Has The Ball At The Final Whistle”. The Customer predicts which team’s player will be in possession of the ball at the final whistle.
  37. Bets on specific players “First To Happen”: (Costa D.) Will Not Score A Penalty; (Costa D.) Will Get Red/Yellow Card; (Costa D.) Will Be Substituted; (Costa D.) Will Score A Goal.
    A bet specifying which outcome occurs first will win. For example, if Costa D. receives a yellow card in the 15th minute, scores a goal in the 30th minute, and is substituted in the 40th minute, the bet “(Costa D.) Will Get Red/Yellow Card” wins, while bets on other outcomes lose. If Costa D. does not enter the field, all stakes are refunded (bets settled at odds of 1).
  38. Football. Specials. “Next Manager Retirement”. If more than one manager retires on the same day, the retirement first announced on the team’s official website is considered first. All bets made after the manager’s retirement are settled at odds of 1. The time and date of retirement are based on the team’s official website that ended the manager’s contract.
  39. Football. “Managers”. Caretaker managers (appointed temporarily) do not count for betting purposes. If a manager not on the list is appointed, all bets stand and are considered lost. If a club appoints a director, they do not count for bets on the permanent manager market.
  40. Football. “Players”. Bets on this market are settled without considering loaned players, unless stated in the “Sports” section (“including loans”). If a player does not leave a club in the specified transfer window, all bets stand and are deemed lost. If a player signs with a club for which no price is offered, all bets stand and are deemed lost. Preliminary contracts or similar agreements concluded after the market’s specified date do not count for bet settlement.
  41. Bets on penalty shootouts. If the fifth penalty kick is not taken in a shootout, the following markets are refunded:
    “Team 2 To Score Their 5th Penalty – No”;
    “Team 2 To Score Their 5th Penalty – Yes”.
  42. “Player To Score First Goal And Team To Win With The Score”.
    The Customer predicts which player will score the first goal and the match score at the end of regular time (including stoppage time). If the player does not participate or enters as a substitute after the first goal, bets are settled at odds of 1. If the first goal is an own goal, bets on the player who scored it are settled at odds of 1. If the match is interrupted after the first goal and is not completed within the timeframe in the rules, bets on the player who scored are settled at odds of 1.
    Bet 1 “Adam Lallana To Score First Goal And Team 1 To Win With The Score 1-0 – yes”
    Bet 2 “Dejan Lovren To Score First Goal And Team 1 To Win With The Score 1-0 – yes”
    Example 1.
    Adam Lallana scores the first goal and Team 1 wins 1-0:
    bet 1 wins;
    bet 2 loses.
    Example 2.
    Adam Lallana does not enter the field and Team 1 wins 1-0:
    stake of bet 1 is refunded;
    bet 2 loses.
  43. Alternative outcomes. “Total Points For Cards”. The Customer predicts the number of points a team or teams earn for cards during the match. Bets are accepted for regular time.
    • No card counts unless it is shown to a player on the field;
    • One yellow card is worth 10 points;
    • One red card is worth 25 points;
    • The maximum points awarded for a second yellow card resulting in a red card is 25. These points are given only if the red card is shown immediately after the yellow card.
  44. Alternative outcomes. “Points” (Team Performance). The Customer predicts the number of points a team earns during the match. Bets are accepted for regular time. Red cards count only if shown to a player on the field. A corner kick that must be retaken is not counted as a second corner and does not earn extra points.
    Points are awarded as follows:
    • 10 points for each goal;
    • 5 points for a win to nil;
    • 3 points for each corner;
    • -10 points for each red card.
  45. Alternative outcomes. “Points In The First Five Minutes”. Bets on the first five minutes are settled based on events from 0:00 to 4:59.
    • A corner kick that must be retaken counts as a single corner;
    • A penalty that must be retaken at the referee’s discretion counts as a single penalty;
    • A player can earn up to 10 points for committing two offences, even if a yellow card is followed by a red card. Cards only count if shown to a player on the field.
      Points are awarded as follows:
    • 10 points for each goal;
    • 3 points for each corner;
    • 10 points for each penalty awarded;
    • 5 points for each card.
  46. Alternative outcomes. “Total Points During The Match”. The Customer predicts the number of points earned by the teams during the match.
    • A corner kick that must be retaken counts as a single corner;
    • A penalty that must be retaken at the referee’s discretion counts as a single penalty;
    • A player can earn up to 13 points for committing two offences, even if a yellow card is followed by a red card. Cards only count if shown to a player on the field.
      Points are awarded as follows:
    • 10 points for each goal;
    • 3 points for each corner;
    • 10 points for each penalty awarded;
    • 3 points for each yellow card;
    • 10 points for each red card.
  47. Cards. Statistics. Bets are settled based on events during regular time. Cards count only if shown to a player on the field.
    First Card. Bets are settled according to events in the specified interval of the match. A red or yellow card must be shown in that interval. Infractions that occur in the interval but result in a card shown after the interval do not count.
    Total Cards. Bets are settled including stoppage time. Extra time does not count unless stated otherwise. Only one card counts for a second bookable offence. This means if a yellow card is immediately followed by a red card, only one card counts for betting purposes. A player may not receive more than two cards per match.
    Last Card. If no cards are shown in the match, the selection “No Cards” wins and all other bets lose. If two or more players are involved in a single incident, the market is settled based on the last card shown.
  48. Football with 8 players per team. A match consists of two halves of 30 minutes each (unless the referee and teams agree on a different format). Any adjustments (for example, reducing each half to 25 minutes due to poor lighting) must be agreed before the match and comply with tournament rules.
    • The half-time break must not exceed 10 minutes. The duration may be changed by mutual agreement between the teams and referee;
    • Only the referee determines the duration of added time;
    • Additional time must allow for a 10-meter shot awarded at the end of any half in regular or extra time;
    • Extra time. Rules may specify two equal extra time periods.
  49. Alternative matches. Alternative matches are created from teams participating in live-streamed matches. If a real-life match is forfeited, bets on alternative matches are settled at odds of “1” (refund), except when the outcome is already known at the time the match stops.
    For example: Alternative match: U.C. Sampdoria – Hellas Verona W1. Actual matches: U.C. Sampdoria – Internazionale 2:0, Udinese Calcio – Hellas Verona 0:2. The score of the alternative match U.C. Sampdoria – Hellas Verona is 2:2. The bet loses because the alternative match ended in a draw.
    Alternative double matches. All teams listed in this market play simultaneously. Bets are settled based on the combined scores of the specified teams.
    For example:
    Eintracht Braunschweig/Borussia Dortmund – FC Schalke 04/TSG 1899 Hoffenheim – Total Over 2.5
    Eintracht Braunschweig – FC Schalke 04 ended 0:0. Borussia Dortmund – TSG 1899 Hoffenheim ended 2:1. The combined score for Eintracht Braunschweig/Borussia Dortmund is 0+2=2. The combined score for FC Schalke 04/TSG 1899 Hoffenheim is 0+1=1. The combined score of the double matches is 2:1. The first pair beats the second by one goal. The total of the alternative double match is 3 goals, so the bet wins.
  50. FIFA. Next President. The acting FIFA president does not count for betting purposes.
  51. Football. Teams. Special bets. Players. Bets on a player’s statistics count only if the player appeared for the specified team in at least one match.
    For example: Football. Liverpool. Season 2015/16. Premier League. Players. Total yellow cards. Only yellow cards shown to a player while in the Liverpool lineup count for betting purposes. The player must participate in at least one match.
  52. Football. Statistics of the first leg and second leg. Outcomes are based on results of both legs. Bets are settled after the second leg ends.
  53. How The Goal Will Be Scored. The following rules apply:
    • Own Goal – the bet wins if the goal is scored as an own goal.
    • From A Direct Free Kick – the bet wins if the goal is scored directly from a free kick by the player taking it, or directly from a corner kick.
    • Penalty – the bet wins if the goal is scored from a penalty by the player taking it.
    • With A Header (Headed Goal) – the bet wins if the goal is scored with the player’s head. Own goals do not count.
    • By Kicking – the bet wins if the goal is scored by kicking. Goals from a direct free kick, penalty, or own goal do not count. Any goal scored by a body part other than the head is considered a goal by kicking.
    • No Goal – the bet wins if the first (or next) goal has not been scored.
  54. “Position Of Goalscorer”. Bets are settled based on the official position of the player. Positions are determined according to the “Position” information on http://transfermarkt.co.uk/. For national team matches, a player’s position is based on the starting list published on the official tournament website.
  55. Players, Match-Ups by Goals. Bets on this market are settled based on the result at the end of regular time. If the player is not in the starting 11, bets are settled at odds of “1”.
  56. Statistics of National Teams in the Group Stage. Bets are settled based on official matches played in the group stage.
  57. “Distance Covered By A Player” and “Distance Covered By A Team”. Distances are measured in kilometers and exclude extra time and penalty shootouts. Distances should be rounded to the nearest hundredth of a kilometer.
  58. Best Player of the Match. If a player is not in the starting line-up but plays during the match, all bets on that player stand. If the player does not play, bets are settled at odds of 1.00. If official tournament information is missing, bets are settled according to data published on https://whoscored.com.
  59. Statistics of National Teams in the Tournament. Bets are settled on official matches including extra time (excluding penalty shootouts and own goals) from the group stage and play-off stage. Player statistics bets in a match include extra time.
  60. Medical Team. A medical team is considered to have entered the pitch only if the referee permits it and medical attention is actually given to an on-field player (bandages, sudden cardiac arrest treatment, CPR, medical evacuation, etc.). The appearance and permission must be confirmed via video broadcast. If the referee calls two medical teams simultaneously for different teams, it counts as one appearance. Medical presence without attention, escorting a player off the pitch, or treatment outside the field are not counted.
  61. “Main Referee To Watch Video Footage – Yes/No” – the referee consults the VAR screen.
    “VAR To Be Used – Yes/No”. Use of video review is determined from the video stream if either occurs:
    • The referee makes the video review sign (rectangle);
    • The referee consults the VAR screen.
  62. Result. Higher At The End Of The Tournament (Players). Bets are settled based on official tournament website data (including extra time but excluding penalty shootouts and own goals).
  63. Player Statistics Bets. If a player fully withdraws from a season, series, or tournament, bets on that player are settled at odds of 1.00.
  64. “Higher At The End Of The Tournament” Markets. The bettor predicts which team of a specified pair finishes higher in the table at the end of the tournament:
    If both teams finish in the same position, bets are settled at odds of 1.00.
    If a team does not play any match, bets are settled at odds of 1.00.
    If both teams are eliminated at the same play-off stage, bets are settled at odds of 1.00.
  65. The “Player to score more goals” market (for a tournament or championship) will be settled including extra time, but excluding penalty shootouts.
  66. “To Be Sent To The Stands”. Customers must predict whether the referee will send the specified manager to the stands.
  67. “Player vs Team”. This market is settled based on official match results. If a player does not play or is not in the starting 11, stakes will be refunded. If a player is substituted or sent off during the match, all bets remain valid.
  68. The bet “Stats. Which group will have the most goals” is settled with odds of “1” if each group scores the same number of goals.
  69. “Set piece goal”. A set piece goal occurs if players from either team touch the ball no more than twice (including the initial kick) from the moment play resumes until the goal is scored. A touch by the defending goalkeeper does not count. Set piece positions include kick-off from midfield, throw-in from the touchline, direct free kick, indirect free kick, corner kick, goal kick, penalty kick, and dropped ball.
  70. “Goal From Outside The Penalty Area”. Only goals scored from open play are counted.
  71. Bets on left-footed goals, right-footed goals, and headed goals. Own goals are not counted.
  72. For “Free Kick” markets, both direct and indirect free kicks count, including those after an offside.
  73. Indoor soccer (showball) is a type of football played in a walled indoor arena with synthetic turf. Matches consist of two 20-minute halves or four 15-minute quarters, depending on the agreement. If a match is drawn in regular time, overtime may be played. All bets apply to regular time.
  74. Multi goal. Predict the number of goals scored in the match within the offered ranges. Example: Multi goal 2-4 wins if 2, 3, or 4 goals are scored.
  75. Next goal, handicap. Predict which team will score the next goal. If no next goal occurs, the bet is settled with odds of 1.
  76. Player head-to-heads. Stoppage time is included when settling bets on goals scored by selected players, excluding extra time. If at least one player does not enter the pitch, head-to-head bets involving that player are settled with odds of 1.00. Bets only apply to the starting lineup.
  77. Duel of Sending Off. Bets on a player’s sending off are settled including stoppage time, excluding extra time. Bets apply to specified players, not the entire team (unless stated). BC offers outcomes: player vs player, player vs team.
  78. Time periods with no goals (excluding added time). The duration is calculated as the difference between the first goal minute and match start, between subsequent goal minutes, and between the last goal minute and match end. If no goals are scored, the period is 90 minutes. For bets on time with no goals, one team’s lead time, or draw duration, only full minutes count. Example 1: First goal at 11:01, second at 15:59 → no-goal period = 3 minutes (13th, 14th, 15th). Example 2: Goal in added time counts as 90th minute → two no-goal periods: 89 minutes (0-90) and 0 minutes (90-90).
  79. Tackles. Settled based on stats from https://whoscored.com.
  80. “Dribbling” and “Aerial Duels”. Settled using whoscored.com data, counting only successful dribbles and won aerial duels.
  81. Duel of the Referees. Betting and odds are based on the number of points assigned for each decision made by the refereeing team.
    Points are assigned as follows:
    – 1 point for a yellow card.
    – A red card given after two yellow cards is not added separately (YC + YC = RC = 2 points).
    – 2 points for a direct red card.
    – 0.5 points for an offside called.
    – 3 points for a penalty awarded.
    If the main referee is replaced or a match starts but is not completed (unless the bet outcome was already determined at the time), bets may be refunded.
  82. “Including substitutes” bet is settled as a win if the specified player or any substitute who replaces them during the match (including the full chain of substitutions) meets the condition.
    For example:
    A bet is placed on “Gift Orban To Score Including Substitutes: Yes.”
    If Gift Orban is substituted for Alexander Prass, and Prass scores, the bet is settled as a win.
    • The bet applies to events during regular match time, including referee-added time, unless stated otherwise.
    • If the specified player does not start the match, the bet is settled with odds of 1.00.
    • Own goals do not count for the “Player To Score Including Substitutes” bet.

6.27 Futsal

  1. All bets are settled based on the result at the end of regular time (40 minutes of play, two periods of 20 minutes each).
    The bookmaker is not responsible for any incorrect declaration of match duration. Information in the “Sports” and “Live” sections is for reference only. Customers should verify rules using official sources.
  2. Extra time and penalty shootouts from the 6-meter mark count only for markets such as qualifying for the next round, tournament winner, and similar.
  3. If a match starts but is not completed, all bets are settled at odds of 1, except for markets already unconditionally determined when the match was stopped.
  4. At least 35 minutes must be played for the match to be considered official. In such cases, bets are settled based on the result at the time the match was stopped.

6.28 Field Hockey

  1. All bets are settled based on the result at the end of regular time (two periods of 35 minutes or four periods of 15 minutes).
    The bookmaker is not responsible for any incorrect declaration of match duration. Information in the “Sports” and “Live” sections is for reference only. Customers should verify rules using official sources.
  2. Extra time and penalty shootouts count only for markets such as qualifying for the next round, tournament winner, and similar.
  3. If a match starts but is not completed, all bets are settled at odds of 1, except for markets already unconditionally determined when the match was stopped.
  4. At least 60 minutes must be played for the match to be considered official. In such cases, bets are settled based on the result at the time the match was stopped.
  5. Indoor Field Hockey is a variant played indoors. Matches consist of 2 periods of 20 minutes each.

6.29 Bandy

  1. All bets are settled based on the result at the end of regular time (90 minutes of play, either two periods of 45 minutes or three periods of 30 minutes each).
    The bookmaker is not responsible for any incorrect declaration of match duration. Information in the “Sports” and “Live” sections is for reference only. Customers should verify rules using official sources.
  2. Extra time counts only for markets such as qualifying for the next round, qualifying for another league, tournament winner, and similar.
  3. If a match starts but is not completed, all bets are settled at odds of 1, except for markets already unconditionally determined when the match was stopped.
  4. At least 80 minutes must be played for the match to be considered official. In such cases, bets are settled based on the result at the time the match was stopped.
  5. Inline hockey is a team sport played on skates with a puck or ball. Matches last four periods of 12 minutes each.

6.30 Ice Hockey

  1. Bets on matches are accepted for regular time (60 minutes of play, 3 periods of 20 minutes each), unless labeled otherwise (“With OT” includes overtime, “Including Overtime And Penalty Shootouts” includes both overtime and penalties):
    – Regular time
    – Regular time (With OT)
    – Regular time (Including Overtime And Penalty Shootouts)
    Example 1: Buffalo Sabres vs Toronto Maple Leafs (Including Overtime And Penalty Shootouts). Bets are accepted on regular time including overtime and penalties. If the final score is 2:3 (1:0, 1:1, 0:1, 0:0, 0:1), all bets are settled on 2:3. Total goals = 5.
    Example 2: Buffalo Sabres vs Toronto Maple Leafs (With OT). Bets are accepted on regular time including overtime. If the final score is 2:2 (1:0, 1:1, 0:1, 0:0), total goals = 4. Bets on a win by Team 1 or Team 2 lose.
    Example 3: Buffalo Sabres vs Toronto Maple Leafs. Bets are accepted on regular time only. If the final score is 2:2 (1:0, 1:1, 0:1), total goals = 4. Bets on a win by Team 1 or Team 2 lose.
  2. If a match starts but is not completed, all bets are settled at odds of 1, except for markets already determined at the time the match was stopped.
  3. At least 55 minutes must be played for bets to stand. Bets are then settled based on the result at the time the match was stopped.
  4. NHL, AHL, CHL, OHL, WHL, and ECHL teams may be shown in direct (home – away) or reversed order. In reversed order, stakes are not refunded.
  5. “Total”. When penalty shootouts are included, goals scored by the winning team in the shootout count as one goal; goals by the losing team count as zero.
  6. “Goal From 1 To 7 Minute”. A goal scored at 7:00 is considered scored in the 8th minute.
  7. Bets on the following markets are settled based on official tournament records: “Higher At The End Of The Tournament”, “Winner Of The Championship”, “Winner Of The Group”, “Scored Points”, “Scored Goals”, “Conceded Goals”.
  8. The bet “Period () > Period () – Yes” loses if both periods have the same number of goals.
  9. Bets on “Top Goalscorer (Points)” are settled based on official “goals + assists” statistics. If a player does not participate in the tournament, bets on them are settled at odds of 1.00.
  10. “Team To Win And Total Under/Over”. Predict the winning team and whether total goals will be over or under the specified number. Bets on NHL, KHL, other championships, and international tournaments are accepted on regular time.
  11. “Race To 3 (5 etc.) Points”. Predict which participant scores the specified number of points first. If a participant stops playing before reaching the target, bets are settled at odds of 1.
  12. “Team 2 To Win In Overtime – No”. This bet wins if no overtime occurs or Team 2 loses in overtime. Penalty shootout results are treated the same way.
  13. “Overtime win”. The winner must be decided in overtime (OT).
    – Score (0:0; 1:1; 1:0) – bet loses.
    – Score (0:0; 1:1; 0:0; 0:1) – bet wins.
    – Score (0:0; 1:1; 0:0; 0:0; 1:0) – bet loses.
  14. Bets on “Total Penalty Time” markets are based on minutes a player spends in the penalty box. Only two-minute minor penalties count. Double minor penalties (2+2) count as two separate penalties. Penalty minutes before or after a period, if recorded in the official record, are included. Bets on “Total Minor Penalties” are based on the number of minor penalties.
  15. Bets on “Shots On Goal” markets are settled using the official record.
  16. Player’s Individual Total (Ice Hockey). Predict the total number of points a player scores, including goals and assists. Bets are only accepted for regular time. If a player does not take the ice, bets on them are settled at odds of 1.
  17. Bets on “To Score First And Win The Match” are accepted for regular time.
    Example: “Team 1 To Score First And Win The Match – No” loses if Team 1 scores first but does not win, or does not score first at all.
  18. “Total Interval From 6 To 8 – No”
    Example 1: Score 2:3 → total = 5 → bet wins.
    Example 2: Score 3:4 → total = 7 → bet loses.
  19. Total Goals Scored During Power Play. Predict the number of goals scored while a team is on a power play.
    Example: Team 1 scores 1 goal, Team 2 scores 0 while on power play → total goals = 1.
    “Total Goals Scored During Power Play UNDER 1.5” wins.
    “Total Goals Scored During Power Play OVER 1.5” loses.
  20. “Empty Net Goal Will Be Scored”. The bet wins if a goal is scored when the goaltender is off the ice (replaced by a skater).
  21. “Total Hat-tricks (3 Goals By One Player) Over 0.5”. Only goals count; assists are not considered for hat-tricks.
  22. “Highest Scoring Period”.
    – “Highest Scoring Period – 1”: Most goals scored in the first period.
    – “Highest Scoring Period – 2”: Most goals scored in the second period.
    – “Highest Scoring Period – 3”: Most goals scored in the third period.
    – “Highest Scoring Period – Draw”: Equal highest number of goals in at least two periods.
  23. Bets on KHL Nadezhda Cup matches are accepted for regular time only. Matches may end in a draw.
  24. Bets on “Match Winner” are settled according to the rules of the tournament.
  25. Alternative Matches. For this market, results of live-broadcast matches are compared. If any match is forfeited, bets are settled at odds of 1 (stakes refunded).
    Example: Alternative match Avangard – Sibir, Total Over 5.5. Real matches: Avangard – Salavat Yulayev 4:1, Metallurg – Sibir 1:2 → alternative match score 4:2 → total = 6 → bet wins.
    Alternative Double Matches. All specified teams play simultaneously; scores from real matches are used.
    Example: Torpedo/SKA – Dinamo/CSKA Total Under 7.5
    – Torpedo – CSKA 3:2 → 5
    – SKA – Dinamo 2:1 → 3
    – Combined Torpedo/SKA – Dinamo/CSKA = 5:3 → total = 8 → bet loses.
  26. Bets on “Top Goalscorer (Goals)”. Predict the player who will score the most goals. Settled using official league/tournament statistics. If a player does not participate, bets are settled at odds of 1.00.
  27. “Total Minor Penalties”. Predict the total number of minor penalties in the match.
  28. “Total Goals Scored By A Player”. Predict the total number of goals scored by a specific player in the opposing team’s net.
  29. “Top Statistic Plus-Minus (Including Overtime)”. Bets are settled as follows: when a team with fewer or equal players on the ice scores a goal (penalty shots excluded), all players of that team on the ice receive one “plus”. The opposing team with more or equal players on the ice receives one “minus” for conceding the goal. It does not matter whether the opposing goaltender is in the net or replaced by a skater. Statistics are taken from official sources.
  30. Duel of the Players (Points: goal + assist). In bets on “Next Goal”, both goals and assists count.
  31. “VAR To Be Used”. This market includes any use of VAR to review a disputed incident.
  32. First 2-Minute Penalty. The type of violation for the first penalty must be specified, e.g., tripping, roughing, too many players, etc. If two or more violations occur simultaneously, this market is settled at odds of 1.00. Remaining bets are settled according to standard market terms and conditions.

6.31 Bowls

  1. Bets can be placed on sets and matches. In a match, all sets must be played. If the winner is decided before the match is completed for any reason, bets on sets will be void unless the remaining play affects the result.
  2. If the winner is decided before all sets are finished, bets on the match winner will be settled according to the official result, provided at least one end has been completed.
  3. If any of the named players in a match are changed before the match starts, all bets will be void.
  4. If a match starts but is not completed, the player who advances to the next round will be considered the winner.

6.32 Chess

  1. Bets on a game result are settled according to the official outcome of that game. Bets on a match result are settled according to the results of all games in the match.
  2. If multiple players share first place at the end of a tournament, dead-heat rules will apply if no tie-break is held or no extra points are awarded.
  3. If a game is delayed or postponed for any reason, all bets will remain valid until the game or tournament concludes.
  4. Handicap (0) – if a game ends in a draw, all bets will be void.
  5. If the format of a match is changed, bets on that match will be settled at odds of 1.

6.33 Formula One, Motorbikes, Speedway

  1. If a race is not completed and no official result is declared, all bets will be void except for markets that have already been decided.
  2. Bets will be settled according to the FIA classification immediately after the last race of the season.
  3. Qualification bets – official times from the qualifying session, according to FIA, will be used to settle bets. For the “Fastest” market, times from the third qualifying segment will be used. If there is no third segment, bets will be settled according to the official FIA grid. Penalties are not counted for market purposes. Time penalties in qualification are considered when determining the winner. Drivers must start the first qualifying segment for bets to stand. Bets on fastest laps 1 and 2 will stand if drivers started that lap.
  4. To Be Classified – a driver must complete 90% of the laps completed by the winner (rounded down) to be classified. Drivers who retire after completing 90% of the winner’s laps are considered classified.
  5. “Winner of the Race” – the driver who finishes first in the final race classification will be the winner.
  6. “Number of race leaders” – any driver starting from first position (usually pole) is considered a leader. Any driver who completes the first lap in the lead is also considered a leader. Official FIA results at the podium ceremony will be used.
  7. “The Place of the Driver in the Final Rankings”.
  8. “Head-to-Head” – predict which of two named drivers performs better. The driver finishing higher in the final classification performs better. Both drivers must start for bets to stand. If both fail to finish, bets are settled by laps completed. If both retire after equal laps, bets are void. If a driver does not complete a qualifying lap, their place is based on final grid positions.
  9. “To Complete the Race – Yes/No” – predict if the named driver will finish. A driver is considered finished if classified behind the leader.
  10. “Fastest Lap” – predict which driver sets the fastest lap.
  11. A warm-up lap counts as part of the race.
  12. “Fastest Pit Stop” – predict which driver makes the fastest pit stop, including time spent in the pit lane for work. Pit stops due to penalties are ignored.
  13. SPEEDWAY – if an event is interrupted before completion, bets stand if the event resumes within 24 hours or the result is already decided. Otherwise, bets are void. For handicap markets after the eighth heat, the first eight heats must be completed, otherwise bets are void. If an event is postponed before it starts, bets are void unless it begins within 24 hours. All markets are settled based on the final heat result or official podium (individual competitions/Grand Prix). No later appeals, disqualifications, or point deductions are counted. Only official sources or tournament websites may be used to settle bets. If official sources are incorrect, independent sources will be used.
  14. SPEEDWAY
    1. If an event is postponed before its scheduled start time, all bets will be void, except if the event resumes within 24 hours.
    2. Bets remain valid if an event is interrupted and later completed within 24 hours, or if the outcome has already been determined.
    3. If a heat is not completed and no official result is published, all bets on that heat will be void, unless the result was already determined. Otherwise, all bets are canceled.
    4. A match is considered valid if at least 8 heats have been completed. In this case, bets will be settled based on the results at the time the race was interrupted, unless the event resumes within 24 hours.
    5. For handicap bets after a certain number of heats, all specified heats must be completed; otherwise, these bets will be void and the heats will not count.
    6. Bets on all markets will be settled according to the results after the final heat (per league schedule) or based on podium positions (individual competitions/Grand Prix). Any later appeals, disqualifications, or point deductions will not be considered. Only official sources or official competition websites may be used for settlement.
    7. Bets on points in individual heats are settled based on the points earned in that heat.
    8. For bets on the winner of an individual heat, all 4 drivers must start; otherwise, the bets are void.
    9. For bets on the winner of the next heat, the winning team is the one earning the most points. The heat must be fully completed; otherwise, all bets are void.
    10. Bets on a racer’s total points in a Grand Prix or Euro Championship are settled based only on points earned in the main round (20 heats); semi-finals and finals are not counted.

6.34 Race Boat

  1. 6 rowers participate in a race. Each race consists of 3 laps. The rowers’ boats and kits have the following colors:
    • Boat 1 – white
    • Boat 2 – black
    • Boat 3 – red
    • Boat 4 – blue
    • Boat 5 – yellow
    • Boat 6 – green
  2. “Winner of the Race” – the rower who finishes first according to the official final results will be considered the winner.
  3. If a race is not completed and no official result is declared, all bets will be void except for markets that have already been determined.
  4. The start line must be crossed within 0 to 1 seconds. If a boat starts before 0 seconds (early start – F) or after 1 second (late start – L), bets on that boat will be settled at odds of 1.00.
  5. SP (Starting Price) is the final starting odds for a boat. The SP is calculated based on the average odds offered by competition organizers at the time of the start. If a boat is withdrawn before the race or declared a non-runner (officially), and a new SP market has not been created, bets on that boat will be settled at odds of 1.

6.35 Keirin

  1. Keirin is a motor-paced track cycling race in which cyclists sprint for victory after a speed-controlled start.
  2. Races are supervised by four referees. At the end of the race, referees signal with a red or white flag to indicate a rule violation or that the rules were followed. If a rules violation is suspected, referees will review video footage and make a decision. If a competitor is found to have violated the rules, they are usually disqualified.
  3. Some betting markets may not be available if fewer than 9 cyclists participate.
  4. In exceptional circumstances, if a race is interrupted due to technical or external reasons beyond the racers’ control, all bets will be void and settled at odds of 1.00.

6.36 Auto Race (Japanese Speedway)

  1. Auto Race is a high-speed motorsport where competitors race on motorcycles.
  2. Races take place on a 500-meter tarmac track, usually with 8 competitors (7 in exceptional cases), running for 6 laps. Typically, 12 heats are held per day.
  3. The track has two straight sections of 87 meters. Maximum speed is 150 km/h.
  4. Normal heats last 6 laps (3,100 meters), while longer heats run 8 or 10 laps.
  5. The waving of the chequered flag after competitors pass the fourth turn of the final lap signals the end of the race.
  6. Competitors may be disqualified for leaving the track.
  7. Competitors may also be disqualified for uncontrolled maneuvers or actions that could endanger others.

6.37 Lacrosse

  1. Bets on lacrosse matches include overtime.
  2. If a goal is scored at 09:00, it counts as scored within minutes 1-9. If scored at 01:00, it counts as scored in the 1st minute.

6.38 Skate Cross

  1. The SX4 Race tournament is a race on a track with obstacles.
  2. Four athletes on roller skates start from the same line and compete to finish first.
  3. Athletes may navigate obstacles freely but cannot push or block opponents.
  4. After each race, athletes in 1st and 2nd place advance to the next level, while 3rd and 4th drop to a lower level.
  5. Each athlete receives a rating based on tournament results, which determines their starting position for the next race.

6.39 TV-Games

  1. Eurovision Song Contest
    • Match-Ups – predict which of the two named countries will finish higher in the Grand Final. If both countries have the same score, bets are settled at odds of 1.
    • Bets are settled based on information from eurovision.tv.
  2. TV-Games – Box Office: in some cases, bets are settled the following week when exact box office results are available.
    Game of Thrones – Number of Viewers of the Specified Episode: only viewers of the first airing are counted. Reruns, P2P sharing, and other viewing methods are excluded.
    Bets on episodes are settled 24 hours after release.
    Box office results for the USA and other countries are based on http://boxofficemojo.com.
  3. Bets on rap battles are based on approximate start times. Battles may start later. Bets on the winner are settled after the official battle video is available.
  4. Special bets – if the event outcome is not in the list of available bets, all bets will stand and be settled as lost.

6.40 Politics

  1. “Winner” – if a candidate withdraws before the end of voting or is disqualified, bets on that candidate are settled as losses.

6.41 Esports

  1. All total and handicap bets on rounds for Counter-Strike include all possible overtimes.
  2. If a player or team drops out of a match for any reason, they are considered defeated in all remaining rounds/maps. Live market bets are settled at odds of 1.00, unless the outcome was already determined when the match stopped.
  3. If a match is postponed for more than 24 hours, bets may be settled at odds of 1.00.
  4. Mistakes in player or team usernames, including smurf accounts, will not cancel bets. Substitutions of team members during a match do not affect bets.
  5. If an administrator stops a match and orders a rematch, the results of the discontinued match are ignored.
  6. “Map Ends In Daytime” markets are based on the in-game day/night cycle. The first day starts at 0:00 and alternates every 5 minutes. Day or night caused by other game mechanics is ignored for bets.
  7. In Dota 2 and League of Legends, the winner of a map or match is declared when the throne or nexus of a team falls.
  8. In Dota 2, if First Blood is caused by a tower or neutral creeps, it is not counted and does not affect the match result.
  9. Bets on kill streaks (“Triple Kill,” “Quadra Kill,” “Penta Kill,” “Ultra Kill,” “Rampage,” etc.) are settled based on whether the streak occurs, regardless of other events:
    • If the streak happens, “Yes” bets win and “No” bets lose.
    • If the streak does not happen, “Yes” bets lose and “No” bets win.
    • Bets on “Largest Multi-Kill” are based on the highest kill streak in the match. For example, in Dota 2, if there is a Rampage, bets on “Rampage – Yes” and “Ultra Kill – Yes” win, and Rampage counts as the largest multi-kill.
  10. Bets on the next frag that is a multiple of 10 (10th, 20th, 30th, etc.) in Dota 2 are based on the team achieving that next multiple. For example, if the score goes from 5-4 to 5-5, Team 2 wins the next 10th frag bet.
  11. Bets on map duration in minutes are settled based on the elapsed seconds in the final minute. For “Duration Over 27.5,” the map must end after 27:30 for the bet to win. If it ends at 27:15, the bet loses; if it ends exactly at 27:30, the bet is settled at odds of 1.00.

Counter-Strike: Global Offensive (CS:GO)

  1. Winner – bet on the match winner. A match is considered started after the first kill in the pistol round. A 1×2 bet is similar but includes draws where possible (e.g., BO2 matches or BO1 without overtime).
  2. 0 Handicap – bet on a team winning, excluding a draw. If the match ends in a draw, the bet is refunded (odds 1.00).
  3. Total Maps – Odd/Even – bet on whether the total number of maps played is odd or even.
  4. Total Maps – bet on the total number of maps played, including overtime.
  5. Correct Map Score – bet on the exact final score of a specific map.
  6. Total Rounds – bet on the total rounds played by both teams in a match.
  7. Individual Map Results:
    • Winner (including OT) – bet on the winner of a specific map, including extra rounds.
    • First Half Winner – bet on the first team to win 7 rounds on a map.
    • Total Rounds Odd/Even – bet on whether rounds played on a map are odd or even.
    • Total Rounds – bet on the total rounds on a map.
    • Total Rounds Ending With Bomb Detonation – bet on rounds ending with the bomb exploding.
    • Will There Be Overtime? Yes/No – bet on whether a map goes to overtime.
    • Teamkill Yes/No – bet on whether a selected team will kill one of their own players on a map.
    • Knife Kill Yes/No – bet on whether a selected team will kill an opponent with a knife on a map.
  8. Pistol round results (1 and 13 rounds in the overall standings on a map):
    • Pistol Round (X) Winner – bet on which team will win a specific pistol round on the given map.
    • Two Pistol Rounds Winner – bet on which team will win both pistol rounds on the specified map.
    • Bomb Planted in Round (X) – bet on whether the bomb will be planted in a specific round on the given map.
    • Total Pistol Rounds Won – bet on whether the selected team will win the specified number of pistol rounds in a match.
    • Total Pistol Round Kills – bet on the total number of kills by both teams in a specific pistol round on the given map.
  9. Individual team results:
    • Total Rounds – bet on the total number of rounds won by a specific team in a match.
    • Total Map Rounds – bet that a particular team will win the specified number of rounds on a specific map.
    • Total Rounds Won by Terrorists/Counter-Terrorists – bet that a team will win the specified number of rounds on a map while playing either attack (Terrorists) or defense (Counter-Terrorists).
    • Round (X) Winner – bet on the selected team winning a specific round on the given map.
    • Victory in a round is achieved by eliminating all opponents, detonating/defusing the bomb, or based on the outcome when time expires.
    • Map (X) – Race to X Rounds – bet on which team will be the first to win the specified number of rounds on a particular map.
    • Map (X) – Correct Score – bet on whether the map will end with the specified score.
  10. Overtime – a team wins a map by reaching at least 13 rounds. If the score is tied 12-12, tournament rules generally call for 6 additional rounds as overtime. The first team to win 4 of these 6 rounds wins the overtime. If the overtime is tied 3-3, another set of 6 overtime rounds is played.
    • Map (X) – Correct Score in Overtime (X) – bet on the final score of the specified overtime period on a map.
    • Map (X) – Odd/Even Rounds in Overtime (X) – bet on whether the number of overtime rounds played will be odd or even.
    • Map (X) – Total Rounds in Overtime (X) – bet on the total number of rounds played in a specific overtime period.
    • Map (X) – First-Half Winner in Overtime (X) – bet on which team will be the first to win 3 rounds in the specified overtime period.

6.42 Olympic Games

  1. Bets on the number of medals are settled based on the official medal count at the start of the closing ceremony.
  2. If an event is postponed, or its date or venue is changed, all bets remain valid until the competition is completed.
  3. Match-Up bets – both contenders (teams or players) must start for bets to be valid. If a contender withdraws during the event for any reason, the opposing contender is deemed the winner. If both contenders fail to complete the competition, all match-up bets are void.

6.43 Winter Sports

  1. Match-Up bets – both contenders (teams or players) must start for bets to stand. If a contender retires during the event for any reason, the opposing contender is deemed the winner. If one competitor fails to complete the competition, match-up bets are settled based on the competitor’s stage of withdrawal.

6.44 Gaelic Football, Hurling

Gaelic football is similar to football and rugby.

  1. All bets on a match are settled based on the result at the end of regular time (70 minutes: two halves of 35 minutes each, or 60 minutes: two halves of 30 minutes each). A match must be completed for bets to stand, except for markets that were already determined before the match was stopped.
  2. All bets are settled on the final score. The scoring system is as follows:
    A goal is worth 3 points (ball into the net under the crossbar).
    A point is worth 1 point (ball over the crossbar).
    Goals in Gaelic football resemble football goals, with posts extending above the net.

Example: Team 1 scored 0-12 (0 goals and 12 points), Team 2 scored 2-5 (2 goals and 5 points = 2×3+5 = 11 points). The combined score is 12-11, so Team 1 wins.

6.45 Weather

Weather at airports – bets are accepted on weather indices recorded at airports worldwide for official weather data transmission.
Bets may be placed on air temperature and atmospheric pressure indices.

Bets are settled based on METAR weather reports. A bet is valid if the weather change is recorded in the METAR code within 1.5 hours of the specified date, time, airport, and conditions. If results cannot be determined in that period, bets are settled at odds of 1.

Figures for bet calculations are obtained as follows:

  • Air temperature is recorded in degrees Celsius and used without conversion.
  • Atmospheric pressure is recorded in hectopascals; for betting, it is converted to millimetres of mercury and rounded to one decimal place.
  • Wind speed is recorded in knots or miles per hour; for betting, it is converted to kilometres per hour and rounded to one decimal place.
  • Rounding is mathematical; if the first dropped digit is 5, the last decimal is rounded up.

Bet calculations may be revised based on new incoming data. Customer observations or data from sources other than those specified in the Terms and Conditions are not considered.

6.46 Short Football

SHORT FOOTBALL 2×2

  1. Matches consist of two 5-minute halves. The timer is only stopped for a long pause in play (injury, dispute, ball issue, etc.).
  2. Short football is played on an 18m x 9m court (subject to change).
  3. The sport features 2 teams of 2 players. There is no limit on substitutions.
  4. No team has a goalkeeper. A free kick is awarded for handball. If a handball occurs in the penalty area, a penalty is awarded.
  5. Penalties are taken from the halfway line at an open goal. If the ball crosses the goal line, it counts as a goal.
  6. Corners and throw-ins are taken from the point where the halfway line meets the touchline. Defending players must remain in their own half.
  7. In case of unsportsmanlike conduct or a sending off, the team with fewer players loses.
  8. The referee’s decision is final for all disputes.
  9. If a match starts but is not completed for any reason, all bets are void (settled at odds of 1.00).

SHORT FOOTBALL 3×3

  1. Matches consist of two 5-minute halves. The timer is only stopped for long pauses (injury, dispute, ball issue, etc.).
  2. Played on an 18m x 9m court (subject to change).
  3. Two teams of 3 players compete. There is no limit on substitutions.
  4. No team has a goalkeeper. A free kick is awarded for handball. If a handball occurs in the penalty area, a penalty is awarded.
  5. Penalties are taken from the halfway line at an open goal. If the ball crosses the goal line, it counts as a goal.
  6. A penalty is awarded if a player stays in the penalty area for more than 2 seconds.
  7. In case of unsportsmanlike conduct or a sending off, the team with fewer players loses.
  8. The referee’s decision is final for all disputes.
  9. If a match starts but is not completed for any reason, all bets are void (settled at odds of 1.00).

DREAM LEAGUE, MEN

  1. Matches consist of two 15-minute halves. Two teams of 3 players compete.
  2. The tournament includes a group stage with a double round-robin, a third-place play-off, and a final. Scoring: Win – 3 points, Draw – 1 point, Loss – 0 points.
  3. Goals may be scored after a pass in the opponent’s half.
  4. No team has a goalkeeper, and handballs are prohibited.
  5. Own goals are not counted.
  6. A penalty is awarded after 3 fouls.
  7. Penalty kicks are taken one step away from the team’s own goal and aimed across the field to the empty goal of the opposing team.
  8. If the ball goes out, a throw-in is taken from the side of the field.
  9. Teams earn 1 point for a draw in the group stage. In the final, a draw is resolved with 3 penalty attempts.

SHORT FOOTBALL 4х4

  1. Matches are played in two 5-minute halves. The clock stops only for long interruptions in play (such as injuries, disputes, ball issues, etc).
  2. The size of the court is not strictly defined.
  3. No team has a goalkeeper. A free kick is awarded for handballs. A handball inside the penalty area results in a penalty kick.
  4. Penalties are taken at an open goal from the halfway line. A goal counts if the ball crosses the goal line.
  5. Players cannot stay in line with their own goal inside the penalty area. Violating this rule results in a penalty kick.
  6. During a free kick, the defending team cannot form a wall. Only one player can stand in goal to block the ball.
  7. Tournaments run daily using ‘Winner Stays On’ rules. In case of a draw, both teams leave the field and will not play the next match.
  8. If a player is sent off, the team plays with one player less for either 1 minute or until they concede a goal.
  9. The referee’s decision is final in all disputes.
  10. If a match starts but is not finished for any reason, all bets on it are void (settled at odds of 1.00).

SHORT FOOTBALL 5х5

  1. Matches are played in two 5-minute halves. The clock stops only for long interruptions in play (such as injuries, disputes, ball issues, etc).
  2. The size of the court is not strictly defined.
  3. Penalty kicks are taken from the 6-meter mark.
  4. If a player is sent off, the team plays with one player less for either 1 minute or until they concede a goal.
  5. Tournaments run daily using ‘Winner Stays On’ rules. In case of a draw, both teams leave the field and will not play the next match.
  6. The referee’s decision is final in all disputes.
  7. If a match starts but is not finished for any reason, all bets on it are void (settled at odds of 1.00).

BUMPERBALL CUP 4Х4

  1. Matches are played in two 15-minute halves. Players compete inside inflatable balls.
  2. Tournament format includes a 2-round group stage, 3rd place match, and final. Scoring: Win – 3 points; Draw – 1 point; Loss – 0 points.
  3. In the group stage, a tie gives each team 1 point. If the final ends in a draw, the winner is decided by penalties (5 attempts).
  4. Penalty kicks are taken from the edge of the penalty area.
  5. There is no goalkeeper.
  6. Playing inside the goal area is forbidden for both attackers and defenders.
  7. Players who break the rules are sent off for 1 minute, and their team continues with fewer players.
  8. Throw-ins are taken from the spot where the ball crossed the line.

6.47 Street football 3х3

  1. Bets on Street football 3х3 cover regular time only.
  2. Each match consists of 2 halves of 5 minutes each (straight time).
  3. Bets stand only if the match is played in full. Bets that are already determined before a match is interrupted are not affected by this rule.
  4. Matches are played with a size 4 mini football.
  5. Each team has 3 outfield players with no fixed positions. There is no goalkeeper, and players cannot use their hands.
  6. A free kick is awarded for intentional handballs anywhere on the court.
  7. A free kick is awarded for fouls. The defending team can form a wall 3 meters from the ball. The attacking team can either pass or shoot at goal from the free kick.
  8. Penalties are taken from the center of the court by any player after the referee’s whistle. A goal counts only if the ball goes into the goal without touching the ground and crosses the goal line.
  9. If the ball goes out of play, a kick-in is taken on the ground. Defenders must stand 1 meter away. Players cannot shoot directly from a kick-in. If a direct shot is taken, it does not count and a goal kick is awarded.
  10. Physical contact is not allowed except for touching the ball. Tackles, pushes, body checks, and playing while lying on the ground are prohibited.

6.48 Street Power Football 2×2. World Cup

Street Power Football is played via a streamed multiplayer football simulator.

  1. All bets are settled after the match ends.
  2. The minimum and maximum stake is set individually by the bookmaker for each selection.
  3. The bookmaker may change stake limits without notice.
  4. Matches have one period, lasting 5 minutes or until one team scores 5 goals.
  5. If staff make errors or software issues occur during bet acceptance (for example, misprints in odds, inconsistencies between displayed odds and bet slips, etc.), or any other issues arise, bets may be affected. Bets are accepted before and during matches (Live bets).
  6. All Street Power Football matches are streamed online.
  7. Available betting markets include:
    • Win
    • Double Chance
    • Handicap
    • Total Over/Under
    • Individual Total (Over/Under)
    • Total (Even/Odd)
    • Next Goal

6.49 Footballtennis

  1. Footballtennis is a team sport where 2 teams of 2 players compete. Unlimited substitutions are allowed.
  2. Matches are played with a football on a 9m×12.8m court divided by a tennis net. The match is best of 3 sets. A set ends when a team scores at least 11 points and has a 2-point lead.
  3. Each team must send the ball over the net to the opponent’s side within three touches (fewer are allowed, more are not). The same player cannot touch the ball twice in a row. Hands are not allowed. Up to 2 bounces are allowed before sending the ball to the opponent, and 1 bounce is allowed after the opponent’s serve.
  4. The ball is served by kicking it from behind the baseline. If the ball touches the net and lands on the opponent’s side, the serve is repeated. Opponents cannot block the serve by reaching over the net.
  5. If a match starts but is not finished, all bets will be settled at odds of 1.00, except for bets on outcomes already determined before the match stopped.
  6. Handicaps and totals are counted in points, except for “Sets Handicap” and “Total Sets” markets.
  7. Extra Points: In this market, the bettor predicts whether extra points will occur in a set. “Extra Points In Set – Yes” wins if either team wins the set after a 10:10 score.

6.50 Headis

  1. Headis combines table tennis and football. The game uses a rubber ball.
  2. Play continues until one player wins three sets.
  3. A set ends when a player scores 11 points. If tied, play continues until a 2-point lead is achieved.

6.51 SOAP FOOTBALL (WOMEN’S)

  1. Each team has 3 outfield players and a goalkeeper.
  2. Matches consist of 2 halves of 15 minutes (straight time).
  3. Football rules apply. A foul is given for every rule violation. If a team’s opponents commit 3 fouls, a penalty kick is awarded. A penalty is also given for each additional foul.
  4. To keep matches fast and entertaining, when the ball goes out of play, a new ball is thrown directly into the center of the field (throw-in).

6.52 SOAP FOOTBALL (MEN’S)

  1. Each team has 3 outfield players and a goalkeeper.
  2. Matches consist of 2 halves of 15 minutes (straight time).
  3. A goal counts if the pass is made in the opponent’s area after crossing the halfway line.
  4. Football rules apply. A foul is given for every rule violation. If a team’s opponents commit 3 fouls, a penalty kick is awarded. A penalty is also given for each additional foul.
  5. To keep matches fast and entertaining, when the ball goes out of play, a new ball is thrown directly into the center of the field (throw-in).

6.53 CROSS VOLLEY

  1. The game is played by two teams, each occupying an area diagonally opposite on the court.
  2. Play continues until one team wins three sets. If tied 2:2, a final set is played until one team reaches 15 points with at least a 2-point lead.
  3. Each set is played until a team scores 25 points. If tied 24:24, play continues until one team leads by 2 points.
  4. Main rules:
    • Players rotate clockwise or counterclockwise after every third point.
    • Each player is allowed one touch per point. Jumps and soft passes are not allowed.
    • Any volleyball technique can be used to put the ball into play, but the serve must come from the corner of the serving area.
    • The ball must be served to the opponent’s side only; if it lands in the serving area, it is a held ball.
    • Touching the net is a fault and gives a point to the opposing team.
  5. A held ball is called if a player breaks the rules by:
    • jumping
    • making a soft pass
    • touching the center post

6.54 RANDOM LEAGUE

  1. Each match is played between 2 teams.
  2. Each team has a dice of a different color.
  3. The presenter rolls both dice.
  4. After each roll, the team with the higher number scores 1 point. If the numbers are equal, the dice are rolled again.
  5. Bets are settled according to the sports rules stated on the bet slip.
  6. If staff make errors or software failures occur during bet acceptance (e.g., obvious misprints in odds, inconsistencies across platforms, etc.), the bookmaker may declare the bets void. If a software failure interrupts the game, all unsettled bets are refunded.

6.55 Esports Football (FIFA)

Esports Football is played via streamed multiplayer football simulators.
Bets are accepted on the UEFA Champions League and UEFA Europa League.

  1. All bets are settled after the event ends.
  2. The maximum stake is set individually by the bookmaker for each selection.
  3. The bookmaker may change stake limits without notice.
  4. Bets on football cover regular time only.
  5. If staff errors or software failures occur during bet acceptance (e.g., misprints in odds, inconsistencies between displayed odds and the bet slip, or other issues), the bookmaker may declare such bets void.
  6. Bets on the UEFA Champions League are accepted both pre-match and Live. All Esports Football matches are streamed online.
  7. Match results are determined by the final statistics table. Issues with game graphics do not cancel bets.
  8. The following markets are available (regular time):
    • Win
    • Double Chance
    • Handicap
    • Total (Over/Under)
    • Team Total (Over/Under)
    • Total (Even/Odd)
    • Correct Score
    • Next Goal

6.56 Kabaddi

Kabaddi is a sport combining elements of wrestling and tag.

  1. Matches consist of two 20-minute halves. In case of a draw, the game continues until one team scores the next point.
  2. Bets are accepted on regular time (40 minutes, excluding extra time). If a match is not completed, outcomes already clearly determined will stand. All other bets are settled at odds of 1.00.
  3. Outcomes including extra time (Golden Raid):
    • Winning in extra time (Golden Raid)
  4. Betting on one half: if a half is incomplete, outcomes already clearly determined will stand. All other bets are settled at odds of 1.00. Extra time is not included.
  5. If a competition venue is changed or moved to the opposing team’s ground, bets remain valid if the home team retains its home status.
  6. If a match is postponed or delayed by more than 48 hours, all bets are settled at odds of 1.00.

6.57 Muay Thai

  1. Information about fighters’ colors is provided for reference. All bets remain valid even if the color changes.
  2. Bets on handicaps will be refunded if the fight ends in a draw.
  3. Total Rounds. Only fully completed rounds will be counted. If a fight ends in the 5th round, the number of completed rounds is 4. If the fight goes to a decision, the number of completed rounds is 5.
  4. If one or both fighters are disqualified by the referee, all bets will be refunded.
  5. If the fight is postponed by more than 12 hours from the scheduled start time, all bets will be refunded.
  6. The fight begins after the bell rings at the start of the first round. If one or both fighters cannot start, all bets will be refunded.

6.58 UFC. UNSULLIED TOURNAMENT

  1. The fight starts when the bell sounds, signaling the beginning of the first round.
  2. A fight consists of 3 rounds, each lasting 3 minutes, unless a contestant wins before the rounds are completed.
  3. If a fight is declared a no-contest or stopped for any reason before a winner is determined, all bets are settled at odds of 1.00. If the result is already decided, bets are settled according to the official outcome.
  4. All bets remain valid if at least 2 full rounds are completed. Otherwise, only bets on a win by a specific contestant or a draw are valid. All other bets are settled at odds of 1.00, unless already determined before the fight was stopped.
  5. “1 (2) to Win” bets. In the Sports section, these bets are labeled “1” and “2” and include:
    • “Points Victory” – a win decided by judges after all rounds are completed
    • “Win by Knockout (KO)”
    • “Win by Technical Knockout (TKO)” – a contestant wins by scoring 25 points before the final round ends
    • “Win by Opponent’s Disqualification or Refusal”
  6. “Draw” bets. Bets on this outcome are marked as “X”. A fight ends in a draw when judges score both fighters equally at the end of the final round.
  7. Points are awarded for effective hits as judged by the referee:
    • 1 point for a straight punch or hook
    • 2 points for an uppercut
    • 5 points for a knockdown
  8. The maximum points a fighter can score in a fight is 25, regardless of points awarded for the final decisive hit.
  9. “W2 in Round 3 – Yes” bets win if fighter 2 scores more points than fighter 1 in round 3.
  10. “Race to Five (Seven, etc.) Points” bets. Customers must predict which fighter will first reach the specified points in a round. If a fighter stops fighting before reaching the points, bets are settled at odds of 1.00.

6.59 Counter-Strike And CS:GO Wingman

  1. Counter-Strike is a multiplayer game streamed online (a simulator).
  2. Bets are accepted on matches between two teams. Each match is played up to 11 wins (maximum 21 rounds).
  3. All bets are settled after the match ends.
  4. A single round lasts exactly two minutes. Any actions after this period will not count for betting purposes.
  5. Counter-Terrorists win a round if no bomb is planted on a bomb defusal map during the round.
  6. Terrorists win a round if no hostage is rescued on a hostage rescue map during the round.
  7. The maximum stake is set individually by the bookmaker for each selection.
  8. The bookmaker can change stake limits without prior notice.
  9. If staff make errors or software failures occur when accepting bets (e.g. obvious odds misprints, differences between odds displayed in the Sports/Live section and the bet slip, etc.) or if there are other signs of incorrectly accepted bets, the bookmaker can declare such bets void.
  10. “Bomb Planted – Yes/No”. It does not matter when the bomb is planted during the round, whether before or after all counter-terrorists are eliminated. Only the planting itself counts.
  11. W1 and W2 bets in a round are settled as follows if a bomb is planted:
    • If the bomb is defused during the round, W1 wins and W2 loses;
    • If the bomb explodes during the round, W1 loses and W2 wins.
  12. Bets on teams are only accepted LIVE. All matches are streamed online.

The following markets are available:

  • Win;
  • Handicap;
  • Total (Over/Under);
  • Team Total (Over/Under);
  • Bomb Planted;
  • Win in Round;
  • Total in Round;
  • Handicap in Round;
  • Total Headshots in Round;
  • Individual Total Frags in Round;
  • Total Frags in Round (Even/Odd);
  • Method of Win in Round;
  • Round Duration;
  • Bomb Defused;
  • First Frag* in Round – Team;
  • Suicide*** in Round;
  • Total Headshots** in Round;
  • Win to Nil in Round.

A frag* is a point scored for killing an opponent (if a team member dies for any reason except by bomb explosion or suicide).
A headshot** is a shot to the head.
A suicide*** is death caused by falling from a height or by a bomb explosion.

CS : GO Wingman

  1. CS: GO Wingman features live streaming of the multiplayer game Counter-Strike: Global Offensive, where two teams of two players compete against each other.
  2. In the first round, Team 1 always plays as the Counter-Terrorists and Team 2 as the Terrorists. After this round, teams switch sides and continue until one team reaches 5 wins (out of a maximum of 9 rounds).
  3. All bets are finalized after the event ends.
  4. Each round lasts 90 seconds plus extra time (from when a bomb is planted until it explodes or is defused). For betting purposes, any events after this period are not counted.
  5. If 90 seconds pass without a bomb being planted and both teams have players alive, the Counter-Terrorists win the round.
  6. Minimum and maximum stakes are set by the bookmaker for each selection individually.
  7. The bookmaker can change stake limits at any time without prior notice.
  8. If staff make errors, software malfunctions occur when accepting bets (e.g. obvious odd misprints, differences between displayed odds on the website and the bet slip, etc.) or there are other signs of incorrect bet acceptance, the bookmaker may void those bets.
  9. For “Bomb Planted” bets, the bomb is considered planted if at least one Counter-Terrorist is alive when it is planted.
  10. For “Bomb Exploded” bets, the bomb is considered exploded if at least one Counter-Terrorist is alive when it detonates.
  11. Only live bets can be placed on teams. All games are streamed online.
  12. If a player dies accidentally, it still counts as a death for betting purposes.
  13. Weapons are categorized as follows:
    • Pistols: P2000, P250, Deagle, Glock
    • Machine Guns: FAMAS, M4A4, AUG, Galil, AK-47, SG 556
    • Rifles: AWP, SCAR-20, G3SG1

The following markets are available:
for a full match:

  • Win (1/2)
  • Win (Terrorists/Counter-Terrorists)
  • Total (Over/Under)
  • Individual Total (Over/Under)
  • Total Bombs Defused (Over/Under)
  • Total Bombs Planted (Over/Under)
  • Total Bombs Exploded (Over/Under)
  • Total Headshots (Over/Under)
  • Total Pistol Frags (Over/Under)
  • Total Machine Gun Frags (Over/Under)
  • Total Rifle Frags (Over/Under)
  • Player’s Total Frags (Over/Under)
  • Player’s Total Deaths (Over/Under)

for a round:

  • Win (1/2)
  • Bomb Planted (Yes/No)
  • Bomb Defused (Yes/No)
  • Total Frags (Over/Under)
  • Individual Total Frags (Over/Under)
  • Total Frags Even/Uneven
  • Machine Gun Frag (Yes/No)
  • Rifle Frag (Yes/No)
  • Player To Score A Frag (Yes/No)
  • Player To Die (Yes/No)
  • Total Headshots (Over/Under)

6.60 Esports Ice Hockey

Esports Ice Hockey involves streaming a multiplayer ice hockey simulator.
Bets are accepted on the Stanley Cup.

  1. All bets are settled after the event ends.
  2. The maximum stake is set by the bookmaker for each selection individually.
  3. Stake limits may be adjusted by the bookmaker without prior notice.
  4. Bets are accepted for regular time only.
  5. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, discrepancies between odds shown in the Sports/Live sections and the bet slip, etc.), or if there are other signs of incorrect bet acceptance, the bookmaker may void those bets.
  6. Bets are accepted both before the match starts and during the match (live bets). All Esports Ice Hockey matches are streamed online.
  7. The following markets are available for regular time:
    • Win
    • Double Chance
    • Handicap
    • Total (Over/Under)
    • Win in the Match (Team Wins)
    • Will There Be Overtime? – Yes/No

NHL 23. Ones

  1. NHL 23. Ones is a video game stream where three participants compete in an ice hockey match.
  2. Both pre-match and live bets are accepted. All games are streamed online.
  3. Regular time lasts 10 minutes. Overtime occurs if the two participants with the highest goals are tied. Overtime ends when one of them takes the lead.
  4. The maximum stake is set by the bookmaker for each market individually.
  5. The bookmaker can adjust stake limits without prior notice.
  6. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, discrepancies between odds shown in the Sports/Live sections and the bet slip, etc.), or if there are other signs of incorrect bet acceptance, the bookmaker may void those bets.
  7. Available bet types:
    • Total Goals
    • Individual Total Goals
    • Match Winner

6.61 eSports UFC

Ultimate Fighting Championship (UFC) is a type of mixed martial arts. UFC involves streaming a multiplayer game.

  1. All bets are settled after the event ends.
  2. The maximum stake is set by the bookmaker for each selection individually.
  3. The bookmaker may change stake limits without prior notice.
  4. Bets are accepted for regular time only.
  5. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, discrepancies between odds shown in the Sports/Live sections and on the bet slip, etc.), or if there are other signs of incorrect bet acceptance, the bookmaker may void those bets.

Types of victory for betting purposes:

  • A submission means defeating an opponent using a painful hold.
  • A knockout (KO) occurs when a fighter loses consciousness after a legal blow. (For UFC2 BantamWeight, UFC2 LightWeight, and UFC3 WelterWeight, a win by KO/TKO is considered a knockout.)
  • Points victory.
  • A technical knockout (TKO) happens when a third party stops the bout because one fighter is judged unable to continue. Technical knockouts are divided into three categories:
    • Referee Stoppage – the referee decides the fighter can no longer defend themselves intelligently.
    • Ringside Physician Stoppage – the ringside physician determines that continuing may endanger the fighter’s health.
    • Corner Stoppage – a fighter’s corner signals to stop the bout.

The following markets are available:

  • Win
  • Method Of Win (Points Victory, KO Victory, TKO Victory, Victory By Submission)
  • Method Of Fighter’s Win (Points Victory, KO Victory, TKO Victory, Victory By Submission)
  • When Will Bout End (Fight To Go The Distance; Bout Ends In 1st Round; In 2nd Round; In 3rd Round). The round in which the bout ends is used for bet settlement. If the bout ends by points victory, the market is settled as Fight To Go The Distance.

6.62 UFC 4. STREET FIGHT

  1. UFC 4. Street Fight is a live-streamed multiplayer game played under MMA rules.
  2. All bets are settled after the event ends.
  3. Minimum and maximum stakes are set by the bookmaker for each selection individually.
  4. The bookmaker may change stake limits without prior notice.
  5. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, discrepancies between odds shown in the Sports/Live sections and on the bet slip, etc.), or if there are other indications of incorrect bet acceptance, the bookmaker may void those bets.
  6. Bets are accepted both before the match and during the match (live bets). All UFC 4. Street Fight matches are streamed online.
  7. Rules:
    • A fighter earns one point for each round won.
    • If a round ends in a draw, no points are awarded to either fighter.
    • The first fighter to win 5 rounds wins the match.
  8. Win method definitions:
    • Voluntary Submission (Submission) – a win by submission hold.
    • Knockout (KO) – when a fighter loses consciousness due to a legal strike.
    • Technical Knockout (TKO) – when a third party stops the fight because a fighter cannot continue.
    • Draw – when a round ends because the allotted time expires.
    • Disputes regarding the method of a win are settled by the event organizer, and the final result is displayed on the scoreboard in the video stream.
  9. Bets for an entire match (settled according to the final score):
    • Win
    • Total (over/under)
    • Individual Total (over/under)
    • Total KOs (over/under)
    • Total TKOs (over/under)
    • Total Submission Holds (over/under)
  10. Bets for a round (settled according to the round score):
    • Win In Round
    • Method Of Win In Round (knockout, technical knockout, submission)
    • Method Of First/Second Fighter’s Win In Round (knockout, technical knockout, submission)

6.63 Bet Constructor

  1. Bet Constructor is a game where the Customer selects line-ups for two virtual teams from players (or teams) participating in real matches. Bets are then placed based on the performances of those players (or teams). Bets are settled according to the total number of sets (goals) won (scored) by the virtual teams’ players in their respective real matches.
  2. Virtual teams must follow these rules:
    • 1) Opponents in a real match cannot be on the same virtual team;
    • 2) A player can be included in only one virtual team;
    • 3) Each player can be picked for a virtual team only once;
    • 4) Each virtual team can have 1 to 5 players from real matches; the number of players 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. To determine outcomes on available markets, the total number of sets (goals) won (scored) by each member of a virtual team in their real match in regular time is summed. In tennis matches, only completed sets are considered for bet settlement.
  4. The following markets are available:
    • 1) Match Result
    • 2) Match Result including Handicap
    • 3) Match Total
  5. Only single bets are allowed in Bet Constructor.
  6. If a match is delayed or postponed for any reason, all bets remain valid until the match ends or the tournament is completed.
  7. Bets are settled after all real matches involving the virtual team members are completed. If one or more real matches are interrupted due to a player’s withdrawal or disqualification, bets on virtual teams are refunded at odds of 1, except for markets already determined unconditionally.
  8. Bets on the “Total” and “Handicap” markets are settled as “Total Sets” and “Sets Handicap” bets in tennis matches.

6.64 Esports Basketball

  1. Esports Basketball involves streaming a multiplayer basketball simulator.
  2. All bets are settled after the event ends.
  3. The maximum stake is set by the bookmaker for each selection individually.
  4. The bookmaker may change stake limits without prior notice.
  5. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, discrepancies between odds shown in the Sports/Live sections and on the bet slip, etc.), or if there are other indications of incorrect bet acceptance, the bookmaker may void those bets.
  6. Bets are accepted before a match starts and during the match (live bets). All Esports Basketball matches are streamed online.
  7. The following markets are available for 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

6.65 Esports Basketball (3×3 and 1×1)

Esports Basketball (3×3 and 1×1) involves streaming a multiplayer basketball simulator. Two teams shoot into the same hoop until one team reaches 11 points. If both teams reach 11 points and the point difference is less than 2, extra periods are played. The game continues until the point difference is more than 1.

  1. All bets are settled after the event ends.
  2. The maximum stake is set by the bookmaker for each selection individually.
  3. The bookmaker may change stake limits without prior notice.
  4. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, discrepancies between odds shown in the Sports/Live sections and on the bet slip, etc.), or if there are other indications of incorrect bet acceptance, the bookmaker may void those bets.
  5. Only live bets are accepted. All 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)

6.66 Esports Basketball. NBA 2K18

  1. General type of bets on matches in the “Esports Basketball. NBA 2K18” section. The tournament consists of three stages:
    • Group stage of the Eastern Conference – teams play home and away.
    • Group stage of the Western Conference – teams play home and away.
    • Playoffs – Four teams from each division compete in the semi-finals and finals of their division. Winners of the finals advance to the grand final, while the losers play for third place.
  2. Scoring in the group stage:
    • Win – 2 points
    • Loss – 1 point
  3. When ranking teams in a group, the following stats are used in order of priority:
    • Total points (higher is better)
    • Wins in regular time (higher is better)
    • Losses in regular time (lower is better)
  4. All bets are settled after the event ends.
  5. The maximum stake is set by the bookmaker for each selection individually.
  6. The bookmaker may change stake limits without prior notice.
  7. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, discrepancies between odds shown in the Sports/Live sections and on the bet slip, etc.), or if there are other indications of incorrect bet acceptance, the bookmaker may void those bets.
  8. Bets are accepted both before and during the tournament.
  9. If a match is canceled and its outcome does not affect the tournament result, stakes are not refunded.

The following tournament markets are available:

  • Who Will Win? – Yes/No (group stage)
  • To Finish From 1st To 2nd Place – Yes/No (group stage)
  • To Finish From 1st To 3rd Place (group stage)
  • To Qualify For The Next Round (group stage)
  • Who Will Win? (playoffs, tournament result)
  • To Finish From 1st To 2nd Place (playoffs, tournament result)
  • To Finish From 1st To 3rd Place (playoffs, tournament result)

6.67 World of Tanks

World of Tanks involves streaming a multiplayer game.

  1. All bets are settled after the event ends.
  2. The maximum stake is set by the bookmaker for each selection individually.
  3. The bookmaker may change stake limits without prior notice.
  4. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, discrepancies between odds shown in the Sports/Live sections and on the bet slip, etc.), or if there are other indications of incorrect bet acceptance, the bookmaker may void those bets.
  5. In cases of unsportsmanlike conduct that affects the outcome, such as total inaction by allies or team kills, the bookmaker may void bets and refund stakes at odds of 1.
  6. Bets are accepted before a match starts and during the match (live bets). All matches are streamed online.
  7. A team that destroys all opposing vehicles or captures the enemy base is declared the winner.
  8. If, at the end of a match, both bases are captured or neither team destroys all opposing vehicles within the time limit, the match is declared a draw.
  9. Bets are accepted on a random battle in World of Tanks, with team members chosen at random.
  10. The number of points scored by each team equals the number of opposing vehicles destroyed in any way.

The following markets are available:

  • Win
  • Handicap
  • Total (based on the score)
  • Capture The Base

6.68 Esports Tennis

Esports Tennis involves streaming a multiplayer tennis simulator.

  1. All bets are settled after the event ends.
  2. The maximum stake is set 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. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, discrepancies between odds shown in the Sports/Live sections and on the bet slip, etc.), or if there are other signs of incorrect bet acceptance, the bookmaker may void those bets.
  6. Bets are accepted both before a match starts and during the match (live bets). All Esports Tennis matches are streamed online.
  7. Double Fault, Ace, and Out markets are settled based on precedent. Even if an event is canceled by the umpire’s decision, it is considered to have occurred. Available markets include:
    • Win
    • Handicap
    • Total (Over/Under)
    • Individual Totals (Over/Under)
    • Correct Score
    • Total (Even/Odd)
    • Win In The Game

6.69 Dota 2

  1. Dota 2 involves streaming a multiplayer game.
  2. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, discrepancies between odds shown in the Sports/Live sections and on the bet slip, etc.), or if there are other signs of incorrect bet acceptance, the bookmaker may void those bets.
  3. Bets are accepted both before a match starts and during the match (live bets). All matches are streamed online.
  4. The winner of a map or match is determined once the opposing team’s throne or nexus has been destroyed.
  5. A match is deemed abandoned if it lasts less than 15 minutes.
  6. A match is deemed abandoned if a player quits before 15 minutes have passed.
  7. A match is deemed abandoned if a player goes offline before 15 minutes and later quits the game entirely.
  8. A match is deemed abandoned if a player becomes inactive in the first 15 minutes and it is later confirmed they left within the first 20 minutes.
  9. If a player or players quit after 15 minutes have passed, stakes are not refunded. Bets are settled regardless of match completion.
  10. Random matches are streamed online. Real players participate.

The following markets are available:

  • W1 and W2 – the team that destroys the opposing throne is the winner
  • Total Frags Over/Under – combined number of frags by both teams at the end of the match
  • Frags, Race To – the team that first reaches the specified number of frags wins
  • Who Will Beat Roshan – predict which team will first defeat Roshan
  • First Blood – predict which team will get the first 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 if the match is not abandoned
  • Radiant / Dire To Take First Tower – bets are settled after the first tower is taken. The team that loses the tower first is considered defeated.

6.70 Worms

  1. Worms is a multiplayer turn-based simulator game streamed live.
  2. Two teams of four worms each take turns using different weapons against each other.
  3. The objective is to eliminate the opposing team.
  4. Bets can be placed on battles between two teams. A match continues until one team wins.
  5. All bets are settled once the event ends.
  6. The maximum stake is set by the bookmaker for each selection individually.
  7. The bookmaker may adjust stake limits without prior notice.
  8. If staff make errors or software malfunctions occur when accepting bets (e.g., obvious odds misprints, mismatches between odds shown in Sports/Live sections and on the bet slip, etc.), or there are other signs of incorrectly accepted bets, the bookmaker may void such bets.
  9. Bets on handicap, total, and correct score markets are settled based on the number of frags scored by the worms.
  10. A team with at least one worm remaining wins if all opposing worms are eliminated.
  11. If the last worms from both teams die in the same turn, the match ends in a draw.

The following markets are available:

  • Win
  • Handicap
  • Total (Over/Under)
  • Total (Even/Odd)
  • Correct Score

6.71 Esports. Martial Arts. WWE

World Wrestling Entertainment (WWE) is a professional wrestling simulator streamed live.

  1. All bets are settled after the event finishes.
  2. The maximum stake is set individually by the bookmaker for each selection.
  3. The bookmaker can change stake limits at any time without notice.
  4. If staff errors occur or software failures happen during bet acceptance (e.g., clear misprints in odds, inconsistencies between odds in Sports/Live sections and on the bet slip, etc.), or if there are other signs of incorrect bets, the bookmaker may declare these bets void.
  5. Bets are accepted both before a match starts and during the match (Live bets). All WWE matches are streamed online.
  6. A wrestling ring is a raised platform surrounded by ropes.
  7. The following markets are available:
    • Win – The wrestler who takes the championship belt or the money case above the ring wins.
    • Item Will Be Taken – Yes/No. Indicates if an item will be taken from under the ring.
    • Fight On A Ladder – Yes/No. The first strike on the ladder counts if both wrestlers are on it and it is inside the ring.
    • Table Will Be Broken – Yes/No. A table is broken if it splits into pieces. Tables with folded legs or taken from under the ring do not count.
    • Second Ladder Will Be Taken – Yes/No. Two ladders are in the ring. A ladder thrown into the ring multiple times is still counted as one.
    • Steps Will Be Broken – Yes/No. The corner steps must be completely broken for this bet to be valid.

WWE Iron (Woman/Man)

  1. WWE Iron Woman and WWE Iron Man – wrestling match simulator streams.
  2. All bets are settled after the event ends.
  3. Bets are accepted on fights between two opponents. Each fight lasts 10 minutes.
  4. The winner is the wrestler with the highest points. If both wrestlers have the same points, the match ends in a draw.
  5. The maximum stake is set by the bookmaker for each market individually.
  6. The bookmaker may adjust stake limits without prior notice.
  7. If staff make errors or software failures occur during bet acceptance (e.g., clear misprints in odds, mismatches between odds shown in Sports/Live sections and the bet slip, etc.), or if there are other signs of incorrectly accepted bets, the bookmaker can declare such bets void.
  8. Bets are accepted only live. All matches are streamed online.
  9. Available markets:
    • Win
    • Double Chance
    • Total
    • Individual Total
    • Total Over/Under
    • Handicap
    • Win to Nil

6.72 Esports Cricket

  1. FIVE 5 matches (Esports Cricket) consist of one innings per team, with each team bowling up to five overs. One over has six deliveries.
  2. Before the match, a toss is held and the winning team chooses to bat or field first.
  3. The first batting team tries to score as many runs as possible in five overs or until 5 wickets fall. The opposing team bats next to exceed the first team’s score, or until they play five overs or lose 5 wickets.
  4. The team with more runs wins. If both teams score the same runs, the team that lost fewer wickets wins. If runs and wickets are equal, the match ends in a draw.
  5. For bets on totals in the match, team totals, overs totals, and deliveries totals, all runs scored by teams count, including extras.
  6. Bets on “Total Fours” are settled based on the number of deliveries where a team scores exactly four runs, excluding extras. Fours are counted either when the ball reaches the field boundary after touching the ground at least once or when batsmen run four runs while the ball is in play.
  7. Bets on “Total Sixes” are settled based on the number of deliveries where a team scores exactly six runs, excluding extras. Sixes are counted either when the ball is hit over the field boundary without touching the ground or when batsmen run six runs while the ball is in play.
  8. Bets on “Highest Opening Partnership” are settled based on runs scored (excluding extras) before the first batsman is out. If no batsman is out, the opening partnership is the total runs scored by the team, excluding extras.
  9. All bets are settled after the event ends.
  10. The maximum stake is set by the bookmaker for each selection individually.
  11. The bookmaker may change stake limits without prior notice.
  12. If staff errors occur or software failures happen when accepting bets (e.g., misprints in odds, inconsistencies between odds in Sports/Live sections and the bet slip), or if there are other signs of incorrectly accepted bets, the bookmaker can declare these bets void.

6.73 Big Bash Cricket

  1. Big Bash Cricket matches (a type of Esports Cricket) consist of one inning per team, with each team bowling a maximum of one over. One over includes six deliveries.
  2. Before the match starts, a toss is held and the winning team chooses whether to bat or field first.
  3. The first batting team tries to score as many runs as possible in one over. Then the opposing team bats to exceed that score or until six deliveries have been played.
  4. The team with more runs wins. If both teams score the same number of runs, the match ends in a draw.
  5. For bets on match totals, team totals, over totals, and delivery totals, all runs scored, including extras, count.
  6. Bets on the “Total Fours” market are settled based on the number of deliveries where a team scores exactly four runs, excluding extras. Fours are counted either when the ball reaches the field boundary after touching the ground at least once or when batsmen run four runs while the ball is in play.
  7. Bets on the “Total Sixes” market are settled based on the number of deliveries where a team scores exactly six runs, excluding extras. Sixes are counted either when the ball is hit over the boundary without touching the ground or when batsmen run six runs while the ball is in play.
  8. Bets on the “Highest Opening Partnership” market are settled based on runs scored (excluding extras) before the first batsman is dismissed. If no batsman is out, the opening partnership equals the total runs scored by the team, excluding extras.
  9. All bets are settled after the event ends.
  10. Minimum and maximum stakes are set individually by the bookmaker for each selection.
  11. Stake limits may be changed by the bookmaker without prior notice.
  12. If staff errors occur or software failures happen during bet acceptance (e.g., misprints in odds, inconsistencies between Sports/Live sections and bet slips), or if there are other signs of incorrectly accepted bets, the bookmaker can declare such bets void.

6.74 Mortal Kombat X

  1. Mortal Kombat X is a multiplayer game streamed online.
  2. Bets are placed on matches between two fighters. Each match continues until one fighter achieves five wins, so the maximum number of rounds is nine.
  3. All bets are settled after the event ends.
  4. The fighter who defeats their opponent is declared the winner.
  5. The maximum stake is set by the bookmaker for each selection individually.
  6. The bookmaker may adjust stake limits without prior notice.
  7. If staff errors or software failures occur during bet acceptance (e.g., misprints in odds, mismatches between Sports/Live sections and bet slips), or if there are other signs of incorrectly accepted bets, the bookmaker may declare these 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 occurs when the winner takes no damage from the opponent or from self-inflicted attacks. A “Flawless Victory” announced at the end of the stream indicates such a result.
  • Type Of Finishing Move – Brutality, Fatality, or none (Faction Kill counts as a Fatality).
    * Round duration is measured in seconds from the start of the fight. It is calculated by subtracting the timer value at the end of the round from 90 seconds. For example, if the countdown stops at 74, the round duration 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 Type (Over/Under)

6.75 Esports Handball

  1. Esports Handball is a multiplayer game streamed online (handball simulator).
  2. All bets are settled after the event ends.
  3. The maximum stake is set individually by the bookmaker for each selection.
  4. The bookmaker may adjust stake limits without prior notice.
  5. Bets are accepted on regular time only.
  6. If staff errors occur or software failures happen during bet acceptance (e.g., misprints in odds, inconsistencies between Sports/Live sections and bet slips), or if there are other signs of incorrectly accepted bets, the bookmaker can declare such bets void.
  7. Bets are accepted both before the start and during the match (Live bets). All Esports Handball matches are streamed online.
  8. Available markets (regular time):
    • Win
    • Handicap
    • Total (Over/Under)
    • Individual Total (Over/Under)
    • Total Even/Odd
    • Double Chance

6.76 Rowing, Sailing

  1. Rowing – All bets are valid regardless of which team or rower participates.
    If a competition is canceled, all bets are void except for markets that have already been determined. Winners are based on official results, ignoring any later disqualifications. If there is no podium presentation, official published results are used.
  2. America’s Cup Regatta – All bets are valid regardless of which team or sailor participates. Winners are determined by official results, ignoring later disqualifications. If there is no podium presentation, official published results are used.
    Victory in the Regatta – If a race starts but is not completed, the player/team advancing to the next round or awarded victory will be considered the winner for settlement purposes.
  3. Sailing – All bets are valid regardless of which team or sailor participates. Winners are based on official results, ignoring any later disqualifications. If there is no podium presentation, official results are used. If no prize ceremony occurs, bets are settled based on which sailor crosses the finish line first.

6.77 Teqball

  1. Matches are played as best-of-three sets (maximum three sets).
  2. Each set is played until a player/team reaches 20 points. The first two sets require at least a one-point margin to win. The third set must be won by two points in case of a tie at 19:19.
  3. Each player has four serves and two attempts per service. Players may serve using any body part except hands. The ball must remain above the lowest level of the Teqboard during the serve.
  4. A rally continues until the ball lands on the floor or fails to bounce on the playing surface. Players cannot hit the ball twice in a row with the same body part. Each player may use up to three touches per rally without repeating the same body part.
  5. If the ball hits the net or an edge ball occurs during a serve, the service must be repeated. If the ball hits the net and touches are still available, the rally continues.
  6. In case of an edge ball, the rally is repeated.
  7. If the ball touches the net during a serve, it is considered a fault.
  8. Players must return the ball from their side without crossing the extended imaginary line of the net.
  9. When returning the ball to the opponent, it must remain above the net, even if hit from the side of the Teqboard.
  10. Serves must be performed 2 metres from the Teqboard, between the lines on the floor along the width of the Teqboard.

6.78 Kung Volleyball

  1. Kung Volleyball matches involve 2 teams of three players each, with 1-2 substitutes per team. Teams can make unlimited substitutions.
  2. Matches are played on a 13×6 metre court with a net in the center.
  3. Matches are best-of-three sets (maximum three sets). Each set is played until a team reaches 21 points with at least a two-point lead. If tied at 20:20, the set continues until one team has a two-point lead. If both teams win one set each, a tie-breaker is played. The first team to gain a two-point lead or reach 15 points wins the tie-breaker.
  4. Kung Volleyball rules:
    • Teams must kick the ball into the opponent’s half of the court.
    • Each team can touch the ball up to three times per rally, and each player may touch the ball only once. Exceeding this limit awards a point to the opposing team.
    • If a player touches the net or commits a foot fault, a point is awarded to the opposing team.
    • If the ball touches a player’s hand, the opposing team is awarded a point.
    • If the ball lands on the floor, the opposing team is awarded a point.
    • The ball is out of play if it lands outside the court boundaries.
    • If the ball hits the net and does not go to the opponent’s side, it is a fault. The opposing team gets the point and the serve.
  5. Standard volleyball rules apply during rallies.

6.79 Teqvoly

  1. Matches are played until one team wins two sets. Sets are played to 21 points, except the third set, which is played to 15 points.
  2. The game follows traditional volleyball rules with three types of shots: dig, set, and spike/tip.
  3. Spiking from jumping or standing is allowed from behind the diagonal sideline.
    • The ball may touch the transparent screen dividing the table during a rally, but it must land on the opponent’s side to avoid a fault.
    • Spiking is allowed only from outside the lines, while tipping can be done anywhere in the team’s court.
  4. Lots are drawn to decide which team starts. The serving team switches to receive after every two points until each team scores 20 points (or 14 points in the third set), or until a rule is applied requiring serve switch after every point.
    • If the ball touches the transparent screen during a serve, it is a fault and goes to the opposing team.
  5. A team scores when the ball lands on the opponent’s side and in their playing area.
    • A point is scored when a player spikes or tips the ball to the opponent’s side and it is not returned.
  6. Touching players from the opposing team is not allowed.
  7. Touching the table is prohibited.
  8. Attacks from outside the baseline are prohibited.

6.80 Rocket League

  1. Rocket League features streaming of a multiplayer arcade game.
  2. Bets can be placed on Football, Basketball and Hockey.
  3. A single match lasts five minutes. The team that scores the most goals wins. If both teams score the same number of goals, the match ends in a draw.
  4. All bets are settled once the event concludes.
  5. The maximum stake is set by the bookmaker for each selection individually.
  6. The bookmaker can adjust stake limits at any time without prior notice.
  7. If staff make mistakes or if any software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds shown in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker has the right to void such bets.
  8. Bets on Rocket League are accepted both before a match starts and during the 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).

6.81 Battlefield

  1. Battlefield features streaming of a multiplayer simulator game.
  2. Bets are accepted on a battle between two teams. A match continues until one team runs out of reinforcement tickets.
  3. Each round lasts up to three hours. If neither team runs out of tickets in this time, the team with the higher score wins.
  4. The maximum stake is set by the bookmaker for each selection individually.
  5. The bookmaker can adjust stake limits at any time without prior notice.
  6. If staff make mistakes or if any software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds shown in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker has the right to void such bets.
  7. Bets on teams are accepted only LIVE. The game is streamed online.
  8. The following markets are available:
    • Win;
    • Total (Over/Under) (number of remaining tickets);
    • Team Total (Over/Under);
    • Total (Even/Odd);
    • Race To Points.

6.82 Lottery

  1. Unless stated otherwise, all bets are settled based on the result of the main draw, excluding bonus balls.
  2. If a draw is delayed or postponed for more than 12 hours after the official scheduled start time for any reason, all bets will be void.
  3. The start time of a draw is shown in the “Sports” section.
  4. If a customer cannot watch a draw due to technical issues, but the result is published on the official source, the draw will be considered official.
  5. The result can be checked on the official website of the respective lottery.
  6. Odds from different lotteries cannot be combined with each other or with odds from other events.
  7. Rocketbingo lottery – The draw is held in 4 rounds, up to the 35th number drawn. If the number of drawn numbers changes by the lottery organizer, all bets will be settled at odds of “1”.
  8. For lotteries: – For “Housing Lottery” and “Russian Lotto,” bets are settled based on the result up to and including ball 86. Any balls drawn afterwards are not counted. – For the “Golden Horseshoe” lottery, bets are settled based on the result up to and including ball 42. Subsequent balls are not considered.

6.83 Esports Rugby

Esports Rugby involves streaming of a multiplayer game (a rugby simulator).

Rugby Fifteens

  1. Bets are accepted on standard rugby matches with two teams of 15 players.
  2. A match consists of two 40-minute halves (regular time). If time expires while the ball is in play, the match continues until the ball becomes “dead,” meaning it crosses the dead-ball line or is passed forward.
  3. Try (5 points) – A try is scored when an attacking player grounds the ball in the in-goal area, between the goal line (included) and the dead-ball line. A try counts if the player touches the ground with the ball in hand or presses it to the ground using any part of the body from waist to neck. After a try, the scoring team attempts a conversion kick for extra points.
  4. Penalty try (5 points) – Awarded if a player could have scored a try but was prevented by an opponent’s misconduct. Penalty tries are taken between the goal posts, making the conversion easier.
  5. Conversion (2 points) – After scoring a try, a team may attempt a conversion. The ball is placed in line with where it was grounded and kicked toward the opponent’s goal. The conversion is successful if the ball goes over the crossbar and between the uprights, while opposing players remain in their in-goal area.
  6. Penalty kick (3 points) – The referee may award a penalty kick for certain rule infringements. The ball is placed where the infringement occurred, and a player kicks it toward the opponent’s goal. Scoring rules are the same as for a conversion.
  7. Drop goal (3 points) – During play, any player can attempt a drop goal. The ball must touch the ground before being kicked. Kicking directly from the hands is not allowed.

Rugby League (NRL)

  1. Bets are accepted on National Rugby League matches with two teams of 13 players.
  2. A match consists of two 40-minute halves (regular time). A try is scored in the in-goal area and is worth four points.
  3. After a try, the scoring team attempts a conversion. The ball is placed in line with the sideline from where it was grounded, and the kick is taken from a convenient distance.
  4. A successful conversion scores two points. Points can also be scored with a penalty kick (2 points) or a drop goal (1 point), which is a kick during play after the ball has bounced.
  5. If a match ends in a draw during regular time, two 5-minute overtime periods are played. The golden point rule applies, meaning the first team to score wins.
  6. If scores are still equal after overtime, the match ends in a draw.

Rugby Sevens

  1. Bets are accepted on World Rugby matches with two teams of 7 players.
  2. A match consists of two 7-minute halves.
  3. The team that scores more points than their opponent wins. Points are awarded for successful actions.
  4. Try (5 points) – A try is scored when an attacking player grounds the ball in the in-goal area.
  5. Conversion (2 points) – After a try, the scoring team may attempt a conversion. The ball is placed in line with where the try was scored, and a player kicks it toward the opponent’s goal. A conversion is successful if the ball passes between the uprights and over the crossbar.
  6. Penalty kick (3 points) – The referee may award a penalty kick for serious rule infringements. The ball is placed at the point of the infringement, and a player kicks it toward the opponent’s goal. Scoring rules are the same as for a conversion.
  7. Drop goal (3 points) – An in-play kick at goal after the ball has bounced on the ground.
  8. A yellow card results in a 2-minute suspension for the player.
  9. A red card results in the player being sent off and excluded from the remainder of the match.
  10. If a match ends in a draw in regular time, the result is recorded as a draw.

General rules

  1. All bets are settled after the event concludes.
  2. The maximum stake is set by the bookmaker for each selection individually.
  3. The bookmaker may adjust stake limits at any time without prior notice.
  4. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in odds, inconsistencies between odds in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker has the right to void such bets.
  5. Bets are accepted both before the match and Live. All eRugby matches are streamed online.
  6. The following markets are available:
    • Including regular time:
      • Win
      • Double Chance
      • Total (Over/Under)
      • Team Total (Over/Under)
      • Handicap
      • Win To Nil
      • Exact Number Of Points (per match)
      • Both Teams To Score
      • HT-FT
      • Scores In Each Half
    • Including overtime:
      • Win
      • Race To ‘N’ Points
      • First To Score Points
      • Last To Score Points
      • Total Tries (Over/Under)
      • Total Drop Goals (Over/Under)

6.84 Esports American Football

  1. Esports American Football involves streaming a multiplayer game (an American football simulator).
  2. Bets are accepted on traditional American football matches, with each team consisting of 11 players.
  3. All bets are settled after the event ends.
  4. The maximum stake is set by the bookmaker for each selection individually.
  5. The bookmaker may change stake limits at any time without prior notice.
  6. If a match ends in a draw in regular time, overtime is played. In this case, all bets are settled including overtime.
  7. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker may void such bets.
  8. Bets are accepted both before a match starts and during the match (Live bets). All Esports American football matches are streamed online.
  9. The following markets are available:
    • Win
    • Team Handicap
    • Total (Over/Under)

6.85 Esports Rally

  1. Esports Rally involves streaming a rally simulator.
  2. All bets are settled after the event ends.
  3. The maximum stake is set by the bookmaker for each selection individually.
  4. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker may void such bets.
  5. The following markets are available:
    • Winner Of The Race – The driver who finishes 1st in the final rankings is the winner.
    • Match-Ups – Predict which of the two named drivers will finish higher in the final rankings.
    • To Be Higher (3Way) – Predict which of the three named drivers will finish higher in the final rankings.
    • Finishing Position In The Race – Predict the finishing position of a named driver in the final rankings.
    • In Top 3 – Predict whether a driver will finish in the Top 3 or not.

6.86 Esports Golf

  1. Esports Golf involves streaming a golf simulator.
  2. All bets are settled after the event ends.
  3. The maximum stake is set by the bookmaker for each selection individually.
  4. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker may void such bets.
  5. Two players compete in a match and each plays four holes.
  6. The player who completes all four holes in the fewest strokes wins. If both players have the same number of strokes, the match is a draw.
  7. The player with fewer strokes on a single hole wins that hole. If both players have the same number of strokes, the hole is tied.
  8. Each hole has a par, which is the number of strokes a player should take to complete the hole according to the rules. The par of each hole is shown in the results table. Bets may be placed on the “Total Over/Under Par” market.
  9. Match results are determined according to the final statistics table. Any issues with game graphics will not affect the settlement of bets.

6.87 Esports Baseball

  1. Esports Baseball involves streaming a multiplayer game (a baseball simulator).
  2. Bets are accepted on traditional baseball matches, with each team consisting of nine players.
  3. All bets are settled after the event ends.
  4. The maximum stake is set by the bookmaker for each selection individually.
  5. The bookmaker may change stake limits at any time without prior notice.
  6. If a match ends in a draw during regular time (three innings), an extra inning is played. In this case, all bets are settled including extra innings.
  7. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker may void such bets.
  8. Bets are accepted both before a match starts and during the match (Live bets). All matches are streamed online.
  9. The following markets are available:
    • Win
    • Team Handicap
    • Total (Over/Under)
    • Team Total

6.88 Street Fighter V

  1. Street Fighter V involves streaming a multiplayer game.
  2. Bets are accepted on a match between two fighters. A match continues until one fighter wins two rounds; the maximum number of rounds is three.
  3. All bets are settled after the event ends.
  4. The fighter who defeats their opponent is deemed the winner.
  5. The maximum stake is set by the bookmaker for each selection individually.
  6. The bookmaker may change stake limits at any time without prior notice.
  7. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker may void such bets.
  8. Bets on fighters are accepted only LIVE. All matches are streamed online.

The following markets are available:
In the round:

  • Win In Round
  • Round Duration (Over/Under)*
  • Win In Round – P – the winner receives no damage from their opponent
  • Regular Win In Round (V)
  • Type Of Finishing Move: EX (Enhanced Special Move), C (Charge Move), CA (Critical Art). The finishing move is shown at the top of the screen near the timer.
    * Round duration refers to the number of seconds elapsed since the fight started. This is calculated by subtracting the number on the timer when the round ends from 99 seconds (the standard starting time).
    For example, if the timer stops at 59, the round duration is 99-59=40 seconds.

6.89 Quake 4

  1. Quake 4 involves streaming a multiplayer game.
  2. Deathmatch – A round lasts five minutes. The player with the most kills is the winner.
  3. If a winner cannot be determined at the end of a round (e.g. if the leading players have the same number of kills), a two-minute overtime is played.
  4. During overtime, the winner is determined in the same way as in regular time (the player with the most kills).
  5. The maximum stake is set by the bookmaker for each selection individually.
  6. The bookmaker may change stake limits at any time without prior notice.
  7. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker may void such bets.
  8. Only LIVE bets are accepted. All matches are streamed online.
  9. The following markets are available:
    • Regular Time Winner
    • Winner Of The Match
    • Will There Be Overtime?
    • Individual Total Frags

6.90 Call of Duty

  1. Call of Duty involves streaming a multiplayer game (a simulator).
  2. Bets are accepted on battles with six players. A single match lasts six minutes.
  3. All bets are settled after the event ends.
  4. The maximum stake is set by the bookmaker for each selection individually.
  5. The bookmaker may change stake limits at any time without prior notice.
  6. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker may void such bets.
  7. Winner market – The winner is the player with the most frags. If players are tied, the player with the fewest deaths is the winner.
  8. Player Total – Total number of frags for a player.
  9. Results are determined according to the table displayed during streaming.
  10. Only LIVE bets are accepted. All matches are streamed online.

Call of Duty – Headquarters

  1. Call of Duty involves streaming a multiplayer game (Call of Duty: Modern Warfare 3).
  2. Bets are accepted on battles between the Alpha and Bravo teams.
  3. Each match is played in a best-of-5 format, meaning the match ends when one team wins 3 rounds. In each round, both teams aim to score 50 points within the designated time. If neither team reaches 50 points, the team with the higher score is the winner of the round.
  4. All bets are settled after the battle ends.
  5. The maximum stake is set by the bookmaker for each market individually.
  6. The bookmaker may adjust stake limits at any time without prior notice.
  7. If staff make errors or software failures occur during bet acceptance (e.g. obvious misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker may declare such bets void.
  8. Available markets:
    • For the entire match:
      • Team 1 (Alpha) / Team 2 (Bravo) to Win
      • Correct Score
      • Total Points
      • Individual Total Points
      • Total Frags
      • Individual Total Frags
    • For the next round:
      • Team 1 (Alpha) / Team 2 (Bravo) to Win
      • Total Bases Caught
      • Individual Total Bases Caught
      • Team to Capture the Base First
      • Total Points
      • Individual Total Points
      • Total Frags
      • Individual Total Frags
      • Time Left Over
      • Total Players With No Frags
      • Individual Total Players With No Frags

6.91 HearthStone

  1. HearthStone involves streaming a multiplayer game.
  2. A match starts as soon as both players draw their starting hands.
  3. Casual matches are played until the first win.
  4. The maximum stake is set by the bookmaker for each selection individually.
  5. The bookmaker may adjust stake limits at any time without prior notice.
  6. If staff make errors or software failures occur during bet acceptance (e.g. obvious misprints in odds, inconsistencies between odds in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker may void such bets.
  7. If the final result of a match cannot be determined, stakes are refunded. Bets on markets that have already been settled will remain valid.
  8. Results of a casual match are determined based on streaming or video recording.
  9. The following markets are available:
    • Win – the winner is the player who destroys the opponent’s hero
    • Total (Over/Under) – the winner’s remaining health points plus armor at the end of the match
    • Total Used Secrets – number of “Secret” cards played by both players during the match
    • Total Used Spells – number of “Spell” cards played by both players during the match
    • Total Minions Used – number of “Minion” cards played by both players during the match
    • Total Legendary Cards Laid on the Table – number of legendary cards played by both players during the match (legendary cards have a dragon symbol at the top)
    • Card Value X Laid on the Table – Yes/No – predict whether a card of the specified value will be played during the match
  10. If previously used cards (including legendary cards) are returned to the board, they are not counted a second time for settling the “Total Minions Used” and “Total Legendary Cards Laid on the Table” markets.
  11. Minions summoned by another minion are not counted for the settlement of the “Total Minions Used” market.

6.92 Esports Lacrosse

  1. Esports Lacrosse involves streaming a multiplayer game (a lacrosse simulator).
  2. All bets are settled after the event ends.
  3. The maximum stake is set by the bookmaker for each selection individually.
  4. The bookmaker may adjust stake limits at any time without prior notice.
  5. Bets are accepted on regular time only, excluding overtime.
  6. If staff make errors or software failures occur during bet acceptance (e.g. obvious misprints in odds, inconsistencies between odds in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker may void such bets.
  7. Bets are accepted both before the match starts and during the match (Live bets). All Esports Lacrosse matches are streamed online.
  8. The team with the highest score is the winner. If scores are equal, the match ends in a draw and overtime takes place.
  9. A goal scored from outside the penalty area is worth two points.
  10. Bets on a half are settled after the event ends.
  11. Available markets:
    • Win
    • Double Chance
    • Handicap
    • Total (Over/Under)
    • Total (Even/Odd)
    • Individual Total (Over/Under)
    • Race To () Points

6.93 Steep

  1. Steep involves streaming a winter extreme sports simulator.
  2. Four players take turns performing in each game.
  3. Bets are accepted on each player in the following markets: points scored and time taken to complete the challenge. Bets are settled after the player completes the challenge and the event ends.
  4. The player with the highest score is deemed the winner of the tournament by points.
  5. The player who completes the challenge in the fastest time is deemed the winner of the tournament by time.
  6. The maximum stake is set by the bookmaker for each selection individually.
  7. The bookmaker may adjust stake limits at any time without prior notice.
  8. If staff make errors or software failures occur during bet acceptance (e.g. obvious misprints in odds, inconsistencies between odds in the Sports/Live sections and the bet slip, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker may void such bets.
  9. Only LIVE bets are accepted. Matches are streamed online.

Available bets:

  • Win In The Tournament By Points
  • Win In The Tournament By Time
  • Individual Total Scored Points (Over/Under)
  • Individual Total Challenge Time (Over/Under)
  • Total Scored Points (Over/Under)
  • Total Challenge Time (Over/Under)
  • Match-Ups By Points
  • Match-Ups By Challenge Time

*Challenge Time is measured from leaving the starting line to crossing the finish line.

6.94 CrossFit Games

Bets are accepted on the winner. The list of sports included in the tournament is published several hours before the Games start and may include unusual events. The CrossFit Games feature competitions for male and female athletes, teams, and masters.

If a particular athlete does not participate in the tournament, bets on that athlete will be settled at odds of 1 (stakes refunded).

6.95 Esports Floorball

  1. Esports Floorball consists of streaming a multiplayer game that simulates floorball.
  2. Bets can be placed on standard floorball matches, with each team consisting of six players.
  3. All bets are settled once the match is completed.
  4. The maximum stake is set by the bookmaker individually for each selection.
  5. The bookmaker may adjust stake limits at any time without prior notice.
  6. Bets are accepted on regular time only.
  7. If staff make mistakes or software malfunctions occur during bet acceptance (e.g. clear errors in the odds, mismatches between the odds shown in the Sports/Live sections and on the bet slip, etc.), or there are other signs of incorrect bet acceptance, the bookmaker has the right to void such bets.
  8. Bets can be placed before a match begins and during a match (Live bets). All Esports Floorball games are streamed online.
  9. Available bet types:
    • Win;
    • Team Handicap;
    • Total (over; under);
    • Team Total.

6.96 Esports Formula 1

  1. Esports F1 involves streaming a Formula 1 simulator.
  2. All bets are settled after the race ends.
  3. The maximum stake is determined by the bookmaker individually for each selection.
  4. If staff make mistakes or software issues occur during bet acceptance (e.g. clear errors in the odds, differences between the odds in the Sports/Live sections and the bet slip, etc.), or there are other indications of incorrectly accepted bets, the bookmaker can declare such bets void.
  5. Available markets:
    • “Winner Of The Race” – predict which driver will finish first in the final standings.
    • “Match-Ups” – predict which of the listed drivers will rank higher in the final standings.
    • “Win Without Leaders” – predict which driver will take first place excluding the two favorites.
    • “Top Driver in Team” – predict which driver will outperform their teammate.
    • “Finishing Position In The Race” – predict a driver’s position in the final rankings.
    • “In Top 3” – predict whether a driver will finish in the top 3.

6.97 Esports Angry Birds

  1. Esports Angry Birds involves streaming a video game. The goal is to hit the green pigs on various structures by launching birds from a slingshot.
  2. Bets are placed on a game consisting of 30 levels (maps). If a player loses a level, the game ends.
  3. If a bet is made on a specific level but the player does not reach it, the bet will be settled at odds of 1 (refund).
  4. All bets are settled once the game ends.
  5. The maximum stake is set individually by the bookmaker for each selection.
  6. The bookmaker may adjust stake limits at any time without notice.
  7. If staff make errors or software malfunctions occur during bet acceptance (e.g. clear misprints in the odds, mismatches between odds in the Sports/Live sections and the bet slip, etc.), or there are signs of incorrect bet acceptance, the bookmaker has the right to void such bets.
  8. Bets can be placed before a game starts and during a game (Live bets). All games are streamed online.
  9. Available markets:
    • Total Points (points earned across all completed maps);
    • Total Stars (stars earned across all completed maps);
    • Total Maps (number of maps completed);
    • Map, Total Points;
    • Map, Total Stars.

6.98 Injustice 2

  1. Injustice 2 involves streaming a multiplayer game.
  2. Bets are accepted on battles between two teams of three fighters. Each match is played up to two wins, with a maximum of three rounds.
  3. All bets are settled once the event ends.
  4. The team with the most wins is considered the winner.
  5. The maximum stake is set individually by the bookmaker for each selection.
  6. The bookmaker may adjust stake limits at any time without notice.
  7. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in the odds, differences between odds in the Sports/Live sections and the bet slip, etc.), or there are signs of incorrectly accepted bets, the bookmaker may declare such bets void.
  8. Only LIVE bets on fighters are accepted. All games are streamed online.
  9. Available bets:
    • Win in round;
    • Win in tournament;
    • Total rounds.

6.99 Pesäpallo

  1. Pesäpallo is a bat-and-ball sport played in Finland.
  2. Bets are accepted on regular time only. For more information about the game, visit http://pesis.fi.

6.100 Tekken VII

  1. Tekken VII is a stream of a multiplayer game.
  2. Bets are accepted on battles between two fighters. The match is played until one fighter reaches 5 wins, with a maximum of 9 single rounds.
  3. All bets are settled based on the final result at the end of full time.
  4. The winner is the player who defeats their opponent.
  5. The maximum stake is set individually for each event by the bookmaker.
  6. The bookmaker may limit stakes at any time without prior notice.
  7. If staff make mistakes during bet acceptance (e.g. clear misprints in the betting list, mismatched odds between Sports line and the bet slip) or there is evidence of unfair play or breaches of these rules, the bookmaker reserves the right to declare such bets void.
  8. Bets are accepted only as Live bets. All matches are streamed online.
  9. Available bets:
    • On Round:
      • Win in round;
      • Round Duration (Over; Under);
    • On Tournament:
      • Win in tournament;
      • Total (Over; Under);
      • Fighter’s Total (Over; Under);
      • Fighter’s Handicap (Over; Under);
      • Total Rounds (Odd; Even).
        *Round duration refers to the number of seconds elapsed since the round started. This is calculated by subtracting the timer number at which the round stops from 80 seconds (the standard start value).
        For example, if the countdown stops at 54, the round duration is 80-54=26 seconds.

6.101 Special Bets

  1. Weather specials apply to snow recorded at the city’s main international airport weather station on 25th December. For cities with multiple international airports, the airport with the highest annual passenger traffic will be used. The result must be confirmed by wunderground.com by the end of January.

6.102 Professional Wrestling

  1. All bets are settled after the competition ends according to the tournament rules. If the number of participants changes, the bets remain valid.
  2. If additional wrestlers or teams join the tournament at any stage, all bets stay valid. If no one wins the tournament or the winner is determined by drawing lots, all bets are cancelled.
  3. If a match ends in a draw, bets are settled at odds of 1 (if no bets were placed on a draw).
  4. The bet “To appear in the ring” – the calculation is based on the main show broadcast. The wrestler listed in the event must enter the ring but is not required to compete. If the number of matches or the participants’ schedule changes, all bets on a wrestler’s appearance remain valid.
  5. The bet “To Intervene in event” – the wrestler must intervene during the event (e.g., hand over an object, distract the referee) between the starting gong and the end signal. If the intervention happens at another time, the bet is settled at odds of 1. If the wrestler hits an extra participant or team that prevents the match, the bet is settled at odds of 1.
  6. The bet “To Intervene in match” – the wrestler must hit the declared participant between the starting gong and the end signal of that match. If the wrestler hits the declared opponent at another time, the bet is settled at odds of 1. Interventions in other matches are not counted. If the wrestler hits an extra participant or team preventing the match, the bet is settled at odds of 1. If the match does not start, the bet is settled at odds of 1.
  7. No changes to bet settlements will be made due to adjustments or corrections by the organizing bodies after the event.

6.103 Card Game “Durak”

  1. Durak is a popular card game for 2 players. Cards in a 36-card deck rank: 6, 7, 8, 9, 10, J, Q, K, A.
  2. Glossary of Terms:
    • Trump – the trump suit is the strongest and beats all other suits on the table.
    • Cards discarded – when a player successfully beats the attacking cards on the table.
    • Cards taken – when a player cannot beat the attacking cards and takes all cards on the table.
    • Draw – occurs if there are no cards left in the deck and all cards have been beaten. In this case, there are no winners or losers.
  3. Available markets:
    • Player 1 To Win / Player 2 To Win / Draw – a player wins if they have no cards left and the opponent has cards; a draw occurs if both players have no cards left.
    • Total Rounds – a round starts when one player attacks and ends when cards are discarded or taken if the defender cannot beat the attack.
    • Total Rounds Ending With Cards Taken – rounds where a player could not beat the cards on the table.
    • Total Rounds Ending With Cards Discarded – rounds ending with cards discarded.
    • First Turn – the player with the lowest trump card attacks first; if no trump cards, Player 1 starts.
    • Suit Of Trump
    • Round (Cards Discarded / Cards Taken) – result of the selected round.
    • Player To Hold 4 Cards Of The Same Rank – at any time during the game.
    • Player’s Total Cards At The End Of The Game – number of cards in the loser’s hand; 0 in case of a draw.
    • Who Will Take Last Card From Deck – last card is a trump laid face up under the deck.
    • Last Card in Deck To Be Face Card Or Ace
    • Who Will Draw Trump Ace from the Deck
  4. If staff errors or software failures occur during bet acceptance (e.g., misprints in odds, inconsistencies between displayed odds and the bet slip), or if there are other signs of incorrect bets, the bookmaker can declare such bets void.

6.104 Card Game

Card game “21”

  1. Card game “21” is a variation of the classic game. At the start, both the player and the dealer receive two cards each in the following order: player-dealer-player-dealer. If either scores 21 points with the first two cards, the game ends and the points are compared. Otherwise, the player can take additional cards until they decide to stop, reach 5 cards, reach 21 points, or exceed 21 points (bust). If the player busts, they automatically lose. Then the dealer plays. The dealer must take additional cards if they have less than 17 points and fewer than 5 cards. The dealer can stand if they have more points than the player. If the dealer busts, they lose. Otherwise, the points of the player and dealer are compared. The winner is the one with more points; if points are equal, the game is a draw. “21” is played with a standard 36-card deck. Card ranks: 6, 7, 8, 9, 10, J, Q, K, A. Card values according to rank: 6, 7, 8, 9, 10, 2, 3, 4, 11. “Golden Point” is a winning combination when the player or dealer has two Aces, counted as 21 points.
  2. If staff errors or software failures occur during bet acceptance (e.g., obvious misprints in odds, inconsistencies between displayed odds), or if there are other signs of incorrect bets, the bookmaker may declare such bets void. In case of software failures, the game may be interrupted and all unsettled bets refunded.
  3. Available markets:
    • Win
    • Total (Over / Under)
    • Individual Total (Over / Under)
    • 21 Points Will Be Scored (Yes / No)
    • Dealer / Player To Score 21 Points (Yes / No)
    • Will There Be “Golden Point”
    • Player / Dealer To Receive “Golden Point”
    • Bust (Yes / No)
    • Dealer / Player To Bust (Yes / No)
    • Game To Be Finished On Deal (Yes / No)
    • Dealer / Player To Get A Card (Suit)
    • Dealer / Player To Get A Card (Rank)
    • Dealer / Player To Get A Card

Classic card game “21”

  1. At the start, both the player and the dealer receive one card. The dealer’s card is placed face down, so its value is hidden. The player then draws cards until they decide to stop, reach 5 cards, reach a total of 21 points, or exceed 21 points (bust). If the player reaches 21 points, they win automatically. If the player busts, they lose. Then the dealer takes their turn, revealing their first card and drawing additional cards as needed. The dealer must draw if their total is less than 17 points and they have fewer than 5 cards. If the dealer exceeds 21 points, they lose. Otherwise, points are compared, and the winner is the one with the higher total; if both totals are equal, the game is a draw. Classic “21” is played with a 36-card deck. Card ranks: 6, 7, 8, 9, 10, J, Q, K, A. Card values: 6, 7, 8, 9, 10, 2, 3, 4, 11. Two special combinations count as 21:
    • Two Aces in hand (“Golden Point”)
    • Five picture cards (J, Q, K) in hand (“Five Pictures”)
  2. If staff errors or software failures occur during bet acceptance (e.g., misprints in odds, inconsistencies between displayed odds), or if there are other indications of incorrect bets, the bookmaker may declare such bets void. In case of software failures, the game may be interrupted and all unsettled bets refunded.
  3. Available markets:
    • Win
    • Total (Over / Under)
    • Individual Total (Over / Under)
    • 21 Points Will Be Scored (Yes / No)
    • Dealer / Player To Score 21 Points (Yes / No)
    • Will There Be “Golden Point”
    • Player / Dealer To Receive “Golden Point”
    • “Five Pictures” (21 Points)
    • Player / Dealer To Have “Five Pictures” (21 Points)
    • Bust (Yes / No)
    • Dealer / Player To Bust (Yes / No)
    • Exact Number Of Cards
    • Dealer / Player To Get A Card (Suit)
    • Dealer / Player To Get A Card (Rank)

DOTA 21. UP TO 3 WINS

  1. This game is played using Dota characters. Matches consist of multiple rounds. A player earns 1 point for each round won. The game continues until one participant reaches 3 points. Rounds follow the rules of the card game “21”.
  2. If staff errors or software failures occur during bet acceptance (e.g., obvious misprints in odds, inconsistencies between displayed odds), or if there are other signs of incorrect bets, the bookmaker may declare such bets void. In case of software failures, the game may be interrupted and all unsettled bets refunded.
  3. Available markets:
    • On the whole game:
      • Win
      • Total Draws
      • Correct Score
      • Wins In A Row
    • On a round:
      • Win
      • Total (Over / Under)
      • Individual Total (Over / Under)
      • 21 Points Will Be Scored (Yes / No)
      • Dealer / Player To Score 21 Points (Yes / No)
      • Will There Be “Golden Point”
      • Player / Dealer To Receive “Golden Point”
      • Bust (Yes / No)
      • Dealer / Player To Bust (Yes / No)
      • Game To Be Finished On Deal (Yes / No)
      • Dealer / Player To Get A Card (Suit)
      • Dealer / Player To Get A Card (Rank)

6.105 Seca

  1. Seca is a card game for 2 players.
  2. The goal is to score more points than the opponent. The game uses a 36-card deck from sixes to aces.
    1. Three cards are dealt to each player. The player with the highest points wins; if the points are equal, it is a draw.
    2. Card values: ace – 11 points; cards six to ten have face value; jack, queen, king – 10 points.
    3. If three cards of the same rank are drawn, the total points equal the sum of all cards. Example: a player has jack of spades and eight of spades – 18 points. Any combination with two aces always totals 22 points, three aces always 33 points regardless of suits. For example, ace of spades, ace of clubs, and king of spades total 22 points, not 32.
    4. Six of clubs is a joker and can be used in any combination. The joker counts as 11 points. Example: six of clubs, ace of clubs, and ace of spades total 33 points.
    5. The strongest combination is three sixes, including six of clubs, which totals 36 points.
  3. If staff errors or software failures occur during bet acceptance (e.g., obvious misprints in odds, inconsistencies between displayed odds and bet slip), or if there are other signs of incorrect bets, the bookmaker may declare such bets void.
  4. Available markets:
    • Win
    • Total
    • Individual Total
    • Total Odd / Even
    • Player 1 / Player 2 To Score Total Points (Exact number)
    • Total Points Of Any Player (Exact number)
    • Each Player To Score (Over / Under / Yes / No)
    • Player 1 / Player 2 To Get Card / Suit / Rank
    • One Of The Players To Get A Card

6.106 Poker

  1. Poker is a card game where the winner is the player with the highest-ranking combination. The game is played by two participants using a standard deck of 52 cards. Card ranks: 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A.
  2. Poker hands:
    • A royal flush is not a separate hand, but a special case of a straight flush. It is the strongest possible hand and consists of five high cards (ace, king, queen, jack, ten) of the same suit, for example: A ♥ K ♥ Q ♥ J ♥ 10.
    • A straight flush is a hand with any five consecutive cards of the same suit, such as 9♠ 8♠ 7♠ 6♠ 5♠. An ace can be either high or low. The lowest straight flush is 5♦ 4♦ 3♦ 2♦ A♦.
    • Four of a kind contains four cards of the same rank. For example, 3♥ 3♦ 3♣ 3♠.
    • A full house includes three cards of one rank and two cards of another rank. For example, 10♥ 10♦ 10♠ 8♣ 8♥.
    • A flush contains five cards all of the same suit. For example, K♠ J♠ 8♠ 4♠ 3♠.
    • A straight contains five consecutive cards of different suits, such as 5♦ 4♥ 3♠ 2♦ A♦. An ace can be high or low. In this example, A♦ counts as one, and 5♦ is the highest card. The lowest straight goes from five to ace, the highest from ace to ten.
    • Three of a kind contains three cards of the same rank. For example, 7♣ 7♥ 7♠.
    • Two pair contains two cards of one rank and two cards of another rank. For example, 8♣ 8♠ 4♥ 4♣.
    • One pair contains two cards of the same rank. For example, 9♥ 9♠.
    • High card is when no other combination is made, such as A♦ 10♦ 9♠ 5♣ 4♣ (ace-high).
  3. A kicker is a card in a hand that does not directly determine the hand’s rank but can be used to break ties between hands of the same rank. If hands are equal, the player with the highest kicker wins. Keep in mind:
    • The kicker matters only in hands with four or fewer ranked cards. In five-card hands (all straights and flushes), it has no effect, and the pot is split;
    • more than one free card can act as a kicker. The number depends on the difference between community cards (five in total) and cards in the hand. For example, a pair can have 3 kickers, three of a kind has 2, two pairs or four of a kind have 1 kicker.
  4. If staff make mistakes or software malfunctions occur during bet acceptance (e.g., obvious misprints in odds, differences between odds shown in Sports/Live sections and the bet slip, etc.), or if there are other signs of incorrect bets, the bookmaker has the right to declare such bets void.

IndianPoker

  1. IndianPoker is a card game played between two players.
  2. The objective is to create a stronger card combination than your opponent. The game uses a standard 52-card deck. The card ranks are: 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A.
  3. The game is played in four stages:
    • Stage one: both players start without any cards.
    • Stage two: each player receives one card.
    • Stage three: each player is dealt an additional card.
    • Stage four: the final third card is dealt to each player, after which the winner is determined based on the three-card hand.
  4. Poker combinations, ranked from highest to lowest:
    • Three of a kind (Trio): all three cards have the same rank, e.g., 3♥ 3♦ 3♣.
    • Straight flush: three consecutive cards of the same suit, e.g., 9♠ 8♠ 7♠. The Ace can be low or high (QKA and A23 are straights, but KA2 is not). The highest straight flush is A23, followed by QKA, JQK, 10JQ, down to the lowest 234.
    • Straight: three consecutive cards of any suits, e.g., 5♦ 4♥ 3♠. The Ace can be low or high (QKA and A23 count as straights, but KA2 does not). The highest straight is A23, then QKA, JQK, 10JQ, down to the lowest 234.
    • Flush: three cards of the same suit, e.g., K♠ J♠ 8♠.
    • Pair: two cards of the same rank, e.g., 9♥ 9♠.
    • High card: no other combination, e.g., T♦ 10♦ 9♠ (also called “highest Ace”).
  5. If both players have combinations of the same rank (except for the special straight cases mentioned above), the winner is determined by the highest card in the combination.
    • For flushes, if the top cards are equal, the second highest is compared, then the third if needed.
    • If both players have pairs of equal rank, the winner is determined by the card outside the pair.
    • If all cards of both players match in rank pairwise, the result is a draw.
  6. Available betting options:
    • Victory of player 1 / player 2
    • Winning trio combination
    • Victory of player 1 / player 2 with a trio combination
    • Winning straight flush combination (if both players have straight flush and the result is a draw, the bet is lost)
    • Victory of player 1 / player 2 with straight flush combination (if both players have straight flush and the result is a draw, the bet is lost)
    • Winning straight combination (if both players have straight and the result is a draw, the bet is lost)
    • Victory of player 1 / player 2 with straight combination (if both players have straight and the result is a draw, the bet is lost)
    • Winning flush combination (if both players have flush and the result is a draw, the bet is lost)
    • Victory of player 1 / player 2 with flush combination (if both players have flush and the result is a draw, the bet is lost)
    • Winning pair combination (if both players have pair and the result is a draw, the bet is lost)
    • Victory of player 1 / player 2 with pair combination (if both players have pair and the result is a draw, the bet is lost)
  7. In case of staff errors or software malfunctions during bet acceptance (such as typos in odds, inconsistencies between positions, etc.) or other reasons confirming the bet is incorrect, the bookmaker can declare these bets invalid.
    If software issues occur, the game may be paused, and all unsettled bets will be settled at odds of 1.

6.107 Baccarat

  1. 1. Baccarat is a card game played between a player and a banker. Each tries to score more points than the other. The game uses six decks of 52 cards (from 2 to ace). Card values are: aces = 1 point, cards 2 to 9 = their face value in points, and 10s and face cards = 0 points. The maximum points a hand can have is 9, so totals are calculated using modulo 10; for example, 7 + 6 = 13 = 3, or 7 + 6 + 8 = 21 = 1.At the beginning, both the banker and the player receive two cards. If either has 8 or 9 points, the game ends. Otherwise, a third card may be drawn in specific cases.Third-card rule for the player: the player draws a third card if their total is 5 points or less.
    Third-card rules for the banker:
    • If the player did not draw a third card and the banker has more than 5 points, the banker does not draw a third card.
    • If the player did not draw a third card and the banker has 5 points or less, the banker draws a third card.
    • If the player drew a third card and the banker has 0-2 points, the banker draws a third card.
    • If the player drew a third card, the banker has 3 points, and the player’s third card is not an 8, the banker draws a third card.
    • If the player drew a third card, the banker has 4 points, and the player’s third card is 2-7, the banker draws a third card.
    • If the player drew a third card, the banker has 5 points, and the player’s third card is 4-7, the banker draws a third card.
    • If the player drew a third card, the banker has 6 points, and the player’s third card is 6 or 7, the banker draws a third card.
    • If the player drew a third card and the banker has 7 points, the banker does not draw a third card.
  2. If staff make mistakes or if any software issues occur while accepting bets (e.g. obvious odds misprints, differences between odds shown in Sports/Live sections and the bet slip, etc.), or if there are other signs of incorrectly accepted bets, the bookmaker has the right to void such bets.
  3. The following markets are offered:
    • Win
    • Total
    • Individual total
    • Handicap
    • Total Even/Odd
    • Individual total Even/Odd
    • Game to end immediately after deal Yes/No
    • Exact number of points
    • Total Player/Banker cards
    • Player/Banker to draw third card Yes/No
    • Player/Banker to draw a card (Suit/Rank)

6.108 DICE

  1. 2 players take part in this game. They take turns rolling 2 dice. The winner is the player who scores more points than the opponent. If both players have the same number of points, the game ends in a draw. The game consists of 2 rounds. In the first round, player 1 rolls 2 dice first, followed by player 2. The second round is played in the same order.
  2. If staff make mistakes or if any software errors occur while accepting bets (e.g. clear misprints in odds, inconsistencies between odds shown in different sections, etc.), or if there are other signs of bets being accepted incorrectly, the bookmaker has the right to void those bets. In case of software failures, the game may be interrupted, and all unsettled bets will be refunded.
  3. The following markets are available:
    • For the whole game:
      • Win
      • Double Chance
      • Total (Over/Under)
      • Individual Total (Over/Under)
      • Handicap
      • Total (Even/Odd)
      • Individual Total (Even/Odd)
      • Exact Number of Points
      • Round/Match (1st round result/game result)
      • Results in Rounds
      • Draws in Rounds
      • Who Will Win Both Rounds
      • Who Will Not Lose Both Rounds
      • Number to Be Rolled
      • Two Numbers to Be Rolled
    • For a single round:
      • Win
      • Double Chance
      • Total (Over/Under)
      • Individual Total (Over/Under)
      • Handicap
      • Total (Even/Odd)
      • Individual Total (Even/Odd)

6.109 StarCraft

  1. StarCraft involves streaming a real-time strategy game. Two teams compete against each other. All bets are settled after the event concludes.
  2. The maximum stake is set by the bookmaker for each selection individually. The bookmaker may change stake limits without prior notice.
  3. The team that destroys all of the opponent’s buildings is considered the winner.
  4. If staff make mistakes or if any software errors occur while accepting bets (e.g. obvious odds misprints, inconsistencies between odds in Sports/Live sections and the bet slip, etc.), or if there are other signs of incorrectly accepted bets, the bookmaker has the right to void those bets.
  5. The following markets are available:
    • W1/W2
    • Total Drones of the Winner at the End of the Match (summoned units are not counted)
    • Total Units of the Winner at the End of the Match (summoned units are not counted)
    • Total Buildings of the Winner at the End of the Match (Terran building addons are not counted)
    • Match Duration (game time at the moment the last building is destroyed)
    • Unit Has Been Created (available only pre-match)
  6. Before the match, the units and buildings that will be counted are demonstrated. The interface also shows the current number of these units and buildings for convenience.
  7. At the end of the match, a stop frame with the final result is displayed for clarity.

6.110 Disc Jam

  1. Disc Jam is a stream of a multiplayer game.
  2. Bets are accepted on matches between two players. The game is played until one player wins 2 sets, with a maximum of 3 sets.
  3. All bets are settled based on the result at the end of full time.
  4. The winner is the player with the most set wins.
  5. The maximum stake is determined for each event by the bookmaker.
  6. Stake limits may be adjusted without notice or explanation.
  7. If staff make mistakes when accepting bets (e.g. clear misprints, odds mismatch between Sports line and bets) or if there is evidence of unfair play or violations of these rules, the bookmaker reserves the right to void bets on those terms.
  8. Bets are accepted only in Live. All matches are streamed online.
  9. The following markets are available:
    • Win in Set
    • Win in Tournament
    • Total Sets
    • Total Points During the Game
    • Win to Nil in One Set
    • Total Points in the Set
    • Minimum Total Points per Goal in the Match
    • Maximum Total Points per Goal in the Match

6.111 League Of Legends (ARAM)

  1. League of Legends (ARAM) is streamed as a multiplayer game.
  2. If staff make mistakes or if any software errors occur while accepting bets (e.g. clear misprints in odds, inconsistencies between odds in Sports/Live sections and the bet slip, etc.), or if there are other signs of incorrectly accepted bets, the bookmaker has the right to void those bets.
  3. Bets are accepted both before the match starts and during the match (Live bets). All matches are streamed online.
  4. The winner of a map or match is determined once a team’s nexus is destroyed or a team surrenders.
  5. If one or more players leave the game after 10 minutes of play, stakes will not be refunded. Bets will still be settled.
  6. A match is considered abandoned if a player fully quits before 10 minutes have passed.
  7. A match is considered abandoned if a player becomes inactive in the first 10 minutes and later quits entirely.
  8. A match is considered abandoned if it lasts less than 10 minutes.
  9. Random matches are streamed online with real random players participating.
  10. The following markets are available:
    • W1 and W2
    • Total Frags
    • Team to Destroy the First Inhibitor
    • Total Even/Odd

6.112 League of Legends (Classic mode, PROLIVE)

League of Legends is streamed as a multiplayer game.

  1. If staff make mistakes or if any software errors occur while accepting bets (e.g. clear misprints in odds, inconsistencies between odds in Sports/Live sections and the bet slip, etc.), or if there are other signs of incorrectly accepted bets, the bookmaker has the right to void those bets.
  2. Bets are accepted both before the match starts and during the match (Live bets). All matches are streamed online.
  3. The winner of a map or match is determined once a team’s nexus is destroyed or a team surrenders.
  4. A match is considered abandoned if it lasts less than 16 minutes.
  5. A match is considered abandoned if a player quits before 16 minutes have passed.
  6. A match is considered abandoned if a player becomes inactive in the first 16 minutes and later quits entirely.
  7. If one or more players leave the game after 16 minutes of play, stakes will not be refunded. Bets will still be settled.
  8. Classic mode matches are streamed online with real random players participating.
  9. PROLIVE matches are high-ranked games with professional players and high-ranked random players streamed online.
  10. The following markets are available:
    • W1 and W2
    • Total Frags
    • Team to Destroy the First Inhibitor
    • Total Even/Odd

6.113 King Of Fighters

  1. King Of Fighters is streamed as a multiplayer game between 2 players.
  2. All bets are settled based on the result at the end of full time.
  3. The winner of the match is the player who wins 2 rounds.
  4. The maximum number of rounds is 3. Each round lasts a maximum of 60 seconds.
  5. The maximum stake for each event is set by the bookmaker.
  6. Stake limits may be adjusted without notice or explanation.
  7. If staff make mistakes when accepting bets (e.g. clear misprints, odds mismatch between Sports line and bet) or there is evidence of unfair play or breaches of these rules, the bookmaker reserves the right to void such bets.
  8. Bets are accepted only in Live. All matches are streamed online.
  9. The following markets are available:
    • Round Duration*
    • Win in the Match
    • Win in Round

*Round duration refers to the time players take to determine the winner of the round. For example, if the fight ends when the countdown timer shows 25 seconds, the duration of the round is 35 seconds (60-25=35).

King Of Fighters (KOFXV)

  1. King Of Fighters is streamed as a multiplayer game between 2 teams.
  2. All bets are settled based on the result at the end of full time.
  3. The winner of the match is the team that wins 3 rounds.
  4. The maximum number of rounds is 5. Each round lasts a maximum of 60 seconds.
  5. Bets are accepted only in Live. All matches are streamed online.
  6. The following markets are available:
    • Round Duration*
    • Total Rounds
    • Win in the Match
    • Win in Round

*Round duration refers to the time players take to determine the winner of the round. For example, if the fight ends when the countdown timer shows 25 seconds, the duration of the round is 35 seconds (60-25=35).

6.114 Heroes Of Might And Magic III

  1. Heroes of Might and Magic III features streaming of a multiplayer strategy game.
  2. Glossary of terms
    • The creature is a combat unit defined by a unique set of in-game stats and a distinct appearance. Stats are numerical values representing a creature’s ability to deal damage, defend itself, and move across the battlefield. A key stat is the creature’s level – higher levels allow the squad of such creatures to have a greater impact on the outcome of the battle. More information about creatures in the world of Might and Magic and a brief set of stats needed to understand bet calculations can be found in Table 1.
    • The squad is a group of creatures on the battlefield. Squad stats depend on the type of creatures recruited and the number of units. The squad has the same set of stats as the creatures that make it up. During combat, the squad can be affected by positive or negative magical effects, which influence combat stats and squad strength. Once the squad’s strength reaches zero, it is considered defeated.
    • The hero is a commander who can enhance the stats of creatures on the battlefield and provide them with magical support. The hero manages 7 squads – one squad for each creature level.
  3. Gameplay
    • The battle begins once squads are placed on the battlefield. The bet “Who Will Take Part In The Fight” is resolved after the battle starts. The fight ends when all squads of one hero are destroyed. This hero is declared the loser. Other bets are resolved after the battle concludes.
    • A text translation in English appears at the bottom of the video stream.
  4. The following markets are available:
    • Win In The Fight – The winner is the hero whose squads have eliminated all opposing squads.
    • Who Will Take Part In The Fight – A bet on a pair of creatures wins if at least one creature from the pair participates in the battle on either side.
    • What Level Creature Will Survive – The bet wins if the squad of the chosen level survives until the battle ends.
    • How Many Squads Will Survive – The bet wins if the bettor correctly predicts the number of the winner’s squads that survive to the end of the fight.

6.115 Esports Table Tennis

Esports Table Tennis is a stream of a multiplayer game (table tennis simulator).

  1. All bets are settled based on the final result at the end of full time.
  2. The betting company sets a maximum stake for each event.
  3. A stake can be limited on a specific event without notice or explanation.
  4. Bets are accepted both before the official start of the event and in Live. All E-Sports Table Tennis matches are streamed online.
  5. Set duration is up to 7 points; if the score is tied, play continues until a 2-point difference is reached.
  6. Game format is bo3 (best of three – first to 2 set wins).
  7. If the score on the website differs from the score in the video, bets are settled according to the video stream.
  8. The following markets are available:
    • Win
    • HANDICAP
    • Total (Over; Under)
    • Individual Total (Over; Under)
  9. If any administrative or software errors occur while accepting a bet (such as obvious odds misprints, inconsistency between the betting market and the bet, etc.) or if there is any other evidence that the bet is incorrect, the bookmaker reserves the right to void such bets.

6.116 Esports Pool

Tournament: Eight-ball pool.

  1. Esports Pool is a stream of a multiplayer game (pool simulator).
  2. Bets are accepted on a pool game between two rivals. The game continues until one player wins.
  3. All bets are settled based on the final result at the end of full time.
  4. The betting company sets a maximum stake for each event.
  5. A stake can be limited without notice or explanation.
  6. If mistakes occur during bet acceptance (such as obvious misprints in the betting list, odds mismatch between the sports line and the bet, or other evidence of unfair play or rule violations), the bookmaker reserves the right to void such bets.
  7. Bets are accepted only in Live. All matches are streamed online.
  8. Methods of win:
    • The game has 4 types of balls: cue ball (white ball), solid-colored balls, striped balls, and black (eighth) ball. The game ends when the black ball is potted or jumps out of the table. Solid-colored and striped balls are assigned to players based on the break shot results.
    • A regular win occurs if a player pots the black (eighth) ball after clearing all seven of their object balls (solid-colored or striped).
    • An auto win occurs if the opponent pots the black ball before clearing all their object balls, pots the black ball together with the white ball, or the black ball jumps out of the table.
  9. The following markets are available:
    • Win
    • Method Of Win
    • One or More Balls Potted With Break Shot (true if one or more balls, except the white ball, are potted on the first break shot; subsequent break shots are not counted)
    • Jumped Ball (true if one or more balls, except the white ball, jump out of the table during the game)
    • Exact Number Of Unpotted Balls On The Table At The End Of The Game (excluding the white ball)

6.117 Esports Pool (Snooker)

TOURNAMENT: Snooker

  1. Esports Pool (Snooker) is a stream of a multiplayer game (snooker simulator).
  2. Bets are accepted on a pool game between two rivals. The game continues until one player wins.
  3. All bets are settled based on the final result at the end of full time.
  4. The bookmaker sets the minimum and maximum stake for each selection individually.
  5. Stake limits may be changed by the bookmaker without prior notice.
  6. If any administrative or software errors occur while accepting a bet (such as obvious misprints of odds, inconsistencies between the betting market and the bet, etc.) or there is any other evidence that the bet is incorrect, the bookmaker reserves the right to void such bets.
  7. Bets are accepted both before the official start of the event and in Live. All games are streamed online.
  8. If the score on the website does not match the video, bets are settled based on the information on the website. This applies at the end of streaming when a player pots a ball with a specific value: red – 1 point, yellow – 2, green – 3, brown – 4, blue – 5, pink – 6, black – 7 points.
  9. Types of win for one player:
    • A player concedes because the point difference is so large that the remaining points on the table cannot allow a comeback.
    • A player pots a pink ball and only the black ball is left. If the player’s lead is more than 7 points, they are declared the winner without potting the final black.
    • The last black is potted or a foul occurs while playing it. If the score is not tied, the player with more points is declared the winner.
  10. The following markets are available:
    • Win
    • Total
    • Individual Total
    • Handicap
    • Total (Even/Odd)

6.118 FlatOut4

  1. FlatOut4 is a stream of a multiplayer game.
  2. Three players take turns performing in each game.
  3. Bets on each player are accepted in the following categories: total points scored over 3 attempts, points per attempt, and player comparison by points (over, under). Bets are settled after the player completes the challenge and after the event ends.
  4. The player with the highest score is declared the winner.
  5. The betting company sets a maximum stake for each event.
  6. A stake can be limited without notice or explanation.
  7. If mistakes occur while accepting bets (such as misprints in the betting list, odds mismatches, or other evidence of unfair play or rule violations), the bookmaker reserves the right to void such bets.
  8. Bets are accepted only in Live. All matches are streamed online.
  9. The following markets are available:
    • Individual Total Scored Points (Over; Under)
    • Total Scored Points (Over; Under)
    • Match-Ups By Points

*Challenge Time is the period from the start of the attempt until its completion.

6.119 Esports Ice Hockey (Shootout)

  1. Esports Ice Hockey (Shootout) is a stream of a multiplayer game (ice hockey simulator).
  2. The game consists of a series of penalty shots, with each team taking turns. If the score is tied after 10 shots, additional shots are taken until one team scores while the other does not.
  3. If a team has taken fewer than 5 shots and cannot catch up to the opponent, the match is stopped (for example, score 2-0, shots 4-4).
  4. All bets are settled after the event ends.
  5. The bookmaker sets a maximum stake for each selection individually.
  6. Stake limits may be changed by the bookmaker without prior notice.
  7. If staff make errors or software failures occur during bet acceptance (such as obvious odds misprints, inconsistencies between the Sports/Live sections and the bet slip, etc.), or if there is any other indication that bets were accepted incorrectly, the bookmaker may declare such bets void.
  8. Bets are accepted before the start of the match and during the match (Live bets). All Esports Ice Hockey (Shootout) matches are streamed online.
  9. The following markets are available:
    • Win
    • HANDICAP
    • Total (Over/Under)
    • Total (Even/Odd)
    • Correct Score
    • Individual Total (Over/Under)

6.120 Shooter PUBG

  1. Shooter PUBG is a stream of a multiplayer game (simulator).
  2. Up to 100 players participate in the battle.
  3. Bets are accepted on a streamer. The game ends when the player eliminates all opponents or dies.
  4. The bookmaker sets a maximum stake for each selection individually.
  5. Stake limits may be changed by the bookmaker without notice.
  6. If staff make errors or software failures occur during bet acceptance (such as odds misprints or inconsistencies between the Sports/Live sections and the bet slip), or there is any other evidence of incorrect bets, the bookmaker may void such bets.
  7. “Player’s Position” bet: the final placement of the player in the game.
  8. “Total Player’s Frags” bet: the number of opponents eliminated by the streamer during the entire match.
  9. Only LIVE bets are accepted. All matches are streamed online.

6.121 Kok-boru

  1. The objective is to grab the goat’s carcass (or prop) and throw it into the opponent’s “tai kazan” (goal) as many times as possible.
  2. Game duration: 3 periods of 20 minutes, with a 10-minute break between periods.
  3. Rule violations result in a 2-minute penalty for the player.
  4. After placing the carcass in the “tai kazan” and awarding points for the goal, the game resumes from the center of the field.
  5. A team that voluntarily stops playing and ignores the chief referee’s decision is counted as defeated.
  6. If, after a break, a team deliberately delays play and does not return to the field, the opposing team may continue without them for the remaining time.
  7. If the match ends in a draw, extra time (10 minutes) is only played in the semi-finals and finals. If there is still no winner, free throws (shootouts) decide the outcome.
  8. The game is officiated by a protocol commission approved by the Kok-boru Federation Board, which reviews team claims and decides on awarding victory in disputed situations.

6.122 NBA Playgrounds

  1. NBA Playgrounds is a stream of a multiplayer game (basketball simulator).
  2. All bets are settled based on the final result at the end of full time.
  3. The betting company sets a maximum stake for each event.
  4. A stake may be limited on a specific event without notice or explanation.
  5. Bets are accepted before the official start of the event and in Live. All NBA Playgrounds matches are streamed online.
  6. Game duration is 5 minutes. If the score is tied, the match goes to extra time (30 seconds). Extra time can be awarded an unlimited number of times.
  7. The following markets are available:
    • Win
    • HANDICAP
    • Total (Over; Under)
    • Individual Total (Over; Under)
  8. If any administrative or software errors occur while accepting a bet (such as obvious odds misprints or inconsistencies between the betting market and the bet), or if there is any other indication that the bet is incorrect, the bookmaker reserves the right to void such bets.

NBA Playgrounds (Exhibition 3-Point Contest):

  1. NBA Playgrounds (Exhibition 3-Point Contest) is a stream of a multiplayer game (basketball simulator). The game is played on one side of the court. Players shoot from the three-point line. Each player has 25 balls. The round duration is 1 minute 10 seconds. There are three types of balls: regular ball – 1 point; golden ball – 1 point plus 5 seconds of extra time; tricolor ball – 3 points. The match is played up to 3 wins (3 rounds). All bets are settled based on the actual result at the end of full time.
  2. The betting company sets maximum and minimum stake limits for each selection individually.
  3. Stake limits may be changed without prior notice.
  4. If staff errors or software failures occur during bet acceptance (such as odds misprints or inconsistencies between Sports/Live sections and the bet slip), or if there is evidence of incorrect bets, the bookmaker may declare such bets void.
  5. Bets are accepted before the match and during the match (Live bets). All NBA Playgrounds (Exhibition 3-Point Contest) matches are streamed online.
  6. Available markets:
    • On the entire match:
      • Win (only rounds without a draw count)
      • Total Over/Under (only rounds without a draw count)
      • Correct Score (only rounds without a draw count)
      • Total Draws Over/Under (only rounds with a draw count)
    • On a round:
      • Win
      • Total (Over/Under)
      • Individual Total (Over/Under)
      • Total Points (exact interval of points scored)
      • Total (Even/Odd)
      • Handicap
      • Most Extra Time
      • Total Extra Time (Over/Under)

6.123 Laser League

  1. Laser League is a stream of a multiplayer game. The maximum number of rounds is 3. Two teams (3 players each) try to damage each other and eliminate all opponents. Each round is played up to 3 points. If a team eliminates all opponents, it is awarded 1 point. When a team reaches 3 points, it wins the round. The game ends when one team wins 2 rounds.
  2. All bets are settled after the event ends.
  3. The bookmaker sets the minimum and maximum stake for each selection individually.
  4. Stake limits may be changed by the bookmaker without prior notice.
  5. If staff make errors or software failures occur during bet acceptance (such as obvious misprints, inconsistencies between Sports/Live sections and the bet slip, etc.), or if there is any indication of incorrect bets, the bookmaker may void such bets.
  6. Bets are accepted before the match and during the match (Live bets). All Laser League matches are streamed online.
  7. The following markets are available:
    • Win The Match
    • Points Victory
    • Points Handicap
    • Total (Over/Under)
    • Total (Even/Odd)
    • Correct Score
    • Individual Totals (Over/Under)

6.124 BATTLERITE, WWE BATTLEGROUNDS

BATTLERITE

  1. BattleRite is a stream of a multiplayer game.
  2. Bets are accepted on a match between two fighters. Each match is played until a fighter wins 2 rounds, so the maximum number of rounds is 3.
  3. All bets are settled after the event ends.
  4. The fighter who defeats the opponent is declared the winner.
  5. The bookmaker sets the minimum and maximum stake for each selection individually.
  6. Stake limits may be changed by the bookmaker without prior notice.
  7. The following markets are available:
    • Win
    • Round Duration
    • Total Rounds (Over/Under)
    • Total Taken Orbs (Over/Under)
  8. Bets are accepted before the start of the event and in Live. All Battlerite matches are streamed online.
  9. If administrative or software errors occur during bet acceptance (such as odds misprints, inconsistencies between the betting market and the bet, etc.), or if there is any other evidence of incorrect bets, the bookmaker may declare such bets void.

WWE BATTLEGROUNDS

  1. WWE Battlegrounds is a stream of a multiplayer game.
  2. Bets are accepted on a match between two fighters. Each match is played until a fighter achieves 4 wins, so the maximum number of rounds is 7.
  3. All bets are settled after the event ends.
  4. The fighter who performs a finishing move is declared the winner.
  5. The bookmaker sets the minimum and maximum stake for each selection individually.
  6. Stake limits may be changed by the bookmaker without prior notice.
  7. If staff errors or software failures occur during bet acceptance (e.g., misprints in odds, inconsistencies between the Sports/Live sections and the bet slip), or if there is any other evidence that a bet was accepted incorrectly, the bookmaker may declare such bets void.
  8. Bets on fighters are accepted only LIVE. All matches are streamed online.
  9. The following markets are available:
    • In the round:
      • Win In Round
      • Round Duration* (Over/Under)
      • Type Of Finishing Move: Pinfall, Submission, or Countout
    • In the tournament:
      • Win In The Tournament
      • Total (Over/Under)
      • Fighter’s Individual Total (Over/Under)
      • Total Finishing Moves By Types (Over/Under)
      • Race To Points

*Round duration refers to the number of seconds elapsed since the start of the fight.

6.125 Mutant Football League

  1. Mutant Football League is a stream of a multiplayer game (American football simulator).
  2. All bets are settled after the event ends.
  3. The bookmaker sets the minimum and maximum stake for each selection individually.
  4. Stake limits may be changed by the bookmaker without prior notice.
  5. If a match ends in a draw during regular time, overtime is played. All bets are settled including overtime results.
  6. If staff errors or software failures occur during bet acceptance (e.g., misprints in odds, inconsistencies between the betting market and the bet), or if there is any other indication of incorrect bets, the bookmaker may declare such bets void.
  7. Bets are accepted before the official start of the event and in Live. All Mutant Football League matches are streamed online.
  8. The following markets are available:
    • Win
    • Handicap Of Each Team
    • Total (Over/Under)

6.126 Crossout

  1. CrossOut is a stream of a multiplayer game.
  2. All bets are settled after the event ends.
  3. The bookmaker sets the minimum and maximum stake for each selection individually.
  4. Stake limits may be changed by the bookmaker without prior notice.
  5. If administrative or software errors occur during bet acceptance (e.g., misprints of odds, inconsistencies between the betting market and the bet), or if there is any evidence that a bet is accepted incorrectly, the bookmaker may declare such bets void.
  6. In the case of unsportsmanlike conduct affecting the outcome, such as inactivity of allies or team-killing, the bookmaker may void the bet and settle it at odds of 1 (stakes refunded).
  7. Bets are accepted before the start of a match and during the match (Live bets). All matches are streamed online.
  8. A team that destroys all opposing vehicles or captures the enemy base is declared the winner.
  9. If the game ends at the end of regular time, the winner is the team that captures the opposing base (Type of win – Capture The Base).
  10. Bets are accepted on random battles in CrossOut, with team members selected at random.
  11. The number of points scored by each team equals the number of opposing vehicles destroyed by any method.
  12. The following markets are available:
    • Win
    • Handicap
    • Total (based on score)
    • Capture The Base
    • Total Player’s Frags

6.127 Rainbow Six Siege

Rainbow Six Siege is a stream of a multiplayer game.

  1. All bets are settled after the event ends.
  2. The bookmaker sets the minimum and maximum stake for each selection individually.
  3. Stake limits may be changed by the bookmaker without prior notice.
  4. If staff errors or software failures occur during bet acceptance (e.g., misprints in odds, inconsistencies between Sports/Live sections and the bet slip), or if there is evidence that a bet was accepted incorrectly, the bookmaker may void such bets.
  5. In the case of unsportsmanlike conduct affecting the outcome, such as inactivity of allies, team-killing, or premature exit from the game, the bookmaker may void the bet and settle it at odds of 1 (stakes refunded).
  6. If a team surrenders or a player joins after the first round, the bookmaker may void the bet and settle at odds of 1 (stakes refunded).
  7. Bets are accepted before the start of the game and during the game (Live). All games are streamed online.
  8. Win in Round: The team that destroys opponents or completes the map objective (defusing the bomb, rescuing the hostage, or capturing the position) is the winner.
  9. Win in the Match: The team that reaches 4 points (when the opposing team has fewer than 3 points) or 5 points is the winner.
  10. Bets are accepted on battles in Rainbow Six Siege. Team players are selected at random.
  11. Team Score equals the number of rounds won.
  12. Available markets for the whole match:
    • Win
    • Correct Score
    • Total Rounds

6.128 Esports Footvolley

Esports Footvolley is a stream of a multiplayer game (Footvolley simulator).

  1. All bets are settled based on the final result at the end of full time.
  2. The bookmaker sets the minimum and maximum stake for each selection individually.
  3. Stake limits may be changed by the bookmaker without prior notice.
  4. Bets are accepted before the official start of the event and in Live. All Footvolley matches are streamed online.
  5. A round lasts up to 5 points. If the score is tied at 4 points, the round continues until a 2-point difference is achieved.
  6. Game duration is up to 3 wins. The maximum number of rounds is 5.
  7. The following markets are available:
    • Win
    • HANDICAP
    • Total (Over/Under)
    • Individual Total (Over/Under)
  8. If staff errors or software failures occur during bet acceptance (e.g., misprints in odds, inconsistencies between the Sports/Live sections and the bet slip), or if there is any indication of an incorrect bet, the bookmaker may declare such bets void.

6.129 Esports Mini Ice Hockey

  1. Esports Mini Ice Hockey is a stream of a multiplayer game (ice hockey simulator).
  2. All bets are settled after the match ends.
  3. The bookmaker sets the minimum and maximum stake for each selection individually.
  4. Stake limits may be changed by the bookmaker without prior notice.
  5. Bets are accepted on regular time only.
  6. If staff errors or software failures occur during bet acceptance (e.g., misprints in odds, inconsistencies between Sports/Live sections and the bet slip), or if there is any indication of an incorrect bet, the bookmaker may declare such bets void.
  7. Bets are accepted before the match and during the match (Live bets). All Esports Mini Ice Hockey matches are streamed online.
  8. The team with the highest score is declared the winner. If scores are equal, the game continues until a goal is scored.
  9. The following markets are available:
    • Win The Match
    • Total
    • Individual Totals
    • Handicap
    • Total (Even/Odd)

6.130 Killer Instinct

  1. Killer Instinct includes streaming of a multiplayer game.
  2. Bets are placed on a fight between two players. A match is played until one fighter wins five rounds, so the maximum number of rounds is nine.
  3. All bets are finalized after the event finishes.
  4. The fighter who defeats their opponent is considered the winner.
  5. The maximum stake for each selection is set individually by the bookmaker.
  6. The bookmaker can adjust stake limits at any time without notice.
  7. If staff make mistakes or if any software issues happen when accepting bets (e.g. obvious errors in the odds, discrepancies between the odds shown in the Sports/Live sections and on the bet slip, etc.), or if there are other signs of incorrect bet acceptance, the bookmaker has the right to void such bets.
  8. Bets on fighters are only accepted LIVE. The game is streamed online.

THE FOLLOWING MARKETS ARE AVAILABLE:

IN THE ROUND:

  • Win In Round
  • Round Duration* (Over/Under)
  • Type Of Finishing Move: Ultimate, Awesome, Supreme, or none

* Round duration refers to the number of seconds elapsed since the fight started. This is calculated by subtracting the timer number at which the round stops from 99 seconds (the standard starting point). For example, if the timer stops at 74, the round duration is 99-74=25 seconds.

IN THE TOURNAMENT:

  • Win In The Tournament
  • Total (Over/Under)
  • Fighter’s Individual Total (Over/Under)
  • Total Finishing Moves By Type (Over/Under)

6.131 SociableSoccer

  1. SociableSoccer includes streaming of a multiplayer game (a football simulator).
  2. All bets are finalized after the event ends.
  3. The minimum and maximum stakes for each selection are set individually by the bookmaker.
  4. The bookmaker can change stake limits at any time without notice.
  5. Bets are accepted both before the official start of the event and LIVE. All SociableSoccer matches are streamed online.
  6. A match lasts 90 minutes (two halves of 45 minutes each).
  7. The following markets are available
    • Win
    • HANDICAP
    • Total (Over/Under)
    • Individual Totals (Over/Under)
  8. If staff make mistakes or software problems occur when accepting bets (e.g. obvious odds errors, inconsistencies between the odds shown in the Sports/Live sections and on the bet slip, etc.), or if there are other signs of incorrect bet acceptance, the bookmaker has the right to void such bets.

6.132 Pixel Cup Soccer

PIXEL CUP SOCCER

  1. Pixel Cup Soccer is a streamed multiplayer game (football simulator).
  2. All bets are finalized after the event ends.
  3. The minimum and maximum stakes are set individually by the bookmaker for each selection.
  4. The bookmaker can adjust stake limits at any time without notice.
  5. If a match ends in a draw during regular time, a penalty shootout occurs (3rd half). In this case, all bets are settled excluding the penalty shootout, except for bets on the match winner.
  6. If staff make mistakes when accepting bets (e.g. obvious misprints in the betting list, odds mismatch between the Sports line and the bet, etc.) or if there is evidence of unfair play or rule violations, the bookmaker reserves the right to void such bets.
  7. Bets are accepted both before a match starts and during the match (Live bets). All Pixel Cup Soccer matches are streamed online.
  8. The following markets are available
    • Double Chance
    • Win In The Match
    • Total
    • Individual Total
    • Total (Even; Odd)
    • Handicap
    • Both Teams To Score
    • Win To Nil
    • Total In Interval

PIXEL CUP SOCCER (PENALTY SHOOTOUT)

  1. Pixel Cup Soccer (Penalty Shootout) is a streamed multiplayer game (football simulator).
  2. The game consists of a series of penalty shots, with each team taking turns. If the score is tied after 10 shots, additional shots continue until one team scores and the other misses.
  3. If a team has fewer than 5 shots left and cannot catch the opponent, the match is stopped early (for example, score is 2-0 with 4 shots each).
  4. All bets are finalized after the event ends.
  5. The minimum and maximum stakes are set individually by the bookmaker for each selection.
  6. The bookmaker can adjust stake limits at any time without notice.
  7. If staff make mistakes when accepting bets (e.g. obvious misprints in the betting list, odds mismatch between the Sports line and the bet, etc.) or if there is evidence of unfair play or rule violations, the bookmaker reserves the right to void such bets.
  8. Bets are accepted both before a match starts and during the match (Live bets). All Pixel Cup Soccer (Penalty Shootout) matches are streamed online.
  9. The following markets are available:
    • Win In The Match
    • Total
    • Individual Total
    • Total (Even; Odd)
    • Handicap

6.133 Esports Foosball

  1. Esports Foosball includes streaming of a multiplayer game.
  2. Bets are placed on matches that continue until one team scores 5 goals.
  3. All bets are finalized after the event ends.
  4. The minimum and maximum stakes are set individually by the bookmaker for each selection.
  5. The bookmaker can adjust stake limits at any time without notice.
  6. If staff make mistakes or if any software issues occur during bet acceptance (e.g. obvious errors in the odds, discrepancies between the odds shown in the Sports/Live sections and on the bet slip, etc.) or if there are other signs of incorrect bet acceptance, the bookmaker has the right to void such bets.
  7. Bets are accepted both before a match starts and during the match (Live bets). All Esports Foosball matches are streamed online. The following markets are available:
    • Win
    • Team Handicap
    • Total (Over/Under)
    • Correct Score
    • Number Of Goals (Even/Odd)

6.134 Table Football Pro

  1. Table Football Pro is a streamed multiplayer game (table football simulator).
  2. All bets are finalized after the event ends.
  3. The minimum and maximum stakes are set individually by the bookmaker for each selection.
  4. The bookmaker can change stake limits at any time without notice.
  5. If staff make mistakes or if software problems occur during bet acceptance (e.g. obvious errors in the odds, discrepancies between the odds shown in the Sports/Live sections and on the bet slip, etc.) or if there are other signs of incorrect bet acceptance, the bookmaker has the right to void such bets.
  6. Bets are accepted both before a match starts and during the match (Live bets). All Table Football Pro matches are streamed online.
  7. The following markets are available:
    • Double Chance
    • Win
    • Total
    • Individual Total
    • Total (Even; Odd)
    • Handicap
    • Both Teams To Score
    • Total In Interval

6.135 Esports Football (PES)

Esports Football (PES) includes streaming of a multiplayer game (football simulator).

Bets are accepted on EPL, Africa Cup of Nations, and America Cup matches.

  1. All bets are finalized after the event ends.
  2. The minimum and maximum stakes are set individually by the bookmaker for each selection.
  3. The bookmaker can change stake limits at any time without notice.
  4. Bets on football are accepted for regular time only.
  5. If staff make mistakes or software issues occur during bet acceptance (e.g. obvious misprints in the odds, discrepancies between the odds shown in the Sports/Live sections and on the bet slip, etc.) or if there are other signs of incorrect bet acceptance, the bookmaker has the right to void such bets.
  6. Bets on Esports Football (PES) are accepted both pre-match and Live. All Esports Football matches are streamed online.
  7. In Copa América, there is an additional market for total shots, both on and off-target (bets are settled according to PES stats).
  8. The following markets are available (regular time):
    • Win
    • Double Chance
    • Handicap
    • Total (Over/Under)
    • Team Total (Over/Under)
    • Total (Even/Odd)
    • Correct Score
    • Next Goal

6.136 Esports Australian Football

Esports Australian Football (AFL) includes streaming of a multiplayer game (Australian football simulator).

  1. A match lasts 80 minutes, divided into four 20-minute quarters.
    Goal: a team scores 6 points if the ball is kicked into the main goal without touching the crossbar.
    Behind: a team scores 1 point if the ball crosses the scoring zone within the secondary goal boundaries or touches the main goal crossbar.
  2. The minimum and maximum stakes are set individually by the bookmaker for each selection.
  3. The bookmaker can change stake limits at any time without notice.
  4. Bets are accepted both before a match starts and during the match (Live bets). All Esports AFL matches are streamed online.
  5. The following markets are available (regular time):
    • Win
    • Handicap
    • Total (Over/Under)
    • Individual Totals (Over/Under)
    • Total (Even/Odd)
  6. All bets are finalized after the match ends.
  7. If staff make mistakes or software problems occur during bet acceptance (e.g. obvious misprints in the odds, discrepancies between the odds shown in the Sports/Live sections and on the bet slip, etc.) or if there are other signs of incorrect bet acceptance, the bookmaker has the right to void such bets.

6.137 Super Arcade Football

  1. Super Arcade Football includes streaming of a multiplayer game (football simulator).
  2. All bets are finalized after the event ends.
  3. The minimum and maximum stakes are set individually by the bookmaker for each selection.
  4. The bookmaker can change stake limits at any time without notice.
  5. If a match ends in a draw during regular time, the result is considered a draw.
  6. If staff make mistakes or software issues occur during bet acceptance (e.g. obvious misprints in the odds, discrepancies between the odds shown in the Sports/Live sections and on the bet slip, etc.) or if there are other signs of incorrect bet acceptance, the bookmaker has the right to void such bets.
  7. Bets are accepted both before a match starts and during the match (Live bets). All Super Arcade Football matches are streamed online.
  8. The following markets are available:
    • Double Chance
    • Win In The Match
    • Total
    • Individual Total
    • Total (Even/Odd)
    • Handicap
    • Both Teams To Score
    • Win To Nil
    • Exact Number Of Points

6.138 Marble Football

  1. Marble Football includes streaming of a marble football match.
  2. All bets are finalized after the event ends.
  3. The minimum and maximum stakes are set individually by the bookmaker for each selection.
  4. The bookmaker can change stake limits at any time without notice.
  5. If staff make mistakes or software issues occur during bet acceptance (e.g. obvious misprints in the odds, discrepancies between the odds shown in the Sports/Live sections and on the bet slip, etc.) or if there are other signs that a bet was accepted incorrectly, the bookmaker has the right to void such bets.
  6. Bets are accepted both pre-match and Live. All Marble Football matches are streamed online.
  7. Rules:
    • A match consists of two halves.
    • A team earns a point for each goal scored at either end of the pitch.
    • Total Team Points is the sum of goals scored in both halves.
  8. Rules for determining a goal:
    • If a marble is in the goal area and stops moving, it counts as a goal.
    • If a marble enters the goal area and then leaves it, it does not count as a goal.
    • If a marble is on the goal line, it counts as a goal if most of the marble (relative to its center) has crossed the line.
    • Disputes over whether a goal has been scored are resolved by the competition organizer. The final score is shown on the scoreboard in the video stream.
  9. Available bets on the full match (settled according to the final score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • Both Teams To Score Yes/No
    • Score Draw Yes/No
    • Correct Score
    • HT-FT (Half-Time/Full-Time)
    • Scores In Each Half
    • Either Team To Win To Nil Yes/No
    • Team To Win To Nil Yes/No
    • Goals Scored In Both Halves Yes/No
    • Team To Win By Exactly One Goal Or To Draw Yes/No
    • Draw In At Least One Half Yes/No
    • Draw In Both Halves Yes/No
    • Each Team Will Score Over/Under Yes/No
    • Total Goals In Interval
  10. Available bets for a half (settled based on the score of the specific half):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • Both Teams to Score Yes/No
    • Score Draw Yes/No
    • Either Team to Win to Nil Yes/No
    • Team to Win to Nil Yes/No
    • Team to Win by Exactly One Goal or Draw Yes/No

6.139 Marble basketball

  1. Marble basketball is a game streamed online that involves marbles.
  2. All bets are settled after the event ends.
  3. Minimum and maximum stakes are set by the bookmaker for each market individually.
  4. The bookmaker can adjust stake limits at any time without prior notice.
  5. If staff make mistakes or software errors occur while accepting bets (e.g. clear misprints in odds, discrepancies between the odds shown in Sports/Live sections and on the bet slip, etc.), or if there are other signs that bets were accepted incorrectly, the company has the right to void such bets.
  6. Bets can be placed both pre-match and live. All marble basketball matches are streamed online.
  7. Game rules:
    • Each match has four quarters.
    • Teams score points by getting a marble into a basket.
    • Under each basket is a flag showing the points scored.
    • Each team’s total points are calculated by adding the points from all four quarters.
    • The team with the most points wins.
  8. Basket scoring rules:
    • A basket counts when a marble enters the scoring zone.
    • Any disputes about the winner of a quarter are settled by the competition organizer, and the final score is shown on the scoreboard.
  9. The following markets are available and are settled according to the final match score:
    • Winner
    • Total (Over/Under)
    • Individual Total (Over/Under)
    • Handicap
    • Total Out Balls (Over/Under)
    • Individual Total Out Balls (Over/Under)
    • Total Points in Zone (Over/Under)
  10. The following markets are available for individual quarters and are settled based on the score of that quarter:
    • Winner
    • Total (Over/Under)
    • Individual Total (Over/Under)
    • Handicap
    • Total Out Balls (Over/Under)
    • Individual Total Out Balls (Over/Under)
    • Total Points in Zone (Over/Under)

6.140 Marble Golf

  1. Marble golf involves streaming a marble golf match.
  2. All bets are settled after the event ends.
  3. Minimum and maximum stakes are set by the bookmaker for each selection individually.
  4. The bookmaker can change stake limits at any time without prior notice.
  5. If staff make errors or software failures occur while accepting bets (e.g. obvious misprints in odds, discrepancies between odds shown in Sports/Live sections and on a bet slip, etc.), or if there is any indication that a bet was accepted incorrectly, the bookmaker has the right to void such bets.
  6. Bets can be placed both pre-match and live. All marble golf matches are streamed online.
  7. Rules:
    • Each match consists of three rounds.
    • A team earns points when their ball lands in a hole.
    • Each hole has a flag showing both the hole number and the points value.
    • Teams’ total points equal the sum of points earned in all rounds.
  8. Rules for determining if a ball has landed in a hole:
    • Points are awarded when a ball goes into a hole.
    • In each round, up to 5 balls may land in the 5th hole, but no more than 1 ball can land in any other hole.
    • Disputes about whether a ball landed in a hole are resolved by the competition organizer. The overall score is shown on a scoreboard in the video stream.
  9. The following bets are available for the entire match (settled based on the final match score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • No Draws to Occur Yes/No
    • Clear Victory Yes/No
    • Team to Win Every Round Yes/No
    • Total Balls in a Hole
  10. The following bets are available for each round (settled based on the round score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • Either Team to Win to Nil Yes/No
    • Team to Win to Nil Yes/No
    • Total Balls in a Hole

6.141 Marble Shooting

  1. Marble shooting involves streaming a marble shooting match.
  2. All bets are settled after the event ends.
  3. Minimum and maximum stakes are set by the bookmaker for each selection individually.
  4. The bookmaker can adjust stake limits at any time without prior notice.
  5. If staff make mistakes or software errors occur while accepting bets (e.g. clear misprints in odds, discrepancies between odds in Sports/Live sections and the bet slip, etc.), or if there is any sign that a bet was accepted incorrectly, the bookmaker may void such bets.
  6. Bets can be placed both pre-match and live. All marble shooting matches are streamed online.
  7. Rules:
    • Each match consists of three rounds (stands).
    • Points are awarded when a ball lands in a zone (each zone has a marker showing the points earned for landing there).
    • Teams’ total points equal the sum of points earned at all stands.
    • Results refer to the first competitor’s performance. “Three Wins – Yes” means the first competitor won 3 times, while “Three Defeats – Yes” means the opponent won 3 times.
    • For bet settlement, a number is considered even only if divisible by 20. For example, 350 points is treated as odd because it is not divisible by 20.
  8. Rules for determining if a ball lands in a zone:
    • Points are awarded if a ball lands in a zone.
    • Some balls may be shot outside the playing zones. These balls earn no points in that round.
  9. The following bets are available for the entire match (settled according to the final match score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Will a Ball Be Shot Out of a Playing Zone? Yes/No
    • Will a Player Shoot a Ball Out of a Playing Zone? Yes/No
    • Rounds Results
    • Draw in at Least One Round
    • Total Balls in a Zone
  10. The following bets are available for each round (settled according to the round score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • Total Balls in a Zone
    • Will a Ball Be Shot Out of a Playing Zone? Yes/No
    • Will a Player Shoot a Ball Out of a Playing Zone? Yes/No

6.142 Marble Fidget Spinners

  1. Marble Fidget Spinners involves streaming a marble fidget spinners match.
  2. All bets are settled after the event ends.
  3. Minimum and maximum stakes are set by the bookmaker for each selection individually.
  4. The bookmaker can adjust stake limits at any time without prior notice.
  5. If staff make mistakes or software errors occur while accepting bets (e.g. obvious misprints in odds, discrepancies between odds shown in Sports/Live sections and the bet slip, etc.), or if there is any indication that a bet was accepted incorrectly, the bookmaker may void such bets.
  6. Bets can be placed both pre-match and live. All marble fidget spinners matches are streamed online.
  7. Rules:
    • Each match consists of three rounds.
    • Teams earn a point when a ball lands in a hole.
    • The hole number and the points awarded are shown near each hole.
    • Teams’ total points equal the sum of points earned in all rounds.
  8. Rules for determining if a ball lands in a hole:
    • A ball counts if it ends up inside a hole.
    • Disputes about whether a ball landed in a hole are resolved by the competition organizer, and the final score is displayed on the scoreboard in the video stream.
  9. The following bets are available for the entire match (settled according to the final match score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • Team to Win to Nil Yes/No
    • Total Balls in Hole
  10. The following bets are available for each round (settled according to the round score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • Team to Win to Nil Yes/No
    • Total Balls in Hole

6.143 Marble Billiards

  1. Marble Billiards involves streaming a marble billiards match.
  2. All bets are settled after the event ends.
  3. Minimum and maximum stakes are set by the bookmaker for each selection individually.
  4. The bookmaker can adjust stake limits at any time without prior notice.
  5. If staff make mistakes or software errors occur while accepting bets (e.g. obvious misprints in odds, discrepancies between odds shown in Sports/Live sections and the bet slip, etc.), or if there is any indication that a bet was accepted incorrectly, the bookmaker may void such bets.
  6. Bets can be placed both pre-match and live. All marble billiards matches are streamed online.
  7. Rules:
    • Each match consists of two games.
    • Teams earn one point for each potted ball.
    • Pockets are numbered from left to right: 1, 2, and 3 are the upper pockets, 4, 5, and 6 are the lower pockets.
    • Teams’ total points equal the sum of points earned in both games.
  8. Rules for determining if a ball has been potted:
    • A ball counts if it ends up inside a pocket.
    • Disputes about whether a ball was potted are resolved by the competition organizer, and the final score is shown on the scoreboard in the video stream.
  9. The following bets are available for the entire match (settled according to the final match score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • Ball to Be Potted in a Corner Pocket Yes/No
    • Ball to Be Potted in a Central Pocket Yes/No
    • Team to Win to Nil Yes/No
    • Number of Balls in a Pocket
  10. The following bets are available for each game (settled according to the game score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • Ball to Be Potted in a Corner Pocket Yes/No
    • Ball to Be Potted in a Central Pocket Yes/No
    • Team to Win to Nil Yes/No
    • Number of Balls in a Pocket

6.144 MARBLE CURLING

  1. Marble Curling involves streaming a marble curling match.
  2. All bets are settled after the event ends.
  3. The minimum and maximum stakes are set by the bookmaker for each selection individually.
  4. The bookmaker can change stake limits at any time without prior notice.
  5. If staff make any mistakes or software failures occur when accepting bets (e.g. clear misprints in odds, inconsistencies between odds shown in the Sports/Live sections and on a bet slip, etc.), or if there is any other indication that a bet was accepted incorrectly, the bookmaker has the right to void such bets.
  6. Both pre-match and Live bets are accepted. All Marble Curling matches are streamed online.
  7. Rules:
    • Matches continue until a team wins 3 times.
    • Teams earn one point for each end they win.
    • No points are awarded in the event of a draw.
    • A team’s total points equal the number of points earned across all ends.
  8. The winner of an end is determined by the following rules:
    • The playing area (house) is marked by the outer circle of the target.
    • Stones knocked out of the house are not counted when determining the winner of an end.
    • The house is divided into 4 zones.
    • The team with stones closest to the button is considered the winner of an end:
      • The distance to the button is measured by zones.
      • If both teams’ stones land in the same zone, the team with the most stones in that zone wins.
      • If both teams have the same number of stones in a zone, the end is a draw.
    • Disputes about the winner of an end are settled by the organizer of the competition. The overall score is shown on the scoreboard in the video stream.
  9. The following bets can be placed on an entire match (settled according to the final score):
    • Win
    • Total Ends (Over/Under)
    • Correct Score
  10. The following bets can be placed on an end (settled according to the score of that end):
    • To Win End
    • Total Stones In House In End (Over/Under)

6.145 MARBLE COLLISION

  1. Marble Collision involves streaming a marble collision match.
  2. All bets are settled after the event ends.
  3. The minimum and maximum stakes are set by the bookmaker for each selection individually.
  4. The bookmaker can change stake limits at any time without prior notice.
  5. If staff make any mistakes or software failures occur when accepting bets (e.g. clear misprints in odds, inconsistencies between odds shown in the Sports/Live sections and on a bet slip, etc.), or if there is any other indication that a bet was accepted incorrectly, the bookmaker has the right to void such bets.
  6. Both pre-match and Live bets are accepted. All Marble Collision matches are streamed online.
  7. Rules:
    • A match consists of three rounds.
    • Teams earn points if their ball lands in chutes within the playing zones.
    • A team’s total points equal the sum of points earned in all rounds.
  8. The winner of a round is determined by the following rules:
    • The playing area is divided into 5 zones.
    • If a team’s ball lands in the zero (red) zone, no points are awarded.
    • Four zones contain 6 chutes each, with numbers indicating the points awarded for landing in them. Zones are numbered from left to right: 1, 2 – upper, 3, 4 – lower.
    • A team’s total points for a round equal the sum of points earned across all zones.
    • Disputes regarding the winner of a round are settled by the organizer of the competition. The overall score is displayed on a scoreboard in the video stream.
  9. The following bets can be placed on an entire match (settled according to the final score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Total Even/Odd
    • Individual Total Even/Odd
    • No Draws To Occur Yes/No
    • Either Team To Win A Number Of Rounds
    • Total Points In Zone
    • Number Of Balls In A Playing Zone
  10. The following bets can be placed on a round (settled according to the score of that round):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Total Even/Odd
    • Individual Total Even/Odd
    • Total Points In Zone

6.146 MARBLE WAVES

  1. Marble Waves involves streaming a marble waves match.
  2. All bets are settled after the event ends.
  3. The minimum and maximum stakes are set by the bookmaker for each selection individually.
  4. The bookmaker can change stake limits at any time without prior notice.
  5. If staff make any mistakes or software failures occur when accepting bets (e.g. clear misprints in odds, inconsistencies between odds shown in the Sports/Live sections and on a bet slip, etc.), or if there is any other indication that a bet was accepted incorrectly, the bookmaker has the right to void such bets.
  6. Both pre-match and live bets are accepted. All Marble Waves matches are streamed online.
  7. Rules:
    • A match consists of two rounds.
    • A team earns points if their ball lands in a chute (wave).
    • Each wave has a number showing both its order and the points awarded.
    • A team’s total points equal the sum of points earned in all rounds.
  8. The winner of a round is determined by the following rules:
    • A team is awarded points if their ball lands inside a chute.
    • The team with the most points is considered the winner.
    • Disputes about the winner of a round are settled by the organizer of the competition. The overall score is displayed on a scoreboard in the video stream.
  9. The following bets can be placed on an entire match (settled according to the final score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • No Draws To Occur Yes/No
    • Either Team To Win A Number Of Rounds
    • Balls On Wave
  10. The following bets can be placed on a round (settled according to the score of that round):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • Balls On Wave

6.147 MARBLE ROUND TARGET

  1. Marble Round Target involves streaming a marble round target match.
  2. All bets are settled after the event ends.
  3. The minimum and maximum stakes are set by the bookmaker for each selection individually.
  4. The bookmaker can change stake limits at any time without prior notice.
  5. If staff make any mistakes or software failures occur when accepting bets (e.g. clear misprints in odds, inconsistencies between odds shown in the Sports/Live sections and on a bet slip, etc.), or if there is any other indication that a bet was accepted incorrectly, the bookmaker has the right to void such bets.
  6. Both pre-match and live bets are accepted. All Marble Round Target matches are streamed online.
  7. Rules:
    • A match consists of three rounds.
    • A team earns points if their ball lands in zones inside the target.
    • A team loses points if their ball lands in zones outside the target.
    • Each zone has a number showing the points a team gains or loses if their ball lands in it.
    • A team’s total points equal the sum of points earned in all rounds.
  8. The winner of a round is determined by the following rules:
    • A team earns points if their ball lands inside a zone.
    • The team with the most points is considered the winner.
    • Disputes about the winner of a round are settled by the organizer of the competition. The overall score is displayed on a scoreboard in the video stream.
  9. The following bets can be placed on an entire match (settled according to the final score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • No Draws To Occur Yes/No
    • Team 1 To Win A Number Of Rounds (3)
    • Team 2 To Win A Number Of Rounds (3)
    • Total Balls In A Zone
  10. The following bets can be placed on a round (settled according to the score of that round):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • Total Balls In A Zone

6.148 MARBLE SLIDES

  1. Marble Slides involves streaming a marble slides match.
  2. All bets are settled after the event ends.
  3. The minimum and maximum stakes are set by the bookmaker for each selection individually.
  4. The bookmaker can change stake limits at any time without prior notice.
  5. If staff make any mistakes or software failures occur when accepting bets (e.g. clear misprints in odds, inconsistencies between odds shown in the Sports/Live sections and on a bet slip, etc.), or if there is any other indication that a bet was accepted incorrectly, the bookmaker has the right to void such bets.
  6. Both pre-match and live bets are accepted. All Marble Slides matches are streamed online.
  7. Rules:
    • A match consists of two rounds.
    • A team earns points if their ball lands in a zone.
    • The number of points a team earns corresponds to the zone number.
    • A team’s total points equal the sum of points earned in all rounds.
  8. The winner of a round is determined by the following rules:
    • The team with the most points is considered the winner.
    • Disputes about the winner of a round are settled by the organizer of the competition. The overall score is displayed on a scoreboard in the video stream.
  9. The following bets can be placed on an entire match (settled according to the final score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • No Draws To Occur Yes/No
    • Team 1 To Win A Number Of Rounds (2)
    • Team 2 To Win A Number Of Rounds (2)
    • Total Balls In A Zone
  10. The following bets can be placed on a round (settled according to the score of that round):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • Total Balls In A Zone

6.149 MARBLE RACE

  1. Marble Race involves streaming a marble race match.
  2. All bets are settled after the event ends.
  3. The minimum and maximum stakes are set by the bookmaker for each selection individually.
  4. The bookmaker can change stake limits at any time without prior notice.
  5. If staff make any mistakes or software failures occur when accepting bets (e.g. clear misprints in odds, inconsistencies between odds shown in the Sports/Live sections and on a bet slip, etc.), or if there is any other indication that a bet was accepted incorrectly, the bookmaker has the right to void such bets.
  6. Both pre-match and live bets are accepted. All Marble Race matches are streamed online.
  7. Rules:
    • A match consists of two rounds.
    • During a round, each team’s balls push along a weight with a pointer.
    • Teams earn points for the distance covered.
    • The pointer shows on the measurement line the distance covered by each team.
    • Fractional numbers are always rounded down.
    • A team’s total points equal the sum of points earned in all rounds.
  8. The winner of a round is determined by the following rules:
    • The team with the most points is considered the winner.
    • Disputes about the winner of a round are settled by the organizer of the competition. The overall score is displayed on a scoreboard in the video stream.
  9. The following bets can be placed on an entire match (settled according to the final score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • No Draws To Occur Yes/No
    • Team (…) To Win A Number Of Rounds (2)
    • Team To Finish In Green Zone Yes/No
    • Team To Finish In Yellow Zone Yes/No
    • Team To Finish In Red Zone Yes/No
    • Team To Finish In Blue Zone Yes/No
  10. The following bets can be placed on a round (settled according to the score of that round):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • Team To Finish In Green Zone Yes/No
    • Team To Finish In Yellow Zone Yes/No
    • Team To Finish In Red Zone Yes/No
    • Team To Finish In Blue Zone Yes/No

6.150 MARBLE MMA

  1. Marble MMA includes the live streaming of a marble MMA match.
  2. All bets are finalized after the event has ended.
  3. The minimum and maximum stakes are set by the bookmaker for each selection separately.
  4. The bookmaker may adjust stake limits at any time without prior notice.
  5. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds shown in the Sports/Live sections and in a bet slip, etc.), or if there is any other sign that a bet was accepted incorrectly, the bookmaker has the right to cancel such bets.
  6. Bets are accepted both pre-match and live. All Marble MMA matches are streamed online.
  7. Rules:
    • A match consists of three rounds.
    • A team’s total points are the sum of the points earned in all rounds.
    • The team with the highest number of points is declared the winner.
  8. The winner of a round is determined by the following rules:
    • The team that puts the most balls into the holes wins the round.
    • A round can end in a draw if both teams get the same number of balls in the holes.
    • The winning margin is the difference in the number of balls each team gets into the holes.
    • The winner of a round receives 10 points.
    • The winning margin is subtracted from the winner’s total to calculate the points awarded to the losing team.
    • If a draw occurs, both teams receive 10 points each.
    • Disputes about the winner of a round are resolved by the competition organizer. The total score is shown on the scoreboard in the video stream.
  9. The following bets can be made on the whole match (settled according to the final score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Team (..) To Win A Number Of Rounds (3)
    • No Draws Yes/No
  10. The following bets can be made on a round (settled according to the round score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd

6.151 MARBLE BLOCK BREAKER

  1. Marble Block Breaker (Marble Smash) includes the live streaming of Marble Block Breaker matches.
  2. All bets are finalized after the event has ended.
  3. The minimum and maximum stakes are set by the bookmaker for each selection separately.
  4. The bookmaker may adjust stake limits at any time without prior notice.
  5. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds shown in the Sports/Live sections and in a bet slip, etc.), or if there is any other sign that a bet was accepted incorrectly, the bookmaker has the right to cancel such bets.
  6. Bets are accepted both pre-match and live. All Marble Block Breaker matches are streamed online.
  7. Rules:
    • A match consists of two rounds.
    • A team’s total points are the sum of the points earned in all rounds.
    • The team with the most points wins the game.
  8. The winner of each round is determined by the following rules:
    • Teams earn points when their balls land in the playing zones.
    • The team with the highest points wins the round.
    • If a ball lands on a broken block, it counts as landing in the zone of that block’s color.
    • If a ball lands in zone 4 or 6, the corresponding points are awarded.
    • If a ball lands in the yellow or green zone, the team earns 1 point.
    • If a ball lands in the blue zone, the team earns 3 points.
    • If a ball lands in the red zone, the team’s total points are doubled for each ball.
    • Disputes about the winner of a round are resolved by the competition organizer. The total score is shown on the scoreboard in the video stream.
  9. The following bets can be made on the entire match (settled according to the final score):
    • Win
    • Double Chance
    • Total Over/Under
    • Handicap
    • Individual Total Over/Under
    • Total Even/Odd
    • Individual Total Even/Odd
    • Team Total In The 2x Zone Over/Under
    • Total In A Zone With A x2 Multiplier Over/Under
    • Number Of Balls In A Playing Zone
    • Team ( ) To Win ( ) Rounds
    • No Draws
  10. The following bets can be made on a round (settled according to the round score):
    • Win
    • Double Chance
    • Total Over/Under
    • Handicap
    • Individual Total Over/Under
    • Total Even/Odd
    • Individual Total Even/Odd
    • Team ( ) Total In The x2 Zone Over/Under
    • Total In A Zone With A x2 Multiplier Over/Under
    • Number Of Balls In A Playing Zone

6.152 MARBLE LOTTO

  1. Marble Lotto includes the live streaming of a Marble Lotto match.
  2. All bets are finalized after the event has ended.
  3. The minimum and maximum stakes are set by the bookmaker for each selection separately.
  4. The bookmaker may adjust stake limits at any time without prior notice.
  5. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds shown in the Sports/Live sections and in a bet slip, etc.), or if there is any other sign that a bet was accepted incorrectly, the bookmaker has the right to cancel such bets.
  6. Bets are accepted both pre-match and live. All Marble Lotto matches are streamed online.
  7. Rules:
    • A match consists of three rounds.
    • A team’s total points are the sum of the points earned in all rounds.
    • The team with the most points wins the game.
  8. The winner of each round is determined by the following rules:
    • Teams earn points when their balls land in a playing zone.
    • The team with the highest points wins the round.
    • The points awarded for each zone are shown in the zone.
    • For each ball landing in a zone with a x2 or x3 multiplier, the team’s total points are multiplied by the corresponding number.
    • Points in the Bonus50 zone are added before any multiplier is applied.
    • Disputes about the winner of a round are resolved by the competition organizer. The final score is displayed on the scoreboard in the video stream.
  9. The following bets can be made on the entire match (settled according to the final score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Team Total In The 2x Zone Over/Under
    • Total In A Zone With A x2 Multiplier Over/Under
    • Team ( ) Total In The x3 Zone Over/Under
    • Total In A Zone With A x3 Multiplier Over/Under
    • Team 1 Total In The Bonus50 Zone Over/Under
    • Team 2 Total In The Bonus50 Zone Over/Under
    • Total In A Zone With A Bonus50 Multiplier Over/Under
    • Team ( ) To Win (3) Rounds
  10. The following bets can be made on a round (settled according to the round score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Team ( ) Total In The 2x Zone Over/Under
    • Total In A Zone With A x2 Multiplier Over/Under
    • Team ( ) Total In The x3 Zone Over/Under
    • Total In A Zone With A x3 Multiplier Over/Under
    • Team ( ) Total In The Bonus50 Zone Over/Under
    • Total In A Zone With A Bonus50 Multiplier Over/Under

6.153 MARBLE BASEBALL

  1. Marble Baseball includes the live streaming of a marble baseball match.
  2. All bets are finalized after the event has ended.
  3. The minimum and maximum stakes are set by the bookmaker for each selection separately.
  4. The bookmaker may adjust stake limits at any time without prior notice.
  5. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds shown in the Sports/Live sections and in a bet slip, etc.), or if there is any other sign that a bet was accepted incorrectly, the bookmaker has the right to cancel such bets.
  6. Bets are accepted both pre-match and live. All Marble Baseball matches are streamed online.
  7. Rules:
    • A match consists of three innings.
    • A team’s total points are the sum of the points earned in all innings.
    • The team with the highest points wins the game.
  8. The winner of an inning is determined by the following rules:
    • Each team earns 1 point for every ball that lands in the Finished zone.
    • The team with the most points wins the inning.
    • Disputes about the winner of an inning are resolved by the competition organizer. The final score is displayed on the scoreboard in the video stream.
  9. The following bets can be made on the entire match (settled according to the final score):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • Team ( ) Total Winning Innings (3) Yes/No
    • No Draws Yes/No
  10. The following bets can be made on an inning (settled according to the inning score):
    • Win
    • Double Chance
    • Total Over/Under

6.154 MARBLE VOLLEYBALL

  1. Marble Volleyball includes the live streaming of a marble volleyball match.
  2. All bets are finalized after the event has ended.
  3. The minimum and maximum stakes are set by the bookmaker for each selection separately.
  4. The bookmaker may adjust stake limits at any time without prior notice.
  5. If staff make mistakes or software errors occur during bet acceptance (e.g. clear misprints in odds, differences between odds shown in the Sports/Live sections and in a bet slip, etc.), or if there is any other sign that a bet was accepted incorrectly, the bookmaker has the right to cancel such bets.
  6. Bets are accepted both pre-match and live. All Marble Volleyball matches are streamed online.
  7. Rules:
    • Teams earn 1 point for each set they win.
    • A team’s total points are the sum of the points earned in all sets.
    • The team that reaches 3 points first wins the game.
  8. The winner of each set is determined by the following rules:
    • A team earns 1 point if their balls land in the “Points” playing zone.
    • The team with the most points wins the set.
    • Disputes about the winner of a set are resolved by the competition organizer. The final score is displayed on the scoreboard in the video stream.
  9. The following bets can be made on the entire match (settled according to the final score):
    • Win
    • Handicap
    • Total Over/Under
    • Individual Total Over/Under
    • Total Out Balls Over/Under
    • Individual Total Out Balls Over/Under
    • Total Sets Over/Under
    • Handicap Sets
    • Correct Score
  10. The following bets can be made on a set (settled according to the set score):
    • Win
    • Handicap
    • Total Over/Under
    • Individual Total Over/Under
    • Total Out Balls Over/Under
    • Individual Total Out Balls Over/Under

6.155 RAID: SHADOW LEGENDS

  1. Raid: Shadow Legends includes the live streaming of a multiplayer game.
  2. Bets are accepted on fights between two teams: Team 1 and Team 2.
  3. All bets are finalized after the event has ended.
  4. The minimum and maximum stakes are set by the bookmaker for each selection separately.
  5. Stake limits may be adjusted by the bookmaker at any time without prior notice.
  6. If any administrative or software errors occur while accepting a bet (e.g. obvious misprints of odds, differences between the betting market and the bet, etc.) or if there are any other indications that a bet is incorrect, the bookmaker reserves the right to declare such bets void.
  7. Bets are accepted before the start of a fight. All Raid: Shadow Legends fights are streamed online.
  8. Rules:
    • A fight (round) continues until one team wins.
    • The team that eliminates the opposing team is declared the winner of the fight.
    • The final score and hero order numbers are shown in the video stream at the end of the fight.
  9. The following bets can be placed on an entire fight:
    • Win
    • Will a Character Survive

6.156 ESPORTS BASKETBALL (PLAYGROUND)

  1. Esports Basketball (2×2) includes the live streaming of a multiplayer basketball simulator. The two teams shoot into the same hoop until one reaches 21 points. If a team reaches 21 points but the point difference is less than 2, extra periods are played. The game continues until there is a point difference of more than 2 points.
  2. All bets are finalized after the match ends.
  3. The minimum and maximum stakes are set by the bookmaker for each selection separately.
  4. The bookmaker may adjust stake limits at any time without prior notice.
  5. If staff make errors or if software failures occur during bet acceptance (e.g. obvious misprints in odds, differences between odds shown in the Sports/Live sections and on the bet slip, etc.) or if there are other signs that a bet was accepted incorrectly, the bookmaker has the right to declare such bets void.
  6. Bets are accepted both before and during the match (Live bets). All Esports Basketball matches are streamed online.
  7. The following markets are available:
    • Win
    • Handicap
    • Total (Over/Under)
    • Total (Even/Odd)
    • Player Will Score More Than 21 Points (Yes/No)
    • Individual Totals (Over/Under)
    • Each Team Will Score Over () – Yes
    • Total () Or Less
    • Total In Interval () and ()
    • Team (1/2) To Win By () – () Points
    • Win (1/2) + Total (Under/Over) – Yes/No

6.157 Assault Squad

  1. Assault Squad is a real-time strategy game streamed online. Two teams (2×2) compete against each other. All bets are settled after the event finishes.
  2. The minimum and maximum stakes are set by the bookmaker for each event individually.
  3. The bookmaker can adjust the stake limits at any time without prior notice.
  4. The team that fully raises its flag (without it being captured by the opposing team) over a controlled object is considered the winner.
  5. If staff make any mistakes, software errors occur when accepting bets (for example, obvious errors in odds, discrepancies between odds shown in the Sports/Live sections and the bet slip, etc.), or there are other signs that bets were accepted incorrectly, the bookmaker has the right to declare such bets void.
  6. Bets can be placed on the following markets:
    • W1/W2
    • Total (points scored by both teams)
    • Handicap
    • Total Frags / Total Frags Team 1 / Total Frags Team 2
    • Total Destroyed Equipment (number of military units destroyed in the game)
    • Initiative To Be Seized, Total (the number of times a flag is captured – when one team raises its flag, but the other team captures it and raises theirs)

6.158 Cut the Rope

  1. Cut the Rope is an online video game stream where players feed a small green creature named Om Nom by cutting ropes so that candy falls into its mouth.
  2. Bets can be placed on a game pack called a “Box” (each box contains 1 to 25 levels). If a player loses a level, the game ends.
  3. If a bet is placed on a specific level but the player does not reach it, the bet will be void (refunded).
  4. If a player loses a level, they receive 0 points and 0 stars.
  5. All bets are settled after the game ends.
  6. The minimum and maximum stakes are set by the bookmaker for each selection individually.
  7. The bookmaker can change the stake limits without prior notice.
  8. If staff make any errors or software issues occur when accepting bets (for example, obvious odds errors, mismatches between odds shown in Sports/Live sections and the bet slip, etc.), or if there is another sign that a bet was accepted incorrectly, the bookmaker may declare the bet void.
  9. Both pre-match and Live bets are allowed. All games are streamed online.
  10. Available markets:
    • Total Points Over/Under (points earned on completed levels)
    • Total Stars Over/Under (stars earned on completed levels)
    • Total Levels (all completed levels including lost ones)
    • Completed Levels (if all 25 levels are finished, the bet “All Levels Will Be Completed” wins)
    • Total Points Earned On A Level Over/Under (points earned on a specific level)
    • Total Stars Earned On A Level Over/Under (stars earned on a specific level)
    • Exact Total Stars Earned On A Level (stars earned on a specific level)
    • Will A Level Be Completed Yes/No (whether a specific level will be completed)

6.159 Crash

  1. Crash is a platform game streamed online. All bets are settled once the event finishes.
  2. The minimum and maximum stakes are set by the bookmaker for each selection individually. The bookmaker may adjust the limits without prior notice.
  3. If staff make any mistakes or software errors occur when accepting bets (for example, clear misprints in odds, mismatches between odds shown in Sports/Live sections and the bet slip, etc.), or if there are other signs that a bet was accepted incorrectly, the bookmaker may declare the bet void.
  4. Available markets:
    • Total Apples Collected (number of apples remaining at the end of the level)
    • Total Boxes (number of boxes destroyed by the player per level)
    • Total Lives (number of lives left at the end of the level)

6.160 Subway Surfers

  1. Subway Surfers is a multiplayer game streamed online. The character runs along the tracks until hitting an obstacle.
  2. Players can collect power-ups that multiply the number of coins collected.
  3. There are two types of rewards in the game – gold and points – based on the distance traveled. Power-ups count as active when collected by the character.
  4. The minimum and maximum stake limits are set by the bookmaker for each selection individually.
  5. Stake limits may change at any time without prior notice.
  6. If staff make errors or software issues occur when accepting bets (for example, obvious odds misprints, inconsistencies between Sports/Live sections and the bet slip, etc.), or if there are other signs of incorrectly accepted bets, the bookmaker may declare the bets void.
  7. Both pre-match and live bets are allowed. All Subway Surfers games are streamed online.
  8. Available markets:
    • Total Points Scored (distance traveled) Over/Under
    • Total Gold Collected Over/Under
    • Power-ups Collected (2x Multiplier, Coin Magnet, Jetpack, Super Sneakers)

6.161 Sonic Generations

  1. Sonic Generations is a video game streamed online.
  2. All bets are settled after the event ends.
  3. The minimum and maximum stakes are set by the bookmaker for each selection individually.
  4. The bookmaker may adjust the stake limits at any time without prior notice.
  5. If staff make errors or software failures occur when accepting bets (for example, obvious odds misprints, mismatches between odds shown in Sports/Live sections and the bet slip, etc.), or if there are other signs of incorrectly accepted bets, the bookmaker may declare the bet void.
  6. Both pre-match and Live bets are accepted. All heats are streamed online.
  7. Available markets:
    • Will A Level Be Completed – Yes/No
    • Level Completed And Total Rings Over/Under (if a level is not completed, bets lose. Rings Total is the number of rings a character has at the end of a level)
    • Level Completed And Level Duration Over/Under (if a level is not completed, bets lose. Level duration is the time in seconds it takes a character to finish a level; milliseconds are not included)
    • Number Of Checkpoints Passed (the end of a level counts as a checkpoint)
    • Will A Checkpoint Be Passed – Yes/No (whether a character will reach a specific checkpoint in a level)

6.162 Spykebots

  1. Spykebots is a multiplayer game streamed online.
  2. All bets are settled after the event ends.
  3. Bets are placed on matches between two players. A match continues up to 3 sets.
  4. Each round lasts up to 6 points, unless a tie-break situation occurs*
  5. The player who wins 2 rounds is declared the winner.
  6. The minimum and maximum stakes are set by the bookmaker for each selection individually.
  7. The bookmaker may change stake limits at any time without prior notice.
  8. If staff make mistakes or software errors occur when accepting bets (for example, obvious odds misprints, mismatches between odds shown in Sports/Live sections and the bet slip, etc.), or if there are other signs of incorrectly accepted bets, the bookmaker may declare the bet void.
  9. Bets are accepted before a match starts and during the match (Live bets). All Spykebots matches are streamed online.
  10. Available markets:
    • In the match:
      • Win
      • Correct Score
      • Win To Nil In One Of The Sets – Yes/No
      • Total Tie-Breaks* Over/Under
    • In the round:
      • Win
      • Total Over/Under
      • Individual Totals Over/Under
      • Handicap
      • Total Even/Odd
      • Individual Totals Even/Odd
      • Tie-Break* Yes/No
      • Any Team To Win With Exact Margin Of Points
      • Team To Win To Nil – Yes/No

*A tie-break occurs when the score is 5-5, and players continue until one side leads by two points.

6.163 Blade And Soul

  1. Blade And Soul is a massively multiplayer online role-playing game streamed online.
  2. Bets are placed on matches between two fighters. A match continues until one fighter wins two rounds, so the maximum number of rounds is three. Each round lasts three minutes.
  3. All bets are settled after the match ends.
  4. The fighter who defeats their opponent is declared the winner. If both fighters are still standing at the end of a round, the winner is determined by points scored.
  5. The minimum and maximum stakes are set by the bookmaker for each event individually.
  6. The bookmaker may adjust the stake limits at any time without prior notice.
  7. If staff make errors or software failures occur when accepting bets (for example, obvious misprints in odds, mismatches between odds shown in Sports/Live sections and the bet slip, etc.), or if there are other signs that bets were accepted incorrectly, the bookmaker may declare the bets void.
  8. Bets on fighters are accepted only during LIVE play. All matches are streamed online.
  9. Available markets:
    • In the whole match:
      • Win
      • Correct Score
      • Total Rounds Over/Under
      • Who Will Take Part In The Fight
    • In the round:
      • Win
      • Round Duration Over/Under
      • Maximum Series Of Attacks In Round – Total Over/Under

6.164 Ball Grabbers

  1. Ball Grabbers is a multiplayer game streamed online.
  2. All bets are settled after the event ends.
  3. Bets are placed on matches between two players. A match continues until one player wins two rounds, so the maximum number of rounds is three.
  4. Each round lasts 2 minutes, unless an overtime situation occurs*
  5. The player who wins 2 rounds is declared the winner.
  6. The minimum and maximum stakes are set by the bookmaker for each selection individually.
  7. The bookmaker may adjust the stake limits at any time without prior notice.
  8. If staff make errors or software failures occur when accepting bets (for example, obvious odds misprints, mismatches between odds shown in Sports/Live sections and the bet slip, etc.), or if there are other signs of incorrectly accepted bets, the bookmaker may declare the bets void.
  9. Bets are accepted before the match starts and during the match (Live bets). All Ball Grabbers matches are streamed online.
  10. Available markets:
    • 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 occurs if the 2 minutes of a round pass and the score is tied; the round continues until the first goal (point) is scored.

6.165 Overcooked

  1. Overcooked is a live-streamed computer game. The game takes place in a kitchen where players control 2 chefs preparing meals to complete orders.
  2. Players earn points for completed orders. If an order is completed on time, players earn coins (the order bar is displayed at the top of the screen). If not, 10 points are deducted.
  3. There are three parameters: total points, coins, and completed orders. Coins are included in the total points collected.
  4. The minimum and maximum stakes are set by the bookmaker for each selection individually.
  5. The bookmaker may adjust stake limits without prior notice.
  6. If staff make errors or software failures occur when accepting bets (for example, obvious odds misprints, inconsistencies between odds shown in Sports/Live sections and the bet slip, etc.), or if there are other signs that bets were accepted incorrectly, the bookmaker may declare the bets void.
  7. Bets are accepted before a match starts and during a match (live bets). All Overcooked games are streamed online.
  8. Available betting markets:
    • Total Points Over/Under (points for completed orders plus coins)
    • Total Coins Over/Under
    • Total Completed Orders Over/Under

6.166 eTaekwondo

  1. eTaekwondo is a multiplayer fighting simulator streamed online.
  2. All bets are settled after the event ends.
  3. The minimum and maximum stakes are set by the bookmaker for each selection individually.
  4. The bookmaker may adjust stake limits without prior notice.
  5. Both pre-match and live bets are accepted. All eTaekwondo matches are streamed online.
  6. Matches consist of 3 rounds, each lasting 30 seconds.
  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
  8. Available bets on a round:
    • Win
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
  9. If staff make any errors or software failures occur when accepting bets (for example, obvious odds misprints, inconsistencies between odds shown in Sports/Live sections and the bet slip, etc.), or if there are other signs that bets were accepted incorrectly, the bookmaker may declare the bets void.

6.167 Esports Volleyball

  1. Esports Volleyball consists of streaming a multiplayer game simulating volleyball.
  2. All bets are settled once the event is completed.
  3. The bookmaker sets the minimum and maximum stakes for each selection individually.
  4. The bookmaker may adjust stake limits without prior notification.
  5. Bets can be placed both before a match starts and during the match (Live bets). All Esports Volleyball games are streamed online.
  6. Matches are played up to 3 set wins (1st to 4th sets are played to 25 points; if the score is tied at 24, the set continues until a two-point lead is achieved; the 5th set is played to 15 points).
  7. The following betting markets are offered:
    • Win
    • Win By Sets
    • Handicap
    • Sets Handicap
    • Total (Over/Under)
    • Individual Total (Over/Under)
    • Correct Score
  8. If staff make errors or software malfunctions occur during bet acceptance (e.g. obvious mistakes in the odds, differences between odds shown in Sports/Live sections and on the bet slip, etc.), or if there are other signs of incorrect bet acceptance, the bookmaker has the right to void such bets.

6.168 Jump Force

  1. Jump Force consists of streaming a multiplayer fighting game.
  2. All bets are settled after the event concludes.
  3. The bookmaker sets the minimum and maximum stakes individually for each selection.
  4. The bookmaker may adjust stake limits without prior notice.
  5. Bets are accepted both before the match and during the match (Live bets). All Jump Force matches are streamed online.
  6. A match continues until one team reaches 5 wins (maximum 9 rounds).
  7. Each team has 3 characters. Fights are conducted in a 1-v-1 format. Characters can be changed any number of times during a round.
  8. Each match lasts 99 seconds. After 69 seconds, a countdown timer appears on the screen.
  9. The player who performs a finishing move to win is the character that knocks out their opponent before the round ends.
  10. The player who loses by finishing move is the character that is knocked out by their opponent before the round ends.
  11. Method Of Victory:
    • Finishing Move (a player knocks out their opponent before the round ends)
    • Time Win (a player wins after the round ends)
  12. The following betting markets are offered:
    • For 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
    • For 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. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, differences between odds shown in Sports/Live sections and on the bet slip, etc.) or if there are other signs of incorrect bet acceptance, the bookmaker has the right to void such bets.

6.169 Totally Accurate Battle Simulator (TABS)

  1. Totally Accurate Battle Simulator (TABS) is a multiplayer game streamed live.
  2. All bets are settled after the event ends.
  3. Bets are accepted on fights between two players.
  4. The winner is the player who destroys all of the opponent’s units.
  5. The bookmaker sets the minimum and maximum stakes individually for each selection.
  6. Stake limits may be changed by the bookmaker without prior notice.
  7. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, differences between odds shown in Sports/Live sections and on the bet slip, etc.) or if there are other signs of incorrect bet acceptance, the bookmaker has the right to void such bets.
  8. Bets can be placed both before the start of a match and during the match (Live bets). All TABS matches are streamed online.
  9. The following betting markets are offered:
    • Win

6.170 Sekiro

  1. Sekiro is a single-player game streamed live.
  2. Bets are accepted on fights between two combatants: the shinobi and their opponent.
  3. All bets are settled after the event ends.
  4. The bookmaker sets the minimum and maximum stakes individually for each selection.
  5. Stake limits may be changed by the bookmaker without prior notice.
  6. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, differences between odds shown in Sports/Live sections and on the bet slip, etc.) or if there are other signs of incorrect bet acceptance, the bookmaker has the right to void such bets.
  7. Bets can be placed both before a fight and during the fight (Live bets). All Sekiro fights are streamed online.
  8. Rules:
    • Fights continue until one fighter wins twice (maximum 3 rounds).
    • The fighter who eliminates their opponent the required number of times wins the round.
    • Flawless Victory occurs when a fighter wins without losing any lives.
    • One life is lost if the shinobi’s opponent dies.
    • The opponent’s remaining lives are shown as orange spheres in the top-left corner of the broadcast.
    • The opponent Genichiro Ashina has one additional hidden life.
    • If the shinobi dies, the word “Death” appears during the round broadcast.
  9. The following betting markets are offered:
    • For a fight:
      • Win
      • Total Rounds
      • Correct Score
      • Total Deaths Over/Under
    • For a round:
      • Win
      • Win To Nil Yes/No

6.171 eSports Bicycle Racing

  1. eSports Bicycle Racing is a streamed road cycling simulator.
  2. All bets are settled after the event ends.
  3. The bookmaker sets the minimum and maximum stakes individually for each selection.
  4. Stake limits may be adjusted by the bookmaker without prior notice.
  5. If any administrative or software errors occur during bet acceptance (e.g. obvious misprints in odds, discrepancies between the betting market and the bet, etc.) or if there are other signs that a bet is incorrect, the bookmaker reserves the right to void such bets.
  6. Bets are accepted only before the start of a race. All eSports Bicycle Racing events are streamed online.
  7. The following betting markets are offered:
    • Regular time (by countries) – bets on the country represented by a cyclist:
      • Winner
      • Final Table Placement
      • Number of Riders in Placement Interval
    • By teams – bets on the team represented by a cyclist:
      • Winner
      • Final Table Placement
      • Number of Riders in Placement Interval

6.172 Rumble Stars

  1. Rumble Stars is a live-streamed mobile game where two teams of animals play football against each other.
  2. Games last 3 minutes. If a team scores 3 goals, the game ends. In case of a draw, 2 minutes of extra time are played.
  3. The bookmaker sets the minimum and maximum stakes individually for each selection.
  4. Stake limits may be changed by the bookmaker without prior notice.
  5. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, discrepancies between odds shown in Sports/Live sections and on the bet slip, etc.), or if there are other indications of incorrect bet acceptance, the bookmaker has the right to void such bets.
  6. Bets are accepted before the game and during the game (Live bets). All Rumble Stars matches are streamed online.
  7. The following betting markets are offered:
    • W1, W2, Draw
    • Total Goals, Individual Total (Over/Under)
    • Game Handicap and Correct Score

6.173 Brawlout

  1. Brawlout is a live-streamed multiplayer game.
  2. All bets are settled after the event ends.
  3. Bets are placed on a match between two fighters.
  4. The winner is the player who throws their opponent off the stage 3 times.
  5. The bookmaker sets the minimum and maximum stakes individually for each selection.
  6. Stake limits may be adjusted by the bookmaker without prior notice.
  7. If any administrative or software errors occur during bet acceptance (e.g. obvious misprints in odds, discrepancies between the betting market and the bet, etc.) or if there are other signs of an incorrect bet, the bookmaker reserves the right to void such bets.
  8. Bets are accepted before the start of a match and during the match (Live). All Brawlout matches are streamed online.
  9. The following betting markets are offered:
    • Win
    • Correct Score
    • Total (Over/Under)
    • Player 1/2 Max Damage (Over/Under)*

* Player 1/2 Max Damage is the maximum damage the selected player receives during the match (as a percentage).

6.174 Bomberman

  1. Bomberman is a live-streamed multiplayer game.
  2. All bets are settled after the event ends.
  3. Bets are placed on a match between four players. A match continues until one player wins 3 times. Each round lasts 2 minutes.
  4. The winner of a round is the last player alive. If multiple players remain at the end of a round, the round is a draw. If the last surviving players are eliminated simultaneously, the round is a draw.
  5. The bookmaker sets the minimum and maximum stakes individually for each selection.
  6. Stake limits may be changed by the bookmaker without prior notice.
  7. If staff make mistakes or software failures occur during bet acceptance (e.g. obvious misprints in odds, inconsistencies between odds shown in Sports/Live sections and on the bet slip, etc.), or if there are other signs of incorrect bet acceptance, the bookmaker has the right to void such bets.
  8. Bets are accepted before the start of a match and during the match (Live). All Bomberman matches are streamed online.
  9. The following betting markets are offered:
    • For a round:
      • Win In Round
      • Round Duration* (Over/Under)
    • For a tournament:
      • Individual Total (number of rounds a player wins in the tournament)
      • Tournament Result (the first player to reach 3 wins is the winner)
      • Even/Odd
      • Handicap (difference in rounds won between first and second player)

*Round Duration is the number of seconds elapsed since the start of the round. It is calculated by subtracting the number on the timer when it stops from 120 seconds (the default time at the start of the round).

6.175 War Thunder

  1. “WarThunder” is a live multiplayer game streamed online.
  2. All bets are settled after the event concludes.
  3. The minimum and maximum stakes are set individually by the bookmaker for each option.
  4. Stake limits may be adjusted by the bookmaker without prior notice.
  5. If any administrative or software errors occur when accepting a bet (such as obvious misprints in odds, discrepancies between market odds and the bet, etc.) or if there are other signs that a bet is incorrect, the bookmaker may void such bets.
  6. If unsportsmanlike conduct affects the outcome of a battle, such as complete inactivity of allies or team killing, the bookmaker may void the bets and settle them at odds of 1 (stakes refunded).
  7. Bets are accepted both before the match starts and during the match (Live bets). All matches are streamed online.
  8. The team that destroys all enemy vehicles or leaves the opponent without respawn points is considered the winner.
  9. Bets are placed on a random battle in the multiplayer game “WarThunder”, with team members assigned randomly.
  10. The number of points scored by each team equals the number of remaining respawn points. Different vehicle types require different respawn points.
  11. THE FOLLOWING MARKETS ARE AVAILABLE:
    • Win
    • Total Frags
    • Total (Even/Odd)
    • Total In the Interval

6.176 Robot Champions

  1. Robot Champions is a live multiplayer game streamed online.
  2. All bets are settled after the event concludes.
  3. Bets are placed on a match between two players.
  4. The player who pushes the opponent off the stage or destroys them is declared the winner.
  5. The minimum and maximum stakes are set individually by the bookmaker for each option.
  6. Stake limits may be adjusted by the bookmaker without prior notice.
  7. If any administrative or software errors occur when accepting a bet (such as obvious misprints in odds, discrepancies between market odds and the bet, etc.) or if there are other signs that a bet is incorrect, the bookmaker may void such bets.
  8. Bets are accepted before the match starts. 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

*The duration of a round is the number of seconds elapsed since the fight began. This is calculated by subtracting the number where the timer stops from 120 seconds (the starting number on the timer). For example, if the countdown stops at 74, the round duration is 120-74=46 seconds.

6.177 Card Football

  1. Card football is a card game that follows some rules of football. The game has 2 teams (players): the red team, which uses only red cards (diamonds and hearts), and the black team, which uses only black cards (spades and clubs). Each team has three decks of cards:
    • Goalkeepers are selected from cards with values 4 to Queen. Since both teams have two cards of each suit, this deck has 18 cards in total.
    • Defenders are selected from cards with values 2 to 8. This deck contains 14 cards in total.
    • Attackers are selected from cards with values 2 to Ace. This deck contains 26 cards in total.
  2. Each match consists of two halves, and each team makes three attacks per half. Each team therefore makes six attacks in total during a match. The highest possible score is 6-6 if every attack results in a goal, and the lowest possible score is 0-0.
  3. Goalkeepers and defenders for both teams are chosen at random from the relevant decks at the start of the match. Teams then take turns attacking, with the red team going first. Attackers are also chosen at random. The first attacking card is compared to the opposing team’s first defending card. If the attacking card’s value is higher, the attack continues and the second attacking card is played against the second defending card. If this card’s value is also higher than the defending card, the attacking team takes a “shot on goal” with their third card. If the third attacking card beats the goalkeeper card, the team scores a goal. Otherwise, the goalkeeper makes a save. The defending team can stop an attack at any point if a defending card’s value is not lower than the attacking card, ending the attack. After the first attacks of both teams, attackers used are removed, and the next attack uses the remaining cards in the attacking decks. Goalkeepers and defenders are replaced at half-time, with new selections made for the second half, following the same rules, and three attacks are made again.
  4. The team with the most goals wins. If both teams score the same number of goals, the match ends in a draw.
  5. Matches nominally last 90 minutes. Each attack represents 15 minutes of game time. The time of a goal by the red team is calculated as: (attack number – 1) x 15 + 5. The time of a goal by the black team is calculated as: (attack number – 1) x 15 + 10. For example, if the red team scores on their first attack, the goal occurs in the 5th minute ((1-1) x 15 + 5), whereas if the black team scores on their fifth attack, the goal occurs in the 70th minute ((5-1) x 15 + 10).
  6. If any administrative or software errors occur when accepting a bet (such as obvious misprints in odds, discrepancies between market odds and the bet, etc.) or if there are other signs that a bet is incorrect, the bookmaker may void such bets.
  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)

*“Non-Picture Cards” are cards with values 2 to 10. “Picture Cards” are cards with values Jack to Ace.

**Calculated from the total of all attacking cards played.

6.178 SEGA FOOTBALL

  1. SEGA Football involves streaming a console football game with two competing teams.
  2. A match consists of 2 halves, each lasting 2 minutes, including injury time.
  3. The minimum and maximum stakes are set individually by the bookmaker for each selection.
  4. The bookmaker may adjust stake limits without prior notice.
  5. If staff errors or software failures occur when accepting bets (e.g., obvious misprints in odds, inconsistencies between displayed odds and the bet slip, etc.) or there are other indications of incorrectly accepted bets, the bookmaker may void such bets.
  6. Bets are accepted both pre-match and live. 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

6.179 Dead Or Alive VI

  1. Dead Or Alive VI involves streaming a multiplayer fighting game.
  2. Bets are accepted on fights between two players. All matches follow a “Race to 5 Wins” format with a maximum of 9 rounds.
  3. All bets are settled after the event ends.
  4. The fighter who inflicts the most damage in a round is considered the winner.
  5. The minimum and maximum stakes are set individually by the bookmaker for each event.
  6. The bookmaker may change stake limits without prior notice.
  7. If staff errors or software failures occur when accepting bets (e.g., obvious misprints in odds, inconsistencies between displayed odds and the bet slip, etc.) or if there are other signs of incorrectly accepted bets, the bookmaker may void such bets.
  8. Only LIVE bets on fighters are accepted. All matches are streamed online.
  9. The following markets are available:
    • On a Round:
      • Round Winner
      • Round Duration (Over / Under)
      • Will a Flawless Victory or Victory By Time Occur (not mutually exclusive)
      • Maximum Series of Blows in a Round
      • Will Either Fighter Attempt a Break Blow or Break Hold
      • Will a Chosen Fighter Attempt a Break Blow or Break Hold
    • On a Tournament:
      • Tournament Winner
      • Total Rounds (Over / Under)
      • Fighter’s Individual Total (Over / Under)
      • Total Break Blows and Break Holds
      • Individual Total Break Blows and Break Holds
      • Flawless Victory. Counted if a Flawless Victory occurs in at least one round.
  • Flawless Victory: a fighter wins a round without taking any damage.
  • Victory By Time: if both fighters remain standing at the end of a round, the winner is the one who caused the most damage.
  • Flawless Victory By Time: both fighters remain standing, and the winner has not taken any damage.
  • Break Blow: a powerful strike using the full Break Gauge meter.
  • Break Hold: a special hold that intercepts any counterattack, using half of the Break Gauge meter.
  • The Break Gauge meter is a blue bar below the health bar. Any action fills it, whether or not it deals damage.

Round duration is the number of seconds elapsed since the start of the fight. It is calculated by subtracting the timer value at the end from 40 seconds (the standard start time). For example, if the countdown stops at 15, the round duration is 40-15=25 seconds.

6.180 Dota Auto Chess

  1. Dota Auto Chess is a live-streamed multiplayer game.
  2. All bets are settled after the event ends.
  3. Bets are accepted on matches with 8 players.
  4. The “K/D/A” (Wins/Defeats/Draws) field is shown in the top-left corner during a match. If a player loses in the last round, 2 points are added to the “Defeats” field. For betting settlement purposes, if a player does not finish in 1st place, their lost rounds total is 1 less than the value shown in the “K/D/A” field.
  5. The mini-map in the bottom-left corner has 8 fields, one for each player. When a player loses, their field is cleared. A player’s final position in the standings is determined by the number of fields still filled by opponents at the end of the match.
  6. The minimum and maximum stakes are set individually by the bookmaker for each selection.
  7. The bookmaker may adjust stake limits without prior notice.
  8. If any administrative or software errors occur when accepting a bet (e.g., obvious misprints in odds, discrepancies between market odds and the bet, etc.) or if there are other indications that a bet is incorrect, the bookmaker may void such bets.
  9. Bets are accepted both pre-match and live. 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 (number of rounds a player has won by the end of the match)
      • Total Defeats (number of rounds a player has lost by the end of the match)
      • Total Rounds (number of rounds played by a player)
      • Total Pieces Destroyed (number of enemy pieces a player has destroyed)
      • Total Pieces Not Destroyed (number of enemy pieces a player has not destroyed)
      • Player’s Finishing Position (final standing of a player at the end of the match)

6.181 Darts Live

*Checkout refers to the number of points a player scores on their final visit to the board.

  1. The rules for Darts Live are the same as standard darts.
  2. Both players start with 301 points. The first player to reduce their score to 0 wins. Players take turns throwing 3 darts, with Player 1 starting. The final dart must land on a double or bullseye. The “Bust” rule applies: if a player scores more than needed to reach 0, or reduces the score to exactly 1, their score resets to the value before the turn. A turn is also annulled if the score reaches 0 but the final dart is not a double or bullseye.
  3. If staff errors or software failures occur when accepting bets (e.g., misprints in odds, discrepancies between displayed odds and the bet slip, etc.) or there are other indications that bets were accepted incorrectly, the bookmaker may void such bets.
  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 Bullseye
    • First Player’s Dart
    • Total Remaining Points (Over/Under)
    • Six Dart Finish

6.182 Kopanito Soccer (Cyber)

  1. All bets are settled based 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 set individually by the bookmaker for each selection.
  4. The bookmaker may adjust stake limits without prior notice.
  5. Matches last 90 minutes (two halves of 45 minutes). The rules of Kopanito Soccer are the same as standard football.
  6. If staff errors or software failures occur when accepting bets (e.g., misprints in odds, discrepancies between displayed odds and the bet slip, etc.) or if there are other indications that bets were accepted incorrectly, the bookmaker may void such bets.
  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

6.183 SUPER BLOOD HOCKEY

  1. Super Blood Hockey is a multiplayer game streaming experience (ice hockey simulator).
  2. All bets are settled once the event has finished.
  3. The minimum and maximum stakes are set individually by the bookmaker for each selection.
  4. The bookmaker can change stake limits at any time without prior notice.
  5. If no winner is determined during regular time, a penalty shootout (4th period) occurs. In this case, the results of the penalty shootout are used only to settle match winner bets. All other bets are settled based on the results of the first 3 periods.
  6. If staff make mistakes or software errors occur when accepting bets (e.g., obvious odds misprints, differences between odds shown in the Sports/Live sections and those on a bet slip, etc.), or if there are other signs that a bet was accepted incorrectly, the bookmaker has the right to void such bets.
  7. Both pre-match and live bets are allowed. All Super Blood Hockey matches are streamed online.
  8. The following bets can be placed for the full match (settled according to the final score of the match):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Handicap
    • Total Even/Odd
    • Individual Total Even/Odd
    • No Draws Yes/No
    • Correct Score
    • Goal in Each Period Yes/No
    • Each Period Draw Yes/No
    • Scoring Periods
    • Period Results
    • Exact Points
  9. The following bets can be placed on individual periods (settled according to the score of that period):
    • Win
    • Double Chance
    • Total Over/Under
    • Individual Total Over/Under
    • Total Even/Odd
    • Individual Total Even/Odd
    • Both Teams To Score Yes/No

6.184 Super Kickers League

  1. All bets are settled once the event is finished.
  2. Bets can be placed on matches between two players.
  3. The minimum and maximum stakes are set individually by the bookmaker for each event.
  4. The bookmaker may adjust stake limits at any time without prior notice.
  5. Matches last 3 minutes plus overtime.
  6. If a draw occurs in regular time or overtime, play continues until a goal is scored by either team (Golden Goal).
  7. If staff make mistakes or software errors occur when accepting bets (e.g., clear misprints in odds, differences between odds shown in the Sports/Live sections and on the bet slip, etc.), or if there are other signs that a bet was accepted incorrectly, the bookmaker has the right to void such bets.
  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 scored after the 180th second of the match or a golden goal.

6.185 BATTLESHIP

BATTLESHIP 6X6

  1. This is a two-player game where opponents take turns shooting at each other’s warships. Before the game begins, players place their warships on a 6×6 grid. Each fleet consists of:
    • one cruiser (3 cells long)
    • two destroyers (2 cells long each)
    • three powerboats (1 cell long each)
  2. Player 1 shoots first. If they miss, the other player takes their turn. The player who sinks all of the opponent’s warships first wins the game.
  3. If staff make mistakes or software errors occur during bet acceptance (e.g., clear odds misprints, discrepancies between odds in different locations, etc.), or if there are other signs of incorrect bet acceptance, the bookmaker can void the bets. If software errors occur during the game, it may be paused and all unsettled bets 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 Hit Ship* Left At Game End
    • All Ships Sunk (Powerboat Yes/No, Destroyer Yes/No, Cruiser Yes/No)
    • Max Exact Shots** Over/Under

* A ship that has been hit but not sunk.
** Exact Shots are consecutive shots that hit warships until a shot misses or the game ends.

6.186 WORLD OF WARSHIPS

  1. World of Warships is a multiplayer game that is streamed online.
  2. All bets are settled once the event ends.
  3. The minimum and maximum stakes are set individually by the bookmaker for each selection.
  4. The bookmaker may adjust stake limits at any time without prior notice.
  5. If staff make errors or software failures occur when accepting bets (e.g., obvious odds misprints, differences between odds shown in Sports/Live sections and on the bet slip, etc.), or if there are other signs that a bet was accepted incorrectly, the bookmaker has the right to void such bets.
  6. In cases of unsportsmanlike behavior affecting the battle outcome, such as complete inaction by teammates or team kills, the bookmaker can void the bets and settle them at odds of 1 (stakes 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. Occasionally, teams may have fewer players.
    • Teams earn points for destroying enemy ships and holding captured territory. They lose points if teammates are lost.
    • Scores reflect the number of enemy ships destroyed by each team.
  9. Winner determination:
    • A team wins if they score 1,000 points or the opposing team reaches 0 points.
    • If a team captures the enemy base in standard battle mode, they are awarded 1,000 points and automatically win.
    • A team wins by destroying all enemy ships.
    • After 20 minutes, the team with the highest score is the winner.
  10. The following bets can be placed on the full match (settled according to the final match score):
    • Win
    • Total
    • Individual Total
    • Handicap
    • Total Even/Odd
    • Player To Survive
    • Player’s Total
    • Method Of Win
      • by frags – all enemy ships destroyed
      • by points – team scores 1,000 points or opponent reaches 0 points
      • other – any win method not specified above

6.187 Table Hockey

  1. All matches start with the puck at the center spot. The game begins with an opening signal. If a player moves the puck before the signal, a face-off is held.
  2. Face-offs are conducted by dropping the puck on the center spot.
  3. Three (3) seconds must pass after each face-off before a goal can be counted.
  4. Before a goal can count after a face-off, one of the following must happen:
    • (a) The puck touches a sideboard.
    • (b) The puck touches a playing figure other than the attacking center or defending goalkeeper at least 3 seconds after the face-off.
    • (c) A deliberate pass is made to the center. If it is unclear whether the center receives the puck from a deliberate pass or accidentally, the defending player (or referee, if present) decides if the center can score directly. If not, the center can score only by following (a) or (b).
  5. The puck must remain in the goal cage for the goal to count. In-and-outs do not count. If the puck leaves the goal cage, the match continues without interruption.
  6. A goal is invalid:
    • if it is scored as the final buzzer sounds
    • if it is scored by moving the entire game
  7. If any figure or goalie breaks when a goal is scored, the goal is still valid.
  8. If the puck is at rest on the goal line and not touching the goalie, the defending player can call “block,” and a new face-off is held.
  9. If the puck is at rest in the goal crease and not touching the goal line, the defending player must play the puck.

6.188 Table Football

  1. There are no time limits in a table football match. Matches consist of 3 or 5 games.
  2. A player or team wins a 3-game match by winning 2 games. A player or team wins a 5-game match by winning 3 games. A player or team wins a game by scoring 5 or 7 goals depending on tournament rules.
  3. After a 4:4 score in the last game of a 5-goal match, play continues until one side leads by 2 goals or the score reaches 8. For example, if the last game reaches 4:4, it continues until 4:6, 6:4, 5:7, 7:5, 6:8, or 8:6. After 7:7, the game may end at 8:7 or 7:8.
  4. After a 6:6 score in the last game of a 7-goal match, play continues until one side leads by 2 goals or the score reaches 8. For example, if the last game reaches 6:6, it continues until 6:8 or 8:6. After 7:7, the game may end at 8:7 or 7:8.
  5. The following bets can be placed on a match or game:
    • Win
    • Handicap
    • Total Over/Under
    • Individual Total Over/Under
    • Total Even/Odd
    • Correct Score
  6. If a table football match is interrupted and not resumed or completed within 24 hours, the match is declared void. Bets on interrupted or abandoned matches are settled at odds of 1, except for bets on games already played or outcomes already determined when the match stopped.

6.189 Air Hockey

  1. A match consists of 3 rounds, each lasting 7 minutes.
  2. Players earn one point for every goal scored. A goal, and the point awarded, counts only if the puck enters the player’s goal.
  3. Players may only touch the puck within their own half of the table. If a player fails to hit the puck, their opponent takes the turn.
  4. The following are considered rule violations:
    • Pressing the puck against the table.
    • Touching the puck in their own half with anything other than the paddle.
    • Touching the puck in the opponent’s half.
    • Losing the paddle.
    • The puck leaving the table due to a strong shot.

6.190 Air Hockey Infinity Cup

  1. Players earn one point for each goal scored. A match consists of 7 sets, each lasting until a player reaches 7 points.
  2. The following are considered rule violations:
    • Pressing the puck against the table.
    • Touching the puck in their own half with anything other than the paddle.
    • Touching the puck in the opponent’s half.
    • Losing the paddle.
    • The puck leaving the table due to a strong shot.

6.191 Victory Formula

  1. This game is played by 2 players. Each player has a formula to calculate their total points. The player with the highest points wins. If both players have the same points, the game ends in a draw. There are 4 possible formulas:
    • x1 + x2 + x3
    • (x1 + x2) * x3
    • x1 * x2 + x3
    • x1 * x2 * x3
      For example, if player 1 has formula 3, their points are calculated as x1 * x2 + x3. The variables x1, x2, and x3 are numbers from 0 to 9 drawn randomly. Before the game starts, only the formulas assigned to each player are known. Once the game begins, x1 is drawn for each player individually. Then x2 is drawn for each player. Finally, x3 is revealed and the game ends.
  2. If staff make mistakes or software errors occur during bet acceptance (e.g., clear odds misprints, discrepancies between odds in different locations, etc.), or if there are other signs that bets were accepted incorrectly, the bookmaker may void the bets. If software errors occur, the game may be paused and all unsettled bets refunded.
  3. 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

6.192 Russian Lotto

  1. This game is played by 2 players, each with one lottery ticket. Each ticket has 3 rows of 5 numbers. During the game, barrels numbered 1 to 90 are drawn one at a time until a winner is determined. The winner is the first player to cover a full row. A draw is possible if both players complete a row simultaneously.
  2. If staff make errors or software failures occur during bet acceptance (e.g., obvious odds misprints, discrepancies between odds shown in Sports/Live sections and on the bet slip, etc.), or if there are other indications of incorrect bet acceptance, the bookmaker may void the bets. If software failures occur, the game may be paused and all unsettled bets refunded.
  3. The following markets are available:
    • Player To Win
    • Total Barrels
    • Exact Total Barrels
    • Total Barrels Even/Odd
    • Total Covered Numbers
    • Individual Total Covered Numbers
    • Total Covered Numbers Even/Odd
    • Row To Be Covered
    • Will There Be A Barrel With The Specified Number

6.193 RUGBALL

  1. Matches are played in four periods of 8 minutes each. If the score is tied at the end, an overtime period is played. Each team can call one 30-second time out per period.
  2. The ball may be passed, thrown, bounced, carried, or rolled in any direction.
  3. Players are allowed to run while holding the ball.
  4. Players can engage in physical contact and tackle opponents, but illegal actions are prohibited.
  5. Illegal actions. Players must not:
    • Grab another player’s head with their hands
    • Block a free player for more than 10 seconds
    • Strike, knock down, or trip an opponent
    • Use their legs or grab an opponent’s leg(s)
    • Push a player from behind while they are shooting the ball into the hoop
    • Hold onto a player’s clothing without releasing
    • Intentionally cause injury
    • Attack a player in the attacking team inside the penalty area under the hoop if they entered the area with the ball (this results in a 30-second suspension for the defending team)
  6. Players may:
    • Use one or both arms to hold another player’s body or arms
    • Perform a takedown to bring an opponent to the ground
    • Engage players not in possession of the ball
    • Receive assistance from teammates to compete for the ball
    • Throw the ball from any position using any technique
  7. If a rule is violated, the game stops and the ball is thrown into play from outside the field by the team that was fouled.

6.194 Guilty Gear

  1. Guilty Gear involves streaming a multiplayer fight simulator game.
  2. All bets are settled after the event ends.
  3. Minimum and maximum stakes are set by the bookmaker for each market individually.
  4. The bookmaker can change stake limits at any time without notice.
  5. Both pre-match and Live bets are accepted. All Guilty Gear matches are streamed online.
  6. Matches continue until one fighter wins 5 rounds (maximum 9 rounds).
  7. Each round lasts 45 seconds.
  8. Methods of Victory:
    • Slash victory – one fighter defeats their opponent before the round time ends (shown in the stream as “Slash”)
    • Time victory – one fighter wins after the round time expires, based on which fighter has more health points remaining (shown as “Time’s up”)
    • Perfect victory – one fighter defeats their opponent without losing any health points (shown as “Perfect”)
  9. Available markets:
    • For the whole match:
      • Win
      • Total (Over/Under)
      • Individual Totals (Over/Under)
      • Total Wins On Time (Over/Under)
    • For individual rounds:
      • Win in Round
      • Round Duration (Over/Under)
      • Method of Win in Round
      • Winner and Method of Victory in Round
  10. If staff make mistakes, software fails during bet acceptance (e.g., obvious odds errors, mismatches between Sports/Live sections and bet slips), or there are other signs of incorrect bet acceptance, the bookmaker has the right to void those bets.

6.195 Dead Or Alive VI Tournament

  1. The Dead Or Alive VI Tournament is a multiplayer fighting game broadcast.
  2. Minimum and maximum stakes are set by the bookmaker for each market individually.
  3. The bookmaker can change stake limits at any time without notice.
  4. If staff make errors or software failures occur during bet acceptance (e.g., obvious misprints in odds, mismatches between the Sports/Live sections and bet slips, etc.), or if there are other signs of incorrectly accepted bets, the bookmaker may declare those bets void.
  5. All matches are streamed online.
  6. Bets can be placed on the knockout tournament, including the 3rd place playoff. Each tournament features eight fighters. The winner is the fighter who deals the most damage within the allotted time. Fighters eliminated in the first round are placed eighth. The top four positions are determined over the course of the tournament.
  7. All bets are settled after the event ends.
  8. Terms:
    • Flawless Victory – a fighter takes no damage during the round.
    • Time Win – awarded to the fighter who has dealt the most damage when both players are still standing at the end of the round.
    • Break Blow – a powerful strike that uses 100% of the Break Gauge.
    • Break Hold – a special move that can stop any strike using 50% of the Break Gauge.
    • Round Duration – the number of seconds elapsed since the round began, calculated as 40 seconds minus the number on the timer when the round stops. For example, if the timer stops at 15, the round duration is 40-15=25 seconds.
  9. AVAILABLE MARKETS
    • ON A ROUND:
      • Win In Round – wins if the chosen fighter wins the selected round.
      • Flawless Victory In Round – wins if a Flawless Victory occurs in the selected round.
      • Win On Time In Round – wins if a Time Win occurs in the selected round.
      • Fighter To Do A Break Hold – wins if the selected fighter performs a Break Hold in the round.
      • Any Fighter To Do A Break Hold – wins if any fighter performs a Break Hold in the round.
      • Fighter To Do A Break Blow – wins if the selected fighter performs a Break Blow in the round.
      • Any Fighter To Do A Break Blow – wins if any fighter performs a Break Blow in the round.
      • Round Duration – wins if the round duration is correctly predicted.
      • Max Series in Round – wins if the maximum series length is correctly predicted for the round.
    • ON A TOURNAMENT:
      • Tournament Standings – wins if the fighter’s final placement is correctly predicted.
      • Tournament Place Range – wins if the predicted range of places for a fighter is correct (inclusive of the final number).
      • First 2 Places In Order – wins if the 1st and 2nd place fighters are correctly predicted in order.
      • First 2 Places In Any Order – wins if the 1st and 2nd place fighters are correctly predicted, regardless of order.
      • Shortest Tournament Fight – wins if the shortest round duration in the tournament (including 3rd place playoff) is correctly predicted.
      • Longest Tournament Fight – wins if the longest round duration in the tournament (including 3rd place playoff) is correctly predicted.
      • Character’s Shortest Fight – wins if the shortest round duration for a selected character is correctly predicted.
      • Character’s Longest Fight – wins if the longest round duration for a selected character is correctly predicted.
      • Total Flawless Victories In Tournament – wins if the total number of Flawless Victories in the tournament (including 3rd place playoff) is correctly predicted.
      • Character’s Total Flawless Victories – wins if the total number of Flawless Victories for a selected character is correctly predicted.
      • Tournament Max Series – wins if the maximum series for the tournament (including 3rd place playoff) is correctly predicted.
      • Character’s Max Series – wins if the maximum series for a selected character is correctly predicted.
      • Total Break Blows In Tournament – wins if the total number of Break Blows in the tournament (including 3rd place playoff) is correctly predicted. All Break Blows count regardless of the character.
      • Character’s Total Break Blows – wins if the number of Break Blows performed by a selected character is correctly predicted.
      • Total Break Holds In Tournament – wins if the total number of Break Holds in the tournament (including 3rd place playoff) is correctly predicted. All Break Holds count regardless of the character.
      • Character’s Total Break Holds – wins if the number of Break Holds performed by a selected character is correctly predicted.
      • Total Fight Time In Tournament – wins if the total duration of all rounds (including 3rd place playoff) is correctly predicted.
      • Character’s Total Fight Time – wins if the total duration of all rounds for a selected character is correctly predicted.

6.196 Pickleball

  1. A match is played as best of three sets, with the winner being the first team to win two sets.
  2. A game is played to 11 points. Points are awarded only to the serving team, either for winning the serve or when the opponents make a mistake. The first team to reach 11 points wins the game. If the score is tied at 10:10, play continues until one team leads by 2 points.
  3. If a match starts but is not completed for any reason (e.g., a player withdraws or is disqualified), bets on outcomes that were already definitively determined according to the match format at the time of interruption (e.g., first set result, first set total, etc.) will be settled. All other bets will be settled at odds of 1.00.

6.197 Killer Joker

  1. The deck contains 36 cards (6 to A) and 2 jokers (black and red).
    • Player 1 receives the black suit cards (clubs & spades)
    • Player 2 receives the red suit cards (hearts & diamonds)
    • Cards are drawn until one of the jokers appears. The player with the most cards at that point wins (the game can end in a draw).
  2. If staff make errors or software failures occur during bet acceptance (e.g., obvious odds misprints, inconsistencies between Sports/Live sections and bet slips, etc.), or if there are other indications of incorrectly accepted bets, the bookmaker may declare those bets void. If software errors cause the game to be interrupted, any unsettled bets will be refunded (settled at odds of 1.00).
  3. Available markets:
    • Win
    • Total
    • Total Cards
    • Equal Points

6.198 SETTE E MEZZO

  1. The game is played with a deck of 40 cards in four suits. At the start, two cards are dealt: one to the player (face up) and one to the dealer (face down). The player then decides whether to draw additional cards. The dealer draws cards after the player. The objective is for the player to score more points than the dealer without exceeding 7.5 points. If both the player and dealer have the same score and the player does not have a winning card combination (see card combinations), the dealer wins. If both the player and dealer score 7.5 points, the highest ranking combination wins. If the player exceeds 7.5 points with any number of cards, they bust and lose. If the dealer busts but the player does not, the player wins. The King of Diamonds takes the value that is most beneficial for the hand.
    • Ranking in a 40-card deck: 2, 3, 4, 5, 6, 7, J, Q, K, A.
    • Card values according to ranking: 2; 3; 4; 5; 6; 7; 0.5; 0.5; 0.5; 1.
    • Card combination ranking:
      • Sette e Mezzo Classic: 7.5 points with more than two cards.
      • Sette e Mezzo Reale: 7.5 points with two cards, one seven and one face card (K, Q, J).
      • Sette e Mezzo Realissimo: 7.5 points with two cards, one being the King of Diamonds.
      • Sette e Mezzo Doppio 7: two sevens (this combination counts as 7.5 points).
  2. If staff make errors or software failures occur during bet acceptance (e.g., obvious misprints in odds, mismatches in displayed odds, etc.), or if other indications of incorrect bets arise, the bookmaker may declare such bets void. In case of software failure, the game may be interrupted and all unsettled bets refunded.
  3. Available markets:
    • Win
    • Total
    • Bust
    • Total Cards
    • Card Combination

Royal Sette e Mezzo

  1. This game uses a 40-card deck with four suits. At the start, both the player and dealer draw one card each. The player then draws cards until they decide to stay or go bust (exceed 7.5 points). If the player has a Royal Sette e Mezzo, they automatically win (the dealer does not draw). After the player finishes, the dealer draws cards. The dealer must draw if they have fewer than 5 points or if the player has 7.5 points, and they must draw another card if their first card is the King of Spades. The dealer stays if they go bust. The dealer also stays if they have 5 or more points and the player has less than 7.5 points. Whoever goes bust loses. If both the player and dealer have the same points, the game ends in a draw, provided neither has a Royal Sette e Mezzo (the strongest hand, which wins even if points are equal), and the score is not 5-5 (in which case the dealer wins). In all other cases, the hand with the highest points wins. The King of Spades is the most valuable card (for example, King of Spades + Ace = 7 points; King of Spades + Ace + Jack = 7.5 points).
    • Deck ranking: 2, 3, 4, 5, 6, 7, J, Q, K, A
    • Card values by rank: 2; 3; 4; 5; 6; 7; 0.5; 0.5; 0.5; 1
  2. Royal Sette e Mezzo – 7.5 points with two cards, one of which is the King of Spades (e.g., King of Spades + 7, or King of Spades + Jack).
  3. Partita Perfetta – occurs when both the player and dealer draw their first card and have the same value. There are three variations:
    • Two-of-a-kind (Ace to 6) – e.g., both draw an Ace or both draw a 6
    • Two-of-a-kind (face cards) – e.g., both draw a Jack. Aces do not count as face cards.
    • Two-of-a-kind (7) – both draw a seven
  4. Mano di Poker – a poker combination consisting of the first two cards drawn by the player and the dealer’s first card. Five variations are possible:
    • Straight – all possible sequences: 234, 345, 456, 567, JQK, QKA
    • Flush – all three cards of the same suit
    • Three-of-a-kind – all three cards of the same value (e.g., 333, JJJ)
    • Straight Flush
    • Royal Flush – QKA of the same suit
  5. If staff make errors or software failures occur during bet acceptance (e.g., obvious misprints in odds, mismatches between Sports/Live sections and bet slips, etc.), or if there are other signs of incorrectly accepted bets, the bookmaker may declare such bets void. In case of software failure, the game may be interrupted and all unsettled bets refunded.
  6. Available bet types:
    • Win
    • Total
    • Bust
    • Total Cards
    • Card Combination

6.199 BIGRUMBLEBOXING. CREED CHAMPIONSHIP

  1. BigRumbleBoxing is a streamed multiplayer boxing simulator game.
  2. All bets are settled after the event ends.
  3. The maximum stake is set by the bookmaker for each market individually.
  4. The bookmaker may change stake limits at any time without notice.
  5. The length of a match depends on the number of rounds won. Each match continues until one player wins 5 rounds. Each round lasts up to 90 seconds.
  6. Players can win a round in the following ways:
    • By being knocked down fewer times than the opponent
    • By knocking the opponent down 3 times (inside-the-distance round win)
    • By having more health remaining if both players have the same number of knockdowns
  7. A knockdown occurs when a player falls to the canvas and the countdown begins. The knockdown counter shows how many times each player has been knocked down.
  8. If staff make errors or software failures occur during bet acceptance (e.g., obvious odds misprints, inconsistencies between Sports/Live sections and the bet slip, etc.), or if there are other signs of incorrect bet acceptance, the bookmaker may declare the bets void.
  9. Bets are accepted both before the match and LIVE. All BigRumbleBoxing matches are streamed online.
  10. Available markets:
    • Winner
    • Double Chance
    • Total (Over/Under)
    • Player Individual Total (Over/Under)
    • Win in Round
    • Win On Time In Round (if round goes the distance)
    • Round Time
    • Knockdown Count In Round
    • Total Knockdowns In Round
    • Time Of First Knockdown In Round (loss if no knockdowns occur)
    • Time Of Last Knockdown In Round (loss if no knockdowns occur)

Overview of game statistics: (5-3) – overall score (Player 1 wins 5 rounds, Player 2 wins 3 rounds)

  • Round 1: (69) (1) (0-3) (29,69) – (69) is the time the round ended, (1) means Player 1 won the round, (0-3) means Player 1 was not knocked down and Player 2 was knocked down 3 times, (29,69) are the times of the first and last knockdowns in the round.
  • Round 2: (90) (1) (2-2) (25,81) – (90) is the time the round ended, (1) means Player 1 won the round (had more health at the end), (2-2) means both players were knocked down twice, (25,81) are the times of the first and last knockdowns in the round.
  • Round 3: (90) (2) (2-1) (34,83) – (90) is the time the round ended, (2) means Player 2 won, (2-1) means Player 1 was knocked down twice and Player 2 once, (34,83) are the times of the first and last knockdowns.
  • Round 4: (90) (1) (1-2) (35,67) – (90) is the time the round ended, (1) means Player 1 won, (1-2) means Player 1 was knocked down once and Player 2 twice, (35,67) are the times of the first and last knockdowns.
  • Round 5: (90) (2) (2-0) (39,65) – (90) is the time the round ended, (2) means Player 2 won, (2-0) means Player 1 was knocked down twice and Player 2 not at all, (39,65) are the times of the first and last knockdowns.
  • Round 6: (90) (1) (1-2) (33,88) – (90) is the time the round ended, (1) means Player 1 won, (1-2) means Player 1 was knocked down once and Player 2 twice, (33,88) are the times of the first and last knockdowns.
  • Round 7: (90) (2) (2-0) (34,62) – (90) is the time the round ended, (2) means Player 2 won, (2-0) means Player 1 was knocked down twice and Player 2 not at all, (34,62) are the times of the first and last knockdowns.
  • Round 8: (90) (1) (1-2) (32,81) – (90) is the time the round ended, (1) means Player 1 won, (1-2) means Player 1 was knocked down once and Player 2 twice, (32,81) are the times of the first and last knockdowns. If a bet was placed on a round that does not occur (for example, if the score is 4-3 and a bet is placed on round 9, but the fight ends 5-3 after 8 rounds), the bet will be refunded.

6.200 FRISBEE

  1. Each match consists of four 12-minute quarters.
  2. If a match ends in a draw, a 5-minute overtime period is played.
  3. If the score remains tied after the first overtime, a second overtime is played, and the first team to score wins.
  4. Bets on matches include overtime results.

6.201 Crystal

  1. The game has two rounds. At the beginning of each round, crystals drop from the top of the 7×7 game grid.
    If a winning combination occurs, meaning 5 or more crystals of the same color are aligned horizontally and/or vertically, that drop counts as a win and the round continues. Winning crystals are removed from the grid, and empty spaces are filled with new crystals falling from above.
  2. The round ends when no winning combinations are formed. There are 6 crystal colors. Player 1 earns points for red, orange, and yellow crystals, while Player 2 scores with light blue, dark blue, and purple crystals. Additionally, the game includes a Wild symbol (shown as a coin), which can substitute for any color to create a winning combination. Points for winning combinations are calculated using: number of crystals in the combination * odds. The player with the highest total points after two rounds wins. If both players have equal points, the game ends in a draw.
  3. Odds:
    • red crystals: 5 – 1.00, 6 – 1.00, 7 – 1.00, 8 – 1.00, 9+ – 1.00
    • orange crystals: 5 – 1.00, 6 – 3.00, 7 – 3.00, 8 – 3.00, 9+ – 5.00
    • yellow crystals: 5 – 2.00, 6 – 3.00, 7 – 4.00, 8 – 5.00, 9+ – 6.00
    • light blue crystals: 5 – 1.00, 6 – 1.00, 7 – 1.00, 8 – 2.00, 9+ – 3.00
    • dark blue crystals: 5 – 1.00, 6 – 2.00, 7 – 3.00, 8 – 4.00, 9+ – 5.00
    • purple crystals: 5 – 2.00, 6 – 2.00, 7 – 3.00, 8 – 3.00, 9+ – 10.00
  4. If staff make mistakes, software errors occur while accepting bets (for example, obvious odds misprints, discrepancies between odds on the Sports/Live sections and the bet slip, etc.), or there are other signs of incorrect bet acceptance, the bookmaker may declare those bets void. In case of software malfunctions, the game may be paused, and any unsettled bets will be refunded.
  5. Available bet types:
    • Winner
    • Double chance
    • Total
    • Handicap
    • Exact number of points
    • Exact total number of crystals in the largest combination (bets lose if no winning combinations occur)
    • Exact total winning drops
    • Total winning drops
    • Exact total combinations
    • Total combinations

6.202 ShortStrike Tournament

  1. Two players compete, taking turns shooting from 9m at a 5x2m goal defended by a single goalkeeper.
  2. The goalkeeper must remain on the goal line until the shot is taken.
  3. Each match has two 5-minute halves.
    • A player must place the ball on the spot and shoot before the timer ends.
    • The opponent must take a shot after the half or match if they have taken fewer shots than the other player during that period.
    • The number of shots for both players must always be equal in each half and over the whole match.
  4. Match time stops only if a player needs medical attention or cannot take a shot for any reason.
  5. The winner is the player with the most goals at the end of the match. If scores are tied, the match ends in a draw.
  6. Matches are part of a tournament unless stated otherwise. The winner moves on to play another opponent. In case of a draw, both players are eliminated.

6.203 HyperBrawl

HyperBrawl is a live-streamed multiplayer boxing simulator game.

  1. All bets are settled after the event ends.
  2. The maximum stake is set individually by the bookmaker for each market.
  3. The bookmaker can adjust stake limits without prior notice.
  4. Each game lasts 2 or 3 rounds, with 90 seconds of play per round. The game continues until one team wins two rounds, or a single round in the case of a draw.
  5. If staff make errors or software failures occur during bet acceptance (for example, obvious odds misprints or inconsistencies between Sports/Live sections and the bet slip), or if there are other signs of incorrect bet acceptance, the company may declare such bets void.
  6. Bets are accepted before the match begins as well as LIVE. All HyperBrawl matches are streamed online.
  7. Available bet types:
    • Winner
    • Win in round
    • Round Handicap
    • Round Total (Over; Under)
    • Team Round Total (Over; Under)

6.204 Subsoccer

  1. In Subsoccer, two players compete on a specially equipped pitch with goals, playing football while seated.
  2. Players cannot move their legs into the opponent’s half; if they do, the ball is awarded to the other player.
  3. Each match has two halves of 5 minutes each.
  4. Match time is stopped only if a player needs medical assistance or if the match cannot continue for any reason (e.g., power failure or equipment issues).
  5. The winner is the player with the most goals at the end of the match. If the score is tied, the match ends in a draw.
  6. Matches are played as part of a tournament unless stated otherwise. Initially, each player faces all other participants. After everyone has played, semi-finals and then a final are held.
  7. Bets follow all standard football rules.

6.205 Super Soccer Blast. World Cup

Super Soccer Blast is a live-streamed multiplayer football simulator game.

  1. All bets are settled after the match ends.
  2. Minimum and maximum stakes are set individually by the bookmaker for each selection.
  3. The bookmaker may adjust stake limits without prior notice.
  4. A match lasts 90 minutes. Overtime may be played if necessary.
  5. If staff make errors or software failures occur during bet acceptance (for example, obvious odds misprints or inconsistencies between Sports/Live sections and the bet slip), or if there are other indications of incorrect bet acceptance, the bookmaker may declare such bets void.
  6. Bets are accepted both pre-match and LIVE. All Super Soccer Blast matches are streamed online.
  7. Available markets:
    • Win
    • Double Chance
    • Handicap
    • Total Over/Under
    • Individual Total Over/Under
    • Total Even/Odd

6.206 Higher vs Lower

  1. Two players compete in a game consisting of three rounds. Before the game starts, three numbers for Player 2 (between 1 and 99) appear on the screen at random.
    • At the start of each round, a random number for Player 1 (between 0 and 99 inclusive) appears on the screen.
    • The round winner is the player with the higher number. They receive 1 point (no points are awarded in the case of a draw).
    • The game winner is the player with the most points after three rounds. If points are equal, the game ends in a draw.
  2. If staff make errors or software failures occur during bet acceptance (for example, obvious odds misprints or inconsistencies between Sports/Live sections and the bet slip), or if there are other indications of incorrect bet acceptance, the bookmaker may declare such bets void.
  3. Available markets:
    • For the whole game:
      • Win
      • Correct Score
      • Round Winner
    • For individual rounds:
      • Win
      • Individual Total 1 Even/Odd

6.207 Gigabash

  1. Gigabash is a multiplayer arena brawler featuring giant kaiju monsters inspired by Japanese films.
  2. The game consists of 5 rounds, with 4 kaiju monsters competing in each round.
    • The round winner receives 3 points, second place receives 2 points, and third place receives 1 point. The first player eliminated gets no points.
    • The kaiju with the most points at the end of the game wins. If two or more monsters have the same number of points, the tournament has no winner.
    • Multiple kaiju can finish in the same place if they earn the same number of points. Subsequent rankings are assigned in descending order.
  3. All bets are settled after the event ends.
  4. Maximum stakes are set individually by the bookmaker for each market.
  5. The bookmaker may change stake limits without prior notice.
  6. If staff make errors or software failures occur during bet acceptance (for example, odds misprints or inconsistencies between Sports/Live sections and the bet slip), or if there are other signs of incorrect bet acceptance, the bookmaker may declare such bets void.
  7. Bets on fighters are only accepted LIVE. All games are streamed online.
  8. Available markets:
    • Per round:
      • Fighter To Win Round
    • Per tournament:
      • To Win Tournament
      • To Place 2nd, 3rd, or 4th
      • Individual Totals (based on points earned)

6.208 Need for Speed

  1. NFS Sprint is a live-streamed racing game with four players in each race.
  2. Maximum stakes are set individually by the bookmaker for each market and may be changed without notice.
  3. The race winner is the first player to cross the finish line.
  4. Only bets on players who finish the race are valid. If a player fails to finish within 30 seconds of the first player crossing the line, bets on them lose.
  5. If staff make errors or software failures occur during bet acceptance (for example, odds misprints or inconsistencies between Sports/Live sections and the bet slip), or if there are other indications of incorrect bet acceptance, the bookmaker may declare such bets void.
  6. Available markets:
    • Finishing Position
    • Challenge Time*
    • Number of Finishers**
    • Finishing Order
    • To Finish Last**
    • In Top 2
    • In Top 3

* If a player’s time matches the Over/Under market exactly, bets are refunded at odds of 1.00.
** Only players who finish the race are counted.

6.209 Tape To Tape

  1. Tape To Tape is a live-streamed multiplayer hockey simulator game.
  2. All bets are settled after the event ends.
  3. Maximum stakes are set individually by the bookmaker for each selection.
  4. Stake limits may be changed without prior notice.
  5. Each game consists of 3 periods of 2.5 in-game minutes each.
  6. If staff make errors or software failures occur during bet acceptance (for example, obvious misprints in the odds, inconsistencies between Sports/Live sections and the bet slip), or if there are other signs of incorrect bet acceptance, the bookmaker may declare such bets void.
  7. Bets are accepted both pre-match and live. All Tape To Tape matches are streamed online.
  8. Available markets:
    • Win
    • Double Chance
    • Handicap
    • Total (Over/Under)
    • Team Total (Over/Under)
    • Total Even/Odd

6.210 Power of Power

  1. Power of Power is a live-streamed multiplayer game.
  2. The Doomsday tournament features four-player battles. To win, players must destroy opponents’ bases and survive. A timer counts down to Doomsday, when all bases are destroyed.
  3. Bets are accepted on head-to-head player performance and specific in-game events.
  4. The winner is the last player alive or the last to be eliminated.
  5. Maximum stakes are set individually by the bookmaker for each market.
  6. The bookmaker may change stake limits without prior notice.
  7. If staff make errors or software failures occur during bet acceptance (for example, odds misprints or inconsistencies between Sports/Live sections and the bet slip), or if there are other signs of incorrect bet acceptance, the bookmaker may declare such bets void.
  8. Only live bets are accepted. All games are streamed online.
  9. Available markets:
    • Winner
    • Finishing Position
    • To Be Higher
    • Total Frags
    • Total Deaths
    • Player – Total Frags
    • Player – Total Deaths
    • Total Bombs Planted
    • Total Bombs Defused
    • Total Bases Exploded
    • Will There Be A Doomsday
    • Will The Player’s Base Be Exploded
    • Who Will Blow Up Whose Base
    • Lifetime

6.211 Undisputed

  1. Undisputed is a live-streamed simulated boxing game.
  2. Bets are accepted on fights between two opponents. Each fight lasts six rounds or until one fighter can no longer continue (knockout).
  3. All bets are settled after the event ends.
  4. The winner is the fighter who knocks out their opponent. If both fighters remain standing after six rounds, the judges decide the winner.
  5. Maximum stakes are set individually by the bookmaker for each market.
  6. The bookmaker may change stake limits without prior notice.
  7. If staff make errors or software failures occur during bet acceptance (for example, obvious odds misprints or inconsistencies between Sports/Live sections and the bet slip), or if there are other signs of incorrect bet acceptance, the bookmaker may declare such bets void.
  8. Bets on fighters are only accepted LIVE. All fights are streamed online.
  9. Available markets:
    • W1/X/W2
    • Will There Be A KO (Yes/No)
    • Will There Be A Knockdown In The Round (Yes/No)
    • Total Knockdowns
    • Total Rounds

6.212 Roulette

American Roulette

  1. Each game consists of five rounds. In a round, the roulette wheel is spun, featuring red and black numbers from 1 to 36, as well as 0 (Zero) and 00 (Double Zero).
    A roulette wheel has 38 numbers. If the wheel lands on a red number, the first player scores a point. If it lands on a black number, the second player scores a point. If the number is neither red nor black, no points are awarded (round draw).
    The winner is the player with the most points after five rounds. If both players have the same number of points, the game ends in a draw.
  2. If staff make mistakes or software failures occur during bet acceptance (for example, odds misprints or inconsistencies between Sports/Live sections and the bet slip), or if there are other signs of incorrect bet acceptance, the bookmaker may declare such bets void. In the case of software errors, the game may be paused and unsettled bets refunded.
  3. Available bet types:
  • For the whole game:
    • Winner
    • Total Draws
    • Correct Score
  • For individual rounds:
    • Sector The Arrow Will Point To (number)
    • Sector The Arrow Will Point To (value)
    • Sector The Arrow Will Point To (even/odd)
    • Sector The Arrow Will Point To (color)
    • Sector The Arrow Will Point To (color + even/odd)
    • Interval Of Sectors The Arrow Will Point To
    • Row Of Sectors The Arrow Will Point To
  • If the arrow lands on Zero (0), all bets lose except those placed on Zero.

European Roulette

  1. Each game consists of multiple rounds. In a round, the roulette wheel is spun, featuring red and black numbers from 1 to 36, and a single 0 (Zero).
    A roulette wheel has 37 numbers. If the wheel lands on a red number, the first player scores a point. If it lands on a black number, the second player scores a point. If the number is neither red nor black, no points are awarded.
    The game continues until one player reaches 3 points, at which point that player wins.
  2. If staff make mistakes or software failures occur during bet acceptance (for example, odds misprints or inconsistencies between Sports/Live sections and the bet slip), or if there are other signs of incorrect bet acceptance, the bookmaker may declare such bets void. In the case of software errors, the game may be paused and unsettled bets refunded.
  3. Available bet types:
  • For the whole game:
    • Winner
    • Total Draws
    • Correct Score
  • For individual rounds:
    • Sector The Arrow Will Point To (number)
    • Sector The Arrow Will Point To (value)
    • Sector The Arrow Will Point To (even/odd)
    • Sector The Arrow Will Point To (color)
    • Sector The Arrow Will Point To (color + even/odd)
    • Interval Of Sectors The Arrow Will Point To
    • Row Of Sectors The Arrow Will Point To
  • If the arrow lands on Zero (0), all bets lose except those placed on Zero.

6.213 Poker dice

  1. Poker dice is a game for two participants.
  2. The goal of the game is to roll a hand with a higher rank than your opponent. The game uses 10 six-sided dice, numbered 1 to 6 on each face.
  3. The game consists of three rounds. In the first round, each player rolls three dice. In the second round, each player rolls one more die. In the third round, each player rolls their final die, so each player has rolled five dice in total. The winner is determined by the ranking of the hands rolled.
  4. Poker hands ranked from highest to lowest:
    • Five of a Kind – all five dice show the same number, for example: 44444
    • Four of a Kind – four dice show the same number, one die shows a different number, for example: 26222
    • Full House – three dice show one number, two dice show another number, for example: 11313
    • Straight – five dice show consecutive numbers (from 1 to 5 or from 2 to 6), for example: 36425
    • Three of a Kind – three dice show the same number, the other two dice show different numbers, for example: 63266
    • Two Pair – two dice show the same number, another two dice show a different same number, one die shows another number, for example: 52151
    • Pair – two dice show the same number, the remaining three dice show different numbers, for example: 15312
  5. If both players have hands of the same rank, the winner is the one with the higher value combination (for a Full House, the value of the Three of a Kind is considered first).
    • If these values are equal, the next highest value in each hand is used to determine the winner.
    • If both players have the same hand with identical values (or if neither player has a hand), the winner is the player with the higher value not included in their hand.
    • If all dice from both players have identical values, the result is a tie.
  6. Available bet types:
    • Player 1 to Win / Player 2 to Win / Draw
    • Winning Hand – Pair (if both players have a Pair and the result is a tie, the bet is lost)
    • Player 1 / Player 2 to Win With a Pair (if both players have a Pair and the result is a tie, the bet is lost)
    • Winning Hand – Two Pair (if both players have Two Pair and the result is a tie, the bet is lost)
    • Player 1 / Player 2 to Win With Two Pair (if both players have Two Pair and the result is a tie, the bet is lost)
    • Winning Hand – Three of a Kind (if both players have Three of a Kind and the result is a tie, the bet is lost)
    • Player 1 / Player 2 to Win With Three of a Kind (if both players have Three of a Kind and the result is a tie, the bet is lost)
    • Winning Hand – Straight (if both players have a Straight and the result is a tie, the bet is lost)
    • Player 1 / Player 2 to Win With a Straight (if both players have a Straight and the result is a tie, the bet is lost)
    • Winning Hand – Full House (if both players have a Full House and the result is a tie, the bet is lost)
    • Player 1 / Player 2 to Win With a Full House (if both players have a Full House and the result is a tie, the bet is lost)
    • Winning Hand – Four of a Kind (if both players have Four of a Kind and the result is a tie, the bet is lost)
    • Player 1 / Player 2 to Win With Four of a Kind (if both players have Four of a Kind and the result is a tie, the bet is lost)
    • Winning Hand – Five of a Kind (if both players have Five of a Kind and the result is a tie, the bet is lost)
    • Player 1 / Player 2 to Win With Five of a Kind (if both players have Five of a Kind and the result is a tie, the bet is lost)
  7. If there are staff errors or software issues during bet acceptance (such as obvious typos in odds or inconsistencies in odds across positions) or other reasons showing a bet is invalid, the bookmaker may cancel the bet. If software problems occur, the game may pause, and all unsettled bets will be settled at odds of 1.

6.214 World of Warcraft

  1. Live streams of the MMORPG World of Warcraft version 3.3.5a
  2. All bets are settled once the event ends.
  3. Bets can be placed on 6 arena rounds. During the rounds, the following player attributes may change: specialization, profession, items, and enchantments.
  4. A match is considered to have taken place even if one player quits before it finishes.
  5. The minimum and maximum stakes are set by the bookmaker for each event individually.
  6. The bookmaker may adjust stake limits without prior notice.
  7. If staff make errors or software problems occur while bets are being accepted (for example, obvious typos in odds, inconsistencies between odds shown in the market list and on the bet slip, etc.), or if there are other signs of incorrectly accepted bets, such bets may be declared void.
  8. Both pre-match and live bets are accepted for matches.
  9. Available bet types:
    • On the full match:
      • Player to win / draw / lose based on the final score
      • Double chance (based on final score)
      • Player individual total
      • Whether a specific arena will appear in any round
      • Whether an opponent of a certain class will appear in any round
      • Whether an opponent of a certain race will appear in any round
      • Total opponents of a specific faction drawn
      • Total wins by a specific faction
      • Total defeats of a specific faction
    • On the next round:
      • Player to win / lose the round
      • Whether a specific arena will appear in the round
      • Whether a specific faction will win the round
      • Opponent faction in the round

6.215 Gold Rush

  1. This game is played by two participants. The first player to reach the finish line (the gold) wins. Before the game starts, each player receives a randomly determined route (map). The route is shown as cells on the game screen, representing steps. Some cells speed players up, while others slow them down. If a player lands on a speed-up cell, they move extra steps forward. If a player lands on a slow-down cell, they move extra steps backward. The number of extra steps is indicated on the cell. Speed-up and slow-down cells activate only once per game, so landing on the same cell again will have no effect. The first player to move receives a handicap to offset their advantage from going first. Each move involves rolling a 6-sided die and moving a number of steps equal to the die result.
  2. If staff make mistakes or software problems occur while bets are being accepted (for example, obvious errors in odds, inconsistencies between odds displayed on the Sports/Live sections and the bet slip, etc.), or if there are other indications that bets were accepted incorrectly, the bookmaker may declare such bets void. In case of software errors, the game may be paused, and any unsettled bets will be refunded.
  3. Available bet types:
    • Total moves by the winner
    • Step on which the losing player will finish
    • Whether a player will land on a speed-up cell
    • Whether a player will land on a slow-down cell
      • Total moves by a player – how many times they rolled the die
      • Step on which the losing player finishes – how many steps from the start the losing player ends on

6.216 Fast Bowling

  1. Each game is played to 11 points.
  2. The game is divided into frames. In each frame, bowlers throw a ball at a full set of pins, each in their own lane.
  3. A full set consists of 10 pins (five red and five white), arranged randomly in each frame.
  4. The bowler who knocks down the most pins in a frame earns 1 point. Red and white pins have equal value.
  5. If multiple bowlers knock down the same number of pins, each receives 1 point.
  6. If a bowler steps over the line while throwing, they must re-throw until a legal throw is made. Only then does the result count.
  7. If the score reaches 10:10, bowlers continue taking turns until one gains a two-point lead.
  8. If a frame ends with a tie at 9:10 or 10:9, and the score later becomes 10:11 or 11:10, the game continues until a 2-point gap is reached, as one bowler already has a 1-point lead.

6.217 CardsCricket

  1. The game is played by two opponents. Player 1 uses the red-suited cards, and Player 2 uses the black-suited cards.
    • The cards range from 2 to Ace, giving each player 26 cards.
    • Each team plays 1 over. An over consists of 6 balls.
    • The red team bats first (red cards are the batsmen, black cards are the bowler). Then, the black team bats. If a wicket is taken, the inning ends.
    • The second team stops scoring once they exceed the first team’s points. The team with the most points wins. If points are equal, the result is a draw.
    • During a turn, a card is drawn from both the batsman’s and bowler’s card pools. If the cards have the same value, a wicket is taken. If a wicket is taken, the batsman scores points based on the value of their card.
    • Card values:
      • 2 to 4 – 0 points
      • 5 to 8 – 1 point
      • 9 to 10 – 2 points
      • Jack – 3 points
      • Queen or King – 4 points
      • Ace – 6 points
  2. Drawn cards are placed in a discard pile (a card cannot be used twice). Bowling example (batsman’s card / bowler’s card): 4 / 5 – 0 points, Jack / Ace – 3 points, Ace / Ace – wicket.
  3. If staff make errors or software failures occur while bets are being accepted (for example, obvious typos in odds, inconsistencies between odds displayed in Sports/Live sections and the bet slip, etc.), or if there are other indications that bets were accepted incorrectly, the bookmaker may declare such bets void. In the event of software issues, the game may be paused.
  4. Available bet types:
    • Win
    • Total
    • Individual Total
    • Handicap
    • Team, Will Take a Wicket
    • Exact Total Wickets
    • Team, Ball, Total Points
    • Team, Ball, Exact Total Points
  5. If a team does not complete a ball on which a bet was placed, that bet is refunded.

6.218 Card Basketball

  1. The game is played by two opponents. Player 1 uses the red-suited cards, and Player 2 uses the black-suited cards. The cards range from 2 to Ace, giving each player 26 cards. Each game consists of 4 quarters, similar to traditional basketball. No overtime is played. The player with the most points wins. If both players score the same number of points, the game ends in a draw.
  2. Opponent’s game logic in a quarter:
    • Three cards are drawn from the player’s card pool – the first card is a 1-pointer (penalty), the second card is a 2-pointer, and the third card is a 3-pointer.
    • To score a 1-pointer, the card’s value must be at least 6; to score a 2-pointer, the card’s value must be at least 8; to score a 3-pointer, the card’s value must be at least 10.
    • After a quarter is played, the cards are removed from the pool, reducing the total by three cards.
      • Example turn: A / 5 / 10 – 1-pointer scores, 2-pointer misses, 3-pointer scores – total: 4 points.
    • The maximum possible score in a quarter is 6 points, e.g., 6 / 8 / 10 or Q / K / A – total 6 points.
  3. If staff make errors or software problems occur while bets are being accepted (for example, obvious typos in odds, inconsistencies between odds shown in Sports/Live sections and the bet slip, etc.), or if there are other indications of incorrectly accepted bets, the bookmaker may declare such bets void. In case of software issues, the game may be paused, and any unsettled bets will be refunded.
  4. Bets can be placed on the game excluding overtime: on the entire game, a specific quarter, or a specific half. Some available bets include:
    • Win
    • Double chance
    • Handicap
    • Total
    • Individual Total
    • Total Even
    • Individual Total Even
    • Winner and Total
    • Correct Score
    • Team To Win All Quarters
    • Team To Win Both Halves
    • Team To Win The First Half And The Match
    • Team To Win The First Quarter And The Match
    • Each Team Will Score Under/Over
    • Exact Total

6.219 Esports Quidditch

  1. Esports Quidditch – The Golden Snitch Cup tournament is a live-streamed multiplayer game.
  2. Match duration: 7 minutes. The winner is determined by the number of points scored, or when a team reaches 100 points. If there is a tie after 7 minutes, the game continues until a winner is decided.
  3. Bets are accepted on head-to-head team performance and in-game events. Catching the snitch – if neither team catches it, bets related to the snitch are lost.
    • Scoring a goal with the quaffle – 10 points
    • Catching the snitch – 30 points
  4. The team with the most points wins.
  5. Maximum stakes are set individually for each event by the bookmaker.
  6. The bookmaker may change stake limits without prior notice.
  7. If staff make errors or software failures occur while bets are accepted (for example, obvious typos in odds, inconsistencies between odds displayed in Sports/Live sections and on the bet slip, etc.), or if there are other indications that bets were accepted incorrectly, the bookmaker may declare such bets void.
  8. Only live bets are accepted. All games are streamed online.
  9. Available markets:
    • Winner
    • Handicap
    • Total (Over/Under)
    • Individual Total (Over/Under)
    • Match Duration (Over/Under)
    • Which Team Will Catch The Snitch?
    • First To Score Points

6.220 Hellish Quart

  1. Hellish Quart is a live-streamed multiplayer game.
  2. The Crown Tournament is a streamed battle between two fighters.
  3. All bets are settled after the event ends.
  4. Maximum stakes are set individually for each market by the bookmaker.
  5. The bookmaker may change stake limits without prior notice.
  6. If staff make errors or software failures occur while bets are accepted (for example, obvious typos in odds, inconsistencies between odds displayed in Sports/Live sections and on the bet slip, etc.), or if there are other indications that bets were accepted incorrectly, the bookmaker may declare such bets void.
  7. Only live bets are accepted. All games are streamed online.
  8. Game rules:
    • A fighter scores one point for each round won.
    • If a round ends in a draw, no points are awarded.
    • The first fighter to win 2 or 3 rounds wins the match.
  9. Available markets for the entire match (settled after the final score):
    • Win
    • Total (Over/Under)
    • Individual Total (Over/Under)
    • Total Rounds (Over/Under)
    • Draw In One Of The Rounds (Yes/No)
    • Number of rounds to win (2 or 3 depending on the fight type)
  10. Available markets for individual rounds (settled after the round score):
    • Win In Round

6.221 Fatal Fury

  1. Fatal Fury is a live-streamed multiplayer game.
  2. Bets are accepted on fights between two opponents. Each match is played until one fighter wins 5 rounds, with a maximum of 9 rounds in total.
  3. All bets are settled after the event ends.
  4. The winner is the fighter who defeats their opponent.
  5. Maximum stakes are set individually for each event by the bookmaker.
  6. The bookmaker may change stake limits without prior notice.
  7. If staff make errors or software failures occur while bets are accepted (for example, obvious typos in odds, inconsistencies between odds displayed in Sports/Live sections and on the bet slip, etc.), or if there are other indications of incorrectly accepted bets, the bookmaker may declare such bets void.
  8. Bets on fighters are accepted only in LIVE mode. All games are streamed online.
  9. Available markets:
    1. On a round:
      • Win In Round
      • Perfect Victory* In Round
      • Win On Time** In Round
      • Round Duration***
    2. On a fight:
      • Win In Match
      • Total Rounds
      • Individual Total Rounds
      • Correct Score In Match
      • * A Perfect Victory in a round occurs when the winning fighter takes no damage or fully restores their health.
      • ** A Win On Time in a round occurs when the round time of 60 seconds expires, and the fighter with the most hit points is declared the winner.
      • *** Round Duration is the number of seconds elapsed since the start of the round, calculated as 60 minus the number of seconds remaining on the timer. For example, if the round ends with 14 seconds left, the duration is 60 – 14 = 46 seconds.

6.222 Looney Tunes

  1. Looney Tunes: Wacky World of Sports is a collection of sports mini-games featuring characters from the animated series Looney Tunes. It includes basketball, golf, football, and tennis.
  2. Basketball matches are played in 4 quarters of 3 minutes each. If no winner is determined in the allotted time, a series of 1-minute overtime periods is played until a winner is decided. There is no limit on the number of overtime periods.
  3. Football matches are played in 2 halves of 5 minutes each. If no winner is determined in the allotted time, the match goes into extra time, which lasts until a goal is scored, with no time limit.
  4. All bets are settled after the event ends.
  5. Minimum and maximum stakes are set individually for each event.
  6. The bookmaker may change stake limits without prior notice.
  7. If staff make errors or software failures occur while bets are accepted (for example, obvious typos in odds, inconsistencies between odds displayed in the market list and on the bet slip, etc.), or if there are other indications of incorrectly accepted bets, such bets may be declared void.
  8. Available bet types:
    • W1
    • W2
    • Total Even – Yes
    • Total Even – No
    • Individual Total 1 Over ()
    • Individual Total 1 Under ()
    • Individual Total 2 Over ()
    • Individual Total 2 Under ()
    • Total Over ()
    • Total Under ()
    • Handicap 1 ()
    • Handicap 2 ()
    • Correct Score ()-()

6.223 Rematch. Cyber League

  1. Rematch. Cyber League is a streamed video game. Two teams, each with 2 players, compete for victory in a match.
  2. Regular time lasts 6 minutes. If the scores are tied at the end of regular time, the game goes into overtime, which ends when one team achieves a higher score.
  3. Minimum and maximum stakes are set individually for each event.
  4. The bookmaker may change stake limits without prior notice.
  5. If staff make errors or software failures occur while bets are accepted (for example, obvious typos in odds, inconsistencies between odds displayed in Sports/Live sections and on the bet slip, etc.), or if there are other indications of incorrectly accepted bets, the bookmaker may declare such bets void.
  6. Both pre-match and live bets are accepted. All Rematch and Cyber League matches are streamed online.
  7. Available bet types:
    • Total Goals
    • Individual Total Goals
    • Regular Time Win Including OT
    • Handicap Match Bets

6.224 Mega Baseball

  1. Mega Baseball is a live-streamed multiplayer game (baseball simulator).
  2. Super Mega Baseball 4 is a tournament with traditional baseball matches, where each team has 9 players.
  3. All bets are settled after the event ends.
  4. Maximum stakes are set individually for each event.
  5. The bookmaker may change stake limits without prior notice to customers.
  6. If staff make errors or software failures occur while bets are accepted (for example, obvious misprints in odds, inconsistencies between odds displayed in Sports/Live sections and on the bet slip, etc.), or if there are other indications that bets were accepted incorrectly, the bookmaker may declare such bets void.
  7. Only live bets are accepted. All matches are streamed online.
  8. Rules of the game: If a match ends in a draw after regular time (5 innings), an extra inning is played. In this case, all bets are settled including extra innings.
  9. Available markets settled on the final score of the match:
    • Winner
    • Team Handicap
    • Total (Over/Under)
    • Individual Total (Over/Under)
    • Total Even (Yes/No)
    • First Run (1/2)
    • Last Run (1/2)
    • Extra Inning (Yes/No)
    • First Inning/Match
    • Both Teams To Score Runs (Yes/No)
    • Most Runs In Inning
  10. Available markets for individual innings, settled on the score of that inning:
    • Winner
    • Team Handicap
    • Total (Over/Under)
    • Individual Total (Over/Under)
  11. Available markets for the 1st-3rd innings, settled on the score after 3 innings:
    • Winner

7. Available Markets (Outcomes)

  1. The bet “Team 1 To Win” is shown as “1”.
  2. The bet “Draw” is shown as “X”.
  3. The bet “Team 2 To Win” is shown as “2”.
  4. The bet “Team 1 To Win or Draw” is shown as “1X”. Team 1 must win or the match must end in a draw for the bet to succeed.
  5. The bet “Team 1 To Win or Team 2 To Win” is shown as “12”. Either team must win (the match cannot end in a draw) for the bet to succeed.
  6. The bet “Team (player, driver etc.) To Win With A Handicap” is shown as “Handicap” (each handicap has separate odds). A handicap is an advantage or disadvantage given to a team (player, driver etc.) expressed in goals, points, sets, seconds etc., and is set by the bookmaker for the specific bet. The outcome with a handicap is determined by adding the handicap to the actual result. If the adjusted result favors the selected team (player, driver etc.), the bet wins. Otherwise, the bet loses. If the adjusted result is a draw, the bet is settled at odds of 1.
  7. The bookmaker offers two types of Total bets: two-way (Over/Under) or three-way (Over/Exactly/Under).
    The bet “(Total) Over/Under” is shown as “Total”.
    This is a bet on the total number of goals, points, games etc. scored, earned, or played by teams (players etc.). The Customer predicts whether the total will be more or less than the quoted number. Settlement uses the playing time specified for each sport unless the market says otherwise. For individual totals (also called “player total” or “team total”), own goals do not count.
    For individual totals, the number of goals, points, or games scored, earned, or played by the relevant team or player is considered.
    If the result equals the bookmaker’s total, “over” and “under” bets are settled at odds of 1.
  8. Over/Exactly/Under bets are called 3-way totals. They are shown as “3way” and settled as follows:
    • “Total Under 123 (3way)” – total is less than 123.
    • “Total Exactly 123 (3way)” – total equals 123.
    • “Total 123 Over (3way)” – total is strictly over 123.
      If the final score is 123, only the “Total Exactly 123 (3way)” bet wins. Over or under bets labeled as “3way” are not refunded, unlike regular Over/Under bets. Individual 3-way totals are settled accordingly.
  9. The bet “Total Interval”
    The Customer predicts the total in a certain interval. For example, if the bet “Total From 0 to 1” is placed and the score is 0:0, the total is 0; if the score is 1:0 or 0:1, the total is 1. In both cases, the bet wins. Other totals lose. “No Goals” wins if the final score is 0:0. The “Correct Score” bet requires predicting the match score in regular time (excluding OT and penalty shootouts).
  10. The bet “Correct Score” requires predicting the exact score in regular time (excluding overtime or penalty shootouts).
  11. The bet “HT-FT” uses “W” (win) and “X” (draw). The first symbol shows the first half result, the second shows the match result. For example, W1W2 means Team 1 wins the first half, and Team 2 wins the match. In sports with four quarters (basketball, water polo etc.), HT-FT bets use the first half (first two quarters) result and the full match result (regular time).
  12. The bet “Result + Total Goals”
    The Customer predicts which team will win and the total number of goals.
  13. The bet “Goal () Up To 78 Min. – Yes”. The Customer predicts whether a team will score before or in the 78th minute.
  14. The bet “Scoring Periods (Halves/Quarters/Games/Innings)”; “Sets Scoring”; “Scores In Each Half”.
    The Customer predicts which half, period, quarter etc. will have the highest score, or whether they will end with the same score (number of goals/points).
  15. “Player Match-Ups in the Final Tournament Table”.
    The Customer predicts which player will perform better in a tournament. Official tournament statistics are used for comparison. Penalty shootouts are excluded, and the number of matches a player participates in is not considered. If a player misses even one match, bets are settled at odds of 1.00.
  16. The bet “To Be Higher At The End Of The Championship”. The Customer predicts which of the two named teams will finish higher in the tournament table. If scores are equal, bets are settled at odds of 1. If a team does not participate in the tournament, bets are settled at odds of 1.
  17. Bets on “Home – Away”/”Team 1-Team 2″/”Player 1-Player 2” markets are valid only for the tournaments and dates listed on the bet slip.
    Victory is determined by the goal (point) difference, including any handicap applied.
    “Home-Away” bets for a particular round are settled at the end of that round.
    If a match in the round is canceled, postponed, incomplete, or void, bets on “Home-Away” markets are settled at odds of 1.00, except for outcomes already determined.
    Examples:
    “Home – Away, Draw 2:2 – Yes” wins if at least one match ends 2:2.
    “Home – Away, First Match Goal From 1 To 5 Minute – Yes” wins if the first goal is scored between the 1st and 5th minutes in at least one match.
    “Home – Away, Half Time-Full Time W2W1 Or W1W2 – Yes” wins if the leading team changes in at least one match.
    “Home – Away, Team Will Score First Goal The Earliest” requires predicting which team will score first on the matchday (round). If multiple teams score their first goal simultaneously, bets on those teams win.
  18. The bet “Total Goal Minutes”
    Bets are settled based on the sum of minutes when goals were scored in regular time. Example: goals in the 13th, 25th, and 47th minutes total 85 for settling purposes (13 + 25 + 47 = 85).
  19. The bet “Points” (volleyball, table tennis, squash, badminton). A point is awarded for a serve won in the specified game or set.
    Example: “Volleyball. 1 To Win Point 19 (1 set)”. The first set score was 8:9 at placement, then 8:10 (Team 2 won the serve), later 9:10 (Team 1 won the 19th point). The bet wins.
  20. First Match Goal From () To () Minute. The Customer predicts if the first goal occurs within the quoted timeframe.
  21. Last Goal From () To () Minute. The Customer predicts if the last goal occurs within the quoted timeframe.
  22. No Last Goal. The bet wins if the match ends 0:0.
  23. First Goalscorer. Own goals are ignored. If the first goal is an own goal, the bet is settled based on the second goal scorer. If all goals are own goals, “No Goals” bets win.
  24. Last Goalscorer. Own goals are ignored. If the last goal is an own goal, bets are settled based on the penultimate goal scorer. If all goals are own goals, “No Goals” bets win.
  25. Highest Scoring Quarter – Total Under (). The highest scoring quarter is the one with the most goals (points) compared to others. The bet wins if the total goals (points) in that quarter are less than the quoted number. If multiple quarters share the highest score, bets are settled based on the total, without refunds.
  26. Lowest Scoring Quarter – Total Under (). The lowest scoring quarter is the one with the fewest goals (points) compared to others. The bet wins if the total in that quarter is less than the quoted number. If multiple quarters share the lowest score, bets are settled based on the total, without refunds.
  27. The bet “Highest Scoring Period”. If the highest scoring quarter cannot be determined (two or more quarters tie), bets on those quarters are refunded at odds of 1. Other bets lose.
    Example: scores (19:20, 22:17, 21:18, 12:20)
    Highest Scoring Period (1) – refund;
    Highest Scoring Period (2) – refund;
    Highest Scoring Period (3) – refund.
  28. The bet “Race To… Points”. The Customer predicts which participant will reach the quoted points first.
    Example: “Team 1 To Win Race To 15 Points”. Score 15-13 → bet wins; 12-16 → bet loses; 10-12 → bet loses.
    “Neither Team To Win Race To 15 Points”. Score 15-13 → bet loses; 12-16 → bet loses; 10-12 → bet wins. If any participant quits before reaching the points, bets are settled at odds of 1.
  29. The bets “Next Corner () Team ()” and “Next () Y/C Team ()”. If the outcome specified on the bet slip does not occur, bets will be refunded.
  30. The bet “Players, Match-Ups, Handicaps” is settled based on players’ individual totals (number of goals) with a handicap. Own goals do not count. If a player is not in the starting line-up, bets on that player are settled at odds of 1.
  31. The bet “Players, Special, Total”. This bet is on the total number of goals scored by the named players. Own goals do not count. If a player is not in the starting line-up, bets on that player are settled at odds of 1.
  32. The bet “1st and 2nd Place In The Group” wins if the named teams finish 1st and 2nd in the group stage in the specified order.
  33. The market “First Goal To Be An Own Goal”. If the score is 0-0, the bet “No First Goal” wins.
  34. The market “Remaining Time Outcome” (“After Score ()-()”). The Customer predicts how a match will proceed after the quoted score. Example: “1X After Score 3-2” wins if the score does not change until the match ends. The remaining time score is calculated by deducting the specified score: if the final score is 3-3, the bet loses because the remaining time after 3-2 was 0-1 (Team 2 scored).
  35. Bets on total playing time are in minutes. If the predicted total is exact, bets are settled at odds of 1. Example: “Total Kyrie Irving Over (39.5)” is settled at odds of 1 if the player’s total playing time is 39 minutes 30 seconds.
  36. Correct Score. Group Bet. The bet “Any Other Score” is settled based on outcomes in the group. There are three groups of outcomes, depending on the current match score. Example: if the score is 0-1:
    Correct Score 2-1, 3-1, or 3-2.
    Correct Score 1-2, 1-3, or 2-3.
    Any Other Score.
    Since the match ends 0-1, “Any Other Score” wins.
  37. The market “Win Or Draw” includes two outcomes. Example: “X Or 2 (Home Win – Refund) – 2” means betting on a draw or Team 2 win, with the selected outcome being Team 2 to win. The bet wins if Team 2 wins, loses if it is a draw, and is refunded if Team 1 wins. Bets apply to regular time.
  38. Post-Match vs Live. This bet combines two matches, one already completed and one broadcast LIVE. Customers predict the combined outcome with one known result.
    If a team forfeits, or a match is abandoned or postponed, Post-Match vs Live bets are void (refunded).
  39. Winner with Handicap bets cover the full season. The favorite is assigned a handicap of 0. At season end, all teams’ handicap points are added to their scores. The team with the most points wins.
  40. Accumulator Outcomes. Special Bets.
    These markets include two or more outcomes. Example:
    “Fewer Than 2.5 Goals And Fewer Than 4 Cards”
    “Juventus, Borussia Dortmund & Manchester United all to score in the first 20 mins”
    To win, all outcomes must be correct. Bets are on regular time, including stoppage time, unless stated otherwise.
    If only some outcomes are correct, the bet loses. Example: “Fewer Than 10 Corners And Fewer Than 4 Cards” – 9 corners and 4 cards → bet loses.
    If an outcome is undetermined (match interrupted, canceled, athlete absent), bets are settled based on determined outcomes.
    Example: “Juventus, Borussia Dortmund & Manchester United all to score in the first 20 mins”. Borussia match canceled, Juventus did not score → accumulator loses because one outcome was incorrect.
  41. “Prospective Fights” / “Celebrity Fights”. The fight must occur before year-end (unless specified). Only listed fights that take place are settled. Fights that do not happen are settled at odds of 1.00.
  42. The bookmaker may offer other types of bets.

8. Extra bets

  1. 1st Half-Match. The Customer should predict both the result of the first half and the final result of the match.
  2. Correct Score. The Customer should correctly predict the final score of the match (regular time).
  3. To Score First Goal. The Customer should predict which team will score the first goal. If no goals are scored in regular time, the bet is lost. Own goals count as a goal for the team that benefits from it.
  4. Goal Time. The Customer should predict the time frame in which a goal will be scored by either team (from X to Y minute, inclusive). If no goals are scored, the bet is lost.
  5. Both Teams To Score. The bet “Both Teams To Score – Yes” wins if both teams score at least once. The bet “Both Teams To Score – No” wins if at least one team fails to score.
  6. Score Match-ups by halves, periods, quarters, innings. The Customer should predict whether halves (or periods, quarters, innings) will end with the same score or which half (period, quarter, inning) will have the higher score.
  7. Team Wins. The Customer should predict which team (or player) will score more goals (earn more points, win more sets, etc.) based on the final result of the match, including extra time (overtime) and penalty shootouts, if any.
  8. Draw In At Least One Half. The bet “Draw In At Least One Period – No” wins if no period ends in a draw. For example, a score of (1-0; 0-0) loses. A score of (1-0; 0-1) wins.
  9. Who Will Kick Off The Match? The Customer should predict which team will start the match from the center mark.
  10. First Substitution – Team. The Customer should predict which team will make the first substitution. If both teams make a substitution at the same time, the bet is settled at odds of 1.
  11. First Substitution. The Customer should predict when the first substitution will occur: 1st half, half-time, or 2nd half. If no substitutions occur, the bet is settled at odds of 1.
  12. Penalty Awarded – Yes/No. The Customer should predict whether a penalty kick will be awarded in the match.
  13. Sending Off – Yes/No. The Customer should predict whether a player will be sent off during the match. Only dismissals of outfield players and goalkeepers count.
  14. First Booking. The Customer should predict which team will receive the first yellow card. If players from both teams are booked at the same time, the bet is settled at odds of 1.
  15. Last Booking. The Customer should predict which team will receive the last yellow card. A second yellow that leads to dismissal does not count. If bookings occur simultaneously, the bet is settled at odds of 1.
  16. Handicap. In addition to standard handicaps, the bookmaker offers bets on which team will win with a specific handicap. For example, if the final score is 2:1 (regular time): The bet “Handicap [0:1] W2” loses, as the adjusted score is 2:2. The bet “Handicap [0:1] X” wins. The bet “Handicap [1:0] W1” wins with the adjusted score of 3:1.
  17. Teams, Match-Ups. The Customer should predict which named team will score more goals or earn more points.
  18. Player Total (Individual Total) (basketball, volleyball). The Customer should predict a player’s total stats such as points, rebounds, or assists. Overtime or golden set is included. If a player does not participate, the bet is settled at odds of 1.
  19. Player Total (Individual Total) (handball, futsal, field hockey). The Customer should predict a player’s total goals during regular time. If a player does not participate, the bet is settled at odds of 1.
  20. First To Happen. Example: “First To Happen – Yellow Card Or Goal”. The Customer should predict what occurs first: a yellow card or a goal. If neither occurs, the bet is settled at odds of 1.
  21. A Player Scores Two Goals (Brace)/A Player Scores A Hat-Trick/A Player Scores Four Goals (Poker). The Customer should predict whether a player will score exactly two (brace), three (hat-trick), or four goals (poker). Own goals do not count.
  22. Player To Get Yellow/Red Card. The Customer should predict whether a specific player will receive a yellow or red card. Only cards shown to outfield players or goalkeepers count. If the player is not in the starting 11, the bet is settled at odds of 1.
  23. Official Added Time Total. The Customer should predict whether the number of minutes added for stoppage time in each half will be higher or lower than the stated number.
  24. Come From Behind And Win (regular time including added time). A team is considered to have come from behind if it was trailing during the match and then wins. If the match ends in a draw, the bet “Come From Behind And Win – Yes” loses.
  25. Either Team Not To Take The Lead and Avoid Defeat. This bet wins if a team avoids defeat (wins or draws) without ever taking the lead in the match.
    Either Team Not To Take The Lead and Win The Match. This bet wins if a team wins without taking the lead during the match.
  26. Goal 1 Scored With A Header. The Customer predicts whether the first goal of the match will be scored with a header. If no goals are scored, or if the first goal is an own goal (even with a header), the bet “Goal 1 Scored With A Header – No” wins.
  27. To Score First And Win The Match. The Customer predicts which team will score first and win the match. NHL, KHL, and all international tournament bets are accepted on regular time. If no goals are scored, bets on “To Score First And Win The Match – Yes” lose.
  28. Clean Sheet (Shutout) – a match where at least one team does not concede a goal.
  29. “Team 2 To Win To Nil – Yes”. The bet wins if the final score is 0:1, 0:2, etc. The bet “Team 2 To Win To Nil – No” wins if the match ends with any other score than 0:1, 0:2, etc.
  30. To Score Penalty – Yes/No. The Customer predicts whether a team will score a penalty. If no penalty is awarded, both “To Score Penalty – Yes” and “To Score Penalty – No” lose. Example: “Team 2 To Score Penalty – No” wins if Team 2 misses a penalty, but loses if no penalty is awarded or Team 2 scores.
  31. Team 2 To Score Their 1 Penalty – Yes. The Customer predicts whether the team will score their first awarded penalty. If no penalty is awarded, both “Team To Score Their 1 Penalty – Yes” and “Team To Score Their 1 Penalty – No” lose.
  32. Run Of Play (Lead – Win, Lead – Draw, Lead – Lose). Bets are accepted on regular time including added time. The bet settles based on the first team to take the lead and the final result, regardless of lead changes.
  33. “First/Last Match Goal From () To () Minute”. Added time counts for settlement. “First Match Goal From 10:00 To 14:59” wins if the first goal is scored in this period.
  34. Bets on one team’s time in the lead or tied score duration. Bets are on regular time only (added time excluded). Only full minutes count for settlement.
    Example: In ice hockey, Team 1 scores in the 16th min, Team 2 in the 21st, Team 1 again in the 36th.
    Tied time: first 15 mins + 14 mins (36 – 21) = 29 mins.
    Team 1 lead: (21 – 16) + (60 – 36) = 4 + 24 = 28 mins.
    “Draw For Under 19.5 Mins” loses.
    “Team 1 To Lead Over 13.5 Minutes” wins.
  35. The bet “Correct Score. Any Other Score”. Wins if the match result differs from the bookmaker’s listed correct scores.
  36. “Either Goalkeeper To Touch The Ball In The First N Minutes” and “Both Goalkeepers To Touch The Ball In The First N Minutes” count any ball touches by the goalkeepers, even if the ball is out of play. All touches count for betting, whether shown in the live stream or not. If a touch is missed in the stream, it is counted when the stream resumes.
  37. “Leader After Total Points Scored”. The Customer predicts which team leads after a specified number of points.
    Example: “Team 1 To Win After 10 Points”.
    Options:
    Score (6:4), 10 points reached, Team 1 leads – bet wins.
    Score (3:7), 10 points reached, Team 2 leads – bet loses.
    Score (5:5), 10 points reached, tie – bet loses.
  38. For ‘Special’ and ‘Special bets’, if an outcome is not listed, bets on available outcomes stand and settle based on results.
  39. Bets on “Team to score a penalty Yes/No” lose if no penalty occurs in regular time.
  40. Bets on “How the goal will be scored” and “Next goal” lose if the specified goal number is not scored.

9. Examples

9.1 Single bet example

EventBetOdds
AC Milan – Bayern Munich12.0
AC Milan – Bayern MunichX3.0
AC Milan – Bayern Munich23.3

You place a bet of €100 on Milan to win.
The odds for Milan’s win are 2.0.
If Milan wins, the payout is 100 x 2.0 = €200.
The net profit is: €200 (payout) – €100 (stake) = €100.

9.2 Accumulator bet example

EventBetOdds
Dynamo K – Feyenoord12.1
Lyonnais – Inter MilanX2.9
Olympiakos – Manchester United22.0

For an accumulator bet, the odds of all selections are multiplied: 2.1 x 2.9 x 2.0 = 12.18.
With a €100 stake on this accumulator, the total payout is €100 x 12.18 = €1218.
The net profit (excluding the stake) is €1218 – €100 = €1118.

9.3 System bet example

SYSTEM 3/6 (3 WINNING SELECTIONS)

A System 3/6 bet covers all possible 3-event accumulator combinations from 6 selections. You must correctly predict at least 3 events; otherwise, the system bet loses. Suppose you place a 3/6 system bet with a €60 stake.
The results of the 6 events are as follows:

EventOddsResult
1Event 11.6Win
2Event 21.9Loss
3Event 31.9Loss
4Event 41.3Win
5Event 51.45Win
6Event 61.85Win

From 6 selections, 20 different 3-event combinations can be formed (e.g., Event 1 + Event 2 + Event 3; Event 1 + Event 2 + Event 4, etc.). Each combination is treated as an accumulator within the system.
To calculate the stake per combination, divide the total stake (€60) by the number of combinations (20): 60 / 20 = €3. Each accumulator in the system is therefore staked at €3.
You needed to predict at least 3 correct outcomes. You correctly predicted 4 outcomes: Event 1, Event 4, Event 5, and Event 6. With 4 correct outcomes, any 3 of them form a winning combination. The 4 winning accumulators are:

CombinationsAccumulatorOdds
IEvent 11.6
Event 41.3
Event 51.45
IIEvent 11.6
Event 41.3
Event 61.85
IIIEvent 41.3
Event 51.45
Event 61.85
IVEvent 11.6
Event 51.45
Event 61.85

To calculate the winnings for each accumulator, multiply the odds by the stake:
Accumulator I: 1.6 x 1.3 x 1.45 x €3 = €9.05.
Accumulator II: 1.6 x 1.3 x 1.85 x €3 = €11.54.
Accumulator III: 1.85 x 1.3 x 1.45 x €3 = €10.46.
Accumulator IV: 1.6 x 1.85 x 1.45 x €3 = €12.88.
The total payout for the system bet is the sum of all winning accumulators:
9.05 + 11.54 + 10.46 + 12.88 = €43.93.
The total payout is €43.93.

9.4 Asian handicap single bet

Placing an Asian Handicap bet is essentially like placing two separate bets. For example, a HANDICAP (+1.25) bet is treated as two bets: HANDICAP (+1) and HANDICAP (+1.5). Both bets have the same odds. Each bet receives half of the total stake. The total winnings equal the sum of both bets. Depending on the result, you may: win both bets; win one bet while the other is refunded; or lose both bets.

Asian Handicap SINGLE BET example

EventHandicap
Villarreal CF+0.75
Real Madrid-0.75

Total stake: €100.
If you bet on VILLARREAL CF with handicap (+0.75), it is equivalent to placing HANDICAP (+0.5) and HANDICAP (+1) bets, each with a €50 stake.
Possible outcomes:

  1. Match score 0:1 – HANDICAP (+0.5) loses, HANDICAP (+1) is refunded.
  2. Match score 1:1 – HANDICAP (+0.5) wins, HANDICAP (+1) wins.
  3. Match score 0:2 – both bets lose.

If you bet on REAL MADRID with handicap (-0.75), it is equivalent to placing HANDICAP (-0.5) and HANDICAP (-1) bets, each with a €50 stake.
Possible outcomes:

  1. Match score 0:1 – HANDICAP (-0.5) wins, HANDICAP (-1) is refunded.
  2. Match score 1:1 – both bets lose.
  3. Match score 0:2 – both bets win.

9.5 Asian handicap bet as part of accumulator bet

If an Asian Handicap bet is included in an accumulator or system bet, the number of combinations is effectively doubled.
ASIAN HANDICAP ACCUMULATOR BET example
You place €100 on an accumulator consisting of two events, each with a total of 3.25. Both matches end 3-0.
This creates four accumulator bets, each with a €25 stake: >3,>3; >3,>3.5; >3.5,>3; >3.5,>3.5. The €25 stake on the >3,>3 accumulator is refunded, while all other bets lose.

9.6 Asian total bet

An Asian Total bet is a wager on the total score, where the predicted total must be a multiple of 0.25 (but not 0.5). This bet is treated as two separate bets, each with half of the total stake and the same odds. The totals for the two bets are the closest multiples of 0.5 to your prediction: one bet is your prediction +0.25, the other is your prediction -0.25.

ASIAN TOTAL BET EXAMPLE

Example 1: You place a TOTAL (1.75) UNDER bet with a €100 stake and odds of 1.4. The bet is split into TOTAL (1.5) UNDER and TOTAL (2) UNDER, each with a €50 stake.
Possible outcomes:

  1. Match score 0:0 or 0:1 – both bets win (100 x 1.4 = €140).
  2. Match score 1:1 or 0:2 – TOTAL (1.5) UNDER loses; TOTAL (2) UNDER refunded (€50).
  3. Match score 1:2 – both bets lose.

Example 2: You place a TOTAL (1.75) OVER bet with a €100 stake and odds of 1.4. The bet is split into TOTAL (1.5) OVER and TOTAL (2) OVER, each with €50 stake.
Possible outcomes:

  1. Match score 0:0 or 0:1 – both bets lose.
  2. Match score 1:1 or 0:2 – TOTAL (1.5) OVER wins; TOTAL (2) OVER refunded (€50 x 1.4 + 50 = 70 + 50 = €120).
  3. Match score 1:2 – both bets win (100 x 1.4 = €140).

9.7 Chain bet example

The bet slip includes four events. Stake: €10.

Volleyball. South Korea (women) – Myanmar (women) (13.09 | 10:45)1 to win point 15 in 1st Game1.45
Volleyball. Air Force (women) – Navy (women) 3rd set (13.09 | 09:45)After 30 points W11.62
Tennis. ITF. K.Onishi/Yonemura – Kato/Hiroko Kuwata (Japan) (13.09 | 09:45)Game 18: 40:40 No1.36
Ice hockey. HC CSKA (Moscow) – HC Vityaz (Chekhov) (incl OT) (10.10 | 19:00)Total from 2 to 41.45

Bets in a chain are settled in the order they appear on the bet slip.

EXAMPLE 1. ALL BETS IN THE CHAIN WIN.
1st bet wins: 10 x 1.45 = €14.50;
2nd bet wins: (14.5 – 10) + 10 x 1.62 = 4.5 + 16.2 = €20.70;
3rd bet wins: (20.7 – 10) + 10 x 1.36 = 10.7 + 13.6 = €24.30;
4th bet wins: (24.3 – 10) + 10 x 1.45 = 14.3 + 14.5 = €28.80.
Total payout: €28.80.

EXAMPLE 2. THE 1ST, 3RD AND 4TH BETS WIN.
1st bet wins: 10 x 1.45 = €14.50;
2nd bet loses: (14.5 – 10) = €4.50 (remaining balance);
3rd bet wins: 4.5 x 1.36 = €6.12 (new balance);
4th bet wins: 6.12 x 1.45 = €8.87.
Total payout: €8.87.

EXAMPLE 3. THE 1ST, 2ND AND 4TH BETS WIN.
1st bet wins: 10 x 1.45 = €14.50;
2nd bet wins: (14.5 – 10) + 10 x 1.62 = 4.5 + 16.2 = €20.70;
3rd bet loses: 20.7 – 10 = €10.70;
4th bet wins: (10.7 – 10) + 10 x 1.45 = 0.7 + 14.5 = €15.20.
Total payout: €15.20.

10. TOTALIZATOR 15-TOTO

10.1 GENERAL TERMS

Toto is a game where players place bets on the Home win, Draw, Away win, or the exact final score of a set of predetermined matches. 1xBet collects all bets into a Toto Pool (total sum of money), to which players contribute before the matches begin. Once all matches are finished, 1xbet.com distributes the Toto Prize Pool among all winning players according to these rules.

A Toto player is a person who has placed a bet in the Toto Pool following the terms and conditions of the Toto rules. The player must be at least 18 years old.

An Event is a sports match.

Outcome is a possible result of a sports event offered by the Toto organizers for betting.

TOTO bet slip – a list of 15 events with outcome options. The player chooses outcomes for all events and places a bet. A bet on “Home wins” is marked as “1”; “Away wins” is marked as “2”; “Draw” is marked as “X”. The player can select multiple outcomes for each event. In this case, the number of bet combinations increases (and the minimum stake increases accordingly).

A Toto bet is a combination of event outcomes (one for each match in the upcoming Toto) on which a player wagers, along with the amount of money staked.

A player wins a bet if they correctly predict 9 or more event results and loses if they predict fewer than 9.

If a player loses, the bet is lost. If a player wins, the bet is included in the payout from the prize pool.

Betting pool – the total amount of money collected from bets for the upcoming Toto draw.

Prize money – the portion of the pool used for paying out winnings.

10.2 THE DISTRIBUTION OF THE PRIZE FUND BY CATEGORIES

  • 15 correct predictions – 10% of the prize fund.
  • 14 correct predictions – 10% of the prize fund.
  • 13 correct predictions – 10% of the prize fund.
  • 12 correct predictions – 10% of the prize fund.
  • 11 correct predictions – 10% of the prize fund.
  • 10 correct predictions – 18% of the prize fund.
  • 9 correct predictions – 32% of the prize fund.

Prize money is distributed to winning bets proportionally according to the value of each bet.

Jackpot – an additional prize distributed proportionally among the bets that win.

It is based on previous Toto draws where one or more winning categories were not won, for example, when the highest number of correct predictions was less than 14 (13, 12, 11, 10, 9).

The Jackpot prize is not awarded and grows with each subsequent draw until a player correctly predicts all event results.

The betting company has the right to increase the jackpot using its own funds.

10.3 GENERAL PROVISIONS

  1. Bets on all parimutuel events are accepted for regular playing time unless stated otherwise.
  2. Bets are accepted until the start of the earliest match, excluding void matches. The start of the draw is the actual beginning of the first match in the draw; matches deemed void are not counted. The date and time shown in the Sports section are for information only. An incorrect event time is not a reason to cancel a bet.
  3. A match is considered incomplete in Toto betting if it is invalidated according to 1xBet rules.
  4. If any event from the Match List is cancelled, all outcomes for that event are considered won.
  5. Distribution of the jackpot when events are incomplete:
    • 1 event cancelled – 35% of the jackpot is paid out
    • 2 events cancelled – 25% of the jackpot is paid out
    • 3 events cancelled – 10% of the jackpot is paid out
    • 4 events cancelled – 5% of the jackpot is paid out
  6. If 5 or more events are cancelled, the Match List is considered cancelled and all bets are refunded. The Toto administration reserves the right to use part of the jackpot to ensure that winning odds are not lower than 1.05 per 1€.
  7. If 3 events from the Match List are cancelled, the “9 correct outcomes” category is not paid.
    • “10 correct outcomes” receives 40% of the prize fund
    • “11 correct outcomes” receives 20%
    • “12 correct outcomes” receives 15%
    • “13 and 14 correct outcomes” receive 10% each
    • “15 correct outcomes” receives 5%
  8. If 4 events from the Match List are cancelled, the categories for 9 and 10 correct outcomes are not paid.
    • “11 correct outcomes” receives 45% of the prize fund
    • “12 correct outcomes” receives 25%
    • “13 correct outcomes” receives 15%
    • “14 correct outcomes” receives 10%
    • “15 correct outcomes” receives 5%
  9. If the jackpot reaches 150 million, a rule is applied to award the jackpot to the bet slip with 14 correct outcomes, provided no one has guessed all 14 outcomes. In other cases, bet slips with 14 correct outcomes share 25% of the jackpot. This rule applies only if there are no cancelled matches in the draw.
    • Prize distribution if there is only one bet slip with 14 correct outcomes:
      • 14 correct outcomes – 10% of the prize pool + 100% of the jackpot
      • 13 correct outcomes – share 10% of the prize pool
      • 12 correct outcomes – share 10% of the prize pool
      • 11 correct outcomes – share 10% of the prize pool
      • 10 correct outcomes – share 20% of the prize pool
      • 9 correct outcomes – share 40% of the prize pool
    • Prize distribution if there are multiple bet slips with 14 correct outcomes:
      • 14 correct outcomes – share 10% of the prize pool + 25% of the jackpot
      • 13 correct outcomes – share 10% of the prize pool
      • 12 correct outcomes – share 10% of the prize pool
      • 11 correct outcomes – share 10% of the prize pool
      • 10 correct outcomes – share 20% of the prize pool
      • 9 correct outcomes – share 40% of the prize pool

10.4 HOW TO PLACE TOTO BET

To place a bet, you must select one or more outcomes for each of the 15 matches listed on the bet slip.

The minimum and maximum stake may vary depending on the currency exchange rate.

  1. If you want to place multiple bets, you can select them on a single ticket and mark 2 or 3 outcomes for one or more matches among the 15 events. This increases the total number of bets, and the minimum stake for this bet slip is correspondingly multiplied. The total stake on a bet slip is distributed evenly among the bets on that ticket.
  2. If a ticket contains multiple bets, winning bets are calculated proportionally to the stake assigned to each bet.
  3. Bets are accepted until the start of the first match in the Toto. Any bets placed after the first match has begun will be cancelled.
  4. Batch bet. This feature allows you to place multiple random bets on TOTO. To use it, specify the amount per bet slip and click “Place batch bet”. The system will create the number of bets you specified automatically. You can review these bets in the “Bets history” section – TOTO.

Once bets are no longer accepted, all information about placed bets and related statistics are moved to the “Results” section for review.

10.5 JACKPOT PAYOUT

The jackpot is paid after the administration verifies the passport and bank account details. The account holder’s name must match the name on the provided identification documents. The administration commits to transfer winnings to the bank account no later than 30 calendar days after receiving, checking, and registering all required documents for payment. Jackpot payments follow current national laws and regulations in force at the time of payment.

10.6 DISPUTABLE CASES

In general or disputable cases, the betting company refers to relevant sections of the 1xBet Rules that do not conflict with the Toto rules.

10.7 BATCH BET

A batch bet is a collection of bet slips. In other words, a batch bet occurs when several bet slips are placed in the pot at the same time.

Batch betting closes 10 minutes before the draw ends.

HOW TO PLACE A BATCH BET

To place a batch bet correctly, all bet slips must follow the required format:

0.7;1-(1);2-(1);3-(1);4-(1);5-(1);6-(1);7-(1);8-(1);9-(1);10-(1);11-(X);12-(X);13-(1);14-(X);15-(1)
This line uses the following parameters:
0.7 – bet amount
1, 2, 3 … 15 – game numbers in the draw
(1, 2, X) – outcome selected for the bet.

Each bet slip should start on a new line and be formatted like this:

EXAMPLE:

0.7;1-(1);2-(1);3-(1);4-(1);5-(1);6-(1);7-(1);8-(1);9-(1);10-(1);11-(X);12-(X);13-(1);14-(X);15-(1),
0.8;1-(1);2-(1);3-(1);4-(1);5-(1);6-(1);7-(1);8-(1);9-(1);10-(1);11-(1);12-(X);13-(1);14-(X);15-(1),
0.7;1-(1);2-(1);3-(1);4-(1);5-(1);6-(1);7-(1);8-(1);9-(1);10-(1);11-(2);12-(1);13-(2);14-(X);15-(1),

You can prepare bet slips in advance and then copy and paste them into the “TOTO 15” batch bet text box, or fill in the field manually.

To submit your bets, press the ‘Process batch bets’ button. The system will validate the information, and once confirmed, your batch bet will be accepted for the draw.

You can view your bets in My Account – Betting History – TOTO.

EXAMPLE:

You are betting on the next draw. You are certain of the outcomes in 10 out of 15 games (1st win). In three games, you allow two possible outcomes (1X), and for the remaining two, you are uncertain (your choice: 1X2).

If you create one bet slip including all possible combinations of your predictions, the slip would contain 72 options with a total stake of €50.4 (minimum bet = €0.7).

HOWEVER, YOU CAN REDUCE THE TOTAL STAKE SIGNIFICANTLY BY DISTRIBUTING YOUR PREDICTED OUTCOMES ACROSS MULTIPLE BET SLIPS (BATCH BET) WHILE STILL HAVING A CHANCE TO WIN BIG.

You only need to select your bets so that, in any combination of outcomes, at least one bet can win, for example, predicting at least 14 matches correctly. In this case, only 12 bet slips would be needed, costing €8.4 in total. Based on your predictions, the batch bet could be formed as follows:

0.7;1-(1);2-(1);3-(1);4-(1);5-(1);6-(1);7-(1);8-(1);9-(1);10-(1);11-(X);12-(X);13-(1);14-(X);15-(1),
0.7;1-(1);2-(1);3-(1);4-(1);5-(1);6-(1);7-(1);8-(1);9-(1);10-(1);11-(1);12-(X);13-(1);14-(X);15-(1),
0.7;1-(1);2-(1);3-(1);4-(1);5-(1);6-(1);7-(1);8-(1);9-(1);10-(1);11-(X);12-(1);13-(X);14-(X);15-(1),
… (continues with remaining slips)

The “Batch Bet” service is easy to use and ideal for players who structure their bets using unique systems.

EXAMPLE OF TOTO CORRECT SCORE BATCH BET:

0.7;1-(1:2);2-(1:1);3-(1:0);4-(1:3);5-(2:2);6-(1:3);7-(2:1);8-(0:1)

EXAMPLE OF TOTO BASKETBALL BATCH BET:

50;1-(1o);2-(1o);3-(1o);4-(X);5-(X);6-(2o);7-(2o);8-(1o);9-(1u),
50;1-(1u);2-(1o);3-(1o);4-(X);5-(X);6-(2o);7-(2o);8-(1o);9-(1u)

ENHANCED BATCH BET FEATURE
When creating a batch bet for TOTO “15”, “Football”, or “Esports FIFA”, you can now select two or more outcomes for a single match.

Examples:

100.00;1-(1X);2-(2);3-(X);4-(1);5-(1);6-(1);7-(2);8-(X);9-(1);10-(1);11-(2);12-(1);13-(1);14-(2);15-(1),
200.00;1-(1X);2-(12);3-(X);4-(1);5-(1);6-(1);7-(2);8-(X);9-(1);10-(1);11-(2);12-(1);13-(1);14-(2);15-(1)

11. TOTO “Correct Score”

The Toto “Correct Score” game requires a player to place bets on the exact results of matches.

A Toto ticket includes 8 matches, each with its score. To win a bet, the player must predict the results correctly in at least 2 matches.

To place a bet, choose one score for each match on the bet slip. For accumulator bets, you may select 2 or more scores for each match. This increases the total number of bets, and the total stake is correspondingly multiplied.

To receive a prize, the player must predict 2 or more results correctly. 95% of the Toto Pool is distributed among the winning players.

If all matches are played (with no void matches), the Toto Prize Pool is divided into 7 winning categories for the jackpot of the next Toto game:

  • 1st category – 5% of the Toto Prize Pool (8 scores predicted)
  • 2nd category – 5% of the Toto Prize Pool (more than 7 scores predicted)
  • 3rd category – 7.5% of the Toto Prize Pool (more than 6 scores predicted)
  • 4th category – 10% of the Toto Prize Pool (more than 5 scores predicted)
  • 5th category – 12.5% of the Toto Prize Pool (more than 4 scores predicted)
  • 6th category – 20% of the Toto Prize Pool (more than 3 scores predicted)
  • 7th category – 35% of the Toto Prize Pool (more than 2 scores predicted)

* – If there are 1 or 2 void matches, the Toto Prize Pool is distributed according to the rule “Jackpot distribution where 1 or more matches are void”.
** – Applies if there are no winning bets in the 1st category.

If any event from the Match List is cancelled, all outcomes for that event are considered lost. The minimum number of correct predictions remains 2.

(A match is considered failed if its start time is postponed later than the date of the last match on the Toto Correct Score bet slip.)

The jackpot is distributed among bets predicting 8 or 7 correct scores, according to the stake size. The larger the stake, the larger the prize.

The jackpot remains unclaimed if no one predicts 8 or 7 correct scores.

All bets predicting all 8 scores share 95% of the jackpot. The remaining 5% is distributed among bets predicting 7 scores correctly.

Jackpot distribution when 1 or more matches are void:

  • 1 void match – 25% of the jackpot is distributed among bets predicting 7 correct scores
  • 2 void matches – the jackpot is not paid and is carried over to the next Toto game

Toto Prize Pool distribution in case of 1 void match:

  • 7 scores – 5%
  • 6 scores – 5%
  • 5 scores – 7.5%
  • 4 scores – 10%
  • 3 scores – 12.5%
  • 2 scores – 55%

Toto Prize Pool distribution in case of 2 void matches:

  • 6 scores – 5%
  • 5 scores – 5%
  • 4 scores – 7.5%
  • 3 scores – 10%
  • 2 scores – 67.5%

If there are 3 or more void matches, all bets are void and stakes are returned to the players.

11.1 How to Place a Bet in Toto “Correct Score”

  • Go to the “TOTO” page and click on “Toto Correct Score”.
  • The bet slip with 8 events will open.
  • Next to each event, click “Select”. Place check marks next to the match scores you want to select. To remove all selections, click “Remove all”.
  • You can select several outcome options:
    a. 1 – 1st team wins
    b. 2 – 2nd team wins
    c. X – Draw
    d. >2.5 – Total goals over 2.5
    e. X and >2.5 – select scores where both a draw and total over 2.5 occur.
  • The selected match score will appear in the “Select” column.
  • Enter the amount you want to wager in the “Sum” field.
  • Click “Place the bet”.
  • The Toto ticket will appear in Bet History under the “TOTO Correct Score” tab.

12. Totalizator Football – TOTO

12.1 General Provisions

  1. 1xBet accepts bets on TOTO-Football in accordance with the Rules.
  2. The TOTO totalizator is a special pool game where you place bets on 14 events in the Match List. A bet wins if at least 9 outcomes are predicted correctly.
  3. Bets are accepted from individuals over 18 years old. Clients are responsible for violating this requirement.
  4. Bets are accepted only from individuals who agree to the Rules provided by the betting company. Placing a bet constitutes unconditional acceptance of these Rules.

12.2 TOTO-Football Bet

  1. Each match can have 3 outcomes: “Home wins” is marked as “1”; “Away wins” as “2”; “Draw” as “X”.
  2. A TOTO-Football bet is a combination of outcomes for each match in the upcoming Toto and the total stake placed on these outcomes.
  3. A bettor can select one to three possible outcomes per match. Each bet variant is settled separately. The total number of bet variants and total stake are displayed. The amount of each variant is calculated by dividing the total stake by the number of variants.
  4. All TOTO bets can be reviewed in the section Totalizator – TOTO-Football – Bet Slip List.

12.3 Calculation of TOTO-Football

  1. You can see the results for each event on the Toto bet slip after all matches are completed. Bets on football matches are accepted for regular time (including extra time) except for bets like “To Qualify” or “Winner”, which depend on the outcome of the head-to-head confrontation. Extra time for the first half ends at the 45th minute, and for the second half at the 90th minute. If a match is abandoned before 90 minutes or postponed, all bets on that match are void, except for markets that have already been determined unconditionally.
  2. A match is considered void if it was interrupted, postponed, delayed, or started before the closing time for bets in the current Toto game. All outcomes for incomplete matches are considered successful.
  3. If 4 or more matches are incomplete, the draw is considered invalid and all bets are returned with odds set to “1”.

12.4 The Distribution of the Prize Fund

  1. Betting pool – the total monetary sum collected from bets for the upcoming Toto-Football draw.
  2. Prize money – a portion of the pool (90%) allocated for payout of winnings.
  3. Prize fund distribution by categories:
    • a) 1st category – 10% of the Toto Prize Pool (14 correct outcomes)
    • b) 2nd category – 10% of the Toto Prize Pool (14 and 13 correct outcomes)
    • c) 3rd category – 10% of the Toto Prize Pool (14, 13, and 12 correct outcomes)
    • d) 4th category – 15% of the Toto Prize Pool (14, 13, 12, and 11 correct outcomes)
    • e) 5th category – 20% of the Toto Prize Pool (14, 13, 12, 11, and 10 correct outcomes)
    • f) 6th category – 35% of the Toto Prize Pool (14, 13, 12, 11, 10, and 9 correct outcomes)
  4. The category with all 14 correct outcomes is also funded by a Jackpot formed from previous draws.
  5. Jackpot – an additional prize distributed among bets with all 14 matches predicted correctly, proportionally to the stake (the higher the stake, the higher the prize). The Jackpot is based on previous draws in which one or more winning purses were not claimed (when the best bet predicted fewer than 14 outcomes). The Jackpot is not paid out until a bettor predicts all 14 results. The company may increase the Jackpot with its own funds.
  6. Jackpot distribution in the event of void matches:
    • 1 void match – 35% of the Jackpot is distributed
    • 2 void matches – 20% of the Jackpot is distributed
    • 3 or more void matches – all bets are void and stakes are returned to players
  7. Prize fund distribution in case of 1 cancelled event follows the standard distribution in p.2.
  8. Prize fund distribution in case of 2 cancelled events:
    • a) 1st category – 5% (14 correct outcomes)
    • b) 2nd category – 10% (14 and 13 correct outcomes)
    • c) 3rd category – 15% (14, 13, and 12 correct outcomes)
    • d) 4th category – 25% (14, 13, 12, and 11 correct outcomes)
    • e) 5th category – 45% (14, 13, 12, 11, and 10 correct outcomes)
  9. Prize fund distribution in case of 3 cancelled events:
    • a) 1st category – 10% (14 correct outcomes)
    • b) 2nd category – 15% (14 and 13 correct outcomes)
    • c) 3rd category – 25% (14, 13, and 12 correct outcomes)
    • d) 4th category – 50% (14, 13, 12, and 11 correct outcomes)

12.5 Calculation of Winnings

  1. Winnings for each variant are calculated by multiplying the winning coefficient for the category by the bet amount of 1€ for that variant. The winning coefficient is determined by dividing the total prize fund of the category by the sum of all bets with correct variants (the higher your stake, the higher your winnings).
  2. Winnings are credited within 1 hour after the last match of the TOTO-Football draw, but no later than 12 hours after the last match in case of force majeure.

13. TOTO “Ice Hockey”

The Toto “Ice Hockey” game requires players to bet on the results of ice hockey matches. Bets are accepted for regular time only (overtime and shootouts are excluded).

A Toto ticket consists of 5 matches, each with its score. To win a bet, the player must correctly predict at least 2 matches.

To place a single bet, select one score for each match on the bet slip. For accumulator bets, you may choose 2 or more scores per match, which increases the total number of bets and multiplies the stake accordingly.

To win a prize, the player must correctly predict 2 or more results. 95% of the Toto Pool is distributed among successful players.

If all matches are played (no void matches), the Toto Prize Pool is divided into 4 winning categories and also contributes to the jackpot for the next Toto game:

  • 1st category – 5% of the Toto Prize Pool (5 correct scores)
  • 2nd category – 10% of the Toto Prize Pool (at least 4 correct scores)
  • 3rd category – 25% of the Toto Prize Pool (at least 3 correct scores)
  • 4th category – 55% of the Toto Prize Pool (at least 2 correct scores)

* – If there are 1 or 2 void matches, the Toto Prize Pool is distributed according to the rule “Jackpot distribution where 1 or more matches are void”.
** – Applies if there are no winning bets in the 1st category.

If any event from the Match List is cancelled, all outcomes for that event are considered lost. The minimum number of correct predictions remains 2.

(A match is considered failed if its start time is postponed beyond the date of the last match on the TOTO Ice Hockey ticket.)

The jackpot is distributed among bets predicting 5 or 4 correct scores, proportionally to the stake. The higher the stake, the larger the prize.

The jackpot remains unclaimed if no one predicts 5 or 4 correct scores.

Bets predicting all 5 scores share 95% of the jackpot. The remaining 5% is distributed among bets predicting at least 4 scores correctly.

Jackpot distribution when 1 or more matches are void:

  • 1 void match – 25% of the jackpot is distributed (for bets predicting 4 correct scores)
  • 2 void matches – the jackpot is not paid and is carried over to the next Toto game

Toto Prize Pool distribution in case of 1 void match:

  • 4 scores – 10%, 3 scores – 12.5%, 2 scores – 70%

If there are 2 or more void matches, all bets are void and stakes are returned to players.

14. TOTO “Basketball”

TOTO Basketball allows customers to place bets on the outcomes of basketball matches. Bets are accepted for regular time only.

A TOTO bet slip contains 10 matches, each with potential outcomes. To win, a player must correctly predict at least 5 matches.

To place a bet, select one result for each of the 10 matches on the bet slip. You must predict both the winner and the final score. You can also place a bet on a draw. For accumulator bets, you may select 2 or more outcomes in one or more matches on a single bet slip. The total number of bets and the stake increase accordingly.

To receive a prize, you must correctly predict the outcomes of at least 5 matches. 90% of the pool (prize fund) is distributed among the winning players.

If all matches take place, the pool is divided into 6* winning categories, with deductions** for the jackpot of the next draw:

  • 1st category – 5% of the pool; bets predicting all 10 matches correctly
  • 2nd category – 5% of the pool; bets predicting at least 9 matches correctly
  • 3rd category – 10% of the pool; bets predicting at least 8 matches correctly
  • 4th category – 10% of the pool; bets predicting at least 7 matches correctly
  • 5th category – 25% of the pool; bets predicting at least 6 matches correctly
  • 6th category – 45% of the pool; bets predicting at least 5 matches correctly

* – If 1 or 2 matches do not take place, the prize fund is distributed according to this rule.
** – If there are no winning bets in the 1st category.

Distribution of the pool from categories with no winning bets:

  • If any event is considered not to have taken place, all predictions for that event are lost. The minimum number of correctly predicted outcomes remains 5.
    (A match is considered not to have taken place if its start time is postponed beyond the date of the last match on the TOTO Basketball schedule.)
  • The jackpot is distributed among bets predicting all 10 matches correctly, proportionally to the stake. The larger the stake, the larger the prize.
  • The jackpot is not awarded if no one predicts all 10 matches correctly.

Jackpot distribution when one or more matches do not take place:

  • 1 cancelled match – 25% of the jackpot is distributed

Prize pool distribution when 1 match does not take place:

  • 9 correct results – 5%
  • 8 correct results – 10%
  • 7 correct results – 10%
  • 6 correct results – 25%
  • 5 correct results – 50%

Prize pool distribution when 2 matches do not take place:

  • 8 correct results – 5%
  • 7 correct results – 10%
  • 6 correct results – 30%
  • 5 correct results – 55%

If 3 or more matches do not take place, all bets are void and stakes are refunded.

15. TOTO “FIFA”

TOTO FIFA is a game where players bet on Home win, Draw, Away win, or the final correct score for a set of predefined matches. 1xBet collects all bets into a Toto Pool (a sum of money), contributed by players before the matches begin. After all matches are completed, 1xBet distributes the Toto Prize Pool among all winning players according to these rules.

A Toto bet slip lists 15 events with their outcomes. Players fill in the slip to place bets. “Home wins” is marked as “1”, “Away wins” as “2”, and “Draw” as “X”. Players can select multiple outcomes for each event. In this case, the number of bet combinations increases, and the minimum stake is adjusted accordingly.

A Toto bet is a combination of outcomes (one for each match) and the amount wagered.

A player wins if they correctly predict 9 or more events, and loses if fewer than 9 events are predicted correctly.

If a player loses, the bet is lost. If a player wins, the bet is included in the payout from the prize money.

Distribution of the prize fund by categories:

  • 15 correct predictions – 10% of the prize fund
  • 14 correct predictions – 10% of the prize fund
  • 13 correct predictions – 10% of the prize fund
  • 12 correct predictions – 10% of the prize fund
  • 11 correct predictions – 10% of the prize fund
  • 10 correct predictions – 18% of the prize fund
  • 9 correct predictions – 32% of the prize fund

Prize money is distributed among winning bets proportionally to the amount of each bet in the relevant category.

Jackpot – an additional prize distributed among bets proportionally to their size.

The jackpot is based on previous draws in which one or more prize categories were not won, i.e., when no bet predicted all 15 (or fewer) outcomes correctly.

The jackpot is not awarded and grows with each draw until a bettor correctly predicts all outcomes. The company may increase the jackpot using its own funds.

Bets are accepted for the regular playing time unless specified otherwise. Bets close at the start of the earliest match and do not include void matches. The start time is the actual beginning of the first match in the issue. Matches deemed void are excluded.

A match is considered incomplete if it is invalidated according to 1xBet rules.

If an event is cancelled, all outcomes for that event are treated as wins. Jackpot distribution for incomplete events:

  • 1 cancelled event – 35% of the jackpot paid out
  • 2 cancelled events – 25% of the jackpot paid out
  • 3 cancelled events – 10% of the jackpot paid out
  • 4 cancelled events – 5% of the jackpot paid out

If 3 events from the Match List are cancelled, the “9 correct outcomes” category will not be paid.

  • In this case, the “10 correct outcomes” category will receive 40% of the prize fund
  • The “11 correct outcomes” category – 20%
  • The “12 correct outcomes” category – 15%
  • The “13 and 14 correct outcomes” categories – 10% each
  • The “15 correct outcomes” category – 5%

If 4 events from the Match List are cancelled, the “9 and 10 correct outcomes” categories will not be paid.

  • In this case, the “11 correct outcomes” category will receive 45% of the prize fund
  • The “12 correct outcomes” category – 25%
  • The “13 correct outcomes” category – 15%
  • The “14 correct outcomes” category – 10%
  • The “15 correct outcomes” category – 5%

If the Company has information about the cancellation of any event from the List before the start of the events, or if any event is incorrectly scheduled (wrong team names, wrong home/away team), or in cases of force majeure, including technical failures that prevent participants from making bets on the draw in full, the Company has the right (but not the obligation) to consider the List void, cancel all bets, and rebuild the List based on the cancelled events.

16. Esports TOTO

GENERAL TERMS

  1. The betting operator accepts wagers on Esports TOTO pools following these Terms and Conditions.
  2. An Esports TOTO pool is a game where players can place bets on the results of 11 predetermined esports events included in the pool. A bet wins if at least 6 results are correctly predicted.
  3. Bets are only accepted from individuals who have read and agreed to the operator’s Terms and Conditions. By placing a bet, you confirm your agreement with these Terms and Conditions.

Esports TOTO BET

TOTO BET

  1. To place a bet, select one outcome for each of the 11 events listed on the bet slip. You need to predict not only the winner of an event or a specific map but also the total score at the end of the event. Betting on a draw in CS: GO is allowed if the tournament rules do not include overtime.
  2. An Esports TOTO bet consists of a set of selected outcomes (one for each event) and the stake amount assigned to this set.
  3. For each event in the pool, you can choose between one and four possible outcomes (five in rare cases). Each bet is settled and paid out individually. When placing a bet, the total number of bets (options) and the total stake are shown. The stake per option is calculated by dividing the total bet amount by the number of options.
  4. The minimum stake for a pool is determined by the operator.
  5. The complete list of pools is available at TOTO – Esports TOTO – List of draws.

Esports TOTO SETTLEMENT

  1. After all events in an Esports TOTO pool are finished, winnings are paid out for the correct outcomes of each event in the pool according to the Terms and Conditions for esports betting.
  2. An event is considered void if it is interrupted, postponed, or delayed for more than 24 hours, or if it begins before the deadline for accepting bets for the pool. In such cases, all bets on all outcomes of the void event are counted as winning.
  3. If three or more events in a pool are void, the entire pool is void and all bets are settled at odds of 1.00.
  4. Winnings for each bet are calculated by multiplying the winnings per one monetary unit of stake by the total stake amount. The winnings per unit are determined by dividing the prize pool for that category by the total value of bets placed on correctly predicted outcomes (higher stakes lead to higher winnings).
  5. Winnings are credited within 1 hour after the last event in the Esports TOTO pool ends, and in case of force majeure, no later than 12 hours after the last event concludes.

16.1 Distribution of the prize fund and Jackpot

DISTRIBUTION OF THE PRIZE FUND

  1. The pool is the total amount of money collected from players’ stakes in a totalizator.
  2. The prize fund is the portion of the pool (90%) allocated for payouts to winners.
  3. Prize fund distribution by categories (including cases where one event is declared void):
    • 11 outcomes predicted correctly – 10% of the prize fund
    • At least 10 outcomes predicted correctly – 10% of the prize fund
    • At least 9 outcomes predicted correctly – 10% of the prize fund
    • At least 8 outcomes predicted correctly – 15% of the prize fund
    • At least 7 outcomes predicted correctly – 20% of the prize fund
    • At least 6 outcomes predicted correctly – 35% of the prize fund
  4. Prize fund distribution by categories where two events are declared void:
    • 11 outcomes predicted correctly – 5% of the prize fund
    • At least 10 outcomes predicted correctly – 10% of the prize fund
    • At least 9 outcomes predicted correctly – 15% of the prize fund
    • At least 8 outcomes predicted correctly – 25% of the prize fund
    • At least 7 outcomes predicted correctly – 45% of the prize fund
    • At least 6 outcomes predicted correctly – no payout
  5. If the jackpot reaches 10 million, a special rule is applied where a participant with a bet slip containing 10 correct predictions can win it. This rule only applies if the draw has no canceled matches.
    • Prize fund distribution by category if there is a bet slip with 10 correct predictions:
      • 10 correct predictions – 10% of the prize fund + 100% of the jackpot shared among all bet slips with 10 correct predictions
      • 9 correct predictions – 10% of the prize fund
      • 8 correct predictions – 15% of the prize fund
      • 7 correct predictions – 20% of the prize fund
      • 6 correct predictions – 35% of the prize fund
    • Distribution of the prize pool if there are multiple bet slips with 10 correct predictions:
      • Bet slips with 10 correct outcomes – 10% of the prize pool + 25% of the jackpot
      • Bet slips with 9 correct outcomes – 10% of the prize pool
      • Bet slips with 8 correct outcomes – 15% of the prize pool
      • Bet slips with 7 correct outcomes – 20% of the prize pool
      • Bet slips with 6 correct outcomes – 35% of the prize pool

JACKPOT

  1. The cumulative JACKPOT, collected from previous totalizators, is reserved for the prize category where all 11 event outcomes are predicted correctly.
  2. The JACKPOT is an extra prize divided among all bets that correctly predict all 11 match outcomes, proportionally to the size of the stakes (higher stake leads to higher winnings). It is made up of previous totalizator draws where one or more prize categories were not won (i.e., fewer than 11, 10, 9, 8, 7, or 6 outcomes were correctly predicted), in which case the prize fund for that category is rolled over into the cumulative JACKPOT for the next draw. The JACKPOT grows with each draw and is only won when at least one player correctly predicts all 11 outcomes. The totalizator organizer may also increase the JACKPOT using their own funds.
  3. JACKPOT distribution in case of void events:
    • 1 void event – 35% of the JACKPOT
    • 2 void events – 20% of the JACKPOT

17. TOTO Free

  1. TOTO bet slip – the player must predict the results of the 12 specified events and submit them as a free prediction. On the TOTO bet slip, results are marked as:
    • “1” for Home Win
    • “2” for Away Win
    • “X” for Draw
  2. Only one outcome can be selected per event.
  3. Predictions are accepted until the first match in the TOTO begins. Bet slips submitted after the start of the first TOTO match will be considered invalid.
  4. A TOTO bet slip becomes active when the first match in the TOTO selection starts (actual time, not scheduled time). Matches deemed void are not counted. The start times shown on the bet slip are for reference only. Incorrectly stated event times do not justify bet cancellation.
  5. If an event is considered void, all outcomes for that event in all bet slips are treated as winning.
  6. If one or more events are void:
    • If 4 or more events are void, the TOTO bet is canceled.
    • If 3 events are void, no points are awarded for 8 or 9 correctly predicted outcomes.
    • If 1 or 2 events are void, no points are awarded for 8 correctly predicted outcomes.
  7. A match in a TOTO bet slip is considered void if the 1xBet Betting Company rules declare it void.
  8. Winnings distribution:
    • 8 correct predictions – 100 bonus points
    • 9 correct predictions – 250 bonus points
    • 10 correct predictions – 1,000 bonus points
    • 11 correct predictions – 3,000 bonus points
    • 12 correct predictions – 7,000 bonus points
  9. How it works
    • A new TOTO round takes place every day.
    • Make your free prediction.
    • Before the TOTO draw starts, confirm your free prediction by placing a bet on a sporting event. The minimum stake to confirm your prediction is 2.3 EUR, and the odds must be 2.0 or higher.
    • Only the first bet placed after submitting your TOTO prediction counts as confirmation. Bets placed using promo codes, bonus points, Advancebets, sold bets, refunds at odds of 1.00, and System bets will not confirm your TOTO prediction.
    • Only one prediction per day is allowed.
    • Wait for the daily TOTO draw.
  10. A list of previous rounds can be found on the TOTO “List of draws” page.
  11. Bonus points will be credited to your Promo Code Store account within 1 hour after the last TOTO match ends.
  12. TOTO Terms and Conditions
    • 1xBet reserves the right to refuse a free TOTO bet if the customer is suspected of abusing or defrauding the betting system, such as engaging in arbitrage.
    • Customers must be over 18 years old to open an account with the Betting Company.
    • The Company may cancel, withdraw, or change this offer or any of its terms at any time without notice or explanation. The Company also reserves the right to exclude certain account holders from this promotion.
  13. The Company enforces a strict policy of one account per customer and uses internal security systems to verify this. To prevent abuse, the Company may refuse to provide a free bet bonus in cases such as:
    • Accounts sharing the same IP address;
    • Accounts belonging to the same family or household;
    • Accounts sharing common contact details or identifiers (e.g., e-mail, phone number, credit/debit card, or other payment info);
    • Multiple accounts belonging to the same person;
    • Violation of bonus terms and conditions;
    • Evidence of collusion between customers when placing bets.
  14. This offer is valid only for 1xBet customers.
  15. 1xBet is the sole judge of this promotion, and its decisions are final. The Company may also request ID verification before crediting the free bet.
  16. This offer applies only to a customer’s first account (profile must be fully completed and phone number activated) and does not apply to additional accounts. It cannot be combined with other offers. For questions about 1xBet bonuses, contact customer support.
  17. You must opt in to participate in sports betting bonus offers via the ‘Account Settings’ page in My Account.

18. CRICKET TOTO

  1. GENERAL PROVISIONS
    1. The bookmaker, 1xBet, accepts Cricket TOTO bets according to these Terms and Conditions.
    2. A Cricket TOTO draw is a type of game where users can place bets on the results of 10 preselected cricket matches included in a TOTO draw.
    3. Bets are accepted only from individuals aged 18 years or older. Bettors are responsible for any violation of this requirement.
    4. Bets are accepted only from individuals who have read and agreed to these Terms and Conditions. By placing a bet, the user confirms their agreement with these Terms and Conditions.
  2. TOTO CRICKET BET
    1. To place a bet, the bettor must select one outcome for each of the 10 matches on the bet slip. The bettor must predict not only the winner but also the final score of each match.
    2. A Cricket TOTO bet consists of a complete set of outcomes – one for each match – along with the total stake placed on these outcomes.
    3. For each match in the draw, the bettor can select between one and five possible outcomes. Each bet is settled and paid out individually. When placing a bet, the total number of bets (options) and the total stake are shown. The stake for each option is calculated by dividing the total stake by the number of options.
    4. The minimum stake for a TOTO bet is 30 RUB.
    5. All TOTO bets can be reviewed by going to TOTO > Cricket > List of draws.
  3. SETTLING CRICKET TOTO BETS
    1. After all Cricket TOTO matches have finished, the winning outcomes for each event in the TOTO draw will be published according to the rules for accepting cricket bets.
    2. A match will be considered canceled for the purposes of the draw if it is interrupted, postponed, or delayed for more than 24 hours, or if it starts before the end of the betting period. In such cases, all outcomes of canceled matches will be treated as losses for TOTO bets.
    3. If a draw includes 3 or more canceled matches, the entire draw will be canceled and all bets will be refunded at odds of 1.00.
  4. DISTRIBUTION OF THE PRIZE FUND
    1. Betting pool – the total amount of money collected from bets placed by participants in the current Cricket TOTO draw.
    2. Prize money – a portion of the pool (90%) allocated for paying out winnings.
    3. The prize pool is divided into categories:
      • a) category 1 – 5% of the prize pool – includes bets with correct predictions for all 10 match results.
      • b) category 2 – 5% of the prize pool – includes bets with correct predictions for 10 or 9 match results.
      • c) category 3 – 10% of the prize pool – includes bets with correct predictions for 10, 9, or 8 match results.
      • d) category 4 – 10% of the prize pool – includes bets with correct predictions for 10, 9, 8, or 7 match results.
      • e) category 5 – 25% of the prize pool – includes bets with correct predictions for 10, 9, 8, 7, or 6 match results.
      • f) category 6 – 45% of the prize pool – includes bets with correct predictions for 10, 9, 8, 7, 6, or 5 match results.
      • The category for all 10 correct results also contains a cumulative JACKPOT carried over from previous draws.
    4. A JACKPOT is an additional prize shared among bets that correctly predicted all 10 match results, proportionally to their stake (larger stake means larger winnings). It is formed from previous TOTO draws where no prizes were awarded in one or more winning categories, meaning the best bet had fewer than 10 correct predictions (9, 8, 7, 6, 5). In such cases, the prize fund for that category is carried over and added to the JACKPOT of the next draw. The JACKPOT is not awarded and does not grow until a participant predicts all 10 results correctly. The TOTO draw organizer may also increase the JACKPOT using their own funds.
    5. JACKPOT distribution in case of canceled matches:
      • 1 canceled match – 35% of the JACKPOT is awarded
      • 2 canceled matches – 20% of the JACKPOT is awarded
    6. If 1 match is canceled, the prize fund is distributed among categories according to clause 4.2.
    7. If 2 matches are canceled, the prize fund is distributed as follows:
      • a) category 1 – 5% of the prize pool – bets with correct predictions for 10 match results.
      • b) category 2 – 10% of the prize pool – bets with correct predictions for 10 or 9 match results.
      • c) category 3 – 15% of the prize pool – bets with correct predictions for 10, 9, or 8 match results.
      • d) category 4 – 25% of the prize pool – bets with correct predictions for 10, 9, 8, or 7 match results.
      • e) category 5 – 45% of the prize pool – bets with correct predictions for 10, 9, 8, 7, or 6 match results.
      • f) category 6 – not paid
  5. CALCULATION OF WINNINGS
    1. Winnings for each bet are calculated by multiplying the winning odds for 1 RUB by the stake. The winning odds for 1 RUB are determined by dividing the prize fund for the relevant category by the total stake of bets with correct predictions (larger stakes result in higher winnings).
    2. Winnings are credited within 1 hour after the last match in the Cricket TOTO draw, and no later than 12 hours after the last match in cases of force majeure.

19. Main sources of information

1. Basketball:

euroleague.net – ULEB Euroleague
ulebcup.com – ULEB Cup
fiba.com – FIBA Tournaments
aba-liga.com – Adriatic League
https://vtb-league.com/ -VTB United League
russiabasket.ru – Russia
nba.com – NBA
wnba.com – WNBA
ncaa.com – NCAA
nbl.com.au – Australia
https://basketballaustria.at – Austria
easycredit-bbl.de – Germany
esake.gr – Greece
acb.com – Spain
legabasket.it – Italy
lkl.lt – Lithuania
plk.pl – Poland
https://basketligakobiet.pl/ – Polish Championship. Women
https://kls.rs- Serbia
tbl.org.tr – Turkey
https://fbu.ua/ – Ukraine
lnb.fr – France
https://nbl.basketball/ – Czech Republic
https://kbl.or.kr- South Korea
https://cbaleague.com/ -China

2. Volleyball:

https://en.volleyballworld.com/ – European Cups
fivb.com – International
volleyball-bundesliga.de – Germany
volleyball.gr – Greece
rfevb.com – Spain
legavolley.it – Italy (Men)
legavolleyfemminile.it – Italy (Women)
pls.pl – Poland (Men)
https://pzps.pl- Poland (Women)
volley.ru – Russia
https://tvf.org.tr/  – Turkey
http://lnv.fr/ – France
cvf.cz – Czech Republic

3. Handball:

ihf.info – IHF Tournaments
eurohandball.com – EHF Tournaments
handball-bundesliga.de – Germany
https://tophaandbold.dk/- Denmark
asobal.es – Spain
rushandball.ru – Russia
https://lnh.fr/proligue/calendrier – France
svenskhandboll.se – Sweden

4. Other types of sports:

nfl.com – American Football NFL
mlb.com – Baseball MLB
koreabaseball.com
https://npb.jp/ – Baseball. Japan
https://wbsc.org/ -Baseball. World Tournaments
https://snooker.org/ -Snooker
boxrec.com – Boxing
iaaf.org – Athletics
fis-ski.com – Ski
atptour.com – Tennis. ATP. Challengers.
wwtatennis.com – Tennis WTA
https://itftennis.com/en/  — Tennis ITF
https://wimbledon.com/ – Tennis. Wimbledon
https://daviscup.com/ – Tennis. Davis Cup
https://billiejeankingcup.com/ – Tennis. Billie Jean King Cup
espn.com/f1, formula1.com – Formula-1
https://chess.com/ru/events – Chess
https://olympics.com/ – Olympic Games

5. Ice hockey:

khl.ru – KHL
nhl.com – NHL
theahl.com – AHL
https://ice.hockey- Austria
hockey.by – Belarus
penny-del.org – Germany
https://metalligaen.dk/  – Denmark
hockey.no – Norway
fhr.ru – Russia
https://hockeyslovakia.sk/en/  – Slovakia
https://finhockey.fi/ – Finland
hockeyfrance.com – France
hokej.cz – Czech Republic
sihf.ch – Switzerland
swehockey.se – Sweden
https://iihf.com/  -World Championship https://chl.hockey/ – Hockey Champions League
6. Soccer:

http://fifa.com – International Matches
http://uefa.com – National Team Matches. Europe, UEFA Champions League, Europa League
http://concacaf.com – CONCACAF Champions League 
http://cafonline.com – CAF Champions League 
http://the-afc.com – AFC Champions League 
https://premierleague.com – Premier League 
https://aleagues.com.au/  – A-League 
https://nationalpremierleagues.com.au – National Premier Leagues
http://bundesliga.at – Austrian Football Bundesliga
http://afa.org.ar – Superliga Argentina
http://ffa.am – Armenian Premier League
http://abff.by – Belarusian Premier League
https://proleague.be/ – Belgian First Division A
http://fpleague.bg/bg – First Professional Football League (Bulgaria)
http://nfsbih.ba – Premier League of Bosnia and Herzegovina
https://cbf.com.br – Campeonato Brasileiro Série A 
http://mlsz.hu – Nemzeti Bajnokság
https://guatefutbol.com – Liga Nacional de Fútbol de Guatemala
http://kicker.de – Bundesliga
http://hkfa.com – Hong Kong Premier League
https://slgr.gr/el/   – Super League Greece
http://lnphn.com – Liga Nacional de Fútbol Profesional de Honduras
http://erovnuliliga.ge – Erovnuli Liga
https://eredivisie.eu/home/ – Eredivisie
https://superliga.dk/ – Danish Superliga
https://football.co.il/   – Israeli Premier League
http://the-aiff.com – I-League
http://persianleague.com – Persian Gulf Pro League
http://ksi.is – Úrvalsdeild karla 
https://laliga.es/en/ – La Liga
https://kffleague.kz – Kazakhstan Premier League
https://qfa.qa/en – QNB Stars League 
https://csl-china.com/ – Chinese Super League
http://cfa.com.cy – Cypriot First Division
http://unafut.com – Liga FPD 
http://dimayor.com.co – Categoría Primera A
http://lff.lv – Latvian Higher League
https://toplyga.lt/ – A Lyga
http://ffm.mk – Macedonian First Football League
https://malaysianfootballleague.com – Malaysia Super League
http://mfa.com.mt – Maltese Premier League
http://femexfut.org.mx – Liga MX
http://nzfootball.co.nz – New Zealand Football Championship
http://fotball.no – Eliteserien 
http://proleague.ae – UAE Pro-League
https://lpf.com.pa/  – Liga Panameña de Fútbol
http://apf.org.py – Paraguayan Primera División
https://liga1.pe/ – Peruvian Primera División
http://ekstraklasa.org – Ekstraklasa
https://premierliga.ru – Russian Premier League
https://fnl.pro – Russian Football National League
http://lpf.ro – Liga I
http://spl.com.sa – Saudi Professional League
http://nifootballleague.com – NIFL Premiership
http://superliga.rs – Serbian SuperLiga
https://nikeliga.sk/ – Slovak Super Liga
http://nzs.si – Slovenian PrvaLiga
https://mlssoccer.com – MLS
http://thaileague.co.th – Thai League 1
https://tff.org/  – Süper Lig 
https://upl.ua – Ukrainian Premier League
http://welshpremier.com – Wales Premier League 
http://auf.org.uy – Uruguayan Primera División
http://veikkausliiga.com – Veikkausliiga
http://lfp.fr – Ligue 1
https://hns.family  – Croatian First Football League
http://fscg.me – Montenegrin First League
https://fotbal.cz/   – Czech First League
http://anfp.cl – Chilean Primera División
http://football.ch – Swiss Super League
allsvenskan.se – Allsvenskan
https://spfl.co.uk – SPL
http://jalgpall.ee – Meistriliiga
http://psl.co.za – South African Premier Division
http://kleague.com – K League 1
https://jleague.co/  – J1 League

20. Casino

  1. The gambling, betting, and eGaming sector uses many specific terms. If the Customer is unsure about the meaning of any term, they should avoid placing bets in games where it applies. The Customer should only place bets when they fully understand the meaning of each term. The Bookmaker is not responsible for any misunderstandings by the Customer regarding the terms used in the games.
  2. Before starting any game, the Customer is strongly advised to carefully read and understand all of its rules.
  3. By participating in a tournament, live table game, or any game on the platform, the Customer acknowledges that they fully understand, accept, and agree to comply with the Terms & Conditions (T&C) of that specific game or tournament.
  4. The Customer must not collude with other Customers. Direct or indirect collusion is strictly prohibited. This rule applies to all games offered by the Bookmaker, now and in the future, without exceptions.
  5. Before playing and placing bets, the Customer must verify that gambling is legal in their jurisdiction. They must also ensure that using the required software for any game provided by the Bookmaker is lawful. The Customer must resolve any doubts regarding potential violations of local laws, rules, or regulations before participating.
  6. All winnings over €10,000 are considered Big Wins. Such winnings must be approved and confirmed by the Bookmaker’s partners before they are credited to the Customer’s account and can be withdrawn.
  7. A bet is only considered accepted after it is registered by the Bookmaker’s server. Online confirmation is also required. Once registered, bets cannot be canceled or modified.
  8. The Customer’s stakes cannot exceed their account balance. Once registered, the stake is deducted from the Customer’s account. Winnings are credited after bets are settled according to these T&C.
  9. The Bookmaker does not accept complaints about bets placed more than 10 days prior.
  10. If the Customer wants to submit a complaint regarding the Bookmaker’s service, they must contact Customer Support immediately. Valid complaints are forwarded to the responsible department for final resolution.
  11. Fairness & RNG Testing Methods
    All online products provided by the Bookmaker are licensed by Curaçao eGaming. Each product undergoes thorough testing, QA, and verification before going live. By using the platform, the Customer acknowledges that independent third-party testing organizations perform external QA and compliance checks to ensure accurate functionality, proper display, and correct processing of transactions, in strict accordance with legal requirements.
    Return to Player (RTP) rates represent the theoretical percentage of wagers a game is expected to return to the Customer over many rounds or spins. While individual outcomes cannot be predicted, and the Customer may win or lose large sums, the average return aligns with the theoretical RTP. RTP is calculated through theoretical or virtual methods based on the game type. By playing, the Customer agrees to this.
  12. The Customer understands and agrees that game results are determined solely by a random number generator. The Customer accepts all outcomes. In the rare event of discrepancies between the screen display and server results, the server’s records are authoritative. The Customer agrees that server records determine all game conditions and results.
  13. The Customer can contact Customer Support through Live Chat or email to ask questions or resolve issues.

20.1 Promotions

BONUSES

  1. Any bonus is treated as a special agreement between the Bookmaker and the Customer. Under this agreement, the Bookmaker provides the Customer with certain funds for playing and placing bets. The Customer is fully responsible for meeting the wagering requirements before requesting withdrawal of these funds.
  2. Bookmaker bonuses may have specific T&C. The Customer is strongly encouraged to read these T&C carefully to avoid misunderstandings.
  3. Bonuses can only be used by a single Customer, on one device, at one IP address, and through the same Internet browser.
  4. Each account may have only one active bonus at a time. Deposit bonuses are not cumulative and must be used in order. The next bonus becomes available only after the previous one is redeemed or expired.
  5. Bonuses are only available to Customers who have completed all required personal information in their Account, activated their phone number, and agreed to the bonus T&C during registration. The minimum deposit required depends on the specific bonus.
  6. Bonus funds are added to the Bonus Balance, separate from the Cash Balance.
  7. Both the bonus and any winnings from it are lost when the bonus expires. Typically, bonuses are valid for 30 days from the date they are credited. The Customer is responsible for reviewing the T&C of each bonus.
  8. Validity periods for free spins depend on the provider and cannot be regulated by the Bookmaker.
  9. The Bookmaker may modify the bonus T&C, temporarily suspend, or permanently terminate bonuses at any time.
  10. The Bookmaker’s General T&C always apply without exception.

REQUIREMENTS RELATED TO BONUS WAGERING

  1. While a bonus is active, the Customer may place bets using both Bonus Balance and Cash Balance. However, withdrawals are blocked until all wagering requirements are met. Alternatively, the Customer can reject available bonuses.
  2. To redeem a bonus, the Customer must place the required total bet amount. Unless otherwise stated in the bonus T&C, the wagering requirement equals the bonus amount multiplied by a specified number of times. Wagering requirement = bonus amount X required times.
  3. Deposit bonuses must be redeemed by wagering the corresponding bonus amount.
  4. Until a bonus is redeemed, individual stakes cannot exceed €5.
  5. After redemption, remaining bonus funds are credited to the Cash Balance, up to the total bonus amount. If the bonus balance remains below the minimum stake after redemption, the bonus is considered lost.
  6. Bets placed in Table Games, Baccarat, Roulette, Blackjack, Keno, Scratch, Bingo, Poker, and “Others” categories do not count toward wagering requirements.
    The current list of excluded games is available on page 25.2. Games participating in tournaments at the time of wagering are also excluded. The Bookmaker may impose restrictions on individual bonuses. Full details are provided on the individual bonus cards in the “Bonuses and Gifts” section.
    This list may change. For the latest updates, contact Customer Support.
  7. The Customer may request a withdrawal before redeeming a bonus. In this case, both the bonus and any winnings from it are forfeited.
  8. Winnings from bonus funds are subject to verification by the Bookmaker before processing. The Bookmaker may request personal data or additional details to confirm payment methods if necessary.

CANCELLATION OF BONUSES

  1. The Customer has the right to forfeit any or all bonuses. This can be done by contacting Customer Support via online chat or through the options available in their Personal Account.
  2. If the Customer cancels a bonus, the corresponding bonus balance becomes 0. Consequently, the Customer is no longer required to meet wagering requirements.
  3. The Customer may stop fulfilling bonus wagering requirements through their Account. If a bonus is declined after partial redemption, any winnings earned from that bonus will be canceled.

ABUSE OF BONUSES

  1. Bonus abuse is strictly prohibited. Abuse is defined as: 70% bonus funds received over 5 to 9 deposits, or 50% bonus funds received over 10 or more deposits. If abuse occurs, the Bookmaker may ban the Customer from receiving bonuses and revoke any winnings obtained from bonus funds, during and after wagering.
  2. The Bookmaker may examine transaction histories, accounts, and logs at any time. If any misuse is detected, the Bookmaker may nullify all bonuses provided to the Customer.
  3. If the Customer uses prohibited gaming strategies while redeeming a bonus, the Bookmaker may apply penalties, including exclusion from current and future promotions.
  4. Examples of prohibited strategies include:
    • Placing many small bets with no real impact on the balance, such as betting on every roulette number or on both red and black simultaneously.
    • Placing large bets (over €5) to quickly increase bonus balances, then reducing stakes without reason, despite sufficient account balance. Each case will be examined by the Bookmaker.
    • Betting large in low-contribution games and small in high-contribution games.
    • Delaying bonus or free spin game rounds while facing no wagering requirements or deposit limits.
    • Any combination of the above strategies.
  5. When bonus abuse is detected, the Bookmaker may cancel all bonuses and related winnings and block the Customer’s account.
  6. The Customer is advised to provide a real phone number during registration. If the Customer cannot be contacted, the Bookmaker may restrict bonus use or block the account completely.

GIFTS

  1. A gift is a special type of bonus. It requires no deposit and is available only to Customers who accept the Bookmaker’s bonus offers.
  2. Gifts may have specific T&C. The Customer should review these T&C in the “My Account” section before activating gifts to avoid misunderstandings.
  3. Only one gift can be active per account at a time. Gifts cannot be combined and must be used in order. Each next gift becomes available only after the previous one is redeemed, canceled, or suspended.
  4. Gifts and any winnings earned from them are lost after expiration. The Customer can check validity periods in the “My Account” page under “Bonuses and Gifts.” Gifts become active when awarded. Suspending wagering does not extend gift validity.
  5. While a gift is active, the Customer can still place bets using their Cash Balance.
  6. All the Bookmaker’s T&C, including bonus policy T&C, apply as long as they do not conflict with the rules above.

20.2 Stop list of wagering games

To redeem winnings from a bonus, players must meet the wagering requirements specified for each individual bonus. Players can use their winnings in various video slot games, with certain exceptions. The following list includes games where wagering rules do not apply.

10c Min – European Roulette, 10P Roulette, 12 Number Roulette, 1429 Uncharted Seas, 1524 Golden Quest, 1xEuropean Roulette, 1xMWA, 20 Flaring Fruits, 20 Super Stars, 21 Burn Blackjack, 3 Amigos, 3 Card Blackjack, 3 Card Poker, 3-Hand Casino Hold’em, 3- Hand Casino Hold‘em, 300 Carat BJ, 300 Carat European Roulette, 3D Baccarat, 3D Blackjack, 3D European Roulette, 3D Lucky Number, 4 Dragon Kings, 4 of a Kind Bonus Poker, 4H Steam Joker Poker, 5 Flaring Fruits, 50 Flaring Fruits, 6 Bingo, 6 Card Poker, 7 11 21, 7 Days Anotherland, 7 Fruits, 7 Handed Blackjack (European), 7 Handed Blackjack American, 7 Solitaire, 7-UP, 777, 8 Leprechauns: Scratch Card, 88 Bingo 88, 88 Golden 88, 88 Riches, 888 Dragons™, 888 Gems 3×3, 888 Gems Pull Tabs, 8th Wonder, 9 Pots of Gold HyperSpins™, A Christmas Carol, A Night In Paris JP, Ace Bonus, Aces & Deuces Bonus Poker, Aces & Eights, Aces & faces poker, Aces and Eights 1 Hand, Aces and Eights 10 Hand, Aces and Eights 100 Hand, Aces and Eights 5 Hand, Aces and Eights 50 Hand, Aces And Eights Poker, Aces and Faces, Aces And Faces HD, Aces and Faces Poker, Aces&Faces, Acey Deucey, Action!, Africa, After Night Falls, Age of Asgard, Age of Knights, AirCombat 1942, Aladdin’s Lamp, Alchemy Blast, Alchymedes, Alien Hunter, Alkemor’s Tower, All Aces, All American, All American 4 Hands, All American HD, All American Poker 1 Hand, All American Poker 10 Hand, All American Poker 100 Hand, All American Poker 5 Hand, All American Poker 50 Hand, Allstar Knockout, Alter World, Amaterasu Keno, Amazing Link Riches, American Blackjack, American Gold Poker, American Poker II, American Poker V, American Roulette, American Roulette 3D, American Roulette Gold Series, American Roulette High Stakes, American Roulette Privee, American Roulette Pro, Ancient Magic, Andar Bahar, Andar Nights, Angel & Devil, Animal Fishing, Apollo, Aquarium, Arabeska, Arabian, Arabic Roulette, Argentina League, Argo, Asia Wins, Astro Legends: Lyra & Erion, AstroBoomers: To The Moon!, AstroBoomers: TURBO!, At The Copa, Atlantic City Blackjack, Atlantic City Blackjack Elite Edition, Atlantic City Blackjack Gold, Atlantis, Atlantis Bingo, Atom, Aura of Jupiter, Auto-Roulette, Auto-Roulette La Partage, Auto-Roulette VIP, Avalon Scratch, Awesome Money, Aztec, Baccarat, Baccarat – Punto Banco, Baccarat 777, Baccarat Babes, Baccarat Deluxe, Baccarat Mini, Baccarat No Commission, Baccarat Pro, Baccarat Super 6, Baccarat Supreme, Baccarat Supreme No Commission, Baccarat VIP, Baccarat Wheel, Baccarat Zero Commission, Back Blackjack, Back to the Fruits Respins of Amun Re, Balloon, Balloon Run, Banana Bingo, Bank Job, Bank of Gold, Bank Robbers, Barn Ville, Baron Samedi, Basketball, Basketball Strike, Battleships, Beauty and the Beast, Bee Fab Pull Tab, Beer Party, Beer Tycoon, Belangkai, Bet Velodrom 3D, Biergarten Fest Scratch Card, Big Apple Wins, Big Win Baccarat, Bikini Party, Billion Llama, Bingo 3, Bingo 37, Bingo 37 Ticket, Bingo 75, Bingo 90, Bingo Bruxaria, Bingo Cientista Doidão, Bingo Gatinho, Bingo Gênio, Bingo Halloween, Bingo Hortinha, Bingo Iglu, Bingo Pilipino, Bingo Pirata, Bingo Pop, Bingo Saga Loca, Bingo Samba Rio, Bingo Señor Taco, Bingo Señorita Calavera, Bingo Soccer, Bingo Trevo da Sorte, Bingole, Bingolícia, Bingote, Birds and Animals, Birds Slot, Birds!, Bit BlackJack, Bit Holdem, Black Beauty, Black Jack, Black Jack 21, Black Jack VIP, Blackjack, Blackjack (3 Hand), Blackjack – Multi-hand, Blackjack – Single Deck™, Blackjack 21 + 3, Blackjack Atlantic City, Blackjack Bonus, Blackjack Classic, BlackJack Classic™, Blackjack Double, Blackjack Double Exposure, Blackjack Double Exposure 3 Hand, Blackjack European, Blackjack Fast , Last updated: June 2022 Blackjack Gold 5, BlackJack High, BlackJack Lucky Sevens, Blackjack Mh, Blackjack Multihand, Blackjack Perfect Pairs, Blackjack Platinum 1, Blackjack Royal Pairs, Blackjack Single Deck, Blackjack Supreme Multi Hand, Blackjack Supreme Single Hand, Blackjack Surrender, Blackjack Switch, Blackjack Touch – Single Deck, Blackjack Vegas Strip, Blackjack VIP, Blackjack Xchange, BlackJack™, Blazing Fruits, Blazing Fruits 3×3, Blazing Fruits Pull Tabs, Blood Eternal, Blood Queen Scratch, Blood Suckers, Blood Suckers™, Blossom Wings, Blue Beard, Board Games, Boat Trip Mississippi, Bomb Squad, Bonanza Wheel, Bonus Deuces Wild, Bonus Deuces Wild 1 Hand, Bonus Deuces Wild 10 Hand, Bonus Deuces Wild 100 Hand, Bonus Deuces Wild 5 Hand, Bonus Deuces Wild 50 Hand, Bonus Deuces Wild Poker, Bonus Poker, Bonus Poker 1 Hand, Bonus Poker 10 Hand, Bonus Poker 100 Hand, Bonus Poker 5 Hand, Bonus Poker 50 Hand, Book of Bastet, Book Of Crazy Chicken, Book of Juno, Book Of Keno, Book of Madness, Book of Madness Respins of Amun Re, Book of Oasis, Book of Romeo & Julia, Book of Romeo and Julia Golden Nights, Book of Shadows, Book of Slingo, Book of Win, Books & Bounties, Books & Bulls Golden Nights, Books & Pearls, Books & Temples, Books And Bulls RHFP, Books and Pearls Respins of Amun Re, Booming Bananas, Booming Seven , Booming Seven Deluxe, Boss The Lotto, Boto Bingo, Boxes, Break Da Bank Again Respin, Bubble Mania, Buffalo Spirit 3×3, Buffalo Spirit Pull Tabs, Bull Cards, Bull Fight, Bun in the Oven, Burning Ice, Burning Ice 10, Burning Ice 40, Burning Keno, Burning Pearl Bingo, Cabaret Dancing Bones, Cai Shen Bingo, Cai Shen Fishing, Caishen Dao, Calavera Bingo, Candy, Cappadocia, Captain Domino, Card Roulette, Caribbean Beach Poker, Caribbean Blackjack, Caribbean Hold’em, Caribbean Poker, Caribbean Saga, Caribbean Stud, Caribbean Stud Poker, Carnaval Bingo, Carnaval Forever, Carnaval Scratchcard, Carol Of The Elves, Carousel, Cash Cuisine, Cash or Crash, Casino, Casino Battle, Casino Hold’em, Casino Holdem, Casino Holdem 1, Casino Hold`em, Casino Roulette , Casino Slot, Casino Stud Poker, Casino War, Caterpillars, Cazino Cosmos, Celebrity Zoo Scratch Card, Champions, Champions Bingo II, Champions Ondemand, Charming Wheel, Charms & Clovers, Chefs Menu, Cherry Blast, Cherry Blast Scratch, Cherry Bomb Deluxe, Cherry Cherry Scratchcard, Chicago Bang Bang!, Chicago Nights, Chilli Pop, Chilling Tiger, Christmas Party, Christmas Slot, Chuck a Luck, Circus, Circus Bingo, City Slot, Classi Keno, Classic 1, Classic 2, Classic Blackjack, Classic Blackjack Gold Series, Classic Cars Deluxe, Classic Mario, Classico, Coils of Cash, Coin Conqueror, Coin Field, Coin Vault, Coins, Color Champion, Colours, Cool Buck – 5 Reel, Copa Libertadores, Cops & Robbers, Cosmic Crystals Scratch, Courier Sweeper, Cowboy, Craps, Crazy Mice, Crazy Monkey, Cricket X, Crown & Anchor, Crypto Mania Bingo, Crystal Ball Golden Nights, Crystal Ball Red Hot Firepot, Crystal Burst XXL, Cup Cakes, Cupid’s Scratch, Curious Machine Plus, Cute Cats, Cutie Cat, Cutie Cat Crazy Chicken Shooter, Cyber Catz: Scratch Card, Dark, Dark 100, Dark Joker Rizes, Dark Vortex, Darts 180, Dashing Derby, Dazzling 7, Dead or Alive™, Delighted Dragon, Deuces & Jokers, Deuces and Joker, Deuces Wild, Deuces Wild 1 Hand, Deuces Wild 10 Hand, Deuces Wild 100 Hand, Deuces Wild 4 Hands, Deuces Wild 5 Hand, Deuces Wild 50 Hand, Deuces Wild HD, Deuces Wild Video Poker, Deutsches Roulette, Diamond, Diamond Deal, Diamond Rich Life 3×3, Diamond Rich Life Pull Tabs, Diamond Valley, Diamonds, Diamonds are Forever 3 Lines, Dice, Dice Bingo, Disc of Athena, Disco Keno, Disco Night, Disco Spin 3×3, Disco Spin Pull Tabs, Divine Fire, Dog 6 H.Odds, Dog H.Odds On Demand, Dog Racing, Dogs 3D, Domino QiuQiu, Donut City, Donut Rush, Double Aces & Faces, Double Bonus, Double Bonus Poker, Double Bonus Poker 1 Hand, Double Bonus Poker 10 Hand, Double Bonus Poker 100 Hand, Double Bonus Poker 5 Hand, Double Bonus Poker 50 Hand, Double Bonus Poker HD, Double Double Bonus, Double Double Bonus Poker, Double Last updated: June 2022 Double Bonus Poker 1 Hand, Double Double Bonus Poker 10 Hand, Double Double Bonus Poker 100 Hand, Double Double Bonus Poker 5 Hand, Double Double Bonus Poker 50 Hand, Double Dragons, Double Exposure, Double Exposure Blackjack mh, Double Joker, Double Joker Poker HD, Double Your Dough, Dr. Jekyll & Mr. Hyde, Draculars Blood Bank Scratch, Dragon Dance, Dragon Fishing, Dragon Fishing II, Dragon Kings™, Dragon Master, Dragon Of The Princess, Dragon Scrolls, Dragon Tiger, Dragon’s Cave, Dragons Tomb, Draw High Low, Duck Shooter, Duck Shooter Crazy Chicken Shooter, Duobao Baccarat, Dwarf’s Gold, Dynamic Paytable Roulette, E-Bingo, E.T. Races, E.T.Races, Easter Island, Easter Island 2, Easter Pick, Egg Hunter, EggOMatic™, El Porko Mafioso, Elephant Scratchcard, Elite of Evil: The First Quest, Elusive Gonzales, England League, England League Ondemand, English Fast League, English Soccer, Epic Gems, Escape from Alcatraz, Euro Cup 2020, Euro Cup 2020 Ondemand, Euro League Legends, Euro Roulette, Euro Twins Roulette, European Blackjack, European Blackjack Elite Edition, European Blackjack Mh, European Roulette, European Roulette Christmas Edition, European Roulette Dark Mode, European Roulette Gold Series, European Roulette High Stakes, European Roulette Low Stakes, European Roulette Pro, European Roulette Small Bets, European Roulette VIP, Evolution, Explodiac Red Hot Firepot, Explosive Cocktail, Exposure Blackjack, Extra Bingo , Extra Clovers, Extreme, Extremely Rich, Ez2 Lotto, F777 Fighter, Fa-Fa Twins , Faces & Deuces, Faerie Spells™, Fair Roulette, Fair Roulette Privee, Fair Roulette Pro, Fall of the Beast, Fan Tan, Fancy Fruits Crazy Chicken Shooter, Fancy Fruits Golden Nights, Fancy Fruits Respins of Amun Re, Fancy Fruits RHFP, FanTan, Fashion, Fashion TV Nations League, Fervent Diamond, Fervent Diamond Nudge, Fire & Steel, Firefly Keno, Firestorm Bingo, Firing Hot, First Person American Roulette, First Person Baccarat, First Person Blackjack, First Person Craps, First Person Dragon Tiger, First Person Dream Catcher, First Person Football Studio, First Person Golden Wealth Baccarat, First Person Lightning Baccarat, First Person Lightning Roulette, First Person Mega Ball, First Person Roulette, First Person Blackjack, Fish Prawn Crab, Fish-Prawn-Crab Dice, Fishermen Gold, Fishing Expedition, Fishing God, Fishing Kingdom, Fishing War, Five Aces, Five Ball Fiesta, Five Dragons Fishing, Five Hand Vegas Blackjack, Five Hand Vegas Blackjack V2, Flame Roulette, Flash Winnings, FLG Game, Fly Jet, Fly Piggy Fly, Football, Football 3×3, Football Bet, Football Hub, Football League Round, Football Penalty Duel, Football Pro Scratchcard, Football Slot, Football Streak, Football Strike, Force Of Dragon, Forest Animal, Forest Party, Forever Diamonds, Fort Brave, Fortuna, Fortune, Fortune 18, Fortune black, Fortunes, Four Aces, Four Seasons, Frankenslot’s Monster, Freecell, Freeway Poker, French Keno, French Roulette, French Roulette Privee, French Roulette Pro, Frenzy Discs: Twin Numbers, Frog Creek, Fruit, Fruit Bat Crazy™, Fruit Casino, Fruit Casino 3×3, Fruit Casino Pull Tabs, Fruit Cocktail, Fruit Fashion, Fruit Heat, Fruit Love, Fruit Mania, Fruit Mania Golden Nights, Fruit Punch Up, Fruit Rush, Fruit Scapes, Fruit Scapes 3×3, Fruit Scapes Pull Tabs, Fruit Snapz, Fruitoids, Fruitomatic, Fruits Bar, Fruits Bar Pull Tabs, Fruits Fortune Wheel, Fruits Fortune Wheel 3×3, Fruits Fortune Wheel Pull Tabs, Fruitsie, Fruity Flurry, Fruity Taste, Fun Fruit, Gagarin-61, Galaxy, Galaxy Roulette, Gambeta Bingo, Gangsters, Gates of Persia, Gem Fishing, Gem Riches, Gem Roulette, Genie Wishes, Germany League, Germany League Ondemand, Ghost Pirates™, Gifts of Ostara Scratch, Giovanni’s Gems, Global American Roulette, Global Bet, Global Euro Roulette, Global Poker Roulette, Go Go Magic Cat, Go Go Magic Dog, Go Gold Fishing 360, Goal, Goal Football League Round – Italian, Goal Football League Round – Spanish, Goblin Run, Gods Slash Fish, GodzFishing, Gold and Money, Gold Bars & Rounds, Gold Cai-Shen Fishing, Gold Cai-Shen Fishing 2, Gold Canyon™, Gold Digger: Mines™, Gold Dragon 360, Gold Rooster Lottery, Gold Roulette , Goldaur Last updated: June 2022 Guardians, Golden Chip Roulette, Golden Clover, Golden Crab, Golden Dragon, Golden Dragon Club, Golden Egg Keno, Golden Egg Of Crazy Chicken, Golden Egg of Crazy Chicken Crazy Chicken Shooter, Golden Garuda, Golden Girls, Golden Hook™, Golden Joker Dice, Golden Lemon, Golden Lemon Deluxe, Golden Lucky Cat, Golden Potion, Goldfire 7s, Good Girl/Bad Girl, Gorgeous Diamond, Gorgeous Diamond 3×3, Grand Crown, Grand Riches, Great Warrior, Greedy Goblins, Green Grocery, Greyhound Races, Greyhound Streak, Greyhounds, Greyhounds Ondemand, Guess Train, Gypsy Rose, Hallow Pick, Halloween, Halloween Keno, Halloween Lotto, Halloween Money, Halloween Scratch Card, Halloween Slot, Happy 10, Happy Beast Cards, Happy Birds, Happy Cards, Happy Holidays Scratch, Happy Lottery, Happy New Year, Haunted Money, Haunted Money 3×3, Haunted Money Pull Tabs, Havana Club, Heads & Tails, Heads and Tails, Heads and Tails XY, Heart Of Princess, Hearts, Hearts of Three, Hellfire, Hi-Lo Blackjack, Hi-Lo Switch, High Hand Holdem Poker, High low, Highway Stars, Hilo, HiLo Gambler, Hockey, Holdem Poker, HollyWood Bingo, Holmes & The Stolen Stones, Holmes and the Stolen Stones, Horse 6, Horse 6 Ondemand, Horse Racing Real, Horse Racing Roulette, Horse Racing Virtual, Horses 10 Flat, Horses 10 Flat Ondemand, Horses 10 Sprint, Horses 10 Sprint Ondemand, Horses 12 Flat, Horses 12 Sprint, Horses 6 H. Odds, Horses 6 H. Odds Ondemand, Horses 8 Flat, Horses 8 Flat Ondemand, Horses 8 Sprint, Horses 8 Sprint Ondemand, Horses Streak, Horseshoe, Hot Fruits Wheel, Hot Fruits Wheel 3×3, Hot Fruits Wheel Pull Tabs, Hot Keno, Houdini, Huaguoshan Legends, Hugo 2, Hyper Burst, Immortal Romance, In Between Poker, Infinitely Hot, Instant Bingo, Instant Football, Instant Greyhounds , Instant Horses, Instant Speedway, Instant Trotting, Instant Velodrome, Irish Charms, Irish Story 3×3, Irish Story Keno, Irish Story Pull Tabs, Island 2, It Came From Venus JP, Italia 3×3, Italia League, Italian Fast League, Italian Roulette, Italian Soccer, Italy League Ondemand, Jack Hammer 2: Fishy Business™, Jack Hammer™, Jackpot, Jackpot 6000™, Jackpot Cherries, Jackpot Poker, Jackpot Roulette, Jackpot Stud Poker, Jacks or Better, Jacks or Better 1 Hand, Jacks or Better 10 Hand, Jacks or Better 100 Hand, Jacks or Better 4 Hands, Jacks or Better 5 Hand, Jacks or Better 50 Hand, Jacks or Better Double Up, Jacks Or Better HD, Jacks Or Better Poker, Jacks or Better Saloon, Jade Butterfly™, James Cook, JetX, JetX 3, Jewel, Jingle Up, Jogo Do Bicho, Joker Dice, Joker Factor, Joker Poker, Joker Poker 100 Hand, Joker Poker 4 Hands, Joker Poker Aces HD, Joker Poker Kings HD, Jokerizer, Joker´s Wild, Jolly Poker, Just a bingo, KA Fish Hunter, Kawaii Kitty, Keno, Keno Deluxe, Keno Fortunes, Keno Live, Keno Neon, Keno Night, Keno Pop, Keno Rush, Keno T+, Keno Universe, Keno Vegas, Keno80, King & Queen, King Octopus, King of Fruits, King of Jumping Scratch, King of Jungle, King of the Jungle, King Of The Jungle Golden Nights, Kingly Crown, Kitten Rest, Kitty Cash, Kitty Cash Scratch, Kitty Puzzle, La Dolce Vita, La Dolce Vita Golden Nights, La Dolce Vita RHFP, Land Of Heroes, Land of Ozz, Las Vegas, Lava Lions, Le Kaffee Bar, Legend of Erlang, Legend Of The Nile™, Let It Ride Poker, Let’s Enhance, Libertadores Ondemand, Lightning Joker, Lightning Lucky Six, Lightning Roulette, Limbo Cat, Limoncello, Live Lotto, Live Roulette, Live Slots, Livegames 37, Locomodin, London Hunter, Loot or Boot, Lost Treasure, Lost Vegas Zombies Scratch, Lottery Wheel, Lotto Lucky, Lotus Love, Love Magic, LoveYa, Low Roulette, Lucky 3, Lucky 5, Lucky 7, Lucky 7 Blackjack, Lucky Card, Lucky Cat Blackjack, Lucky Christmas, Lucky Clover, Lucky Coin, Lucky Coins, Lucky Day: Cheltenham Champions, Lucky Day: Christmas Cashcade, Lucky Day: Eggstravaganza, Lucky Day: Football Gold, Lucky Day: Mega Hallowin, Lucky Day: Summer Spike, Lucky Drink, Lucky Drink In Egypt, Lucky Green 777, Lucky Keno, Lucky Ocean, Lucky Pigs, Lucky Riches Hyperspins, Lucky Roulette, Lucky Sevens, Lucky Six , Lucky Spin European Roulette, Lucky Tanks, Lucky Trick Pull Tabs, Lucky Wheel, Lucky X, Ludo, Last updated: June 2022 LUX Roulette, Luxor Scratch, Luxurious World, Luxury Lux, Maaax Diamonds Golden Nights, Mafia: Syndicate, Magic, Magic Garden, Magic Garden 10, Magic Garden 40, Magic Luck, Magic of Christmas, Magic Poker, Magic Rush Deluxe, Magic Rush Win, Magic Shoppe, Magic Stone, Magic Wheel, Magnificent Fruits, Magnify Man, Mahjong, Majesty Fruits, Marswood Party, Martians Attack, Match Day, Match Mania, Max Car Motor Racing, Maxi Roulette, Maya Mystery, Mayan Fire, Mega, Mega Gems, Mega Glam Life, Mega Jack HD, Mega Joker, Mega Love, Mega Score, Megamoney, Mehen, Melbet European Roulette, Mermaid Hunter, Mighty Dragon, Million Coins Respin, Mine Field, Miner Babe, Mines, Minesweeper XY, Mini Roulette, Moirai Blaze Scratch, Money Matrix, Money Tree, Money Wheel, Monkey Mania, Monster Blast, Monster Legend, Monsters, Monsters’ Scratch, Moon Stone, More Cat Mania, More Gold Diggin’, More Or Less, Motorbike V2 Ondemand, Motorbikes, Mr Chu Tycoon, Mr. Vegas, Muertitos, Muertitos: Video Bingo, Multi Hand Atlantic City Blackjack, Multi Hand Classic Blackjack, Multi Hand European Blackjack, Multi Hand Vegas Downtown Blackjack, Multi Hand Vegas Single Deck Blackjack, Multi Hand Vegas Strip Blackjack, Multi-Hand Blackjack, Multi-Hand Blackjack V2, Multifire Roulette, Multihand – Jacks or Better Poker, Multihand Blackjack, Multihand Blackjack Pro, Multiplayer Bull Cards, MWA, Mysteries of the East, Nang Kwak, Nascar Streak, Nektan Blackjack, Nektan Roulette, Neon Jungle Scratch, Neon Keno, Neon Roulette, Neon Shapes, Neptune Treasure Bingo, Nerves of Steal, New Triple, New Triple HD, Next Six, Night Wolves, No Commission Baccarat, No Zero Roulette, Nordic Quest, Number Bonus, Number Game, Nuwa, Oasis Poker, Oasis Poker Classic, Ocean Pearl, Ocean Ruler, Ogre Empire, Old Fisherman, Ole Bingo, Olympus Treasures, One More Poker, Oracle Real Casino Roulette, Orient Express, Ozwin’s Jackpots, Pachinko, Pachinko 2, Pachinko 3, Pai Gow, Pai Gow Poker, Paint Scratch, Paris Nights, Partick’s Pick, Party Pop, Patrick’s Magic Field, Penalty, Penalty Series, Penalty Shoot-Out, Penguin City, Persian Nights, Phantom’s Mirror, Pharao’s Riches, Pharao’s Riches Golden Nights, Pharao’s Riches RHFP, Pharaoh, Pharaon, Phoenix’s Fruits, Pick Your Way to a Winner, Piggy Bank, Piggy Bank Scratch, Piggy Picker, Pinocchio, Pip’s Quest, Pirate 21, Pirate Cave, Pirate Cave 3×3, Pirate Cave Pull Tabs, Pirate Island, Pirates Bay, PK10, Planet 67, Planets, Platinum Bullions, Platinum Hounds, PlingoBall, Plinko, Plinko XY, Pok Deng, Poke The Guy, Poker King, Poker Race, Poker Roulette, Poker Teen Patti, Pompeii, Pontoon, Pontoon 21, Pop ’til You Drop, Portomaso Real Casino Roulette 2, Poseidon’s Secret, Power Balls (CD), Power Balls Light, Prehistoric Story, Premier Blackjack with Lucky Lucky™, Premier Blackjack with Side Bets, Princess of Swamp, Pro-Pong Table Tennis, Pull A Cracker, Pull Tab Cashing Rainbows, Pull Tab Go Wild on Safari, Pull Tab Hot Cross Bunnies, Pull Tab Jewellery Box, Pull Tab Shore Thing, Pull Tab Sunset Reels, Pumpkin Patch, Pumpkin Win, Puppy Payday Scratch, Purple Brilliant, Pyramid, Pyramid Treasures, Queen of Gold™, Racing Dogs, Racing Horses, Raid the Piggy Bank, Rainbow 3×3, Rainbow Blackjack, Rainbow Wilds Scratch, Ramses Book Golden Nights, Ramses Book Respins of Amun Re, Ramses Book RHFP, Rasta Bingo, ReTrigger Happy Pull Tab, Real Christmas Roulette, Real Fighting, Realistic Roulette, Red Card, Red Chilli Luck, Red Dog, Red Hot Sevens, Red Hot Sevens Pull Tabs, Red Queen, Red Queen Blackjack, Red Square Games, Reel Extreme, Reel Gems, Reel Gems Deluxe, Reel Hot Respin™, Reel Riches, Reel Steal™, Reels of Wealth, Retro Reels, Retro Solitaire, Rich Life, Rich Life 3×3, Rich Life Pull Tabs, Riches, Ride `Em Poker, Ride’m Poker, Rio Bingo, RNG-WAR, Roasting Hot, Roasting Hot 100 Lines, Roasting Hot 40, Robin Hood: Shifting Riches™, Rock VS Paper: Vikings Mode, Rocket Dice, Rocket Dice XY, Rocky Mocky, Roll To Luck, Roman Legion Extreme Red Hot Firepot, Roman Legion Golden Nights, Romance of the Three Kingdoms, Romeo, Rooftop Fight, Roulette, Roulette Last updated: June 2022 Advanced, Roulette Adviser, Roulette American Pro, Roulette Classic, Roulette Common Draw 12 Numbers, 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20.3 Errors or Omissions

  1. If the Bookmaker’s software or hardware malfunctions, the Bookmaker will take reasonable steps to resolve the issue and address its consequences as quickly as possible. If a game is interrupted in a way that prevents the Customer from resuming it without data loss, the Bookmaker will apply fair and reasonable measures. This may include restoring the Customer’s account balance to the state before the last registered bet and before the technical problem occurred.
  2. If a technical error credits funds to the Customer’s account and the Customer places bets or participates in games using these funds, the Bookmaker may cancel such bets and withhold any winnings. If winnings have already been paid, the Bookmaker may request their return.
  3. When using Internet services, the Customer understands that:
    • System issues, service malfunctions, or other errors may occur. If technical problems arise, the Customer should contact Customer Support via email;
    • The Customer’s performance in fast-paced promotions depends on their equipment and Internet connection quality;
    • All rules for games and promotions are always available, and the Customer is encouraged to read them carefully before playing or using the Bookmaker’s services.
  4. For live-event bets, the Customer may not receive the latest information in time. The Bookmaker is not liable for any losses due to delays in digital data transmission.
  5. By playing any game, the Customer assumes full responsibility for their Internet connection speed and quality, and the technical condition of their equipment. The Bookmaker is not liable for any losses caused by service issues, poor connection, weak signals, or problems with telecom providers.

20.4 Force Majeure Events

  1. The Bookmaker is not liable for failing to perform or delaying any obligations if caused by events beyond reasonable control. This includes, but is not limited to, technical or telecom failures, power outages, issues with third-party devices, fires, storms, floods, extreme weather, strikes, riots, civil unrest, military actions, or acts of authorities (“Acts of God” or “Force Majeure”).
  2. During a Force Majeure event, the Bookmaker’s obligations are suspended for the duration of the event. The Bookmaker will make reasonable efforts to manage the consequences and find ways to fulfill obligations despite the event.

21. GOLDEN RACE

GoldenGames – offers multimedia events with intentionally unpredictable results, streamed online to a network of betting shops.

Players can check the results of events filtered by date, time, type, and number in real-time online.

21.1 VIRTUAL FOOTBALL

A new virtual 3-D football match takes place every five minutes. Each match lasts 90 seconds.

Types of bets:

  1. Home (1) – first (home) team wins the match;
  2. Draw (Х) – no winner is determined in the match;
  3. Away (2) – second (away) team wins;
  4. Double Chance
    • 1Х – first team wins or the match ends in a draw;
    • 12 – first team or second team wins;
    • Х2 – draw or second team wins;
  5. Half-time/Full-time – result of the first half and final match result:
    • 1/1 – first team wins both the first half and the match;
    • 1/Х – first team wins the first half, match ends in a draw;
    • 1/2 – first team wins the first half, second team wins the match;
    • Х/1 – first half ends in a draw, first team wins the match;
    • Х/Х – both first half and match end in a draw;
    • Х/2 – first half ends in a draw, second team wins the match;
    • 2/1 – second team wins the first half, first team wins the match;
    • 2/Х – second team wins the first half, match ends in a draw;
    • 2/2 – second team wins both the first half and the match;
  6. Match score – predict the exact final score. A list of suggested scores is shown on the screen before the match;
  7. Number of goals – predict the total goals scored. Suggested possible goal totals are displayed on the screen before the match;
    • Over 2,5 / Under 2,5 – predict if total goals will be above or below 2.5;
    • No goals / One team to score – predict if no goals will be scored or only one team will score;
  8. Both teams to score – predict whether both teams will score at least one goal;

Betting options:

  • SINGLE BET – one or multiple bets on a single slip. Each event is independent. Winnings are calculated as the bet amount multiplied by the current odds.
  • MAXIMUM TOTAL FOR A TICKET – total of each single bet multiplied by its odds.

For single bets, you can set individual bet amounts for each outcome or enter a total amount, which will automatically be divided across the bets on the ticket.

21.2 VIRTUAL 3D-LEAGUE

Virtual 3D-league is a fast-paced and thrilling game created for football fans who want to follow and support their favourite team throughout the season.

This option provides the best betting markets compared to other 3D football games. You can also analyze team statistics from recent matches, tournament tables, and more.

The league includes twenty teams playing both home and away matches, moving up the standings as they earn points.

The league runs day by day, with results of all games available in the global statistics tab. Each league has 38 game weeks, during which teams play both home and away matches. In the first 19 weeks, half of the teams play home matches; during weeks 20-38, they play away matches. Ten matches are played simultaneously each week, making 38 matches in total. One game week lasts five minutes (190 minutes for a full league).

Before an event starts, an action line appears on the screen showing major outcomes to bet on, along with the current week number.

Teams on the right list play home matches, teams on the left play away matches. Team logos and short names are also displayed. During the odds demonstration, team names are periodically replaced with their position numbers in the tournament table, with arrows showing movement. For example, number 10 with a green arrow and value “-3” means the team lost three points in the previous match and is now tenth. A dash indicates no change in position.

The first five of the ten matches are streamed – MAIN MATCH OF THE WEEK. During streaming, live results of the other nine matches are shown on the bottom line.

The stream of the main match (as with all weeks of simultaneous matches) lasts five minutes. After this, the next game week begins, or if it was week 38, the first week of a new league starts.

The main match is divided into six scoring opportunities. The maximum number of goals in a game is six. Video replays of scoring chances appear shortly after a goal. The score on the left updates in favour of the team that scored. This section also shows logos of the teams, their names, the current time (45 minutes), and the minute of the game.

After completing a week, results of main outcomes and the tournament table, including the latest games of the week and summary results from previous weeks, are available. The 20 teams are ranked from first to last based on points. Information about the last five matches, wins, losses, and draws is also shown. When week 38 ends, the count resets to week 1 of the new league, the tournament table is cleared, and results for the new league start to accumulate.

AVAILABLE BETS AND COMBINATIONS:

  1. Match result – Predict how the regular time of the football match will end: Home Team win (1), Draw (X), or Away Team win (2);
  2. First half result – Predict how the first half of the match will end: Home Team win (1), Draw (X), or Away Team win (2);
  3. Double chance – Choose the two most likely outcomes. The bet wins if either of the selected results occurs. Available options:
    • 1/X – Home Team wins or match ends in a draw;
    • 1/2 – Home Team wins or Away Team wins;
    • X/2 – Draw or Away Team wins.
  4. Half-time / Full-time (HT – FT) – Predict the result of the first half and the full match. The bet wins only if both results occur. In the notation, the first part represents the first half, the second part the full match (1 – Home Team wins, 2 – Away Team wins, X – draw). Available outcomes:
    • 1/1 – Home Team wins both half-time and full-time;
    • 1/X – Home Team wins half-time, full-time ends in a draw;
    • 1/2 – Home Team wins half-time, Away Team wins full-time;
    • X/1 – Half-time is a draw, Home Team wins full-time;
    • X/X – Both half-time and full-time end in a draw;
    • X/2 – Half-time draw, Away Team wins full-time;
    • 2/1 – Away Team wins half-time, Home Team wins full-time;
    • 2/X – Away Team wins half-time, full-time is a draw;
    • 2/2 – Away Team wins both half-time and full-time.
  5. Match score – Predict the final score. A list of possible outcomes and odds is displayed before the match. For example, a 4-2 bet means 4 goals for Home Team and 2 goals for Away Team;
  6. Number of goals – Predict the total goals scored by both teams (0, 1, 2, 3, 4, 5, or 6). Odds for each option are shown on the screen before the match;
  7. Multigoal – Predict how many goals will be scored in a match within a specified range. For example, Multigoal 1-4 wins if the total goals are 1, 2, 3, or 4. This bet overlaps with Number of goals if minimum and maximum values are equal;
  8. Total – Predict whether more or fewer goals than a given number will be scored:
    • 0.5 OVER/UNDER – Bet on full-time with over or under 0.5 goals;
    • 1.5 OVER/UNDER – Bet on full-time with over or under 1.5 goals;
    • 2.5 OVER/UNDER – Bet on full-time with over or under 2.5 goals;
    • 3.5 OVER/UNDER – Bet on full-time with over or under 3.5 goals.
  9. Goals – Predict whether there will be no goals, only one team will score (NG/OS), or both teams will score (TWO):
    • NO GOALS/ONE WILL SCORE – Bet that either no goals or only one team will score. Valid scores include 0-0, 0-1, 1-0, etc.;
    • TWO WILL SCORE – Bet that both teams will score. Valid scores include 1-1, 1-2, 2-1, 2-2, etc.
  10. Match result + Total – Predict both the match outcome (Home/Draw/Away) and whether total goals are over or under a given number. Both conditions must be met for the bet to win:
    • 1X2 + 1.5 OVER/UNDER – Bet on full-time result and over/under 1.5 goals;
    • 1X2 + 2.5 OVER/UNDER – Bet on full-time result and over/under 2.5 goals;
    • 1X2 + 3.5 OVER/UNDER – Bet on full-time result and over/under 3.5 goals.

21.3 GREYHOUND AND HORSE RACING

Each race features 6 hounds or horses. A new race starts every 2-5 minutes.

Betting options:

  • WINNER – Choose the participant that will finish in first place.
  • DOUBLE OR EXACTA – Predict the participants that will finish first and second in the exact order.
  • QUINELLA – Select the two participants that will finish first and second in any order.
  • TRIPLE – Pick the first, second, and third place participants in the correct order.
  • PLACE 1-2 – Choose a participant you think will finish first or second.
  • PLACE 1-3 – Choose a participant you think will finish first, second, or third.
  • SYSTEM DOUBLE AND TRIPLE – Bet on all possible combinations of numbers in the race. Double requires at least 2 starting numbers, Triple requires at least 3 starting numbers.

EXTRABETS:

  • ODD/EVEN – Bet on a participant with an even number (2, 4, 6) or odd number (1, 3, 5);
  • OVER/UNDER – Bet on a participant with a number higher than 3 (over – 4, 5, 6) or lower than 4 (under – 1, 2, 3);

Example: Double system

  • First 2 numbers – 2 combinations (1-2 / 2-1)
  • First 3 numbers – 6 combinations (1-2 / 1-3 / 2-1 / 2-3 / 3-1 / 3-2)
  • First 4 numbers – 12 combinations
  • First 5 numbers – 20 combinations
  • First 6 numbers – 30 combinations

Example: Triple system

  • First 3 numbers – 6 combinations (1-2-3 / 1-3-2 / 2-1-3 / 2-3-1 / 3-1-2 / 3-2-1)
  • First 4 numbers – 24 combinations
  • First 5 numbers – 60 combinations
  • First 6 numbers – 120 combinations

21.4 MOTORCYCLE RACES

This fast-paced game allows you to bet on circular motorcycle races. Races start every 2-9 minutes (5 minutes by default). Each race features sports bikes racing on a paved circular track. Six riders participate in each race, and three prizes are awarded. Each race has its own event number, with results displayed on the scoreboard (last six results) and in the open database (see Motorcycle Results).

TYPES OF BETS:

  • Winner – Bet on the participant number you believe will finish first;
  • Double – Choose two participant numbers that will finish first and second in the selected order;
  • Trifecta – Predict the participants who will finish first, second, and third in the correct order;
  • Quinella – Select two participant numbers you think will finish first and second in any order;
  • Place 1-2 – Choose a number that you think will finish first or second;
  • Place 1-3 – Choose a number that you think will finish first, second, or third.

DOUBLE AND TRIPLE SYSTEM – Bet on all combinations of Double and Trifecta outcomes for the race participants. Double requires betting on two numbers, Triple requires at least three numbers.

EXAMPLE: DOUBLE SYSTEM

  • First 2 numbers – 2 combinations (1-2 / 2-1);
  • First 3 numbers – 6 combinations (1-2 / 1-3 / 2-1 / 2-3 / 3-1 / 3-2);
  • First 4 numbers – 12 combinations;
  • First 5 numbers – 20 combinations;
  • First 6 numbers – 30 combinations.

SPECIAL CASES: To avoid misunderstandings due to technical issues (computer freezes, screen off, etc.) or Internet problems (connection loss, signal issues, etc.), always make sure the event number on your bet slip matches the current event number on the screen (or scrolling text at the bottom of the TV).

If, due to technical issues, the event is not shown and its number does not appear in the recent events history on the TV, players should verify the result of the event with the cashier or via the link provided above.

The absence of an event stream in a betting shop due to technical problems is not a reason to cancel a bet.

21.5 SPEEDWAY

Four motorcycles compete in each race. Races start every 2-5 minutes.

Types of bets:

  • Winner – Bet on the number of the participant you think will finish first;
  • Double – Choose two participant numbers you believe will finish first and second in the selected order;
  • Double System – Place a bet on all suggested Double System outcomes for selected participants. At least two participants must be chosen.

EXTRA BETS:

  • Even – Bet on a rider with an even number (2 or 4) to win;
  • Odd – Bet on a rider with an odd number (1 or 3) to win;
  • Under – Bet on a rider with a number in the lower half of the range (1, 2) to win;
  • Over – Bet on a rider with a number in the upper half of the range (3, 4) to win.

22. GLOBAL BET

Camels

  1. Winner or Single Bet – Bet on a participant to win the race. The bet wins if your selected participant finishes first. Example: Bet on participant #5; they must finish 1st to win.
  2. Place Bet – Bet wins if your selected participant finishes 1st or 2nd. Example: Bet on racer #4; if they finish 1st or 2nd, the bet is won.
  3. Show – Bet on a participant to finish 1st, 2nd, or 3rd. Example: Bet on participant #4; if they finish in any of these positions, the bet wins.
  4. Over/Under 3.5 – Bet on whether the winner’s starting position will be over or under 3.5.
    • NOTE – For virtual races with 8 participants, the Over/Under 4.5 option is available.
    • Example Over 3.5: Participant #4 wins. 4 is over 3.5, bet wins.
    • Example Under 3.5: Participant #2 wins. 2 is under 3.5, bet wins.
  5. Even/Odd – Bet on whether the winner’s start number is even or odd.
    • Example Even: Participant #4 wins. 4 is even, bet wins.
    • Example Odd: Participant #5 wins. 5 is odd, bet wins.
  6. Forecast or Exacta – Pick 2 participants to finish 1st and 2nd in a specific order. Example: Choose #2 to finish 1st and #1 to finish 2nd; both must finish exactly in that order to win.
  7. Quinella – Pick 2 participants to finish 1st and 2nd in any order. Example: Select #4 and #5; if they finish 1st and 2nd in any order, bet wins.
  8. Tricast or Trifecta – Pick 3 participants to finish 1st, 2nd, and 3rd in exact order. Example: 2-3-5; bet wins if racers finish in that exact order.
  9. Forecast Combinations – Select 2 or more participants and bet on all possible 1st and 2nd combinations. Example: 2 bets (2-4, 4-2) automatically calculated.
  10. Tricast Combinations – Select 3 or more participants and bet on all possible 1st, 2nd, and 3rd combinations. Example: 3 selections yield 6 bets: (3-4-5, 3-5-4, 4-3-5, 4-5-3, 5-3-4, 5-4-3).

22.1 VIRTUAL FOOTBALL

  1. Football main screen:
    • In addition to general match information, the main screen shows standard betting options. To place a bet, the player simply selects the desired odds.
    • Adjust or confirm the stake on the virtual betting slip, then submit and print the ticket.
  2. Betting types:
    • 1X2
      • 1 – Bet on the home team to win.
      • X – Bet on a draw.
      • 2 – Bet on the away team to win.
      • 1X – Bet on a home win or a draw (Double Chance).
      • X2 – Bet on an away win or a draw (Double Chance).
      • 12 – Bet on either a home win or an away win (Double Chance).
    • Over/Under 2.5 (O/U)
      • Over 2.5 – Bet on 3 or more goals in the match. Example: England vs Nigeria 3:2; final score counts as Over 2.5.
      • Under 2.5 – Bet on fewer than 3 goals. Example: England vs Nigeria 0:1; final score counts as Under 2.5.
    • Goal/No Goal (G/NG)
      • Goal – Bet that both teams will score at least one goal.
      • No Goal – Bet that only one team or neither team will score.
    • CORRECT SCORE – Bet on the exact final score of the match. Example: 2-1.
    • TOTAL GOALS – Bet on the total number of goals scored in the match.

22.2 DOGS AND HORSES BETS

  1. Winner or Single Bet – Bet on a selected dog or horse to win the race. Example: Bet on dog/horse #5. If #5 finishes 1st, the bet wins.
  2. Place Bet – Bet on a dog or horse to finish 1st or 2nd. Example: Bet on #4; if #4 finishes 1st or 2nd, the bet wins.
  3. Show – Bet on a dog or horse to finish 1st, 2nd, or 3rd. Example: Bet on #4; if #4 finishes in any of these positions, the bet wins.
  4. Over/Under 3.5 – Bet on whether the winner’s number is over or under 3.5.
    • NOTE: For virtual races with 8 participants, Over/Under 4.5 is available.
    • Example Over 3.5: Bet on winner over 3.5; if #4 wins, bet wins.
    • Example Under 3.5: Bet on winner under 3.5; if #2 wins, bet wins.
  5. Even/Odd – Bet on whether the winner’s number is even or odd.
    • Example Even: #4 wins; bet wins.
    • Example Odd: #3 wins; bet wins.
  6. Forecast or Exacta – Pick 2 dogs or horses to finish 1st and 2nd in exact order. Example: #2 to finish 1st and #1 to finish 2nd; both must finish exactly as chosen to win.
  7. Quinella – Pick 2 dogs or horses to finish 1st and 2nd in any order. Example: #4 and #5; bet wins if they finish 1st and 2nd in any order.
  8. Tricast or Trifecta – Pick 3 dogs or horses to finish 1st, 2nd, and 3rd in exact order. Example: 2-3-5; bet wins if they finish in that order.
  9. Forecast Combinations – Select 2 or more dogs/horses and bet on all possible combinations for 1st and 2nd positions. Example: Select #2 and #4; bet wins if either 2-4 or 4-2 occurs.
  10. Tricast Combinations – Select 3 or more dogs/horses and bet on all possible combinations for 1st, 2nd, and 3rd positions. Example: Select #3, #4, #5; six combinations exist: 3-4-5, 3-5-4, 4-3-5, 4-5-3, 5-3-4, 5-4-3. Bet wins if any combination occurs. System calculates all possibilities automatically.

22.3 FOOTBALL LEAGUE

The Football League is a championship where all teams play each other twice (home and away). The number of teams varies by league. One game is shown on the main screen while the others run simultaneously. Players can bet on any game, allowing combination bets across multiple matches.

BETTING OPTIONS:

  1. 1 X 2
    • 1 – Bet on the home team to win.
    • X – Bet on the match to end in a draw.
    • 2 – Bet on the away team to win.
    • 1X – Bet on a home win or a draw (Double Chance).
    • X2 – Bet on an away win or a draw (Double Chance).
    • 12 – Bet on either the home team or the away team to win (Double Chance).
  2. GG – Bet that both teams will score at least one goal.
  3. NG – Bet that only one team or neither team scores a goal.
  4. Over 1.5 – Bet that more than 1.5 goals will be scored (2 or more goals). Example: England vs Nigeria 3:2; bet wins.
  5. Under 1.5 – Bet that fewer than 1.5 goals will be scored (less than 2 goals). Example: England vs Nigeria 0:1; bet wins.
  6. Over 2.5 – Bet that more than 2.5 goals will be scored (3 or more goals). Example: England vs Nigeria 3:2; bet wins.
  7. Under 2.5 – Bet that fewer than 2.5 goals will be scored (less than 3 goals). Example: England vs Nigeria 0:1; bet wins.
  8. Correct Score – Bet on the exact final score of the match. Example: 2-1.
  9. Total Goals – Bet on the total number of goals scored in the match.
  10. Correct Score and Total Goals can be found as shown in the image below:
    • Home Team Over/Under
      • Over 0.5 – Bet that the home team will score more than 0.5 goals (1 or more). Example: England 2:0 Nigeria, bet wins.
      • Under 0.5 – Bet that the home team will score less than 0.5 goals (no goals). Example: England 0:2 Nigeria, bet wins.
      • Over 1.5 – Bet that the home team will score more than 1.5 goals (2 or more). Example: England 3:4 Nigeria, bet wins.
      • Under 1.5 – Bet that the home team will score less than 1.5 goals (0 or 1). Example: England 1:0 Nigeria, bet wins.
      • Over 2.5 – Bet that the home team will score more than 2.5 goals (3 or more). Example: England 3:0 Nigeria, bet wins.
      • Under 2.5 – Bet that the home team will score less than 2.5 goals (0, 1, or 2). Example: England 1:0 Nigeria, bet wins.
      • Over 3.5 – Bet that the home team will score more than 3.5 goals (4 or more). Example: England 5:0 Nigeria, bet wins.
      • Under 3.5 – Bet that the home team will score less than 3.5 goals (0 to 3). Example: England 1:0 Nigeria, bet wins.
    • Away Team Over/Under
      • Over 0.5 – Bet that the away team will score more than 0.5 goals (1 or more). Example: England 0:2 Nigeria, bet wins.
      • Under 0.5 – Bet that the away team will score less than 0.5 goals (no goals). Example: England 0:0 Nigeria, bet wins.
      • Over 1.5 – Bet that the away team will score more than 1.5 goals (2 or more). Example: England 0:3 Nigeria, bet wins.
      • Under 1.5 – Bet that the away team will score less than 1.5 goals (0 or 1). Example: England 0:1 Nigeria, bet wins.
      • Over 2.5 – Bet that the away team will score more than 2.5 goals (3 or more). Example: England 3:3 Nigeria, bet wins.
      • Under 2.5 – Bet that the away team will score less than 2.5 goals (0, 1, or 2). Example: England 1:2 Nigeria, bet wins.
      • Over 3.5 – Bet that the away team will score more than 3.5 goals (4 or more). Example: England 1:4 Nigeria, bet wins.
      • Under 3.5 – Bet that the away team will score less than 3.5 goals (0 to 3). Example: England 0:3 Nigeria, bet wins.
    • 1X2 Over/Under 1.5
      • 1X2 Over 1.5 – Bet on match outcome (1 home, X draw, 2 away) and that total goals will be over 1.5. Example: Bet on England to win; score England 2:0 Nigeria, bet wins.
      • 1X2 Under 1.5 – Bet on match outcome and that total goals will be under 1.5. Example: Bet on Nigeria to win; score England 0:1 Nigeria, bet wins.
    • 1X2 Over/Under 2.5
      • 1X2 Over 2.5 – Bet on match outcome and that total goals will be over 2.5. Example: Bet on England to win; score England 3:1 Nigeria, bet wins.
      • 1X2 Under 2.5 – Bet on match outcome and that total goals will be under 2.5. Example: Bet on a draw; score England 1:1 Nigeria, bet wins.

22.4 MOTORCYCLE SPEEDWAY RACES (4 PARTICIPANTS ONLY)

  1. Winner or Single Bet – The player bets on a rider to win at the given odds. The bet wins if the chosen rider crosses the finish line first. Example – if the player bets on rider #3, they must finish 1st for the bet to win.
  2. Over/Under 2.5 – The player bets on whether the winner’s starting position will be over or under 2.5
    • Example Over 2.5 – Rider #4 wins the race. The number 4 is over 2.5, so the bet wins.
    • Example Under 2.5 – Rider #2 wins the race. The number 2 is under 2.5, so the bet wins.
  3. Even/Odd – The player bets on whether the winner’s starting position will be even or odd.
    • Example Odd – Rider #3 wins the race. Number 3 is odd, so the bet wins.
    • Example Even – Rider #4 wins the race. Number 4 is even, so the bet wins.
  4. Forecast or Exacta – The player chooses 2 riders to finish 1st and 2nd in the exact order. Example – if the player selects rider #2 for 1st place and rider #1 for 2nd place, both must finish in that order to win.
  5. Quinella – The player bets on 2 riders to finish 1st and 2nd in any order. Example – if the player picks riders #3 and #4 and they finish 1st and 2nd in any order, the bet wins.
  6. Tricast or Trifecta – The player picks 3 riders to finish 1st, 2nd, and 3rd in a specific order. Example – 2-1-3. The bet wins only if the riders finish in that exact order.
  7. Forecast Combinations – The player can select 2 or more riders and bet on all possible combinations of 1st and 2nd place finishes. The system calculates all bets automatically. Example – 2 bets on ticket (2-4, 4-2).
  8. Tricast Combinations – The player can select 3 or more riders and bet on all possible combinations for 1st, 2nd, and 3rd place finishes in order. The system generates all combinations automatically. Example – 3 selections produce 6 bets (1-2-3, 1-3-2, 2-1-3, 2-3-1, 3-1-2, 3-2-1).

23. LIABILITY

TO THE EXTENT PERMITTED BY LAW, WE WILL NOT COMPENSATE YOU FOR ANY FORESEEABLE LOSS OR DAMAGE (DIRECT OR INDIRECT) YOU MAY INCUR IF WE FAIL TO FULFIL OUR OBLIGATIONS UNDER THESE TERMS, UNLESS WE BREACH LEGAL DUTIES IMPOSED ON US (INCLUDING IF OUR NEGLIGENCE CAUSES DEATH OR PERSONAL INJURY). WE SHALL NOT BE LIABLE IF THE FAILURE IS CAUSED BY: (I) YOUR OWN FAULT; (II) A THIRD PARTY NOT INVOLVED IN OUR PERFORMANCE OF THESE TERMS (FOR EXAMPLE, ISSUES WITH NETWORKS, CONGESTION, CONNECTIVITY, OR YOUR COMPUTER EQUIPMENT); OR (III) EVENTS NEITHER WE NOR OUR SUPPLIERS COULD REASONABLY FORESEE OR PREVENT EVEN WITH DUE CARE. AS THIS SERVICE IS INTENDED FOR CONSUMER USE ONLY, WE ARE NOT LIABLE FOR BUSINESS LOSSES OF ANY KIND. IF WE ARE HELD LIABLE UNDER THESE TERMS, OUR TOTAL LIABILITY TO YOU SHALL NOT EXCEED: (A) THE VALUE OF BETS OR WAGERS YOU PLACED VIA YOUR ACCOUNT RELATED TO THE SPECIFIC BET/WAGER OR PRODUCT THAT CAUSED THE LIABILITY, OR (B) EUR 10,000 IN TOTAL, WHICHEVER IS LOWER. WE STRONGLY RECOMMEND THAT YOU (I) VERIFY THE SUITABILITY AND COMPATIBILITY OF THE SERVICE WITH YOUR COMPUTER EQUIPMENT BEFORE USE, AND (II) TAKE REASONABLE PRECAUTIONS TO PROTECT AGAINST HARMFUL PROGRAMS OR DEVICES, INCLUDING INSTALLING ANTI-VIRUS SOFTWARE.

24. INTELLECTUAL PROPERTY

Any unauthorized use of our name or logo may result in legal action. We are the sole owners of the rights to the Service, our technology, software, business systems (the “Systems”), and our odds. You must not use your personal profile for commercial gain (e.g., selling status updates to advertisers). When choosing a nickname for your Account, we may remove or reclaim it if deemed appropriate. You may not use our URL, trademarks, trade names, trade dress, logos (“Marks”), or odds in connection with any non-Company product or service that may cause confusion or disparage us. Except as expressly stated in these Terms, we and our licensors do not grant you any rights, license, title, or interest in the Systems or Marks. You agree not to use any manual or automated tools to monitor or copy web pages or content within the Service. Unauthorized use or reproduction may lead to legal action.

25. MISCELLANEOUS PROVISIONS

1. Links to Other Websites

The Service may include links to third-party websites not controlled by or related to us. These links are provided for convenience only and are not verified for accuracy or completeness. Links do not imply endorsement, affiliation, or responsibility for content, owners, or availability. When visiting these websites, you should take standard precautions, including reviewing their privacy policy and terms of use.

2. Assignment

You may not assign these Terms or any rights or obligations without our prior written consent, which will not be unreasonably withheld. We may assign all or part of our rights and obligations to a third party without your consent if the third party can provide services of substantially similar quality, with notice posted on the Service.

3. Governing Law

These Terms of Service are governed by the laws of Curaçao. Any dispute, claim, or controversy related to these Terms, including validity, interpretation, performance, or termination, falls under the exclusive jurisdiction of the competent courts of Curaçao. You agree that these courts have authority to hear and resolve any proceedings arising from these Terms or use of the Company’s services.

4. Severability

If any provision of these Terms of Service is found by a competent authority to be unenforceable or invalid, that provision will be adjusted to the extent necessary to make it enforceable in line with the original intent, as far as permitted by law. The validity and enforceability of the remaining provisions will not be affected.

5. Breach of These Terms of Service

Without limiting other remedies, we may suspend or terminate your Account and stop providing the Services without prior notice if, in our reasonable opinion, you breach any significant term of these Terms. Notice of any such action will, however, be provided to you promptly.

6. Waiver

No waiver by us, whether by action or otherwise, of a breach or potential breach by you of any term of these Terms will be effective or binding unless made in writing and signed by us. Unless specifically stated in the written waiver, it applies only to the specific breach waived. Our failure to enforce any term at any time will not be considered a waiver of that term or our right to enforce it later.

7. Acknowledgement

By accessing or using the Service, you acknowledge that you have read, understood, and agreed to all parts of these Terms of Service. You hereby irrevocably waive any future claims, arguments, or proceedings against the contents of these Terms.

8. Language

In case of any conflict between the English version of these Terms and any translation, the English version will prevail.

9. Entire Agreement

These Terms of Service constitute the full agreement between you and us regarding your use of the Services and replace all prior agreements or communications, whether written or oral, concerning the same subject matter.