1. GENERAL TERMS AND DEFINITIONS
The following Betting Rules pertaining to the bookmaker Bilbet (hereinafter referred to as the Rules)
stipulate the manner of accepting bets, paying winnings and resolving disputes, as well as the specific
features of certain bets on certain sports. These Rules shall govern any other relations between the
bookmaker Bilbet and the customer.
These Rules shall apply to betting on the website and at Bilbet betting facilities.
Bet
-
is a risk-driven agreement for potential winnings entered into between the customer
and the bookmaker under the established Rules, where the fulfillment of such
agreement is conditioned by an event whose outcome is yet to be determined. Bets are
accepted on the conditions offered by the bookmaker.
Outcome
-
is the result of the event (events) on which the bet was placed.
Customer
-
is an individual placing a bet with the bookmaker on an outcome.
Bet
Cancellation
-
is an outcome on which the bet is not settled and winnings are not paid. As per the
Rules, in the event of “bet cancellation”, an arrangement between the bookmaker and
the customer shall be deemed unconcluded and the stake shall be refunded.
Regular Time
-
is the duration of the match subject to the regulations of the relevant sport, including
time added by the referee. Regular time does not include extra time, overtime(s),
penalty shootouts, etc.
2. GENERAL TERMS
1. Bets may only be placed by individuals who are 18 years of age or the age of majority in their state (if the
age of majority is over 18) and agree to the Betting Rules offered by the bookmaker. The customer shall
be held liable for violation of this regulation.
2. The following individuals are not allowed to place bets:
- individuals who are under 18 years of age at the time of placement;
- individuals who directly participate in the events being betted on (e.g. sportspeople, coaches, referees,
club owners or club management, or other individuals who can influence the outcome of the event), as
well as any individuals acting on their behalf or affiliating with them;
- individuals representing other bookmakers;
- individuals who are prohibited from entering into a contract with a bookmaker subject to the effective
legislation.
3. The right to access and/or use the Website (including any or all of the products offered through the
Website) may be considered illegal in certain countries (including, for example, the USA, the United
Kingdom, Cyprus, the Netherlands, etc.). We do not intend for our Website to be used for sports betting,
gambling or other purposes by people who reside in countries or jurisdictions in which such types of
activity are illegal.
4. The fact that our Website is available in such a country and/or jurisdiction or that it can be displayed in
the official language of any of those countries cannot be
considered official authorization or legal grounds for using our Website and depositing funds into your
account or withdrawing your winnings. The availability of the Website does not mean that it contains any
proposals, incitement or invitation to use or subscribe to betting, gambling or any of the other services in
any jurisdiction where such activity is illegal.
5. You are responsible for determining whether your accessing and/or use of the Website is compliant with
applicable laws in your jurisdiction and you warrant to us that gambling is legal in the territory where you
reside. When opening an account and/or using our Website you must make sure that your actions are legal
in the territory in which you reside. You also guarantee and agree that you have received legal advice
before registering on our Website. If we become aware that you are a resident in a country where the use
of our Website is considered illegal, we will have the right to close your account and refund any
remaining balance on your account at the moment of its closure (after the deduction of any winnings
credited after your most recent deposit was made).
6. The bookmaker shall be entitled to refuse bets from customers who fail to abide by these Rules. The
bookmaker reserves the right to refuse to accept a bet of any type from any customer should they violate
social standards of conduct and public order.
7. The bookmaker reserves the right to refuse to accept a bet from any individual without giving a reason.
8. All bets shall be settled based on the data provided by the processing center.
9. Winnings shall be paid to the bettor within 30 (thirty) calendar days from the date of official publication
of the results of the latest event on the bet slip.
10. After receiving returns, the bettor shall check if the winnings are correct. Should the bettor disagree with
the winnings, they shall give notice to the bookmaker thereof with their account number, date, time,
event, stake, selection, odds, and reasons of disagreement being stated. Any claims regarding winnings
may be filed within 10 (ten) days. Documents supporting and substantiating such complaint shall be
enclosed. In default of sufficient grounds for the complaint, the same shall be returned without
examination. All bet calculation claims for Cyber-Live games are accepted within 72 hours from the
moment of game ending.
11. A bet placed by the Customer shall be deemed won if all outcomes specified in such bet have been
predicted correctly.
12. Betting terms (odds, handicaps, totals, maximum stake limits, etc.) may be subject to variation after a bet
has been made, but this does not affect the terms at the time the bet was placed. Before entering into an
arrangement, the customer shall check all changes in the current pre-match markets.
13. Subject hereto, in the event of any disagreement between the customer (contract party) and the
bookmaker on any matter pertaining to the observance and fulfillment of a betting arrangement between
the customer (contract party) and the bookmaker, including payouts, outcomes, odds and other material
terms of the arrangement, as well as declaring such arrangement unconcluded or void, the parties agree
that any disputes shall be settled by serving a complaint to the opposite party (pre-trial procedure). The
party who feels that their rights have been infringed must submit a written claim to the other party within
10 days.
14. Under the pre-trial procedure, a party claiming the violation of their rights shall serve a written complaint
to the opposite party. Whenever a complaint is served to the bookmaker, it shall be delivered to the
bookmaker’s registered office stated in the bookmaker’s constituent documents and supported by the
respective statement from the public register of companies. Whenever a complaint is served to the
customer (contract party), it shall be delivered to their place of residence (or place of stay).
15. In the case of technical failures and unfinished streams, etc. bets on Esports Live will be refunded only if
the event in question does not occur or bets on the event are not settled by the bookmaker.
16. If an employee makes an error while accepting a bet (obvious misprints on the list of events,
inconsistency of odds between offered betting markets and the bet, etc), or a bet is accepted in violation
of these Rules, or if there are any other indications that the bet is wrong, the bookmaker reserves the right
to declare such bets void. Returns on such bets shall be paid at odds of 1.
17. In the event of obviously erroneous odds, such bet shall be settled based on the final result at the effective
odds applicable to the certain market.
18. In the event of suspicions in the unsportsmanlike format of matches the company reserves the right to
block bets on sport event before final conclusion of an international organization and declare bets as
invalid if the fact of an unsportsmanlike game is determined. Payment of these bets is made with odds
"1". The administration is not obliged to present evidence and conclusions to the customers.
19. Bilbet is committed to ensuring fair play in sport and is fully aware that the manipulation of sporting
events (as well as other events) is linked to committing criminal acts (organized match fixing, corruption
etc.) including organized criminal activities, as well as transnational and cross-border organized crime.
Consequently, Bilbet fully complies with the goals and main objectives of the “Council of Europe
Convention on the Manipulation of Sports Competitions” (CETS No.215), as well as relevant legislative
requirements.
The bookmaker is entitled to void bets if there is any suspicion or confirmation of foul play (match
fixing), bets being placed using another customer’s account, the use of a customer’s account by a third
party or any unusual betting activity (i.e. any differences in the type, size, volume and manner of bets
placed).
The term “foul play” refers to the favorite intentionally losing a match or match fixing as defined by the
rules of a competition for financial, competitive or other reasons, as well as any other violation of the
rules of the relevant sport.
20. Should the receiving party fail to consider a complaint within the established timeframe, a party claiming
the violation of their rights shall be entitled to bring action to court, and the proper venue shall be a court
in the country of the bookmaker’s registered office.
21. Should these Rules be amended, customers shall be notified accordingly. Bets accepted after the specified
date shall be subject to the amended Rules. Earlier bets shall remain unchanged.
22. No connection failure while receiving confirmation of a bet shall entail the cancellation of such bet.
23. Placing a bet acts as proof that the Customer agrees to and accepts these Betting Rules.
24. Bets shall be settled and winnings shall be determined based only on the results declared by the
bookmaker. Any complaints about the results, date, and actual starting time of the event shall be
considered together with official documents from the relevant sports federations.
25. No complaint in connection with or arising from transliteration (or translation) of a team name, player’s
surname, or sports venue will be considered by the bookmaker. A tournament title is given for
convenience only. No mistake in a tournament title shall result in a stake refund.
26. Each registered customer may have only one account. Customers may register only one account per
family, address, e-mail address, IP address, credit/debit card, e-wallet or electronic payment method.
Persons otherwise associated with a customer will not be allowed to register on the website.
27. No registered customer may be re-registered as a new customer (under a new name, with a new email
address, etc.).
28. In the event of
o duplicate registration (including registering under a new name), the submission of someone else's, invalid,
or forged documents (including those that have been edited by using any kind of software or graphic
editor)
o multiple breaches of the Betting Company’s T&C
o doubts about the identity of the customer or the information they have provided (i.e. address, credit/debit
card details, other data)
o any types of fraud committed either by you or by another person acting in your interests or in collusion
with you, including but not limited to:
a) refund or rake fraud
b) your use of a stolen or unverified bank card as a source of funds
c) any actions you have carried out or attempted to carry out which may reasonably be considered illegal
in any applicable jurisdiction, which were committed deliberately or with the intention to deceive and/or
circumvent constraints set in law regardless of whether this action or attempt ultimately causes loss or
damage to your account
o when the customer placed the bet, they had information about the result of that event
o the customer was able to influence the outcome of an event due to their direct participation in the match
(sportspeople, coaches, referees, etc.) or because they acted on behalf of the participants
o bets were placed by a group of bettors acting in concert (as a syndicate) in order to exceed the limits set
by the bookmaker, as well as colluding with others in order to obtain an unfair advantage through bonus
schemes or any other promotions offered by us
o the bettor is suspected of using special software or hardware which facilitate automated betting, including
but not limited to the use of glitches, faults or errors in our software in connection with the Services we
offer (including betting); your use of rogue equipment and programs or analytical systems, including but
not limited to software that allows you to place bets without human intervention (for example, bots), etc.
o unfair means of any kind were used to obtain information or circumvent restrictions imposed by the
company.
The company’s management is entitled to request at their discretion any documents from the bettor
substantiating their identity or other data they have provided (for example, passport details, residential
address), as well as to cancel any payments until all such details have been verified.
The company’s management reserves the right to conduct a video conference as a part of the identity
verification process, or request for the documents to be sent by post. Verification may take up to 72 hours
from the receipt of the documents. The outcome of the video conference can be provided to the customer
within 5 working days after a video conference takes place. If it is proven that the data that was provided
is not valid, the company is entitled to take any reasonable measures including but not limited to
cancelling all bets and suspending all transactions for the duration of their investigation, and to proceed
with full verification of the account once any documents required for the verification procedure have been
requested.
29. If the customer refuses to undergo verification, the company reserves the right to void their bets
(including bets placed from duplicate accounts). Furthermore, the management reserves the right to take
any reasonable measures, including but not limited to blocking the account and freezing the available
funds until the account holder is established and their deposit methods have been confirmed.
30. Upon completion of the investigation, the company can make any decision that it deems to be fair and
reasonable:
1. to block (close) the account (including any duplicate accounts), which may entail:
all bonuses, free bets and winnings received from those bonuses and free bets when using this duplicate
account becoming void and lost to you
at our sole discretion, to cancel all winnings and refund the balance of your account at the start of the
investigation (minus any canceled winnings) made from your main and duplicate accounts. We also have
the right to refund any amounts that are owed to us in connection with this duplicate account, directly
from any of your accounts (including any other duplicate account).
2. At our sole discretion (in exceptional cases), to allow the continued use of the main
account and recognize it as valid, while all bets placed by you from the duplicate account
will be void, the duplicate account(s) will be blocked and/or canceled by decision of the
company (the decision is made for each particular case individually, according to the
extent of the violation).
31. The Customer shall be responsible for keeping their password and account number received at
registration confidential. All bets registered with the bookmaker shall be valid. Bet cancellation shall be
subject to these Rules. Should the Customer’s login details come into the possession of a third party, the
bookmaker should be informed, the Customer should change their username and password and their email
password to stronger ones. You must not disclose any cash withdrawal codes or codes for changing your
phone number to any third party.
32. The account holder confirms that any activities on the account are performed by themselves. If the
account is managed by a third party, the account holder shall take exclusive responsibility for access to
the account.
33. The bettor shall be held liable for the violation of above mentioned paragraphs. Should these Rules be
violated, the bookmaker reserves the right to refuse to pay any winnings or to refund stakes, as well as to
cancel any bets. The bookmaker shall not be liable in relation to the moment when they become aware
that the customer falls within any of the aforementioned categories. This means that the bookmaker shall
be entitled to take the above measures at any time once they have become aware that the customer is an
individual who can be designated as above.
34. In no event shall the bookmaker Bilbet be held liable to the Customer for any indirect, collateral, or
incidental losses or damages (including loss of profit), even though they may have been notified that such
losses or damages are likely to occur.
35. If an account is inactive for 3 months, the Company reserves the right to block it. To unblock an account,
please contact our Security Team at security-en@Bilbet-team.com.
36. The bookmaker reserves the right to update these Rules and add new provisions at any time. Such new
rules or amendments shall take effect immediately after publication on the website.
37. What is gambling addiction? Gambling problems are associated with mental health issues such as
depression,
anxiety and suicide. They can affect family relationships, professional and academic progress, and can
even lead to bankruptcy and crime.
Gambling is an entertaining activity rather than a source of income.
Gambling is a thrilling and amusing pastime. Unfortunately, in some cases, involvement in such activities
may cause problems. We take care of our customers and do our best to ensure responsible use of our
website without any negative consequences. We advertise our products and services in a responsible
manner and will not target young or susceptible people.
38. Underage gambling. Our company does not allow minors (individuals under 18 years of age) to be
involved in betting. We take every possible precaution to prevent violation of this rule. We guarantee that
our advertisements, sponsorship and marketing campaigns do not contain information targeted to minors.
39. Gambling addiction prevention. No advertising campaign or promotion misleads users, nor do they distort
the nature of the services for potentially susceptible bettors. Customers are informed about the chances of
winning as well as the potential risks. Services are provided based on the amount paid and excessive
spending is not encouraged.
Please answer the questions below. If you say 'yes' to all questions, you are likely to have a gambling
problem:
o Do you have uncontrolled spending?
o Are you borrowing money or stealing in order to gamble?
o Have you noticed that you spend less time with your family?
o Do you react badly to other people’s opinion about your online gambling?
o Have you lost interest in hobbies or usual leisure pursuits?
o Do you feel depressed or even suicidal because of your gambling failures?
o Have you ever lied to cover up the amount of money or time you have spent gambling?
It is never too late to admit that you have an addiction and to fight against it. We value our customers and
in no event will we facilitate the progression of this illness. Please read the following information which
can help you lower the risk of developing gambling addiction:
Do not regard gambling as your main source of income;
Set limits on the time and money to be spent. Do not break these limits;
Please do not gamble if:
You are under the influence of alcohol or any other substance;
You are depressed;
Only gamble with money that you can afford to lose.
Avoid chasing your losses.
40. Bilbet customers are informed about the odds of winning and of the potential consequences and risks of
losing.
Your withdrawals and deposits can be accessed through the "My Account" section.
41. Our customers have a self-excluding option.
Please write to customer support to Bilbet and also use the Self-restriction option if necessary.
We provide assistance to players with potential gambling problems which is readily available,
systematically provided and logged. We monitor all requests.
Bilbet offers a self-restricting option which allows you to close your account for a certain period of time:
a week, a month, 6 months, a year. Your account will be blocked only after it has been fully verified. Be
kindly advised that a photo of your ID/Passport must be attached to your application to self-restrict. If you
activate this feature you will be unable to gamble at Bilbet.
3. GENERAL BETTING RULES
The bookmaker accepts bets based on a list of betting markets with odds that reflect the perceived
probability of each outcome.
1. The minimum stake on any single selection is $0.30/€0.20.
2. The minimum and maximum stakes are determined by the bookmaker for each selection separately.
Maximum stake limits vary by sport and event. Whenever an accumulator (system) bet comprises several
legs with different stake limits, the lowest maximum stake limit shall apply.
3. The maximum return is limited to €600,000 (or the equivalent sum in a foreign currency) per bet.
4. The bookmaker reserves the right to limit the maximum stake or odds on certain selections as well as to
limit or raise the maximum stake or odds for certain customers without any notification or giving reasons.
5. The bookmaker reserves the right to declare correctly predicted multiple bets (bets on the same outcome
or combination of outcomes though with different odds) void. Such bets shall be settled at odds of 1.00 if
the total amount of these stakes exceeds the maximum stake limits set by the bookmaker.
6. A bet is considered to be accepted after its registration on the server and its online confirmation.
Registered bets may not be altered or revoked.
7. Bets are only accepted in amounts not exceeding the current balance on the customer’s account. Once a
bet has been registered, the stake is debited from the account. After bets have been settled, the return is
credited to the customer’s account.
8. Bets are accepted before the start of the event; the relevant date, starting time, and commentary shown in
the Sports section are indicative. Any bet placed after the event has started for any reason will be deemed
void, except for in-play (live) bets, which are bets made while an event is taking place. Such bets shall be
deemed valid until the end of the match.
9. SPORTS and LIVE bets may not be changed or deleted except for the certain cases described in
paragraphs 10-14.
10. If a single bet is canceled, the relevant stake is refunded. In accumulators and system bets, when any leg
or legs are canceled, such legs shall be excluded from the bet settlement.
11. If bets are settled incorrectly (e.g. the results were entered by mistake), such bets shall be recalculated.
However, bets placed in the period between the erroneous settlement and recalculation shall be deemed
valid. In the event the bettor’s account proves to be negative after such recalculation, no bets may be
placed until the bettor has made a sufficient deposit.
12. No sports event shall be deemed rescheduled or canceled unless the same is announced in official
documents issued by the event organizer, on official websites of sports federations, on websites of sports
clubs, or by other sources of sports information. Events indicated in the Sports section shall be adjusted
accordingly.
13. A bet shall be canceled should the customer deliberately mislead the staff (bookmaker employees) by
submitting false data and requests pertaining to betting, payouts, results of the event, or any other details
or requests of such nature. This rule shall also apply to minors (individuals under 18 years of age) and
their parents.
14. A bet shall be canceled if it has been placed on a known outcome (an event has finished, but the results
have not been updated).
15. The “Simultaneous finish” rule is the outcome in which there is more than one winner of the event,
tournament, championship etc. Should two winners be announced then stake amount is divided into 2
while calculating bets. Should three or more winners be announced then bets will be settled with odds
equal to “1”. This rule does not apply to the markets “To be higher”.
16. SP (Starting Price) starting odds. This term refers to the odds at the start of a race, which are calculated
by averaging the odds offered by the organizers of a competition before the race begins. If a competitor is
withdrawn before the start of an event or does not take part in a race (in accordance with the relevant
official tournament protocol) and a new SP market isn’t formed, all bets placed on this competitor will be
void (settled at odds of 1.00).
17. Bets on regional championships (football, futsal, hockey, etc.) are settled within 10 days from the
publication of the results on official websites thereof. You can find the list of official websites in the
section "Main Sources of Information". If one of the teams does not show up, all bets shall be settled at
odds of 1 (refund). In this event the non-participant forfeits the game.
18. Accepted abbreviations for events:
CK - corner kicks
ACE - aces
SO sendings-off
PT penalty time
YC - yellow cards
YRC - cards (yellow and red cards)
MS - misses
SOT - shots on target
OFF - offsides
F - fouls
SOG - shots on goal
EB - extra bets
S - series
FT scored free throws
2P scored 2-point field goals
3P scored 3-point field goals
R - rebounds
AST - assists
TOV - turnovers
BLK - blocks
DF - double faults
PC - hitting a post or crossbar
BS - blocked shots
C - checking
I - icing
WF - winning face-off
4. TYPES OF BETS
The bookmaker offers the following types of bets:
4.1. SINGLE BET
A single bet is a bet on a particular outcome. To calculate the return on a single bet, the stake is multiplied
by the odds of your selection.
4.2. ACCUMULATOR BET
An accumulator bet is a bet consisting of several selections on unrelated events. To calculate the return on
an accumulator, the stake is multiplied by the corresponding odds of all selections within the accumulator.
Should at least one leg fail, the whole bet is lost.
5. RESTRICTIONS ON INCLUSION OF CERTAIN OUTCOMES
1. The accumulator cannot contain any related outcomes. Should an accumulator (system) consist of two or
more related outcomes, outcomes with the lowest odds will be excluded from the accumulator (system).
Related outcomes (related events) are those when one part of the bet affects another part of the bet.
2. A bet on “Team to score a penalty Yes/No” market will be deemed lost if no penalty is awarded during
regular time.
3. Bets on “How the goal will be scored” and “Next goal” markets will be deemed lost if the goal number
specified in the bet is not scored.
6. LIVE BETTING
1. Live bets are accepted on main markets (win, total, handicap) and additional markets (HT-FT etc). You
may place single live bets or combine them in accumulators.
2. The bet shall be deemed accepted once it has been registered on the server and online confirmation has
been received. You may not alter the bet once it has been accepted. If the circumstances specified in p.
2.7 of “General Terms” occur, the live bet may be settled at odds of 1.
3. The bookmaker takes no responsibility for any inaccuracy regarding the current scores of matches on
which live bets are being accepted. Customers should refer to other independent sources of information.
4. No live bets may be edited or deleted.
7. DEPOSITS AND WITHDRAWALS
1. There are various ways of depositing and withdrawing funds from the Customer's account. All deposit
and withdrawal methods can be found in the “Payments” section.
2. All withdrawal requests are processed 24/7.
3. The Bilbet Security Service is entitled to:
o decline cash withdrawal requests if deposits were made through e-payment systems.
o refuse any withdrawal should the deposit or withdrawal amounts be inconsistent with bets placed (the
Customer must place bets with stakes which add up to the sum of all deposits and the bets must have odds
of at least 1.1; placing a high volume of bets that have a minimal impact on your balance shall not be
taken into account, i.e. bets placed on opposite outcomes in games such as Roulette, Baccarat, Craps and
Dice). Permitted withdrawal amounts shall be calculated based on the amount of the bets placed from any
given deposit.
o refuse any withdrawal if the betting account is misused. In this case your account must be verified before
withdrawal can take place.
4. The Bilbet Security Service does not recommend Customers:
- transfer funds from one payment system to another;
- deposit and withdraw funds without placing bets;
In the foregoing events, funds will be returned to your account.
5. You can only withdraw funds using the same payment details that were used for depositing funds into
your account. If you use different methods to make a deposit, withdrawals should be proportionate to the
deposits made using any particular method.
6. Bilbet may refuse withdrawals via payment systems or in cash and offer a bank transfer as a substitute.
7. ATTENTION! Our administration does not recommend making deposits and withdrawing funds using
someone else’s electronic wallet.
8. Our Security Team reserves the right to deem such deposits to be fraudulent and block users’ transactions
without prior notification.
9. Our administration is entitled to deny withdrawals of funds using payment details which do not belong to
the account holder.
10. In certain circumstances and in respect to certain customers Bilbet may decide not to reimburse service
charges imposed by payment systems on deposits or withdrawals, which Bilbet usually reimburses.
11. If a customer doesn't comply with the Company's rules (for example by breaching the T&C, not placing a
bet before requesting a withdrawal, etc.), the Company reserves the right to refuse to allow that customer
to make a withdrawal.
12. No service charge is imposed if monies are deposited into or withdrawn from User's account in BTC
currency using the Bitcoin payment system.
Your credit card statement will read "Betting_deposit".
8. MATCH RESULTS, DATES AND STARTING TIMES, DISPUTE RESOLUTION
Bet settlement may be revised when the bookmaker presents incorrect results.
1. Bets are settled based on the actual starting time of the event, which is determined roughly in accordance
with the official documents of the bodies who organize said event. Failing such effective documents,
information shall be taken from the official websites of sports federations, the websites of sports clubs,
and other sources of sports information.
2. The bookmaker bears no responsibility for a discrepancy between the stated date and time and the actual
date and time of an event. The date and starting time of the event as shown in the “Sports” section are
indicative. Bets are settled subject to the actual starting time of an event as specified in the official
documents of the organizer of such event.
3. The bookmaker bears no responsibility for inaccurate references to the name of a championship or
duration of a match (sports event). Details shown in the “Sports” or “Live” sections are indicative.
Customers should use other independent sources of information to find out details of the relevant sports
event.
4. The weather information in the SPORT and LIVE sections is indicative. Inconsistencies of the weather
conditions in the SPORT and LIVE sections cannot be the cause for cancellation of the placed bets.
5. Complaints about results should be submitted within 10 calendar days from the end of the event if there
are official documents pertaining to the results of the event issued by the organizer of that event.
6. Bets placed after the starting time of the event shall be settled at odds of 1 (except for live bets); in an
accumulator, the odds of such legs shall be taken as 1.
7. If the Customer places a bet on an event of which the result is known to them, such bet shall be canceled.
In this event, the bookmaker shall make a decision only after a special private investigation. Any
activities related to such a bet shall be temporarily suspended.
8. PRE-MATCH betting. If a match or competition is postponed (rescheduled) for more than 48 hours for
whatever reason all bets on this event shall be declared void (this is an approximate time, the bookmaker
shall be entitled to keep such bets standing at its absolute discretion for the avoidance of disputes which
may arise if the match is postponed for more than 48 hours from the official scheduled starting time). The
event shall be deemed postponed or rescheduled if the official scheduled starting time of the event is
altered.
9. LIVE betting. If a match or competition is interrupted for whatever reason and continues within 5 hours
from its start, all bets shall stand. Unless the interrupted match or competition continues within 5 hours
from its start, all bets shall be settled at odds of 1, except when the result of the bet has already been
determined. This rule does not apply to events which may end within a period exceeding 5 hours subject
to their rules (see p. 9 “Sports Rules”).
10. If a match does not end and is abandoned (see p. 9 “Sports Rules”), the outcomes determined before such
abandonment (for example, first half markets, first goal and its time market, etc.) shall be accounted for at
the bet settlement. All remaining bets shall be settled at odds of 1.
11. If a participant withdraws before the start of an event, then all bets on such participant shall be declared
void.
12. If a participant drops out during the contest for any reason (injury, withdrawal, etc.), all bets placed before
the start of the last round of the contest in which he/she took part shall stand. All other bets shall be
declared void. If a player withdraws from a tennis match, bets shall be settled under the rules of p. 9.23.
13. If a member of a team (football, hockey, basketball player, etc.) has not participated in the game, the
winning odds in their respect shall be deemed equal to 1 unless otherwise stipulated.
14. If withdrawal or disqualification takes place before the start of a tennis match, the winning odds shall
amount to 1, except for bets on the win of the participant in question (such bets will be deemed lost). If a
tennis match is interrupted, does not end on the same day and is postponed, all bets shall stand until the
end of the tournament within which the match was scheduled, until the match is played or any participant
withdraws. If a player withdraws from a tennis match, bets shall be settled under the rules of p. 9.23.
15. When two particular named opponents (teams, sportspeople) are expected to participate in an event
(match, competition or fight), but later one or both of these opponents change, all bets on the event shall
be canceled.
16. In team competitions when one or several players are substituted in any team for whatever reason, all bets
on the result of the match shall stand.
17. In doubles matches when the names of the pairs are specified and at least one participant is substituted,
the winning odds shall be 1. When the names of the pairs are not specified, all bets shall stand.
18. In competitions where the terms “home” and “away” are used, should the event take place in a different
venue, the following applies:
o if a neutral venue, bets shall stand;
o if the opposing team’s venue, bets shall stand.
19. When the terms “home” and “away” do not apply to an event (for example in dual or individual sports),
should an event take place at a venue different to that originally specified, all bets shall stand. NBA,
NHL, AHL, CHL, OHL, WHL and East Coast Hockey League teams may be shown in a direct order
(home - away) and in a reversed order. If the latter is the case, no stakes are refunded.
20. In friendlies, including club friendlies, when the event takes place in a different venue, all bets shall stand.
21. If there is no description of bet settlement for a particular sport or situation, the same shall be governed by
the General Terms.
22. When a dispute of a particular type takes place for the first time, the bookmaker shall make the final
decision.
23. In cases when statistics from official and independent sources differ, the company reserves the right to
settle bets based on stats acquired from a video recording or an independent source.
24. In the event of discrepancies in data from different sources of information (date, time, result, team title),
the bookmaker shall suspend payouts until the authenticity of such data is established through
investigation. Should the result of a finished event published on an official website differ from that shown
in a TV broadcast, the bookmaker reserves the right to settle bets based on the TV broadcast.
25. If there is an error in the odds output application and the bookmaker admits such error, all bets on such
selections shall be deemed won and payouts shall be made at odds of 1.
26. If the initial result of a finished event is revised later for any reason and one party forfeits the game
(abandonment shall be disregarded), all bets shall be paid subject to the initial (actual) result. The actual
result is the result declared based on the official minutes and other official sources of information
immediately after the end of the event.
9. RULES ON SPORTS
9.1. AUSTRALIAN RULES FOOTBALL
1. The bookmaker accepts bets:
o on regular time of 80 minutes (four quarters of 20 minutes each or two halves of 40 minutes each)
o on regular time including overtime (labeled “Including Overtime”).
The bookmaker bears no responsibility for any inaccurate declaration of the duration of a match. Details
shown in the “Sports” and “Live” sections are indicative only. The Customer should check the rules
against official sources.
2. Should a match be interrupted before the expiration of 80 minutes, all bets thereon will be settled at odds
of 1, except for those markets which had already been unconditionally determined at the time the match
was interrupted.
3. If a match venue is changed then bets already placed will stand providing the home team is still
designated as such.
4. To Score First Goal. If the player has not participated in a match or is introduced as a substitute after the
first goal has been scored, all bets on this player will be deemed void. Bets on players who had been
substituted or sent off before the first goal was scored will lose. If the first goal is scored by a player on
whom no price has been offered, all bets on other players will lose, except for the “Any Other Player
market. If a match has been interrupted before the first goal is scored, all bets will be canceled.
5. A goal (6 points) is when the ball is kicked between the narrower inner goal posts without touching
another player, and the scoring team gets 6 points.
6. A behind (1 point) is when the ball is kicked between an inner goal post and an outer behind post, or the
ball hits the goal post, or passes over the gate line or the behind line.
7. Bets on “HT-FT” markets are accepted on the half-time and the entire match.
9.2. AMERICAN FOOTBALL
1. The bookmaker accepts bets:
o on regular time (60 minutes of play consisting of four quarters of 15 minutes each);
o on regular time including overtime (labeled “Including Overtime”).
2. If a match starts but is not completed, all bets thereon will be settled at odds of 1, except for those markets
which had already been determined at the time the match was interrupted.
3. At least 55 minutes of play must elapse for bets to stand. In this event, all bets will be settled based on the
results at the time the match was stopped.
4. For bets on “Higher At The End Of The Tournament” markets, if the teams fail to qualify from the group,
bets will be settled based on their respective places within the group. If teams take equal places, bets will
be settled based on their score.
5. Highest (Lowest) Scoring Quarter - Total. Should there be two or more highest (lowest) scoring quarters
with the same total, no stakes shall be refunded. In this event, bets will be settled based on the total.
6. Highest Scoring Quarter. If it is impossible to determine the highest scoring quarter unconditionally (i.e.
if two or more quarters end with the same score), bets on such quarters will be settled at odds of 1. Bets
on other quarters will be deemed lost.
7. Highest Scoring Half. Should both halves end with the same score, bets will be settled at odds of 1.
8. If a match including overtime ends in a draw, W1 and W2 bets will be settled at odds of 1 (stakes will be
refunded), while bets on total and handicap markets will be settled based on the match result.
9.3. BADMINTON, TABLE TENNIS, BEACH VOLLEYBALL
1. If the start of a match is delayed or postponed for any reason, all bets will stand until the match or the
tournament in which the match features has concluded or until the withdrawal of one of the participants.
2. Should a match be interrupted due to the withdrawal or disqualification of either team in the first
game/set, all bets will be settled at odds of 1, except for those markets which had already been
unconditionally determined at the time the match was interrupted. Bets on the match winner will be
settled at odds of 1 in this case.
3. Should a match be interrupted due to the withdrawal or disqualification of either team, the first game/set
must have been completed for bets on the winner of the match to stand, otherwise all bets on this outcome
will be settled at odds of 1. In the event of the withdrawal or disqualification of a player, a forfeit will be
declared.
4. If a match starts, but is not completed for any reason (for example, if one of the opponents refuses to
continue or is disqualified) and more than two games/sets have been played, the outcomes which had
already been unconditionally determined at the time the match was interrupted (for example, the outcome
of the first game/set, total of the first game/set, etc.) will count towards the bet settlement. Payouts on
other bets will be made at odds of 1 except for bets on the winner of the match. The team which has
advanced to the next round or the winner of the tournament will be regarded as the winner of the match.
5. No bet will be canceled because of a misprint in the initials of a sportsman/sportswoman (for example, B.
Smith instead of A. Smith). In this event, bets will stand.
6. "Win The Match". If any of the players named in the outcome is substituted before the start of the match,
all bets shall be deemed void.
7. Handicaps and totals for the aforementioned sports must be specified in points except for “Handicap By
Sets” and “Total Sets” markets.
8. "Winner". The sportsman/sportswoman (the team) who takes first place in the tournament will be
considered the winner. If the sportsman/sportswoman withdraws from the tournament before it begins,
bets on that sportsman/sportswoman will be settled at odds of 1.
9. "To Qualify". The Customer should predict which player of the two listed will advance further in the
tournament bracket. If both players are eliminated from the tournament, the one who has advanced further
in the bracket will be deemed the winner. If both players are eliminated from the same round, bets will be
settled at odds of 1. If the player withdraws from the tournament before it starts, bets will be settled at
odds of 1.
9.4. BASKETBALL
1. The bookmaker accepts bets:
o on regular time (the time of play may be 48 minutes consisting of four quarters of 12 minutes each or 40
minutes consisting of four quarters of 10 minutes each; NCAA two halves of 20 minutes each);
o on regular time including overtime (labeled “Including Overtime”). Bets on Stats include OT unless
stated otherwise. Other betting terms may be specified in the betting section.
2. If a match starts but is not completed, all bets on the match will be settled at odds of 1, except for those
markets which had already been determined at the time the match was interrupted.
3. If the duration of a match is 40 minutes, at least 35 minutes must be played for bets to stand. If the
duration of a match is 48 minutes, at least 40 minutes must be played for bets to stand. In these cases, all
bets will be settled based on the results at the time the match was interrupted.
4. In basketball matches (for events labeled “Including Overtime”) bets on handicap and total markets in the
fourth quarter and the second half are settled excluding overtime.
5. NBA teams may be shown in a direct order (home-away), as well as in a reversed order. If the latter is the
case, no stakes are refunded.
6. "Higher At The End Of The Tournament". Should the teams fail to qualify from their group, bets will be
settled based on the place they finish within the group. Should the teams take equal places within the
group, then bets will be settled based on their score.
7. The Customer should check the rules of basketball friendlies (whether cup or club friendlies) through
official sources. If a friendly ends in a draw (the rules of the match have been changed), bets on the
winner will be settled at odds of 1. However, bets on total and handicap markets will be settled on the
result.
8. If overtime is played in cup ties due to the aggregate result of a two-legged match, overtime will be taken
into account to settle bets on the second match. Likewise, overtime played due to the aggregate result of a
two-legged match is also included in “To Qualify”, “To Be Promoted/Relegated”, “Tournament Winner”
and other similar bets.
9. Should a basketball match end 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. In the Sports section, “W” represents a win and “X” represents a draw. The
outcome of the first half is shown first, followed by the outcome of the game after regular time. For
example, W1W2 means that Team 1 won (W1) the first half, while Team 2 were the winners (W2) at the
end of regular time.
"Half-Time/Full-Time" bets including overtime. The customer must predict which team will win the first
half and which team will win the game with overtime included. Customers may not bet on a draw.
11. "Highest (Lowest) Scoring Quarter Total". If two or more highest (lowest) scoring quarters have the
same total, no stakes will be refunded. In this event bets will be settled based on the total (when the total
of the fourth quarter is settled, no points scored in overtime will count).
12. "Highest Scoring Quarter". If the highest scoring quarter is impossible to determine unconditionally (i.e.
when two or more quarters have ended with the same result), bets on such quarters will be settled at odds
of 1. Bets on оther quarters will lose (when the total of the fourth quarter is settled, no points scored in
overtime will count).
13. "Highest Scoring Half". If both halves have ended with the same result, bets will be settled at odds of 1
(when the total of the second half is settled, no points scored in overtime will count).
14. "Team… To Win Both Halves – Yes". When the total of the second half is settled, no points scored in
overtime will count. "Team… To Win Both Halves – No". The bet will win if the team specified has
drawn or lost at least one half.
15. "Each Team Will Score Over 72.5 Yes". The bet will win if the total scored by each team during the
match amounts to 73 or more.
16. "Each Team Will Score Over 72.5 No". The bet will win if at least one of the teams has not reached the
quoted total.
17. "Total For Each Quarter Over 32.5 Yes". The bet will win if the total number of points scored in each
quarter is 33 or more.
18. "First Foul". Predict which team will be the first to commit a foul (an infraction of the rules as a result of
illegal personal contact or unsportsmanlike behavior).
19. "First Rebound". Predict which team will be the first to have a rebound.
20. Bets on “Turnovers” markets are only settled based on the individual statistics of players rather than on
team statistics.
21. Bets on "Rebounds" markets are settled based on the individual statistics of players and the team
statistics. For NBA, WNBA, French league (men) matches only personal rebounds are considered.
22. Bets on the “Race To … Points” markets in the “Sports” section may be available with:
o two outcomes (W1, W2). For such bets, if neither team scores the specified number of points, bets on a
winner will be void (for example, if the score is 19-19, “Race to 20 Points W1” bets will be void).
o three outcomes (W1, W2, Neither), in which case, bets will be settled according to the results.
23. The “Score By Quarters 2-0” bet will win if Team 1 has won two quarters out of four and the remaining
two quarters have ended in a draw. The “Score By Quarters 1-1” bet will win if one team has won one
quarter, the other team has won another quarter, and the remaining two quarters have ended in a draw.
24. "Handicap By Quarters". For example, “2 Handicap By Quarters -2.5”. The final score is 81:102 (17:22,
26:25, 18:20, 20:35), the score by quarters is therefore 1:3 (0:1, 1:0, 0:1, 0:1 respectively). The bet loses
as when the handicap to Team 2 is applied, the score by quarters is 1:0.5.
25. The “Total Drawn Quarters”, “Handicap By Quarters”, “Score By Quarters” and “Win By Quarters”
markets are only settled on the result at the end of regular time.
26. The “1 Winning Margin In Points Interval From -1 to 9” bet wins if the difference in the number of points
scored by Team 1 and Team 2 falls within the interval of -1 to 9 points. For example, the score is (85:90)
so the winning margin of Team 1 is -5 and thus the bet loses.
27. Bets on the “2-Point Field Goal Percentage”, 3-Point Field Goal Percentage” and “Free Throw
Percentage” markets are settled based on the statistics from the official website whereby the percentage
values are rounded to the nearest whole number.
28. Bets on the “Total Play Time” market should be specified in minutes. If the total has been named exactly,
bets will be settled at odds of 1. For example, in respect to the bet “Total Kyrie Irving Over 39.5”, if the
player’s total play time amounts to 39 minutes 30 seconds, the bet will be settled at odds of 1.
29. Netball is a type of women’s basketball (with four quarters of 15 minutes each). Bets are made and settled
on regular time and regular time including overtime (labeled “Including Overtime”).
30. Basketball. Results. Team To Be Higher At The End Of The Tournament (NBA). The teams will be
ranked based on the following successive criteria: elimination stage; place taken in the conference;
percentage of matches won in the regular season; points margin in the regular season; points scored in the
regular season.
31. Basketball. Results. Team To Be Higher At The End Of The Tournament (Euroleague). The teams will be
ranked based on the following successive criteria: elimination stage; place taken at the Top-16 stage;
number of matches won at the Top-16 stage; points margin at the Top-16 stage; points scored at the Top-
16 stage.
32. "SuperTotal () Over/Under". The Customer should predict whether the teams will score more or fewer
points than the quoted total. For example, "SuperTotal: (166-167 Refund) 167.5 Over". The bet will win
if the teams score more than 167.5 points in total. If the teams score 166 or 167 points in total, stakes will
be refunded.
33. "SuperHandicap 1/2 ()". The Customer should predict whether the team will win taking into account the
quoted handicap. For example, "SuperHandicap 2: (-4; -3 Refund) -4.5". The bet will win if the score
difference amounts to 5 points or more in favor of Team 2. If there is a draw after the handicap values (-
4) or (-3) have been applied, stakes will be refunded.
34. Bets on the average player statistics during the regular NBA season (points, rebounds, assists, block
shots). For bet settlement purposes players must have taken part in 58 games, in accordance with the
NBA rules.
35. Double-double (triple-double) in the match. For this bet it is necessary to predict whether or not the
player will have a double-digit performance in two (double-double), three (triple-double) categories in the
match. Statistical categories: points, rebounds, assists, block shots. If the sportsman had a triple-double,
then the double-double bet on this player will be settled as a win.
36. Score in the interval. For this market it is suggested to guess whether the quarter score will be in the
selected interval. In the left part, the range for the first team score is pointed out, in the right part - the
range for the second team score. Example. "Score in the interval 3rd quarter. 22-33: 8-19 - Yes." The bet
wins if the 3rd quarter ends with the score of 24-15.
37. Basketball 3x3. Games consist of one period lasting 10 minutes. Teams play until the end of regulation
time, or until one of them wins 21 points. If a game ends in a tie, overtime will be played until one team is
leading by a margin of 2 points.
Key differences in the game:
o A standard goal is worth 1 point.
o A field goal (from the 3-point line) scores 2 points.
o Teams have 12 seconds to shoot during an offensive.
38. Basketball 4x4. Games consist of two periods lasting 10 minutes each. If a game ends in a tie, 5 minutes
of overtime is played.
Key differences in the game:
o A standard goal is worth 2 points.
o A field goal (from the 3-point line) scores 3 points.
o A slam dunk scores 3 points.
o Teams have 24 seconds to shoot during an offensive.
9.5. BASEBALL, SOFTBALL
1. Bets on baseball matches are accepted with extra innings included.
The names of the starting pitchers will be taken into consideration at the time of bet acceptance should the
names be specified in relation to the event. Both listed pitchers must start and each pitch at least once for
bets to stand. Should any of the listed pitchers fail to start for any reason, all bets on this game will be
deemed void. If the starting pitchers are not listed, bets will be accepted regardless of who those starting
pitchers are.
2. Bets stand if the planned number of innings is reduced in accordance with tournament regulations or a
match is cut short due to one of the teams having an unassailable lead.
3. The team which bats at the bottom of an inning shall be treated as the home team notwithstanding the
venue of the game.
4. All bets are settled on the official match results including all extra innings (except bets made on the parts
of the match).
5. All bets stand if at least five full innings or 4.5 innings have been played. If fewer than 4.5 innings have
been played, the bookmaker will settle bets, the results of which had already been determined at the time
the match was stopped. Other bets on this match will be settled at odds of 1.
6. Pre-match Markets. If a baseball match does not start at the specified time and the official website
confirms that the match has been postponed, all bets on this match will be settled at odds of 1.
7. In-Play Markets. If a match is stopped (interrupted) and proceeds within 72 hours, all bets will stand until
the conclusion of the match. If the match is not concluded within 72 hours, all bets will be deemed void,
except for those markets which had already been determined.
8. If the score is tied in baseball matches (in the NPB or in the preseasons of the MLB and KBO), W1 and
W2 bets will be settled at odds of 1 (stakes will be refunded).
9. "Players, Match-Ups". The Customer must predict which player of two will perform better. Should the
players tie, bets will be settled at odds of 1.
10. In MLB preseason games, when the teams are tied at the end of the 9th inning, an extra 10th inning is
played. However, if neither team wins in the 10th inning, the game ends in a draw. In this event W1 and
W2 bets are settled at odds of 1 (stakes are refunded).
11. Should at least one game be canceled, postponed, interrupted and abandoned on the day of the match
(fewer than five full innings have been played), bets on the event “Home-Away” will be settled at odds of
1, except for those markets which had already been determined.
12. Softball is a team ball game and a variant of baseball played with a larger ball on a smaller field. Teams
play seven innings in an official match. If the score is tied, extra innings are awarded.
9.6. BIATHLON
1. "To Be Higher". Predict which of the two named biathletes (or teams in the relay) will finish higher in the
final ranking. Should both contenders fall out of the race or should one contender fail to start, bets will be
settled at odds of 1. Should any contender fail to cross the finish line, all bets on them will be deemed
lost.
2. "Misses". Comparing the total number of missed targets by participants. Predict which of the named
biathletes will miss the most targets. If the number of misses equates to the handicap value, the winning
odds will amount to 1. If the contender falls out of a race without having shot in all shooting rounds, the
winning odds will amount to 1.
3. "Misses in Relays". The number of misses in a relay is calculated by adding up the number of penalty
loops and the used extra cartridges for all members of the team.
4. "Top Athlete Of Which Country To Be Higher". Predict which top biathlete from the two countries listed
will finish higher in the final ranking of a race.
5. "Winner of The Race". The contender who heads the final ranking will be considered the winner of the
race. If two or more contenders are declared winners, the "Simultaneous Finish" rule will be applied.
6. "Leader After 1st (2nd etc) Round". The winner of the round is determined on final ranking. If there are
two or more winners in one round, the "Simultaneous Finish" rule will be applied.
7. “Biathlon. Winner. Men. Pursuit. 12.5 km. Hochfilzen. Top 1-10 (08.12.2013 | 16:30) “Will Daniel
Mesotitsch Win - Yes”. The bet will win if Daniel Mesotitsch ranks among the top 10 biathletes in the
race.
8. "Extra Cartridges. Sweden (13.12.2013 | 17:25) Total Under 7.5". The bet will win if the Swedish
biathletes use 7 or fewer extra cartridges.
9. "Sportsman’s Winning Margin Over Second Place 0-20 Sec. Yes". The bet will win if the winner beats
the runner-up by 20 or fewer seconds.
10. "Misses. More Standing Than Prone Yes/No". If the number of missed targets in the prone position
equates to that in the standing position (or if there are no misses), then the bet “Misses. More Standing
Than Prone No” will win and the bet “Misses. More Standing Than Prone Yes” will lose.
11. "Shooting Time". Predict what the shooting time will be (in seconds).
12. "Time At Shooting Range". Predict how much time the biathlete will spend at the shooting range (in
seconds). Time at the range includes entering and exiting the shooting area, as well as shooting itself.
13. "IBU Cup markets". Overall standings will be determined based on the results across the season.
9.7. BOXING, MARTIAL ARTS
1. The start of a bout is signified by the sounding of a bell before the first round.
2. If a bout is declared a no contest or if a bout is stopped for any reason before a winner has been
determined, all bets will be deemed void. If the result of a bout has already been determined, bets will be
settled based on the declared results.
3. Should the number of rounds be changed, bets on the outcome of the bout will stand, but bets on the
number of rounds will be settled at odds of 1.
4. “Total Rounds”. The Customer should predict the number of rounds in the bout. Only completed rounds
will be taken into account for bet settlement purposes.
5. If an athlete does not enter the ring after the sounding of the bell at the start of a round, the bout is
deemed to have ended in the previous round.
6. "1 (2) Will Win". In the “Sports” section, bets on this market are labeled “1” and “2” respectively and
include the following:
o "Points Victory";
o "Win By Knockout";
o "Win By Technical Knockout";
o "Win By Technical Decision";
o "Win By Disqualification or Refusal".
7. "Draw". Bets on this market are labeled “X”. A bout ends in a draw when the judges rule that the athletes
have scored equally at the end of the last round.
8. "Points Victory". This means that the winner will be declared by the decision of the judges at the end of
the last round.
9. "Win Inside The Distance". This includes a win through knockout, technical knockout, disqualification of
the opponent, or the opponent withdrawing during the bout.
10. “Win (2way)”. Should a match ends in a draw, W1 and W2 bets will be settled at odds of 1.
11. "W2 In Round 3 Yes". This bet will win if the second athlete wins inside the distance by knockout or by
a technical decision in the third round.
12. "Bout Will End In Round 10-12". This bet will win if an athlete wins inside the distance by knockout or
by a technical decision within the period from the tenth to the twelfth round.
13. "Win By TD". It is fight stoppage because of injury or another reason with consequent scoring by judges'
notes and assessment of the result for not complete number of rounds.
14. "Prospective Fights". Only one bout from the list of prospective fights that actually takes place will count
for betting purposes. Bets on the bouts which have not taken place will be settled at odds of 1. Bets will
be settled based on the date of the match according to the results from the official source.
9.8. UFC
1. The start of a bout is signified by the sounding of a bell before the first round.
2. If a bout is declared a no contest or if a bout is stopped for any reason before a winner has been
determined, all bets will be deemed void. If the result of a bout has already been determined, bets will be
settled based on the declared results.
3. Should the number of rounds be changed, bets on the outcome of the bout will stand, but bets on the
number of rounds will be settled at odds of 1.
4. “Total Rounds”. Customers need to predict the number of rounds in a bout. For bet settlement purposes,
only rounds in which more than half the allocated time has elapsed count.
2 minutes 30 seconds is deemed to be half of a 5-minute round. Therefore, a total of 2.5 rounds refers to 2
minutes 30 seconds of the 3rd round. If a bout ends exactly 2 minutes 30 seconds into a round,
“Over/Under” bets on the total number of rounds will be void. If the first round ends in the first two
minutes, “Total Rounds Under 0.5” bets win.
5. If an athlete does not enter the ring after the sounding of the bell at the start of a round, the bout is
deemed to have ended in the previous round.
6. "1 (2) Will Win". In the “Sports” section, bets on this market are labeled “1” and “2” respectively and
include the following:
o "Points Victory";
o "Win By Knockout";
o "Win By Technical Knockout";
o "Win By Technical Decision";
o "Win By Disqualification or Refusal".
7. "Draw". Bets on this market are labeled “X”. A bout ends in a draw when the judges rule that the athletes
have scored equally at the end of the last round.
8. "Points Victory". This means that the winner will be declared by the decision of the judges at the end of
the last round.
9. "Win Inside The Distance". This includes a win through knockout, technical knockout, painful
locks/chokehold/submission, disqualification of the opponent, or the opponent withdrawing during the
bout.
10. “Win (2way)”. Should a match ends in a draw, W1 and W2 bets will be settled at odds of 1.
11. "W2 In Round 3 Yes". This bet will win if the second athlete wins inside the distance by knockout or by
a technical decision in the third round.
12. "Prospective Fights". Only one bout from the list of prospective fights that actually takes place will count
for betting purposes. Bets on the bouts which have not taken place will be settled at odds of 1. Bets will
be settled based on the date of the match according to the results from the official source.
9.9. BICYCLE RACING
1. The start of the first qualifying round will be regarded as the start of the tournament.
2. "Match-Up" markets (sportsmen or teams). Both opponents must cross the official starting line for bets to
stand.
o Should any contender drop out of a competition for any reason, their opponent will be declared the
winner.
o Should one or both riders fail to cross the official starting line, bets will be settled at odds of 1.
o Should both riders retire from a race, the rider who has completed the most laps will be deemed the
winner.
o Should both riders drop out on the same lap, the winning odds will amount to 1.
3. "To Be Higher". The Customer should predict which of the two riders (or teams) will finish higher in the
final ranking.
4. If several riders have an equal time in the final ranking, the one who takes the higher position will be
declared the winner.
5. Group bets. Bets can only be placed on the riders who are named in the Sports section.
o If one or more of the specified riders does not take part in the race, the bet will be refunded at odds of
1.00.
o If none of the specified riders scores any points in the race, all bets will be refunded at odds of 1.00.
9.10. WATER POLO
1. All bets are settled on the final result at the end of regular time (32 minutes consisting of four quarters of
8 minutes each).
The bookmaker bears no responsibility for any inaccurate declaration of the duration of a game. Details
shown in the “Sports” and “Live” sections are indicative only. The Customer should check the water
polo rules against official sources.
2. Extra periods and penalty shootouts will only count for the “Qualify”, “Win” and similar markets.
3. If a match starts but is not completed, all bets thereon will be settled at odds of 1, except for those markets
which had already been unconditionally determined at the time the match was interrupted.
4. At least 30 minutes of play must elapse for bets to stand. In this event, all bets will be settled based on the
results declared at the time the match was interrupted.
9.11. VOLLEYBALL
1. If a match starts but is not completed, all bets on this match will be settled at odds of 1, except for those
markets which had already been unconditionally determined at the time the match was interrupted.
2. If a set is not played to the end, those outcomes which had already been unconditionally determined at the
time of interruption will count for betting purposes. All other bets will be settled at odds of 1. If a set is
played to the end, but the match is not concluded, bets on this set will stand.
3. Bets on European Volleyball Championship and CEV Challenge Cup will be settled including golden set
should there be such an option (the golden set (up to 15 points) is awarded if the teams have equal scores
at any stage of the European championships).
4. Volleyball handicap and total markets are specified in points, except for Sets Handicap and Total Sets.
5. "Score by Sets". In the “Sports” section the relevant columns are titled 3:0, 3:1, etc.
6. "Higher At The End Of The Tournament". If the teams do not qualify for the next stage, bets will be
settled based on their places within the group. If the teams finish in the same place within the group, bets
will be settled based on their scores.
7. "How Long The Match Will Last". The Customer should predict whether the match will last more or less
time than the quoted length in minutes. The total duration is calculated by adding up the lengths of all sets
within the match according to the official match record.
8. "Race To 3 (5 etc.) Points". The Customer should predict which team will be the first to score the
specified number of points in a set. Should any participant refuse to continue for any reason before they
or their opponent scores the quoted number of points, bets will be settled at odds of 1.
9. "Extra Points". The Customer should predict whether there will be extra points in the set. The bet “Extra
Points In Set - Yes” will win if either team wins the set after the score is 24:24.
10. "Tie-Break Yes/No". The Customer should predict whether there will be a fifth set. The bet “Tie-Break
- Yes” will win if there is a fifth set.
11. "Highest Scoring Period Total (excluding the fifth set)". For example, the bet “Highest Scoring Period
Total Under 47.5” will lose if the score is (25:23, 26:24, 23:25, 23:25, 18:16).
12. "Lowest Scoring Period Total (including the fifth set)". For example, the bet “Lowest Scoring Period
Total Under 40.5” will win if the score is (25:23, 26:24, 23:25, 23:25, 18:16).
9.12. HANDBALL
1. Bets are settled on the result at the end of regular time (60 minutes of play consisting of two periods of 30
minutes each).
2. Overtimes and penalty shootouts will only count for the following markets: “To Qualify For The Next
Round”, “To Qualify For Another League”, “Win” and similar.
3. In-Play Betting. If a match is not concluded, all bets thereon will be settled at odds of 1, except for those
markets which had already been unconditionally determined at the time the match was interrupted.
4. Bets on the “Top Goalscorer” market are settled including overtimes, but excluding penalty shootouts.
5. Under the rules of the China Championship, the match ends if the score difference amounts to 15 points
and at least 30 minutes of play have elapsed (the Mercy rule applies).
6. In bets on yellow cards, the Customer should predict the number of yellow cards given to the players.
7. In bets on seven-meter penalty shots, the Customer should predict the number of awarded penalty shots
(goals).
8. "2-Minute Suspension" bets. Only two-minute suspensions are counted. Penalty minutes awarded before
the start of a period or after the conclusion of a half (match) which are included in the final match record
are counted when the bet is settled. The bookmaker offers the following bets: "First 2-Minute
Suspension"/"Last 2-Minute Suspension" and "Total 2-Minute Suspensions"/"Total 2-Minute
Suspensions (by team)".
9. "Alternative matches". This includes bets on the match-ups of teams whose matches are being broadcast
live. If a match is forfeited, bets on alternative matches will be settled at odds of 1 (stakes will be
refunded).
10. "Handball. Statistics". Bets are settled including overtimes, but excluding penalty shootouts.
9.13. GOLF
1. Major golf tournaments may last for three or four days and the total number of holes is usually 72.
2. The player must tee off in order to be considered an active participant. If the golfer refuses to continue, all
bets on them will be deemed lost.
3. "To Win The Tournament". The golfer who takes first place in the tournament will be considered the
winner. The winner is determined after a play-off, should such a stage be stipulated by the rules of the
tournament.
4. If two (or more) leading contenders are tied at the end of regular time 72 holes, sudden death rules are
usually applied in the play-off. In this event, the winner of the play-off will be declared the winner of the
tournament and the winner for betting purposes. Other golfers will be treated as runners-up.
5. "Match-Ups". The player with the highest placing at the end of the tournament, including any play-off,
will be the winner. If one player has missed the cut, the other player is considered the winner. If both
players miss the cut, bets are settled based on the lowest score after the cut has been made. If a player is
disqualified before the conclusion of two rounds, or after both golfers have made the cut, the remaining
player is deemed the winner. If a player is disqualified in the third or fourth round after their opponent has
missed the cut, such disqualified player will be deemed the winner. If no odds on a tie have been offered,
bets on players who share the same place will be settled at odds of 1.
6. "Handicap Win". A player starts with a handicap, which must be applied to their final score. Bets on
players who have missed the cut, withdrawn or have been disqualified are deemed to have lost. If both
players miss the cut, the handicap applies to their scores at the time the cut was made. Bets on the game
will be canceled should both contenders withdraw or be disqualified, or should any player fail to tee off.
If not all rounds are played, bets on the handicap market will be settled at odds of 1 unless the outcome of
the match has already been determined.
7. "Group Betting"/"Top UK players", etc. The player with the highest placing at the end of the tournament
shall be deemed the winner. Any player who has missed the cut will be deemed to have lost. If all players
miss the cut, the lowest score after the cut has been made will determine settlement. Players are grouped
together for betting purposes only. If the player does not tee off, bets on this player will be canceled; Rule
4 is applied to bets on the other players. Dead heat rules apply at the bet settlement except when the
winner is determined by a play-off.
8. "Handicap Group Betting". Players within a group will be allocated handicaps. The winner of the group
will be determined based on the final score once handicaps have been applied. Golfers who have missed
the cut will be deemed to have lost. However, if an insufficient number of players make the cut for the
place markets, the remaining places will be allocated among those players who have missed the cut based
on their final scores once handicaps have been applied.
9. In certain tournaments officials may suggest that contenders should play extra holes. In such events, the
player with the lowest score after they have played the specified number of holes will be declared the
winner and other contenders will be treated as runners-up.
10. "18 Hole Betting". The player with the lowest score over 18 holes is deemed the winner. In the event of a
2 or 3 ball being rearranged or displayed differently by us, accepted bets will stand on the groupings
displayed when the bet was placed. Should any player fail to tee off, then bets on that 2 or 3 ball will be
void. In 2 ball betting, if both golfers achieve equal scores and no price for a tie has been offered, all bets
will be settled at odds of 1. In 3 ball betting, if all players have equal scores, bets will be settled at odds of
1. In 3 ball betting, if two players achieve equal scores, dead heat rules will apply. When special bets are
offered grouping more than three players over one round, dead heat rules will apply. Bets on non-starters
will be canceled.
11. "To Make/Miss the Cut". If a golfer withdraws or is disqualified before the cut is made, bets on them will
lose. If a player withdraws or is disqualified after the cut is made, bets on them will win. If the player
does not participate in the tournament, bets will be settled at odds of 1.
12. "To Be Higher". The Customer should predict which player of the two listed will perform better. The
player who has completed 18 holes with the lowest score will be deemed the winner. In 2 ball betting, if
both players have equal scores and no price for a tie has been offered, all bets will be settled at odds of 1.
In 3 ball betting, if all players have equal scores, bets will be settled at odds of 1.
13. If a player withdraws after teeing off without having played all 18 holes, they will lose regardless of the
score. A game starts with the first shot towards a hole. If a player withdraws before teeing off, bets on all
other players within this group will be settled at odds of 1.
14. If a tournament has been affected by adverse weather conditions, bets will be settled on the current
results, however at least 36 holes must be played. This does not apply when the tournament takes place
across several courses.
15. Bets on the Ryder Cup and the Presidents Cup. Points will be scored as follows: win 1 point; draw 0.5
points.
9.14. DARTS
1. "Match Betting". If a match starts but is not completed, the player progressing to the next round will be
deemed the winner. However, bets on a specific set, leg and handicap as well as special bets will be void
unless the specific outcome of a particular bet has already been determined.
2. Handicaps and totals in a darts match are specified in sets, unless otherwise stated in the “Sports” section.
180 is the highest possible score from three darts thrown per visit to the board.
3. "Last Checkout Total 40 Or Less/(41 Or More)". A checkout is the number of points a player needs to
score in order to finish the game. This term applies to a game of darts when players start with a fixed
score (301 or 501) and the goal is to play down to zero. In theory, when the player’s score is 170, they can
end the game should they score 170 points on their turn.
4. "To Be Higher At The End Of The Tournament". The winner is determined subject to the following
successive criteria: elimination stage, number of sets won, number of legs won, number of 180s, highest
checkout.
9.15. CURLING
1. Bets on curling matches are accepted including extra ends unless otherwise stated. A game consists of 10
ends. If the teams are tied after 10 ends, an extra end is played. The winner of the extra end is declared the
winner of the match.
2. When no stone reaches the house or when two stones of the opposing teams being the closest to the center
of the house rest at the same distance from the center of the house, the score of the end will be 0:0.
3. If a match starts but is not completed, all bets on the match will be settled at odds of 1 except for those
markets which had already been determined at the time the match was interrupted.
4. All bets stand providing there have been at least five full ends played. In this event all bets will be settled
on the result at the time the match was stopped.
5. The team loses regardless of the score should they fail to take all their shots in time (teams alternate to
deliver eight stones during one end).
6. All bets are settled on the official results, including extra ends (except bets made on the parts of the
match).
9.16. CRICKET
1. Bets are settled based on the official result declared by the governing body of the match or tournament in
question.
2. If a match is interrupted and is not completed, bets thereon will be settled at odds of 1.
3. There are several types of cricket tournament:
o A Twenty20 International is a form of cricket where the game lasts three and a half hours on average;
o A One Day International (ODI) is a form of cricket where the game lasts over eight hours;
o A Test Match is a form of cricket that can last up to five days with a minimum 90 overs per day where
each side gets the opportunity to bat twice.
4. If the official result of the match is a draw and no prices have been offered for this outcome, any
tiebreaker will count, for example, bowl-out, super over, etc. (Bowl-outs and super overs do not count for
the settlement of other bets).
5. Should a Test Match be shortened by 1 to 20 overs, all bets on the match will stand and be settled based
on the result of the match. Should a Test Match be shortened by 21 overs and more, bets will be refunded,
except for those markets which have already been determined.
6. Should a Twenty20 International be shortened by 1 to 5 overs, all bets on the match will stand and will be
settled based on the result of the match. Should a match be shortened by 6 overs and more, bets will be
refunded, except for those markets which have already been determined.
7. Top Batsman/Best Bowler Team 1/2. Bets on Test Matches and County Championships will stand
regardless of the number of overs played. In one-day matches at least 20 overs must be played for bets to
stand. In Twenty20 matches at least 10 overs must be played for bets to stand.
8. Top Bowler In Match. Bets on players who have been selected but failed to bat or didn't enter the field of
play will be deemed lost. If two or more players finish the game with the same number of wickets, the
batsman with the fewest number of missed runs will be deemed the winner. Simultaneous finish rules
apply. If none of the batsmen takes a wicket, all bets will be settled at odds of 1.00.
9. Bets on a player who is not listed in the starting 11 will be deemed void. Bets on players who have been
selected for the starting line-up, but do not bat, will be settled at odds of 1.
10. "Runs At Fall Of Wicket". Bets win if the following criteria are predicted correctly: wicket taken and
total runs. If the wicket is not taken and the total is higher than the designated minimum total, the bet is
settled as a loss. If the wicket is not taken and the total runs exceeds the designated maximum total, the
bet is settled at odds of 1.00.
11. Race to 10 runs. Bets stand, unless the listed players do not bat first in which case, all bets will be void.
Bets stand regardless of which of the listed players bats the first ball. If neither player scores 10 runs, bets
on a "Neither" outcome win. In matches affected by the weather, if neither batsman scores 10 runs and
neither of them is dismissed, bets will be void. If neither batsman scores 10 runs and both are dismissed,
bets on a "Neither" outcome win.
12. Runs in first () overs. Team 1/2 Total Runs In First () Overs Over/Under ().
If the selected number of overs is not completed due to external factors or bad weather, bets will be void
unless the outcome has already been determined.
If the duration of the innings is less than the selected number of overs (for example, a whole team is
dismissed before the selected number of overs has been played, or a team has already scored the number
of runs they need to win), bets will stand. For bet settlement purposes, additional and penalty runs will be
taken into account, regardless of how they have been scored.
13. Highest Individual Score (Player's Runs); Player's Total Runs; Player’s Number Of Runs. In test matches,
such bets are settled according to the highest number of runs scored in an innings. Runs from two innings
are not added together unless otherwise stated.
14. Over, delivery, total runs team 1/2. For bet settlement purposes, deliveries which are re-bowled and any
additional runs awarded for them count. For example, if the over starts with: Wide - No Ball - Four,
then "Four" is considered to be the third delivery in the over.
15. Certain markets may only be settled after all the statistics have been published by the official source,
which may take 10-12 hours.
16. "Top Batsman". Should two or more batsmen score an equal number of runs, bets on such players will be
settled at odds of 1. If the player has been listed in the starting 11, but has not entered the field of play, the
“Top Batsman” bet will lose.
17. These markets use a points based scoring system to determine their outcome. The point schedule is as
follows: 1 point per run, 20 points per wicket, 10 points per catch, 25 points per stumping.
o Stakes refunded on non-selected players.
o In One Day matches both teams must face at least 40 overs each, otherwise bets void, unless settlement of
bets is already determined.
o In Test and First Class matches, the whole match counts. In drawn games a minimum of 200 overs must
be bowled, otherwise bets void, unless settlement of bets is already determined. In Twenty20 matches the
match must be scheduled for the full 20 overs and there must be an official result unless settlement of bets
is already determined.
GOLD LEAGUE is a regional league played according to the rules of indoor cricket. Teams must play all
scheduled overs, or until 5 wickets fall.
1. Scoring rules:
o if the bail is knocked off the wicket as the result of a bowler's direct hit, the batsman will be dismissed
o if the batsman does not hit the ball after it is bowled and the wicket-keeper catches (does not catch) the
ball, the batsman gets 0 points
o if the batsman hits the ball and the fielders or the wicket-keeper catch it without it touching the floor, the
batsman will be dismissed
o if the batsman hits the ball and the ball touches the floor, in the event that the batsman or non-striker have
not reached their respective crease (territory), the batsman will be dismissed if the fielding team knocks
the bails off the wicket with the ball
o when the batsman hits the ball into certain zones, they are awarded points 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, or if the ball touches the floor 4 points.
2. If the ball first lands in zone B,C past the middle of the field (2 points), and then goes on to land in zone
D (a further 1 point), the team gets 3 points in total. If the ball lands in zone B,C up to the middle of the
field (1 point), and then goes on to land in zone B,C past the middle of the field, 2 points are awarded in
total.
3. For a dead ball (when the ball is thrown up to and including the center line), 0 points are awarded and the
ball is bowled again. If the next ball is also a dead ball, the batsman is awarded 5 points.
4. For physical interference against the batsman, the batsman is awarded 5 points.
5. For a good ball (when the ball is thrown through the batting area without touching the batsman), 0 points
are awarded.
6. For a wide ball (when the ball is bowled outside the batting area or crosses the batting crease), the
batsman is awarded 2 points.
7. For a leg bye (when the ball hits the batsman's body), 0 points are awarded and the game continues. If the
batsman and non-striker have changed places, 1 point is awarded.
8. For a no ball (when the bowler steps behind the bowling crease; the ball is thrown above the wicket
directly, without touching the ground; the ball is thrown and rebounds from the floor to above shoulder-
level; the ball is thrown off the pitch), the batsman is awarded 2 points.
9.17. BEACH HANDBALL
1. All bets will be 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 will only count for bets on the “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 will stand until either the match has been played, any of
the participants withdraw or the tournament within which the match features is completed.
4. A match will be declared completed for betting purposes if at least 18 minutes of play have elapsed. In
this event, all bets will be settled on the result at the time when the match was stopped.
5. If at the end of a period the score is even, the Golden Goal is used to determine the winner, i. e. the team
which scores the first goal will be declared the winner. Should both periods be won by the same team, this
team will be declared the winner with the score 2:0.
6. If both teams win a period, there will be a draw. A game is then decided by a “shoot-out”, where a field
player goes up against the opposition goalkeeper.
9.18. BEACH FOOTBALL
1. All bets will be settled on the result at the end of regular time (36 minutes of play consisting of three
periods of 12 minutes each).
The bookmaker bears no responsibility for any inaccurate declaration of the duration of a match. Details
shown in the “Live” or “Sports” sections are indicative only. The Customer should check the rules
against official sources.
2. An extra period and penalty shootouts will only count for bets on the “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 thereon will be settled at odds of 1, except for those markets
which had already been determined at the time the match was stopped.
4. A match must be played for at least 30 minutes for bets to stand. In this event, all bets will be settled on
the result at the time the match was stopped.
9.19. RUGBY
1. All bets will be settled on the result at the end of regular time (an 80-minute match consisting of two
halves of 40 minutes each).
The bookmaker bears no responsibility for any inaccurate declaration of the duration of a match. Details
shown in the “Live” or “Sports” sections are indicative only. The Customer should check the rules
against official sources.
2. Overtimes and penalty shootouts will only count for bets on the “To Qualify For The Next Round” and
“Win In The Tournament” markets.
3. A match must be played completely for bets to stand, unless the market had already been determined at
the time the match was stopped.
9.20. HORSE RACING
1. If a race is postponed to another day and it is stated in the official sources, all bets will stand. However,
single bets will be deemed void and the respective leg will be excluded from an accumulator bet, if:
o a race is terminated;
o a race is officially declared void;
o the conditions of a race are changed after bets have been made (subject to the rules);
o the track is changed;
o the track surface is changed (for example, turf is replaced by dirt or a synthetic surface, or vice versa).
2. If a race is canceled, all bets on this race will be deemed void. If a race is postponed to a later time on the
same day, all bets will stand.
3. "Participant Will Be In Top 3". Bets on this market will win if the horse finishes among the first three
place-getters.
4. "Win (Refund If Placed)". For example, the bet “Win (Refund If Placed 2)” will win if the horse finishes
first, but if the horse finishes second, the stake will be refunded (the bet will be settled at odds of 1).
5. "Win Without Leader". The bet “No. 1 Brice Canyon To Win Without No. 3 Clonusker” will win if No. 3
Clonusker finishes first in the race and No. 1 Brice Canyon finishes second.
6. Ante-Post Betting. The updated list of runners is declared one or two days prior to the race depending on
its class. Once day-of-race markets become available, ante-post markets are closed. Horses which have
been withdrawn from the race and non-runners will be treated as losers in ante-post markets. If a race is
postponed until the next day due to adverse weather conditions, ante-post bets will stand until the start of
the race. If the race has been canceled, stakes on ante-post markets will be refunded. First, bets on the
racing day will be settled and then ante-post bets on this competition will be settled.
7. SP (Starting Price) is the final starting odds on a horse. The starting price is calculated based on the
average odds offered by racecourse bookmakers at the time of the off. If a horse is withdrawn before the
start of a race, or is declared a non-runner (according to official records), and a new SP market has not
been formed, bets on the withdrawn horse will be settled at odds of "1".
9.21. SQUASH
1. If a match starts, but is not completed for any reason (for example if a player retires or is disqualified), the
outcomes which had already been unconditionally determined at the time the match was interrupted (for
example, the outcome of the first game, first game total, etc.) will count for settlement purposes. All other
bets will be settled at odds of 1.
2. By the decision of the body which organizes the event, the number of games in a match may vary from
three to five and the match continues until three games are won.
3. Each game continues up to 11 points. The player who is the first to score 11 points will be declared the
winner unless the score is 10:10. In this event the game will continue until the score difference amounts to
two points. The player who beats their opponent by a two point margin will be deemed the winner.
9.22. SNOOKER
1. Match Betting. If a match is interrupted, a player who has qualified for the next round shall be considered
the winner as long as at least one frame has been completed.
2. Frame Betting, Handicap Betting, Specials. All frames required to determine the winner of a match must
be completed for bets to be settled. Should the winner be determined before the completion of the match
on any grounds, all bets on frames and handicaps and also special bets will be settled at odds of 1, except
for those bets which have already been unconditionally determined.
3. Should any player forfeit in any frame, handicap and total bets in this frame will be settled at odds of 1.
4. "To Qualify". The Customer should predict which player of the two listed will advance further in the
tournament bracket. Should both players retire from the tournament, the one who has advanced furthest in
the tournament bracket will be deemed the winner. Should both players retire in the same round, bets will
be settled at odds of 1. Should a player withdraw from the tournament before it starts, the winning odds
will amount to 1.
5. "Total Centuries". The Customer should predict whether a player will score 100 or more points in one
single visit to the table.
6. "First Potted Ball Blue". The bet will win if the blue ball is the first colored ball legally potted (the
colors are yellow, green, brown, blue, pink, black).
7. "Shoot-Out". "Higher At The End Of The Tournament". Bets are settled based on the following
successive criteria: elimination stage; number of frames won; total score.
9.23. TENNIS
1. If a player withdraws (or has been disqualified) before the match starts, stakes will be refunded.
2. Should the start of a match be delayed or should a match be postponed for any reason, all bets will stand
until the conclusion of the match or the conclusion of the tournament in which it is a part.
3. Bets will stand in the following cases:
o a change in playing surface;
o a change of venue;
o a change from an indoor venue to an outdoor venue.
4. Should a match be interrupted due to the withdrawal or disqualification of a player in the first set, all bets
will be settled at odds of 1, except for bets on games which have already been completed and bets on
outcomes which had already been unconditionally determined at the time the match was interrupted.
5. Should a tennis match be interrupted due to the withdrawal or disqualification of a player, bets on the
winner of the match will stand provided that 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 on outcomes
which had already been unconditionally determined at the time the match was interrupted.
In the event of withdrawal or disqualification, the player in question forfeits.
Example 1. The match Rodriguez vs. Herbert is interrupted with the score at 1:0 (6:2, 0:3) due to the
withdrawal of Rodriguez. 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 interrupted with the score at 1:1 (6:4, 0:6, 0:1) due to the
withdrawal of Benneteau. The bet “Total Games Over 21.5” will win, while the bet “Total Games Under
21.5” will lose as the minimum number of games possible 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 the
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.
6. In the event of a change in format (a change in the number of sets), bets on the following outcomes will
stand and be settled on the result of the match:
o the winner of the match;
o victory in the first set;
o games handicap in the first set;
o first set total;
o first to serve in the match;
o to win the first game of the match.
Bets on other outcomes will be settled at odds of 1.
7. Handicaps and totals in a tennis match are specified in games.
8. If a game (i.e. from a set) is not completed for any reason (for example, when the match is interrupted and
not completed, a player refuses to continue or is disqualified, etc.), bets on this game (i.e. from a set) will
be settled at odds of 1.
9. In the deciding set of a tennis match, handicaps and totals are settled based on the score, while for bets on
match handicaps and totals the deciding set is considered as one game.
For example, Grönefeld/Peschke Niculescu/Zakopalová. Total Under 21.5. The score is (6:3, 3:6, 4:10
points). The third set will be considered as one game. The total will be 6+3+3+6+1=19. The bet wins.
10. In respect to tennis matches labeled “champ. tie-break” or “super tie-break”, handicaps and totals in the
match will be settled including the score in any super tie-break.
For example, Grönefeld/Peschke vs. Niculescu/Zakopalová (champ. tie-break). Total Under 21.5. The
score of the match is (6:3; 3:6; 4:10 points).
The total here amounts to 6+3+3+6+4+10=32. The bet loses.
In certain tournaments a super tie-break (champion's tie-break) is played instead of a final deciding set.
The player (pair) who first scores 10 points will be declared the winner of the match provided that they
beat their opponent by at least a two point margin.
11. "Correct Score" (score based on sets). The respective bets in the “Sports” section are 2:0, 2:1, etc.
12. "To Qualify". The Customer should predict which of two named players will advance further in the
tournament bracket. Should both players retire from the tournament, the one who has progressed furthest
in the tournament bracket will be deemed the winner. Should both players retire from the same round, the
winning odds will amount to 1. If a player withdraws from the tournament before its start, the winning
odds will amount to 1.
13. "Winner". The player (team) who takes first place in the tournament will be deemed the winner. Should a
player withdraw before the start of the tournament, bets on that player will be settled at odds of 1.
14. "Win In The Game". The Customer should determine who will win the specified game. Games within
each set are numbered consecutively. For example, should the 2nd set end with a score of 6:1, bets on the
“8th Game 2nd Set” will be settled at odds of 1 as there has been no eighth game.
15. A tie-break will be regarded as a single separate game.
16. "Points". A point is a result of a serve (each serve ultimately leads to one of the players winning a point
through a rally or a double fault).
For example, “Point 4 (8th Game) W2” (The second player wins the 4th point (the fourth time the ball is
served) in the 8th game). So if the 8th game goes as follows:
o 1st point: 0-15 (player 2 won);
o 2nd point: 15-15 (player 1 won);
o 3rd point: 15-30 (player 2 won);
o 4th point: 15-40 (player 2 won) the bet wins.
17. "Score In Set 1". For this bet the correct score of the first set should be predicted. If the first set is not
completed, bets on this outcome will be settled at odds of 1.
18. "Match Tie-Break". The Customer should predict whether a tie-break will be in the match. If a match is
not completed for any reason and a tie-break has already taken place, the bet “Match Tie-Break - Yes”
will win, while the bet “Match Tie-Break - No” will lose. If a match is not completed for any reason and
there has been no tie-break, bets on the “Match Tie-Break” market will be settled at odds of 1.
19. "Player First To Challenge A Line Call". The Customer should predict which player will be the first to
exercise their right to challenge a line call. If neither player exercises their right to challenge a line call,
bets will be settled at odds of 1.
20. No bet will be canceled due to a misprint in the initials of a sportsman/sportswoman (for example, D.
Muller instead of G. Muller). In this event, bets will stand.
21. “Tie-Break Score In Set”. The Customer should predict the correct score of a tie-break.
A tie-break is played in order to determine the winner of a set when the score in the set reaches 6:6. A tie-
break must be played up to 7 points (the tie-break score can be 7:5, 7:4 etc.).
22. “W 1/2 With Any Other Score”. This bet implies that a player will win a tie-break after a score of 6:6 (or
a super tie-break after a score of 9:9).
Example 1. Klein (Australia) vs. Klec (Slovakia). W1 With Any Other Score.
o The tie-break ends with the score (7:3) the bet loses.
o The tie-break ends with the score (8:6) the bet wins (as Player 1 won after a score of 6:6).
23. “Match Tie-Break Score”. The Customer should predict the correct score of the tie-break.
24. A match super tie-break is played up to 10 points (the score may be 10:8, 10:6 etc.).
25. “Tie-Break Score. Any Other W1/W2”. Which player will win the tie-break with a score different to
those offered?
26. Bets on the “Tie-Break Score” markets will be settled at odds of 1 if there has been no tie-break in the
match or in the set, or if the match has not been completed for any reason.
27. “Set To Finish 6:0 (0:6) In The Match – Yes”. The bet will win if the score of any set in the match will be
either (6:0) or (0:6).
28. “Player To Lose 1st Set But Come Back To Win”. The bet will win if a player loses the first set but goes
on to win the match.
29. “Sets Scoring”. For example, the bet “1st Set > 2nd” will win if there are more games in the first set than
in the second set.
30. Bets on a game which was played as a tie-break in the set will be settled at odds of 1 (stakes will be
refunded). Games within each set are numbered consecutively for betting purposes.
31. Statistics (number of aces, number of double faults, first serve percentage, etc.) are quoted subject to
information on the respective official websites of the specific tournaments.
32. Bets on specific statistics (number of aces, number of double faults, first serve percentage, etc.) are settled
in the following manner when a match is not completed for whatever reason. Outcomes which had
already been unconditionally determined at the time the match was interrupted will count towards the bet
settlement. Payouts on other bets will be made at odds of 1.
33. A match point is a point which if won by one of the players will also win them the match.
34. “Break Number 1 – Player 1”. The bet will win if Player 1 is the first to win a game when receiving serve
(a break point is a point that, if won by the receiving player, will win them the game. This is called a
break of serve.).
35. “Total Points In First Game Over (5.5)”. This is a bet on the number of points in the first game. For
example, if the game is won after the score (40:30), there have been 6 points and the bet wins.
36. In the “Highest Scoring Period” markets only the first and second sets are taken into account. The bet
“Highest Scoring Period – Draw” will win if, for example, the score is (6:3, 3:6, 6:4). The bets “Highest
Scoring Period 1” and “Highest Scoring Period – 2” will lose if the number of games in the first set is
equal to the number of games in the second set.
37. “Highest (Lowest) Scoring Set – Total”. Bets on the Total markets will be settled subject to the rules of
the respective tennis tournament (i.e. if players have to play until they have won 2 sets or 3 sets).
38. “Who Will Make More Breaks”. There are three outcomes in this market: Player 1, Player 2 and Draw.
Should players have an equal number of breaks in the match, the selection “Draw” will win.
39. “Player To Win Their Serve After Score 0:40 Yes”. The bet will win if a player is losing their service
game with a score of 0:40 but then goes on to win the game.
40. "Tie-Break or extra games in the final set". The last 3rd set (“Best of 3” match) or 5th set (“Best of 5”
match) are taken into account to settle bets.
41. “First Line Call Challenge To Be Successful – Yes/No”. If both players have not exercised their right to
challenge a line call, the winning odds will amount to 1.
42. FAST4 tennis matches are either best-of-three sets (two sets must be won) or best-of-five sets (three sets
must be won). A set lasts until four games have been won. If the score is 3:3, a tie-break is awarded. The
tie-break is won when a player reaches 5 points but there is no need for a two-point margin, meaning that
the tie-break can end with a score of 5:4. If the score in the tie-break is 4:4, the receiving player or team
selects which side (right or left) the ball will be served. In a tie-break players will change ends after the
first 4 points have been played.
9.24. FLOORBALL
1. Floorball is a type of floor hockey which is played indoors on a hard rink using a plastic ball with holes in
it.
2. All bets are settled on the result at the end of regular time (60 minutes of play consisting of three periods
of 20 minutes each).
The bookmaker bears no responsibility for any inaccurate declaration of the duration of a match. Details
shown in the “Sports” and “Live” sections are indicative only. The Customer should check the rules
against official sources.
3. Extra time and penalty shootouts will only count for the following markets: “To Qualify (For The Next
Round)”, “Winner Of The Tournament” and similar.
4. If a match starts but is not completed, all bets thereon will be settled at odds of 1, except for those markets
which had already been unconditionally determined at the time the match was interrupted.
5. At least 50 minutes of play must elapse for the match to be declared official. In this event all bets will be
settled on the result at the time the match was stopped.
6. Subject to the authorization of the bodies who organize the event, the duration of a match may be
shortened to at least two periods of 15 minutes each with an intermission to be determined by the
organizers. The Customer should check the rules of the relevant tournament against independent sources.
9.25. FOOTBALL
1. Bets on football matches (including cup matches) are accepted on regular time specified in the rules (90
minutes of play consisting of two halves of 45 minutes each plus injury time), unless otherwise stated in
the “Sports” section (“extra time”).
Extra time and penalty shootouts will only count for the markets “To Qualify (For The Next Round)”,
“League Promotion/Relegation”, “Winner Of The Tournament” and similar.
2. At least 80 minutes of play must elapse for bets to stand except for markets which had already been
unconditionally determined at the time the match was stopped.
3. Format of friendly matches.
FIFA rules in respect to the duration of friendly youth matches:
o for U18, U17, U16, U15 teams 80 minutes (two halves of 40 minutes each);
o U14 teams 70 minutes (two halves of 35 minutes each), all 70 minutes of play must elapse for bets to
stand;
o U13 and U12 teams 60 minutes (two halves of 30 minutes each), all 60 minutes of play must elapse for
bets to stand.
The rules of friendlies are determined before the start of a tournament. The Customer should check the
rules against independent sources of information prior to placing bets on friendlies.
4. The number of corner kicks in the Russian Football Championship (Russian Premier League) is
calculated on the third day after the conclusion of the match. If the number of corner kicks is not specified
on the websites listed as Main Sources of Information, bets will be settled at odds of 1.
5. Bets on the “To Be Higher At The End Of The Tournament” market in respect to the World Cup and
UEFA European Championship will be settled subject to the stages to which the teams progressed.
6. Bets on the team to score more goals and the team to score (concede) most (fewest) goals in respect to the
World Cup and UEFA European Championship will be settled including extra time, but excluding penalty
shootouts. If the teams have scored (or conceded) an equal number of goals, bets will be settled at odds of
1.
7. Bets on football matches labeled “extra time” will be settled excluding penalty shootouts. Bets on penalty
shootouts are accepted separately.
8. Bets on the “Home (Goals) – Away (Goals)” market will be valid only for the dates and tournaments
specified on the corresponding bet slip (see the example of a bet slip). For example, bets on the “Home
(Goals) Away (Goals) (09.02.2014 | 04:30)” market would be valid only for those matches which are to
start on 09 February 2014 at 04:30.
9. “First Corner – Team”. Which team will be the first to take a corner kick?
10. “More Corners – Team”. Which team will take the most corner kicks in the match?
11. “Total Corners Over/Under”. The Customer should predict whether the total number of corner kicks in
the match will be more or fewer than the specified number.
12. Yellow card markets (labeled “YC”). Only cautions to the outfield players and goalkeeper will count for
bets on total yellow cards and total yellow cards with a handicap. No second yellow card resulting in a
dismissal will count in the calculation of the number of yellow cards in the match.
13. LIVE bets on yellow cards in a specified time interval are settled without taking the stoppage time into
account. For example, if a bet was placed on a yellow card between 85:00 and 88:59 and a yellow card
was shown at 90+1 min., the bet will be settled as lost.
14. No yellow or red cards shown to the outfield players or goalkeeper after the final whistle will count for
betting purposes. If a yellow card is shown by the referee in the half-time break for an offence committed
in the first half (i.e. a deferred yellow card), this card will count for bets on the first half. If the referee
shows a yellow card at the end of the match for an offence committed in the second half (i.e. a deferred
yellow card), it will count for bets on the second half.
15. Bets on “Yellow/Red Card” (also referred to as YRC or Cards) will be settled in the following manner: a
yellow card is counted as one card; a red card is counted as two yellow cards. The second yellow card for
the same player will not be counted and will be regarded as one red card. This means that one player can
have maximum 3 cards per match.
16. The number of yellow and red cards, corner kicks and hits of the crossbar/posts will be determined
subject to video footage. In the event of a lack of video footage, or its interruption, the number of yellow
and red cards and corner kicks will be taken from official sources. A substitution made in the 46th minute
according to the official source will be regarded as a substitution made in the half-time break. A corner
kick which was retaken will be regarded as just one corner kick for bet settlement purposes. Only those
corner kicks which have been taken will count towards the settlement of bets on Total Corners.
17. Posts and crossbars. Only when the crossbar/post is hit by the opposite team and the ball remains in play
will such hits count for betting purposes (for example, if the ball has hit the player, the referee, another
post or crossbar). A post or crossbar will not count in the following events: the match had been
interrupted before the ball hit a post or the crossbar; the ball was out of the field or was scored (a goal)
after hitting a post or the crossbar.
18. Shots On Target. Shots which hit the crossbar/post or which are blocked are not counted when this bet is
settled.
19. Shots on goal. For bet settlement purposes, all shots on and off target, as well as blocked shots count.
20. Bets on the statistics markets may be settled within one hour of the end of the match.
21. PRE-MATCH bets: "Goal In Time Interval", "First Goal Time", "Team to Score First\Last Goal Up To ()
Minute" are settled with stoppage time taken into account unless otherwise stated in the Sports section.
22. Bets on QUICK EVENTS: “Total In The Interval From () To () Minute”, “Handicap In The Interval…”,
“Outcome In The Interval…”. The Customer should determine the number of goals in the specified time
interval.
o In the interval from 40:00 to 44:59 the total number of goals will be calculated excluding stoppage time;
o In the interval from 40:00 to 49:59 the total number of goals will be calculated including stoppage time;
o In the interval from 85:00 to 89:59 the total number of goals will be calculated excluding stoppage time;
o In the interval from 10:00 to 19:59, if the goal is scored in the 20th minute, it will count for bets within
this interval.
23. First To Happen. Bets will be settled as follows:
For throw-ins, corners, and goal kicks the time that the event was actually performed is taken.
For fouls, cards, offsides, and goals the time that the event happened is taken.
For the time intervals 41st45th minute and 86th90th minute a statistical comparison is conducted
which does not take added time into account.
For the First/Last To Happen markets bets are settled including added time.
24. 1 Minute Markets. Bets will be settled as follows:
For throw-ins, corners, goal kicks, cards, free kicks the time that the event was awarded by the referee is
taken.
For the time intervals 41st45th minute and 86th90th minute a statistical comparison is conducted
which does not take added time into account.
25. “To Score A Goal (David Villa)”. The bet will win if the named player (David Villa) appears on the pitch
and scores a goal. An own goal does not count.
o Pre-match bets. Should the player fail to enter the field of play, stakes will be refunded (bets will be
settled at odds of 1). Bets on this market will only stand for players in the starting 11 (if a player is
introduced as a substitute and bets on that player were offered, such bets will be settled at odds of 1).
o Live bets. If a player enters the field of play and the “To Score a Goal” bet is offered on that player, then
such bets are settled according to the player’s performance.
26. “To Score First Goal (David Villa)”. The bet will win if the named player (David Villa) appears on the
pitch and scores the first goal. An own goal does not count. If the player enters the field of play after the
first goal has been scored or does not enter the pitch at all, the bet will be settled at odds of 1. Bets on this
market will only stand for players in the starting 11 (if a player is introduced as a substitute and bets on
that player were offered, such bets will be settled at odds of 1).
27. “Player Will Score Over/Under 0.5”. Bets will only stand for players in the starting 11 (if a player is
introduced as a substitute and bets on that player were offered, such bets will be settled at odds of 1).
28. “First/Last Match Goal – Time Interval”. Bets on the first goal being scored in the specified interval, for
example from 1 to 30 minute, will lose should the match be interrupted with the score at 0:0 after the
specified interval.
29. “A Player To Score Two Goals” (also “Brace”)/”Hat-Trick”. The Customer should predict whether a
player will score exactly two goals (a brace) or exactly three goals (a hat-trick) in a single match. Own
goals do not count. If a hat-trick has been scored, the bet “A Player To Score Two Goals - Yes” will lose.
30. “Penalty Awarded Yes/No”. The Customer should predict whether a penalty kick will be awarded in the
match.
31. “Penalty Awarded And Sending Off Yes”. The bet will win if there has been both a penalty kick and a
dismissal in the match.
32. “Half: 1x2”. Bets are made on the first half.
For example, “Team 2 To Win First Half - Yes”. The bet will win if Team 2 wins the first half.
33. “Multi Corner”. The number of corner kicks in the first half is multiplied by the number of corner kicks in
the second half. For example, there have been five corner kicks in the first half and seven corner kicks in
the second half. Accordingly, the result is 5x7=35.
34. “Penalty Shoot-Out Win 2 Yes”. A penalty shootout must take place and Team 2 must win it for this bet
to win. The bet will lose if no penalty shootout takes place or if Team 2 lose the penalty shootout.
35. “Highest Scoring Period”.
“Highest Scoring Period 1st Half” – a bet on the total number of goals in the first half exceeding the
total number of goals in the second half;
“Highest Scoring Period – 2nd Half” – a bet on the total number of goals in the second half exceeding the
total number of goals in the first half;
“Highest Scoring Period – Draw” – a bet on the total number of goals in the second half being equal to
the total number of goals in the first half.
36. The Russian Football Championship (Premier League). Bets on the market “Home – Away” will be
settled at the end of each round.
The bet “Russia. Premier League. Home (goals) – Away (goals) (21.03.2014 | 19:00). Draw 2:2 - Yes”
will win if at least one match in the round ends 2:2.
The bet “Russia. Premier League. Home (goals) – Away (goals) (21.03.2014 | 19:00). First Goal From 1
To 5 Minute - Yes” will win if the first goal is scored in the interval from the 1st to the 5th minute in at
least one match of the round.
The bet “Russia. Premier League. Home (goals) – Away (goals) (21.03.2014 | 19:00), HT-FT W2W1 or
W1W2 - Yes” will win if one of the teams wins at HT and the opposite team wins at FT in at least one
match of the round.
37. “Team 1/2 Player Has The Ball At The Final Whistle”. The Customer needs to predict a player from
which team will be in possession of the ball at the final whistle.
38. 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 slip on which the earliest outcome is specified will win. For example, a yellow card was shown to
Costa D. in the 15th minute, he scored a goal in the 30th minute, and was then substituted in the 40th
minute. The bet “(Costa D.) Will Get Red/Yellow Card” will win, while bets on other outcomes will lose.
Should Costa D. fail to enter the field of play, all stakes will be refunded (bets will be settled at odds of
1).
39. Football. Specials. “Next Manager Retirement”. Should more than one manager retire on the same day,
the retirement which was declared earliest on the team’s official website will be deemed the first. All bets
made after the retirement of the manager will be settled at odds of 1. The time and date of the retirement
will be determined subject to information on the website of the team which terminated their contract with
the manager.
40. Football. “Managers”. No caretaker manager (a person appointed to perform managerial duties) will
count for betting purposes. Should a manager who is not on the list be appointed, all bets will stand and
be deemed lost. If a club appoints a director, they will not count towards the settlement of bets on the
permanent manager market.
41. Football. “Players”. Bets on this market will be settled without taking players on loan into account, unless
otherwise stated in the “Sports” section (“including loans”). If a player has not left a club in the specified
transfer window, all bets will stand and be deemed lost. If a player signs a contract with a club for which
no price is offered, all bets will stand and be deemed lost. If all preliminary contracts or other similar
agreements confirming the deal are concluded later than the date specified in the market, they will not
count towards the settlement of bets.
42. Bets on penalty shootouts. If the fifth penalty kick is not taken in a penalty shootout, then the following
markets will be refunded:
“Team 2 To Score Their 5th Penalty - No”;
“Team 2 To Score Their 5th Penalty - Yes”.
43. “Player To Score First Goal And Team To Win With The Score”.
The Customer should predict which player will score the first goal and the score at the end of regular time
(including stoppage time). If a player does not participate in the match or is introduced as a substitute
after the first goal has been scored, bets will be settled at odds of 1. If the first goal is an own goal (a
player scores in their own team’s net), bets on the player who has scored this goal will be settled at odds
of 1. If a match is interrupted after the first goal has been scored and is not concluded within the
timeframe stipulated in the rules, bets on the player who scored this goal will be 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 scored the first goal and Team 1 won with the score 1-0:
bet 1 wins;
bet 2 loses.
Example 2.
Adam Lallana did not enter the field of play and Team 1 won with the score 1-0:
stake of bet 1 is refunded;
bet 2 loses.
44. Alternative outcomes. “Total Points For Cards”. The Customer should predict the number of points
received by the team/teams for cards in the match. Bets are accepted on regular time.
o No card will count unless it is shown to a player on the pitch;
o One yellow card is worth 10 points;
o One red card is worth 25 points;
o The maximum number of points given for a second yellow card offence resulting in a red card is 25.
These points will be given provided that a red card has been shown immediately after a yellow card.
45. Alternative outcomes. “Points” (Team Performance). The Customer should predict the number of points
earned by the team during the match. Bets are accepted on regular time. No red card will count unless it is
shown to a player on the pitch. A corner kick which has to be retaken will not be regarded as a second
corner kick and thus will not result in 3 extra points.
Points will be awarded as follows:
o 10 points for each goal;
o 5 points for a win to nil;
o 3 points for each corner;
o - (minus) 10 points for each red card.
46. Alternative outcomes. “Points In The First Five Minutes”. Bets made on the first five minutes of play will
be settled based on what takes place in the interval from 0:00 to 4:59.
o A corner kick which has to be retaken will be regarded as a single corner;
o A penalty which has to be retaken at the referee’s discretion will count as a single penalty;
o Up to 10 points can be earned by a player for committing two offences, even if a yellow card is followed
by a red card. A card will only be counted if it is shown to a player on the pitch.
Points will be awarded as follows:
o 10 points for each goal;
o 3 points for each corner;
o 10 points for each penalty awarded;
o 5 points for each card.
47. Alternative outcomes. “Total Points During The Match”. The Customer should predict the number of
points earned by the teams during the match.
o A corner kick which has to be retaken will count as a single corner;
o A penalty which has to be retaken at the referee’s discretion will count as a single penalty;
o Up to 13 points can be earned by a player for committing two offences, even if a yellow card is followed
by a red card. A card will only be counted if it is shown to a player on the pitch.
Points will be awarded as follows:
o 10 points for each goal;
o 3 points for each corner;
o 10 points for each penalty awarded;
o 3 points for each yellow card;
o 10 points for each red card.
48. Cards. Statistics. Bets will be settled depending on the events during regular time. No card will count
unless it is shown to a player on the pitch.
First Card. Bets will be settled on what occurred in the designated interval of the match. A red or yellow
card must be shown in the designated interval. No card will count if an infraction which later resulted in a
caution (or dismissal) happened in the designated interval, but the card was shown after the designated
interval.
Total Cards. Bets will be settled including added (stoppage) time. Extra time will not count unless
otherwise stated. Only one card will count for a second bookable offence. This means that if a yellow
card is immediately followed by a red card, only one card will count for betting purposes. Accordingly, a
player may not receive more than two cards per match.
Last Card. Should there be no cards in the match, the selection “No Cards” will win. All other bets will
lose. Should two or more players be involved in a single incident, the market will be settled based on the
last card shown.
49. Football with 8 players in each team. A match consists of two halves of 30 minutes each (unless the
referee and the opposing teams have agreed to a different format). The parties must reach an agreement
(for example, that each half should be 25 minutes due to bad lighting) before the match starts and such an
agreement must comply with the rules of the tournament.
o The half-time break must not exceed 10 minutes. The duration of the half-time break may be changed by
mutual agreement between the teams and the referee;
o Only the referee may determine the duration of added time;
o Additional time must be allocated to make a 10-meter shot awarded at the end of any half in regular time
or in extra time;
o Extra time. The rules may stipulate two equal extra time periods.
50. Alternative matches. This is where alternative matches are made up from the teams taking part in matches
streamed LIVE. Should there be a forfeit in one of the real-life matches, bets on alternative matches will
be settled at odds of “1” (refund).
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 as the alternative match has ended in a draw.
Alternative double matches. All teams listed in this market play simultaneously. Bets will be settled on
the scores of the matches between 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 with the score 0:0. Borussia Dortmund TSG 1899
Hoffenheim ended with the score 2:1. The combined score of Eintracht Braunschweig/Borussia
Dortmund is 0+2=2. The combined score of FC Schalke 04/TSG 1899 Hoffenheim is 0+1=1. The
combined score of the double matches Eintracht Braunschweig/Borussia Dortmund FC Schalke 04/TSG
1899 Hoffenheim is 2:1. The first pair beats the second pair by a one goal margin. The total of the
alternative double match is 3 goals and thus the bet wins.
51. FIFA. Next President. The acting president of FIFA will not count for betting purposes.
52. Football. Teams. Special bets. Players. Bets on a player’s statistics will only count if the player in
question made an appearance for the specified team. The player must participate in at least one match.
For example. Football. Liverpool. Season 2015/16. Premier League. Players. Total yellow cards. Only
those yellow cards which have been shown to a player while in the Liverpool FC lineup will count for
betting purposes. The player must participate in at least one match.
53. Football. Statistics of the first leg and the second leg. The outcomes are given based on the result of both
legs. Bets will be settled when the second leg is over.
54. Number of titles in the 2015/16 season. The number of titles won by a team during the season will be
taken into account towards the settlement of bets. The following trophies count: champion of the country,
country’s cup, UEFA Champions League and UEFA Europa League.
55. How The Goal Will Be Scored. The following rules apply:
o Own Goal the bet wins if a goal is scored as an own goal.
o From A Direct Free Kick the bet wins if a goal is scored from a direct free kick by the player taking the
free kick or if a goal is scored directly from a corner kick.
o Penalty the bet wins if a goal is scored from a penalty kick by the player taking the penalty kick.
o With A Header (Headed Goal) the bet wins if a goal is scored by the ball hitting a player’s head. Own
goals will not count for betting purposes.
o By Kicking the bet wins if a goal is scored from a kick. A goal from a direct free kick, a penalty, or an
own goal will not count for betting purposes. If a goal has been scored by any part of a player’s body
apart from the head, such a goal will be deemed to have been scored by kicking.
o No Goal the bet wins unless the first (or next) goal has been scored.
56. “Position Of Goalscorer”. Bets on this market will be settled based on the official position of a player.
The positions are determined according to the “Position” information on http://www.transfermarkt.co.uk/.
For matches between national teams, the position of a player will be determined according to the starting
list on the official tournament website.
57. Players, Match-Ups by goals. Bets on this market are settled on the result at the end of regular time. If the
player in question is not part of the starting 11, bets will be settled at odds of “1”.
58. Statistics of national teams in the group stage. These markets will be settled on the results of official
matches held in the group stage.
59. In the “Distance Covered By A Player” and “Distance Covered By A Team” markets the distance is
specified in kilometers and is determined excluding extra time and excluding penalty shootouts. The
distance covered by a player (or team) should be rounded to the nearest hundredth of a kilometer.
60. Best player of the match. If a player is not in the starting line-up but plays during the match, all bets on
this player shall stand. If the player does not take part in the match, all bets shall be settled at odds of
1.00. In the event that information is missing from the official tournament website, bets shall be settled
according to information published on https://ru.whoscored.com.
61. Statistics of national teams in the tournament. These markets will be settled on the results of official
matches including extra time (excluding penalty shootouts and own goals) held in the group stage and
play-off stage. Markets on the statistics of players in the match will be settled including extra time.
62. "VAR To Be Used By A Referee Yes/No" - the referee consults the VAR screen.
"VAR To Be Used Yes/No". The use of video review is determined based on the video stream if one of
the following occurs:
o the referee makes the video review sign (a rectangle);
o the referee consults the VAR screen;
63. Result. Higher At The End Of The Tournament (Players). This market will be settled based on the data
provided by the official tournament website (including extra time, but excluding penalty shootouts and
own goals).
64. Number of goals scored by a player (during the season, series). When a player is transferred to a different
championship, the bets which have already been made will be settled at odds of 1.
65. Result. Higher At The End Of The Tournament (Teams). The following successive criteria will apply:
elimination stage; place within the group; points obtained within the group; goal difference throughout
the tournament; goals scored throughout the tournament (including extra time, but excluding penalty
shootouts).
66. The “Player to score more goals” market (for a tournament or a championship) will be settled including
extra time, but excluding penalty shootouts.
67. “Player To Win The Golden Boot (Golden Shoe) Award”. This market will be settled including extra
time, but excluding penalty shootouts and own goals. The following successive criteria will apply: goals
scored in the tournament, the most assists in the tournament, the fewest minutes played in the tournament.
68. “Team To Score Earliest First Goal”. The Customer should predict which team will score their first goal
the earliest of all teams playing on the specified day. Should the time of the first goal be the same for
several teams, all bets on such teams will win.
69. “To Be Sent To The Stands”. The Customer should predict whether the referee will send the specified
manager to the stands.
70. “Player vs Team”. This market will be settled on the results of official matches. Should a player fail to
participate in the match or be included in the starting 11, stakes will be refunded. If a player is dismissed
or substituted during the match, all bets will stand.
71. Alternative victories. This market will be settled on the results of official matches. If there is a forfeit in
any match or if a match was not held, bets on alternative victories will be refunded.
72. The bet “Stats. Which group will have the most number of goals” will be settled with the odds equal to
“1” if an equal number of goals is scored in each group.
73. “Set piece goal”. A set piece goal has been scored if players from either team have touched the ball no
more than two times (including the starting kick) from the moment the ball is returned to open play to the
moment the goal is scored. A touch by the defending goalkeeper is not counted. The set piece positions in
football include kick-off from midfield, throw-in from the touch line, direct free kick, indirect free kick,
corner kick, goal kick, penalty kick, and a dropped ball.
74. "Goal From Outside The Penalty Area". Only goals from open play will count.
75. Bets on number of left-footed goals, right-footed goals and headed goals. No own goals will count.
76. For the “Free Kick” markets both direct and indirect free kicks are valid (including free kicks after an
offside).
77. Indoor soccer (showball) is a type of football played in a walled indoor arena with synthetic turf. A match
consists of two halves of 20 minutes each or four quarters of 15 minutes each, depending on the
agreement between the teams. If a match ends in a draw in regular time, overtime may be awarded. All
bets are accepted on regular time.
78. Multi goal. It is necessary to predict the number of goals scored during the match based on the different
ranges offered. For example, Multi goal 2-4. The bet will win if 2, 3 or 4 goals are scored in the match.
79. The next goal, handicap. It is necessary to predict which team will score the next goal. If there is no next
goal in the match, the bet will be settled at odds of 1.
80. Player head-to-heads. Stoppage time is included when settling bets on goals scored by the selected
players. This excludes extra time. In the event that at least one of the players does not enter the pitch,
head-to-heads involving this player will be settled at odds of 1.00. Bets apply to the starting line-up only.
81. Duel of Sending Off. Bets on sending off of the player are settled including stoppage time, excluding
extra time. Bets on sending off are valid for the specified players, not all the team (unless stated
otherwise). BC offers the outcomes: player vs player; player vs team.
82. Time Periods With No Goals (not counting stoppage time). The duration of the time periods with no goals
is calculated as the difference between the beginning of the match and the minute of the first goal, the
difference between the minutes of any subsequent goals scored, and the difference between the minute of
the final goal and the end of the match. If the match ends with no goals, the period with no goals is
considered to be 90 minutes. Example: If the first goal is scored at the 11:01 mark and the second is
scored at the 15:59 mark, the time period with no goals is 3 minutes (the 13th, 14th and 15th minutes).
For the "Team 1/2 Time In The Lead" and "Draw Duration (min)" markets, only full minutes are taken
into account.
83. Tackles. To settle this type of bets, stats published on https://whoscored.com are taken into account.
84. “Dribbling” and “Aerial Duels“. Bets are settled based on the data provided by whoscored.com whereas
only successful dribbles and aerial duels won are taken into account.
85. Duel of the Referees. Betting and odds are based on the number of points assigned to every decision made
by a refereeing team.
Points are assigned as follows:
1 point for a yellow card.
A red card awarded after two yellow cards is not added to the score (YC + YC = RC = 2 points).
2 points for a red card
0.5 points for an offside called
3 points for a penalty awarded
In the event the main referee was replaced or a match started but was not completed (unless the outcome
of the bet had already been determined at the time the match was stopped), bets can be refunded.
9.26. FUTSAL
1. All bets are settled on the result at the end of regular time (40 minutes of play consisting of two periods of
20 minutes each).
The bookmaker bears no responsibility for any inaccurate declaration of the duration of a match. Details
shown in the “Sports” and “Live” sections are indicative only. The Customer should check the rules
against official sources.
2. Extra time and penalty shootouts from the 6-meter mark will only count for the following markets:
qualifying for the next round, winner of the tournament, and similar.
3. If a match starts but is not completed, all bets thereon will be settled at odds of 1, except for those markets
which had already been unconditionally determined at the time the match was interrupted.
4. At least 35 minutes of play must elapse for the match to be declared official. In this event, all bets will be
settled on the result at the time the match was stopped.
9.27. FIELD HOCKEY
1. All bets are settled on the result at the end of regular time (70 minutes of play consisting of two periods of
35 minutes each or four periods of 17 minutes 30 seconds each).
The bookmaker bears no responsibility for any inaccurate declaration of the duration of a match. Details
shown in the “Sports” and “Live” sections are indicative only. The Customer should check the rules
against official sources.
2. Extra time and penalty shootouts will only count for the following markets: qualifying for the next round,
winner of the tournament, and similar.
3. If a match starts but is not completed, all bets thereon will be settled at odds of 1, except for those markets
which had already been unconditionally determined at the time the match was interrupted.
4. At least 60 minutes of play must elapse for the match to be declared official. In this event, all bets will be
settled on the result at the time the match was stopped.
5. Indoor Field Hockey is an indoor variant of field hockey. A match consists of 2 periods of 20 minutes
each.
9.28. BANDY
1. All bets are settled on the result at the end of regular time (90 minutes of play consisting of two periods of
45 minutes each or three periods of 30 minutes each).
The bookmaker bears no responsibility for any inaccurate declaration of the duration of a match. Details
shown in the “Sports” and “Live” sections are indicative only. The Customer should check the rules
against official sources.
2. Extra time will only count for the following markets: to qualify for the next round, to qualify for another
league, winner of the tournament, and similar.
3. If a match starts but is not completed, all bets thereon will be settled at odds of 1, except for those markets
which had already been unconditionally determined at the time the match was interrupted.
4. At least 80 minutes of play must elapse for the match to be declared official. In this event, all bets will be
settled on the result at the time the match was stopped.
5. Inline hockey is a team sport in which players wear skates and use a puck or a ball. A match lasts for four
periods of 12 minutes each.
9.29. ICE HOCKEY
1. Bets on markets in the “Sports” section are accepted on regular time (60 minutes of play consisting of 3
periods of 20 minutes each) unless otherwise stated (including overtime if labeled “With OT”, or
including overtime and penalty shootouts if labeled “Including Overtime And Penalty Shootouts”).
2. Bets on markets in the “LIVE” section are only accepted on regular time.
LIVE bets on KHL and NHL matches are accepted:
o on regular time;
o on regular time including overtime (labeled “With OT”);
o on regular time including overtime and penalty shootouts (labeled “Including Overtime And Penalty
Shootouts”).
Example 1. Buffalo Sabres Toronto Maple Leafs (Including Overtime And Penalty Shootouts). In this
case bets are accepted on regular time including overtime and penalty shootouts. The score of the match
is 2:3 (1:0, 1:1, 0:1, 0:0, 0:1). All bets will be settled based on the final score of 2:3. The total number of
goals for betting purposes is 5.
Example 2. Buffalo Sabres Toronto Maple Leafs (With OT). In this case bets are accepted on regular
time including overtime. The final score for betting purposes will be 2:2 (1:0, 1:1, 0:1; 0:0). The total
number of goals for betting purposes is 4. W1 and W2 bets will lose.
Example 3.Buffalo Sabres Toronto Maple Leafs. In this case bets are only accepted on regular time. The
final score for betting purposes is 2:2 (1:0, 1:1, 0:1). The total number of goals for betting purposes is 4.
W1 and W2 bets will lose.
3. If a match starts but is not completed, all bets thereon will be settled at odds of 1, except for those markets
which had already been determined at the time the match was stopped.
4. At least 55 minutes of play must elapse for bets to stand. In this case all bets will be settled based on the
result at the time the match was stopped.
5. NHL, AHL, CHL, OHL, WHL and East Coast Hockey League teams may be shown in a direct order
(home away) and in a reversed order. If the latter is the case, no stakes are refunded.
6. “Total”. Where penalty shootouts are taken into account, all goals scored in the shootout by the winning
team will be regarded as one goal for settlement purposes, while the goals scored in the shootout by the
losing team will be regarded as zero goals.
7. “Goal From 1 To 7 Minute”. If the goal is scored at 7 minutes 00 seconds, it is deemed to have been
scored in the 8th minute.
8. Bets on the following markets are settled based on the final record or bracket of the body that officially
organizes the event: “Higher At The End Of The Tournament”, “Winner Of The Championship”,
“Winner Of The Group”, “Scored Points”, “Scored Goals” and “Conceded Goals”.
9. The bet “Period () > Period ()” will lose if an equal number of goals has been scored in both specified
periods.
10. Bets on the “Top (Country) Goalscorer In The Tournament” market are settled based on the official final
rankings, where the total number of goals plus assists is taken into account. All bets are made including
overtime, but excluding penalty shootouts. Should a player fail to take to the ice, bets on them will be
settled at odds of 1. If two or more players have an equal score, bets will be settled at odds of 1.
11. “Team To Win And Total Under/Over”. The Customer should predict which team will win the match and
how many goals will be scored (more or fewer than the specified number). Bets on NHL and KHL
matches, as well as on matches which form part of other championships and international tournaments,
are accepted on regular time.
12. “Race To 3 (5 etc.) Points”. The Customer should predict which participant will be the first to score the
specified number of points in the match. If any participant refuses to continue for any reason before they
or their opponent scores the specified number of points, bets will be settled at odds of 1.
13. “Team 2 To Win In Overtime - No". The bet will win if either no overtime takes place or Team 2 loses in
overtime. Bets on the win in a penalty shootout are settled in the same manner.
14. “Overtime win”. The winner must be determined in overtime (OT).
The score is (0:0; 1:1; 1:0) the bet loses.
The score is (0:0; 1:1; 0:0; 0:1) the bet wins.
The score is (0:0; 1:1; 0:0; 0:0; 1:0) the bet loses.
15. Bets on markets labeled “Total Penalty Time” are made on the number of minutes that an offending
player must spend in the penalty box for an infraction. Only two-minute minor penalties will count.
Double minor penalties (2+2) are treated as two separate penalties. Penalty minutes awarded before the
start of a period (match) or after the completion of a period (match) and which are specified in the final
record of said match will count for betting purposes. The number of penalty minutes will only be
determined based on the official record.
Bets on markets labeled "Total Minor Penalties" are made on the number of minor penalties.
16. Bets on markets labeled “Shots On Goal”. The number of shots on goal will be determined only on the
basis of the official record.
17. Player’s Individual Total (in ice hockey). The Customer should predict the total number of points scored
by a player, where points are awarded for goals and assists. All bets on a player’s individual total number
of points are only accepted on regular time. Should a player fail to take to the ice, bets on them will be
settled at odds of 1.
18. “Team To Score First And Win The Match”. This bet is only accepted on regular time.
19. “Team 1 To Score First And Win The Match No”. This bet will win if Team 1 does not score the first
goal or if they do not win the match.
20. “Total Interval From 6 To 8 – No”
Example:
“Total Interval From 6 To 8 - No”. The score is (2:3). The total amounts to 5. The bet wins.
“Total Interval From 6 To 8 - No”. The score is (3:4). The total amounts to 7. The bet loses.
21. Total Goals Scored During Power Play. The Customer should predict the number of goals scored in
power play situations.
Example. Team 1 scored one goal while in a power play. Team 2 scored no goals while in a power play.
Accordingly, there was only one goal scored in total during power play in the match.
The bet “Total Goals Scored During Power Play UNDER 1.5” wins.
The bet “Total Goals Scored During Power Play OVER 1.5” loses.
22. “Empty Net Goal Will Be Scored”. The bet will win if, at the time a goal is scored, the goaltender is not
on the ice (i.e. if the goaltender has been replaced by a skater).
23. “Total Hat-tricks (3 Goals By One Player) Over 0.5”. Only scored goals will count (no assists will be
taken into consideration when determining a hat-trick).
24. “Highest Scoring Period”.
“Highest Scoring Period - 1” – the teams will score more goals in the first period than in the second or
third period.
“Highest Scoring Period - 2” – the teams will score more goals in the second period than in the first or
third period.
“Highest Scoring Period - 3” – the teams will score more goals in the third period than in the first or
second period.
“Highest Scoring Period - Draw” – the teams will score an equal (highest) number of goals in at least two
periods.
25. Bets on matches within the KHL Nadezhda Cup are only accepted on regular time. The result of a match
is determined at the end of regular time (a match may end in a draw).
26. Bets on matches in the Russian Hockey League East may be settled within 72 hours of the conclusion of
the match.
27. Result. Who performs better in the tournament (competition)? The winner will be determined subject to
the following successive criteria: elimination stage, place within the group (conference), points obtained
within the group (regular season), goal difference throughout the tournament (regular season); goals
scored throughout the tournament (regular season) excluding overtimes and penalty shootouts.
28. “Winner Of The Match”. Bets are settled according to the rules of the tournament within which the match
is held. For example, bets on the “Winner Of The Match” market in respect to the NHL regular season are
settled including overtime and penalty shootouts. Bets on the “Winner Of The Match” market in respect
to the playoffs are settled including overtime.
29. “Winner Of The Group”, “Stats”. Statistics are determined based on the results of the teams including
overtime, but excluding penalty shootouts.
30. Alternative matches. For this market the results of the matches that are broadcast live are compared.
Should any match be forfeited, bets on alternative matches will be settled at odds of 1 (stakes will be
refunded).
Example. Alternative match. Avangard Sibir. Total Over 5.5. The actual matches are Avangard
Salavat Yulayev, which finishes with a score of 4:1 and Metallurg Sibir, which finishes with a score of
1:2. The score of the alternative match Avangard Sibir will therefore be 4:2. The bet will win as the
total number of goals in the alternative match equals 6.
Alternative double matches. All teams specified in this type of market play simultaneously. The scores
with which the said teams end their true matches count for betting purposes.
Example.
Torpedo/SKA Dinamo/CSKA Total Under 7.5
The match Torpedo CSKA ended 3:2. The match SKA Dinamo ended 2:1. The combined score
Torpedo/SKA equals 3+2=5. The combined score Dinamo/CSKA equals 1+2=3. The combined score
Torpedo/SKA Dinamo/CSKA is therefore 5:3. The total number of goals in the alternative match equals
8. The bet loses.
31. Top Goalscorer. The following successive criteria shall apply: points obtained throughout the tournament;
goals scored throughout the tournament; fewest number of matches played. Bets are settled excluding
overtime and penalty shootouts.
32. “Total Minor Penalties”. The Customer should predict the total number of minor penalties in the match.
33. “Total Goals Scored By A Player”. The Customer should predict the total number of goals scored in the
opposing team’s net by a specific player.
34. “Top Statistic Plus-Minus (Including Overtime)”. Bets are settled subject to the following rules: a team
which has fewer members or the same number of members as the opposing team scores a goal (scored
penalty shots do not count), and players of this team being on the ice at the time of the goal get one
“plus”. It does not matter whether the opposing team’s goaltender is in goal at this time or whether they
have been substituted by a skater and the net is empty. Accordingly, the team which has more members
on the ice or the same number of members as the scoring team gets one “minus”, when they concede a
goal. The statistics shall be gleaned from the official sources.
35. Duel of the players. Points (goal + assist). In this type of game, in the bets on the "Next goal" both goal
and assist will count.
36. The "VAR To Be Used" market includes any use of VAR to replay a disputed incident.
9.30. BOWLS
1. Bets are accepted on sets and matches. In a match, all sets must be played. Should the winner be
determined before the completion of a match for any reason, bets on sets will be deemed void unless
further play affects the result.
2. If the winner has been determined before all sets are completed, bets on the winner of the match will be
settled based on the official result provided that at least one end has been played to its conclusion.
3. In the event of any of the named players in a match changing before the match starts then all bets will be
void.
4. If a match is started, but not completed, the player who has qualified for the next round will be deemed
the winner.
9.31. CHESS
1. Bets on the result of a game are settled based on the official result of that game, and bets on the result of a
match are settled based on the results of all games comprising that match.
2. Should more than one player share first place at the end of a tournament, dead-heat rules must apply
provided that no tie-break takes place or no extra points are given.
3. If the start of a game is delayed or a game is postponed for any reason, all bets will stand until the end of
the game or the end of the tournament.
4. Handicap (0). If a game ends in a draw, all bets will be deemed void.
5. Should the format of a match be changed, bets on that match will be settled at odds of 1.
9.32. WHAT? WHERE? WHEN?
1. If a “deciding round” is held, the score reverts to 0:0. Victory in the “deciding round” is worth 6 points.
2. Bets on the handicap and total markets are settled on the result of the “deciding round”.
Example:
The score is 5:4. The experts declare a “deciding round” and lose. The final score in this case will be 0:6.
The bet “W1” loses, the bet “W2” wins.
The bet “Total Over (9.5)” loses, the bet “Total Under (9.5)” wins.
The bet “Handicap 1 (-1.5)” loses, the bet “Handicap 2 (+1.5)” wins.
3. “Player’s individual total”. The Customer should predict the total number of points obtained by an
individual player. One point is awarded to the player who answers a question and gives the correct answer
(whose answer has been accepted by the host). The host determines whether the answer is correct.
4. The number of all correct answers (including the Blitz and Superblitz rounds) will be taken into account
towards the settlement of the 'Total Correct Expert Answers' market.
5. When the Blitz or Superblitz sectors are played, one point is awarded to the player who answers the last
(third) question correctly.
6. When a “deciding round” is held, the number of points obtained by each player remains unchanged, and
the player who answers the question in the “deciding round” correctly receives one point.
7. Should a member of the team fail to participate in a game, bets on this player will be settled at odds of 1.
8. “Total Rounds (Actual Number Of Rounds)”. The total number of rounds is determined subject to the
actual number of rounds in a game. For example, the score is 5:5. The experts declare a “deciding round”
and win. The score becomes 6:0. However, the number of rounds equals 5+5+1=11.
9. Bets are settled in accordance with information on http://chgk.tvigra.ru.
9.33. FORMULA ONE, MOTORBIKES, SPEEDWAY
1. If a race is not completed and the official result has not been declared, all bets will be deemed void except
for markets which have already been determined.
2. Bets will be settled subject to the classification of the International Automobile Federation (FIA)
immediately after the last race of the season.
3. Qualification bets. The official times from a qualifying session according to the FIA will be used for the
settlement of bets. For the “Fastest” market, the times from the third qualifying segment will count. If
there is no third qualifying segment, bets will be settled subject to the official grid formed by the FIA.
Penalties will not count for the purposes of markets. However, according to the FIA, time penalties in
qualification will be taken into account when determining the winner. Drivers must start the first
qualifying segment for bets to stand. Bets on the fastest qualifying lap 1 and 2 will stand provided that
drivers have started that qualifying lap.
4. To Be Classified. In order to be classified, a driver must complete 90% of the number of laps covered by
the winner (rounded down to the nearest whole number). Drivers who retire from a race after they have
completed 90% of the number of laps covered by the winner are deemed to have classified.
5. “Winner Of The Race” (winner in the final classification). The driver who takes first place in the final
rankings (final classification) of the race will be deemed the winner.
6. “The Place Of The Driver In The Final Rankings”.
7. “Head-To-Head”. The Customer should predict which of the two named drivers will perform better. The
driver who finishes in the higher place in the race (in the final classification) will be deemed to have
performed better.
Both drivers must start the race for bets to stand. Should both drivers fail to finish, bets will be settled
based on the number of laps completed.
Should both drivers retire from the race, the driver who has completed more laps will be deemed to have
performed better. Should both drivers retire after an equal number of laps, bets will be settled at odds of
1.
Should a driver fail to complete their fastest lap (fail to show the qualification time), their place shall be
determined based on the final grid positions.
8. “To Complete The Race – Yes/No”. The Customer should predict whether the named driver will finish
the race. A driver is deemed to have finished if they are classified as falling behind the leader.
9. “Fastest Lap”. The Customer should predict which driver will set the fastest lap time.
10. A warm-up lap counts in the race.
11. SPEEDWAY. Should an event be interrupted before its completion, all bets will stand provided that the
event continues within 24 hours or the outcome has already been unconditionally determined. Otherwise,
bets will be deemed void. In respect to handicap markets after the eighth heat, the previous eight heats
must be completed, otherwise bets will be deemed void and heats will not count. If an event is postponed
before its scheduled start time, all bets will be deemed void unless the event begins within 24 hours. All
markets will be settled on the result after the final heat (according to the league’s schedule) or on the
official podium result (individual competitions/Grand Prix). No subsequent appeals, disqualifications or
deductions of points will count. Only data from official sources or the official websites of the
corresponding tournaments may be used for bet settlement. Should information from the official sources
prove to be incorrect, independent sources will be used for bet settlement.
12. SPEEDWAY. Description of the available markets:
Individual Heat Scores. Bets will be settled on the score of the heat before any points are added through
the doubling-up of points.
Individual Heat Winner. All four riders must start a heat, otherwise all bets will be canceled.
Next Heat Winner/Heat 13 Winner. Prices are offered for the win of Team A, win of Team B, and the
draw for the specified heats. The quoted heat must be completed in full for bets to stand.
Rider Match-Ups/Handicap Match-Ups (League Fixtures). Results of all riders count and tactical points
will be counted as normal score, i.e. 3-2-1-0. Bonus points do not count for settlement purposes. Bets will
stand in a match-up if the two riders finish the race (exclusions do count). Additionally, if an event is
interrupted before its completion, all bets will be canceled unless the outcomes have already been
determined.
Rider Total Points. All rides count and tactical points will be counted as normal score, i.e. 3-2-1-0. Bonus
points do not count for settlement purposes. Bets will stand if the rider finishes. If an event is interrupted
before its completion, all bets will be canceled unless the outcomes have already been determined. In
Knockout Cup fixtures ‘Man on Man’ tactical rides do not count towards settlement. When Rider Total
Points are offered for Grand Prix or European Championship events, bets will be settled on the number of
points scored in the main round (20 heats) only, and excluding the semi-final and final ride-offs.
9.34. RACE BOAT
1. 6 rowers take part in a race. A race comprises 3 laps. The rowers’ kits and boats have the following
colors:
o Boat 1 - white
o Boat 2 - black
o Boat 3 - red
o Boat 4 - blue
o Boat 5 - yellow
o Boat 6 green.
2. "Winner of The Race". The rower who finishes in first place according to the final results will be
considered the winner of the race.
3. If a race is not finished and no official result is declared, all bets will be deemed void except for bets on
markets which have already been determined.
4. The start line must be crossed in the time interval between 0 and 1 seconds. If a boat starts before 0 sec
(early start (F)) or after 1 sec (late start (L)), bets on these boats will be settled at odds of 1.00.
5. SP (Starting Price) is the final starting odds on a boat. The starting price is calculated based on the
average odds offered by competition organizers at the time of the off. If a boat is withdrawn before the
start of a race, or is declared a non-runner (according to official records), and a new SP market has not
been formed, bets on the withdrawn boat will be settled at odds of "1".
9.35. KEIRIN
1. Keirin is a form of motor-paced cycle racing in which track cyclists sprint for victory following a speed-
controlled start.
2. Races are monitored by four referees. Once the race has finished, the referees wave either a red or white
flag, which indicate that the rules have either been violated or followed respectively. If any violation of
the rules comes to light, the referees will watch video footage of this incident and come to a decision.
Should it be proven that a competitor has violated the rules, they, as a rule, will be disqualified.
3. Some bets may not be available if there are fewer than 9 participants in the race.
4. In exceptional circumstances, if a race is interrupted due to technical or external reasons (through no fault
of the racers), bets on all outcomes will be void (settled at odds of 1.00).
9.36. AUTO RACE (JAPANESE SPEEDWAY)
1. Auto Race is a high-speed, competitive motorsport where competitors race against each other on
motorcycles.
2. Races take place on a 500-meter tarmac track, involve 8 competitors (7 in exceptional circumstances) and
run for 6 laps. As a rule, 12 heats take place per day.
3. The 2 straight-line sections of the track are 87 meters long. The maximum speed is 150 km/h.
4. Normal heats run for 6 laps of the track (3,100 meters), whereas longer heats last for 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 if they drive off the track.
7. Competitors may also be disqualified if they make any uncontrolled maneuvers or maneuvers which
could cause harm to other competitors.
9.37. LACROSSE
1. Bets on lacrosse matches are accepted including overtime.
2. If a goal is scored at 09 minutes 00 seconds, it is deemed to have been scored in the interval from the 1st
to the 9th minute. If a goal is scored at 01 minute 00 seconds, it is deemed to have been scored in the 1st
minute.
9.38. SKATE CROSS
1. The SX4 Race tournament is a race around a track with obstacles.
2. The competitors are four athletes on roller skates, who start from the same line and try to finish before the
other racers.
3. The athletes can navigate their way round the obstacles however they see fit. However, they are not
allowed to push each other or block their opponents.
4. These races are held at different levels and after each race, the athletes in 1st and 2nd place climb to the
next level, while 3rd and 4th place drop down a level.
5. Each athlete gets a rating based on the results of the tournament (series of races). Each athlete’s rating
determines their starting position at the beginning of the tournament.
9.39. TV-GAMES
1. Eurovision Song Contest.
o Match-Ups. The Customer should predict which of the two named participating countries will finish
higher in the Grand Final. If both participating countries have an equal score, bets will be settled at odds
of 1.
o Bets are settled subject to information on www.eurovision.tv.
2. TV-Games. Box Office. In some cases bets may be settled in the middle of the following week when the
exact box office data becomes available.
Game of Thrones. Number Of Viewers Of The Specified Episode. Only those viewers who have watched
the first airing will count. Reruns, P2P file sharing or viewing on other technologies are all excluded.
Bets on events in the series are settled 24 hours after the release of the episode.
Box office results in the USA and other countries will be determined based on the information
on http://www.boxofficemojo.com.
3. Bets on rap battles are accepted subject to the approximate start time of a battle. The battle may actually
start later. Bets on the winner will be settled after the official video of the battle has become available.
4. Tank biathlon rules can be found on http://mil.ru.1st Stage. Individual Race (races of third crews of 12
teams). (06.08.2014 | 10:00). The bet “Kuwait Wins - Yes” will win if, in the race of third crews, the
Kuwaiti crew takes first place.
5. Special bets. If the outcome of the event is not in the list of available bets then all bets will stand and will
be settled as lost.
9.40. POLITICS
1. “Winner”. If a candidate has withdrawn before the polls close or is not allowed to take part in the
election, bets on them will be settled at odds of 1.
9.41. KVN
1. Bets are settled subject to information on www.amik.ru.
9.42. ESPORTS
1. Тotal and handicap bets on the rounds in respect to Counter-Strike are accepted including all possible
overtimes.
2. Should any player (or team) drop out of a match (for any reason), they are deemed to be defeated in all
remaining rounds/maps. Bets on Live markets will be settled at odds of "1", unless the outcome had
already been determined at the time the match was stopped.
3. If a match is postponed for more than 24 hours, the company has the right to settle bets at odds of "1".
4. No bet will be canceled due to a misprint in the username of a player or a team, even if they use smurf
accounts. In this event, bets will stand. No substitution of a team member, even if the same occurs during
the match, will affect bets.
5. If the administrator stops a match and sets a replay, the result of the match so interrupted will not count.
6. Handicaps and totals are counted in maps, except when totals or handicaps are given in respect to a
specific map or a match is held on a best-of-one basis.
7. “Map Ends In Daytime”. This market is based on the game’s day and night cycle. The first day starts at
minute 0 and alternates with night every five minutes. Instant nighttime as summoned by the character
Night Stalker due to his special ability is still regarded as day.
8. In Dota 2 and League of Legends the winner of a map or a match is declared after the throne or the nexus
of either team has fallen.
9. In Dota 2, if First Blood is taken by a “tower” or by “neutral creeps”, the kill won’t be counted and the
death will not affect the match result.
10. Dota 2 ‘Double Kill’, ‘Triple Kill’, ‘Ultra Kill’ and ‘Rampage’ bets will be settled according to the
highest number of consecutive frags per map. Example: if an Ultra Kill occurs and it’s the highest number
of consecutive frags, ‘Ultra Kill Yes’ bets win and all other bets lose.
‘Who Will Score The Next Frag’ bets (20th, 30th, 40th etc.) in Dota 2 are bets on the next frag. The
winner is the team that will perform the 10th (20th, 30th, 40th, etc.) frag on the map. Example: after the
score 5:4, the score is 5:5, Team 2 wins.
11. Bets on the duration of a map in minutes will be settled with regard to the seconds that have passed in
each minute of the game. So if the outcome “Duration Of The Map Over 27.5” is selected, the map needs
to end after 27:30 for the bet to win i.e. at 27:35, 27:44, etc. If the map ends at 27:15, the bet loses; and
if the game ends at 27:30, the bet will be settled at odds of 1.
9.43. OLYMPIC GAMES
1. The start of the first qualifying round shall be regarded as the start of the competition during the Olympic
Games.
2. Bets on the number of medals will be settled based on the official medal count at the time the closing
ceremony starts.
3. If an event is postponed, or its date or venue is changed, all bets will stand until the completion of the
competition.
4. Match-Up bets. Both contenders (whether teams or players) must start for bets to stand. Should any
contender retire in the course of an event for any reason, the opposing contender will be deemed the
winner. Should both contenders fail to complete the competition, all match-up bets will be deemed void.
9.44. WINTER SPORTS
1. The start of the first qualifying round shall be regarded as the start of a competition.
2. Match-up bets. Both contenders (whether teams or players) must start for bets to stand. Should any
contender retire in the course of an event for any reason, the opposing contender will be deemed the
winner. Should one competitor fail to complete the competition, all match-up bets will be settled based on
the competitor's dropout stage.
9.45. GAELIC FOOTBALL, HURLING
GAELIC FOOTBALL is related to football and rugby.
1. All bets on a match are settled on the result at the end of regular time (70 minutes of play consisting of
two halves of 35 minutes each or 60 minutes of play consisting of two halves of 30 minutes each). A
match must be completed for bets to stand, except for those markets which had already been determined
at the time the match was stopped.
2. All bets are settled on the final score of a match. The scoring system is as follows:
A goal is worth 3 points (when the ball is struck into the net below the crossbar).
A point is worth 1 point (when the ball goes over the crossbar).
The goals in Gaelic football are similar to those in football, with the posts rising above the net.
For example, the score for Team 1 was 0-12 (where 0 is the number of goals and 12 is the number of
points scored), while the score for Team 2 was 2-5 (where 2 is the number of goals and 5 is the number of
points scored. This totals 2x3+5 = 11 points overall). The combined score of the match was therefore 12-
11 and Team 1 wins.
9.46. WEATHER
Weather at airports. We accept bets on weather indices recorded at airports around the world for
transmitting weather data.
Bets are accepted on the air temperature and atmospheric pressure indices.
Bets are calculated on the basis of METAR weather reports. Bets are calculated if a change of weather is
recorded in the METAR code with the exact date, time, airport, and weather conditions of the bet within
an hour and a half of the time specified in the bet. If during that time the results cannot be established, the
corresponding bets are settled with the odds equal to 1.
The figures used for the calculation of bets are obtained as follows:
Air temperature data is provided in degrees Celsius and used for calculation without conversion.
Atmospheric pressure data is provided in hectopascals. For the calculation of bets hectopascals are
converted to millimetres of mercury and rounded to one decimal place.
Wind speed data is provided in knots or miles per hour. For the calculation of bets knots or miles per hour
are converted to kilometres per hour and rounded to the one decimal place.
All rounding is mathematical, i.e. when the first number dropped is 5, the last decimal place is rounded
up.
The calculation of bets can be revised due to changes in new incoming data. Neither personal
observations by customers nor data from any sources other than those indicated in the Terms and
Conditions are taken into account.
9.47. SHORT FOOTBALL
SHORT FOOTBALL 2Х2
1. Matches consist of two 5-minute halves. The timer is only stopped if a long pause in play is required (due
to an injury, a dispute, a problem with the ball etc.).
2. Short football is played on a 18m×9m court (subject to change).
3. Short football is a team sport featuring 2 teams of 2 players. There is no limit on the number of
substitutions.
4. Neither team plays with a goalkeeper. A free kick is awarded if a handball occurs. If a handball occurs in
the penalty area, a penalty is awarded.
5. Penalties are taken at an open goal from the halfway line. If the ball crosses goal line, it counts as a goal.
6. Corners and throw-ins are taken from the point where the halfway line meets the touchline. The defending
team’s players must be in their own half of the court.
7. In the event of unsportsmanlike conduct or a sending off, the team which is a man down loses.
8. The referee’s decision is final with regards to all disputes.
9. If a match starts, but is not completed for any reason, all bets on this match will be void (settled at odds of
1.00).
SHORT FOOTBALL 3Х3
1. Matches consist of two 5-minute halves. The timer is only stopped if a long pause in play is required (due
to an injury, a dispute, a problem with the ball etc).
2. Short football is played on a 18m×9m court (subject to change).
3. Short football is a team sport featuring 2 teams of 3 players. There is no limit on the number of
substitutions.
4. Neither team plays with a goalkeeper. A free kick is awarded if a handball occurs. If a handball occurs in
the penalty area, a penalty is awarded.
5. Penalties are taken at an open goal from the halfway line. If the ball crosses 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 the event of unsportsmanlike conduct or a sending off, the team which is a man down players loses.
8. The referee’s decision is final with regards to all disputes.
9. If a match starts, but is not completed for any reason, all bets on this match will be void (settled at odds of
1.00).
DREAM LEAGUE, MEN
1. Matches consist of two 15-minute halves. 2 teams of 3 players compete against each other.
2. A tournament includes a group stage in a double round-robin format, a third-place play-off, and a final.
Scoring: Win 3 points, Draw 1 point, Loss 0 points.
3. A goal may be scored after a pass in the opponent's half.
4. Neither team plays with a goalkeeper, and handballs are prohibited.
5. Own goals are not counted.
6. A penalty is awarded after 3 fouls.
7. A penalty kick is 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 are awarded 1 point for a draw in the group stage of the tournament. If there is a draw in the final,
penalties are taken (3 attempts).
SHORT FOOTBALL 4Х4
1. Matches consist of two 5-minute halves. The timer is only stopped if a long pause in play is required (due
to an injury, a dispute, a problem with the ball etc).
2. The dimensions of the court are not strictly regulated.
3. Neither team plays with a goalkeeper. A free kick is awarded if a handball occurs. If a handball occurs in
the penalty area, a penalty is awarded.
4. Penalties are taken at an open goal from the halfway line. If the ball crosses the goal line, it counts as a
goal.
5. Players cannot stand in line with their own goal in the penalty area. If this rule is violated, a penalty is
awarded.
6. When a free kick is taken, the defending team cannot form a defensive wall. Only one player can stand in
the goal to stop the ball going in the net.
7. Tournaments are held daily and follow ‘Winner Stays On’ rules. In the event of a draw, both teams leave
the court and neither of them will take part in the next match.
8. If a sending off occurs, the team which is a man down plays on for either 1 minute or until they concede a
goal.
9. The referee’s decision is final with regards to all disputes.
10. If a match starts but is not completed for any reason, all bets on this match will be void (settled at odds of
1.00).
SHORT FOOTBALL 5Х5
1. Matches consist of two 5-minute halves. The timer is only stopped if a long pause in play is required (due
to an injury, a dispute, a problem with the ball etc).
2. The dimensions of the court are not strictly regulated.
3. Penalties are taken from the 6-meter mark.
4. If a sending off occurs, the team which is a man down plays on for either 1 minute or until they concede a
goal.
5. Tournaments are held daily and follow ‘Winner Stays On’ rules. In the event of a draw, both teams leave
the court and neither of them will take part in the next match.
6. The referee’s decision is final with regards to all disputes.
7. If a match starts but is not completed for any reason, all bets on this match will be void (settled at odds of
1.00).
BUMPERBALL CUP 4Х4
1. Match format: two 15-minute halves. Team members play in inflatable balls.
2. Tournament format: group stage of 2 rounds, 3rd place playoff, final. Scoring: Win 3 points; Draw 1
point; Loss 0 points.
3. In the event of a tie in the group stage, the teams receive 1 point each. If a draw occurs in the final, the
match will go to penalties (5 attempts).
4. Penalty kicks are taken from the edge of the penalty area.
5. There is no goalkeeper.
6. It is forbidden to play in the goal area, both for attacking and defending players.
7. Players who violate any of the rules are sent off for 1 minute, and their team continues playing with a
numerical disadvantage.
8. If a throw-in occurs, it is taken from where the ball crossed the line.
9.48. STREET FOOTBALL 3Х3
1. Bets on Street football 3х3 include regular time.
2. Each match lasts for 2 halves of 5 minutes (straight time).
3. The match must have been played in full for bets to stand. Bets whose outcomes have already been
determined when the match is interrupted are exempt from this rule.
4. Matches are played with a size 4 mini football.
5. Both teams have 3 outfield players with no designated positions. Neither team plays with a goalkeeper
and players cannot touch the ball with their hands.
6. A free kick is awarded if an intentional handball occurs anywhere on the court.
7. A free kick is awarded if a player commits a foul. The defending team can form a defensive wall 3 meters
away from the ball. The attacking team can either pass from a free kick or take a shot on goal.
8. Penalties are taken from the center of the court by any player, after the referee blows their whistle. For a
goal to be scored, the ball must go into the goal without touching the ground and cross the goal line.
9. If the ball goes out of play, a kick-in will be taken on the ground. The defending team’s players must
stand a meter away from where the kick-in is taken. Players cannot shoot directly from a kick-in. If there
is a direct shot on goal, this goal will not be counted and a goal kick will be awarded.
10. Physical contact is prohibited, except for touching. Tackles, pushes, body checks and playing while lying
on the court are prohibited.
9.49. STREET POWER FOOTBALL 2X2. WORLD CUP
Street Power Football involves the streaming of a multiplayer game (a football simulator).
1. All bets are settled after a match ends.
2. The minimum and maximum stake is determined by the bookmaker for each selection individually.
3. The bookmaker may change stake limits without prior notice.
4. Matches consist of one period. A period lasts for 5 minutes of play or until one of the teams scores 5
goals.
5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets Bets are accepted before the start of a
match and during a match (Live bets). All Street Power Football matches are streamed online.
6. The following betting markets are available:
Win
Double Chance
Handicap
Total Over/Under
Individual Total (Over/Under)
Total (Even/Odd)
Next Goal
9.50. FOOTBALLTENNIS
1. Footballtennis is a team sport in which 2 teams of 2 players compete against each other. An unlimited
number of substitutions are allowed.
2. Footballtennis is played with a football on a 9m×12.8m court divided by a tennis net. Matches are played
until one team has won 2 sets (best of 3). A set finishes when one team has scored at least 11 points and
has a two-point advantage.
3. Each team must transfer the ball over the net onto the opponent's side within three touches of the ball
(fewer are allowed, more are not). The same player cannot touch the ball twice consecutively. Players
cannot touch the ball with their hands. Two bounces are allowed (fewer are allowed, more are not) before
the ball must be passed to the opponent’s side of the net and one bounce is allowed after the opposing
team's serve.
4. The ball is served by kicking it from behind the baseline. If the ball touches the net and then lands on the
opponent's side, the ball will be served again. The opposing team’s players cannot block serves by
reaching over the net.
5. If a match starts but is not finished for any reason, all bets thereon will be settled at odds of 1.00, except
for bets on markets which had already been determined when the match stopped.
6. Handicaps and totals are specified in points, except for in the “Sets Handicap” and “Total Sets” markets.
7. "Extra Points". In this market, the Customer should predict whether there will be any extra points in the
set. The bet “Extra Points In Set - Yes” will be settled as a win if either team wins the set after a score of
10:10.
9.51. HEADIS
1. Headis combines two sports: table tennis and football. The game is played using a rubber ball.
2. Play continues until one of the players has won three sets.
3. A set ends when one of the players scores 11 points. If a game is tied, then play continues until one player
leads by a margin of 2 points.
9.52. SOAP FOOTBALL (WOMEN’S)
1. Each team consists of 3 outfield players and a goalkeeper.
2. Each match lasts for 2 halves of 15 minutes (straight time).
3. Football rules apply. A foul is awarded for every violation of the rules. A team will be awarded a penalty
kick if their opponents commit 3 fouls. A penalty kick will also be awarded for each subsequent foul.
4. To make matches lively and entertaining, when a ball goes out of play a new ball is thrown directly
(throw-in) into the middle of the field of play to keep the match going.
9.53. SOAP FOOTBALL (MEN’S)
1. Each team consists of 3 outfield players and a goalkeeper.
2. Each match lasts for 2 halves of 15 minutes (straight time).
3. A goal counts if a pass has been made in the opponent's area (after crossing the halfway line).
4. Football rules apply. A foul is awarded for every violation of the rules. A team will be awarded a penalty
kick if their opponents commit 3 fouls. A penalty kick will also be awarded for each subsequent foul.
5. To make matches lively and entertaining, when a ball goes out of play a new ball is thrown directly
(throw-in) into the middle of the field of play to keep the match going.
9.54. CROSS VOLLEY
1. The game is played by two teams, each with its own area located diagonally across from one other on the
court.
2. Play continues until one of the teams has won three sets. If a draw occurs (2:2), a final set is played until
one of the teams scores 15 points (with a minimum margin of 2 points).
3. Games in each set are played until one team wins 25 points. If a game is tied (24:24), it continues until
one team leads by a margin of 2 points.
4. Main rules:
o Players move clockwise or anti-clockwise around the court after every third point scored.
o Players are permitted a single touch of the ball, and jumps and soft passes are forbidden.
o Any volleyball technique can be used to put the ball into play, though it must be strictly from the corner
of the serving area.
o The ball must only be served to the opponent’s side of the court; if it falls in the serving area, a held ball
is called.
o Touching the net is considered a fault and results in a point being awarded to the opposing team.
5. A held ball is indicated if a player breaches the rules by performing:
o a jump
o a soft pass
o a touch of the center post.
9.55. RANDOM LEAGUE
1. Random League is played according to the rules and format of volleyball. 2 teams take part in each
match.
2. There are two different colored dice one for each team.
3. The presenter rolls the 2 dice.
4. After each dice roll, the team whose die shows the highest number gets 1 point. If the points on the dice
are equal then the dice are rolled again.
5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds on the different places, etc.), or
should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such
bets void. Should any software failures occur, the game may be interrupted, then all unsettled bets will be
refunded.
9.56. ESPORTS FOOTBALL (FIFA)
Esports Football involves the streaming of a multiplayer game (a football simulator).
Bets are accepted on the UEFA Champions League and the UEFA Europa League.
1. All bets are settled after an event ends.
2. The minimum stake on any single selection is €0.20.
3. The maximum stake is determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. Bets on football are accepted on regular time.
6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
7. Bets on the UEFA Champions League are accepted both in pre-match and Live. All Esports Football
matches are streamed online.
8. The result of a match is determined according to the final statistics table. No issues with the game
graphics will result in the cancellation of bets.
9. 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.
9.57. KABADDI
Kabaddi an Asian game, which includes elements of wrestling and tag (game).
Two teams play, each one consists of 12 players (7 players on the field and 5 players in the reserve).
The game ends when one of the teams loses all of its members.
9.58. MUAY THAI
1. Information about colour of fighters provided for reference. All bets will stand in spite of change of
colour.
2. Bets on handicaps will be refunded if a fight ends in a draw.
3. Total Rounds. Only rounds completed in the fight will be taken into account. If the fight ends in the 5th
round then number of completed rounds is 4. If the fight ends by decision then number of completed
rounds is 5.
4. If one or two fighters are disqualified by the referees then all bets will be refunded.
5. If the fight is postponed by more than 12 hours from the planned start time then all bets will be refunded.
6. The fight starts after the sounding of the bell at the beginning of the first round. If one or two fighters
couldn't start the fight then all bets will be refunded.
9.59. UFC. UNSULLIED TOURNAMENT
1. The beginning of a fight is signalled by the sound of a bell, which indicates the start of the first round.
2. A fight consists of 3 rounds, each lasting 3 minutes, unless one of the contestants wins inside the distance.
3. If a fight is declared a no-contest or is stopped for any reason before a winner has been determined, all
bets are settled at odds of 1.00. If the outcome of the fight has already been decided, bets are settled based
on the declared results.
4. All bets stand provided that at least 2 full rounds have been completed. Otherwise, only bets on a Win by
a particular contestant in the fight and bets on a Draw stand. All other bets on the fight are settled at odds
of 1.00, unless the outcome of the bet had already been determined by the time the fight was stopped.
5. "1 (2) to Win" bets. In the Sports section, bets on this market are labeled “1” and “2” respectively and
include the following:
o "Points Victory" means a win decided by the judges once all rounds have been completed
o "Win by Knockout (KO)"
o "Win by Technical Knockout (TKO)" means one of the contestants wins by scoring 25 points before the
end of the final round
o "Win by Opponent’s Disqualification or Refusal"
6. "Draw" bets. Bets on this market are designated with an “X”. A fight ends in a draw when the judges rule
that both contestants have ended the final round with level scores.
7. Each fighter is awarded points for an effective hit as determined by the referee:
o 1 point for a straight hit or a hook
o 2 points for an uppercut
o 5 points for a knockdown
8. The maximum number of points that a fighter can score in a fight is 25, regardless of the number of points
awarded for the final, decisive hit.
9. "W2 in Round 3 Yes" bets. This bet wins if fighter 2 is awarded more points than fighter 1 in round 3.
10. "Race To Five (Seven, etc.) Points" bets. Customers must predict which of the contestants in the fight will
be the first to score the specified number of points in a round. If one fighter refuses to continue the fight
for any reason, before they or their opponent have scored the specified number of points, these bets are
settled at odds of 1.00.
9.60. COUNTER-STRIKE AND CS:GO WINGMAN
1. Counter-Strike involves the streaming of a multiplayer game (a simulator).
2. Bets are accepted on a battle between two teams. A single match is played up to 11 victories (the
maximum number of rounds is 21).
3. All bets are settled after a match ends.
4. A single round lasts exactly two minutes. No act performed after the expiration of this period will count
for betting purposes.
5. Counter Terrorists win the round if no bomb has been planted on a bomb defusal map during the above-
mentioned time period.
6. Terrorists win the round if no hostage has been rescued on a hostage rescue map during the above-
mentioned time period.
7. The minimum stake on any single selection is €0.20.
8. The maximum stake is determined by the bookmaker for each selection individually.
9. The bookmaker may change stake limits without prior notice.
10. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
11. “Bomb Planted – Yes/No”. It does not matter when a bomb is planted during the round, whether before or
after all counter terrorists have been killed. Only the planting of the bomb itself matters.
12. W1 and W2 in a round will be settled as follows if a bomb is planted:
o if the bomb is defused in the round, the bet W1 will win and the bet W2 will lose;
o if the bomb explodes in the round, the bet W1 will lose and the bet W2 will win.
13. 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* means a point scored for killing an opponent (i.e. if an opposing team member dies for any
reason, excluding death by a bomb explosion or suicide).
A headshot** means a shot to the head.
A suicide*** means death caused by falling from a height, death by a bomb explosion.
CS : GO WINGMAN
1. CS: GO Wingman involves the live streaming of the multiplayer game Counter-Strike: Global Offensive,
which pits two teams of two players against each other.
2. In the first round, Team 1 always plays as the Counter-Terrorists and Team 2 always plays as the
Terrorists. At the end of this round, both teams switch sides and this continues until one team gets 5 wins
(from a maximum of 9 rounds).
3. All bets are settled after the end of an event.
4. Each round lasts for 90 seconds + extra time (the time from when a bomb is planted to when it either
explodes or is defused). For bet settlement purposes, anything which happens after this time has elapsed
will not count.
5. If, once 90 seconds has passed, a bomb has not been planted and both teams have a man standing, the
Counter-Terrorists will win this round.
6. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
7. The bookmaker may change stake limits without prior notice.
8. Should members of staff make any mistakes, any software failures occur when bets are accepted (e.g.
obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections of
the website and on the bet slip, etc.) or if there are any other indications that bets have been accepted
incorrectly, the bookmaker is entitled to declare such bets void.
9. For “Bomb Planted" bets, a bomb is deemed to have been planted if at least one of the Counter-Terrorists
is still alive when the bomb is planted.
10. For “Bomb Exploded” bets, a bomb is deemed to have exploded if at least one of the Counter-Terrorists is
still alive when the bomb explodes.
11. Only live bets can be placed on teams. Games are streamed online.
12. If a player dies inadvertently, it still counts as a death for bet settlement purposes.
13. Weapons are classified as follows:
o Pistols: P2000, P250, Deagle, Glock
o Machine Guns: FAMAS, M4A4, AUG, Galil, AK-47, SG 556
o Rifles: AWP, SCAR-20, G3SG1
THE FOLLOWING MARKETS ARE AVAILABLE:
ON A WHOLE 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)
ON 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/Odd
- 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)
9.61. ESPORTS ICE HOCKEY
Esports Ice Hockey involves the streaming of a multiplayer game (an ice hockey simulator).
Bets are accepted on the Stanley Cup.
1. All bets are settled after an event ends.
2. The minimum stake on any single selection is €0.20.
3. The maximum stake is determined by the bookmaker for each selection individually.
4. Stake limits may be changed by the bookmaker without prior notice.
5. Bets are accepted on regular time.
6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
7. Bets are accepted before the start of a match and during the course of a match (Live bets). All Esports Ice
Hockey matches are streamed online.
8. The following markets are available (regular time):
Win;
Double Chance;
Handicap;
Total (Over/Under);
Win in the match (Team Wins);
Will There Be Overtime? Yes/No.
9.62. ESPORTS UFC
ULTIMATE FIGHTING CHAMPIONSHIP is a type of mixed martial arts. UFC involves the streaming
of a multiplayer game.
1. All bets are settled after an event ends.
2. The minimum stake on any single selection is €0.20.
3. The maximum stake is determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. Bets are accepted on regular time.
6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
Types of victory for betting purposes:
A submission means defeating an opponent by using a painful hold.
A knockout (KO) is when a fighter loses consciousness after a legal blow. (For the UFC2
BantamWeight, the UFC2 LightWeight and the UFC3 WelterWeight win by KO / TKO is considered as a
knockout).
Points victory.
A technical knockout (ТКО) occurs when a third party stops the bout when it is judged that one fighter is
not able to continue. Technical knockouts fall into three categories:
o Referee Stoppage, when the referee decides that a fighter is no longer able to defend themselves
intelligently.
o Ringside Physician Stoppage, when the physician present at the ringside decides that further combat may
put a fighter’s life and health in jeopardy.
o Corner Stoppage, when a fighter’s corner second signals for a stoppage.
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 Will End In 1st Round; In 2nd Round; In 3rd
Round). Round in which the bout ends will be taken into account for bet settlement purposes. If the bout
ends by points victory the market will be settled as a Fight To Go The Distance.
9.63. UFC 4. STREET FIGHT
1. UFC 4. Street Fight is a live-streamed multiplayer game which follows the MMA rules.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and live bets are accepted. All UFC 4. Street Fight matches are streamed online.
7. Rules:
o A fighter is awarded one point for each win in a round.
o If a round ends in a draw, neither fighter is awarded any points.
o The first fighter to win 5 rounds is the winner of the match.
8. Win method definitions:
o Voluntary Submission (Submission) a win by submission hold.
o Knockout (KO) when a fighter becomes unconscious as the result of a legal strike.
o Technical Knockout (TKO) when the fight is stopped by a third party due to one of the fighters no
longer being able to continue.
o Draw when a round ends because the allotted time for the round is up.
o Disputes about the method of a win shall be settled by the event organizer and the final result will be
displayed on the scoreboard in the video stream.
9. The following bets can be placed on an entire match (bets are settled according to the final score of the
match):
o Win
o Total (over/under)
o Individual Total (over/under)
o Total KO’s (over/under)
o Total TKO’s (over/under)
o Total Submission Holds (over/under)
10. The following bets can be placed on a round (bets are settled according to the score of the round):
o Win In Round
o Method Of Win In Round (knockout, technical knockout, submission)
o Method Of First/Second Fighter's Win In Round (knockout, technical knockout, submission)
9.64. BET CONSTRUCTOR
1. Bet Constructor is a game where the Customer chooses line-ups for two virtual teams from players (or
teams) participating in real matches. The Customer then places bets based on the performances of those
players (or teams). Bets are settled based on the total number of sets (goals) won (scored) by the virtual
teams’ players in their respective real matches.
2. Virtual teams must be formed under the following rules:
o 1) Opponents in a real match may not be on the same virtual team;
o 2) A player can only be included in one virtual team;
o 3) Each player can be picked for a virtual team only once;
o 4) From 1 to 5 players participating in real matches may be chosen for each virtual team; and the number
of players in the teams may vary;
o 5) Virtual teams may include players from Doubles matches;
o 6) Virtual teams may include tennis players, as well as football and ice hockey teams.
3. In order to determine the outcomes on available markets, the number of sets (goals) won (scored) by each
member of a virtual team in their respective real match in regular time is added up. In tennis matches,
only finished sets will be taken into account for bet settlement purposes.
4. The following markets are available:
o 1) Match Result
o 2) Match Result including Handicap
o 3) Match Total
5. Only single bets are available in Bet Constructor.
6. If the start of a match is delayed or if a match is postponed for any reason, all bets will stand until the end
of the match or the end of the tournament in which it is a part.
7. Bets will be settled after the completion of all real matches from which members of the virtual teams have
been chosen. If one or several real matches are interrupted due to the withdrawal or disqualification of a
player, all bets placed on virtual teams will be settled at odds of 1 (refunded), except for markets that had
already been determined unconditionally.
8. Bets on the "Total" and "Handicap" markets are settled as "Total Sets" and "Sets Handicap" bets in tennis
matches.
9.65. ESPORTS BASKETBALL
1. Esports Basketball involves the streaming of a multiplayer game (a basketball simulator).
2. All bets are settled after an event ends.
3. The minimum stake on any single selection is €0.20.
4. The maximum stake is determined by the bookmaker for each selection individually.
5. The bookmaker may change stake limits without prior notice.
6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
7. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All
Esports Basketball matches are streamed online.
8. The following markets are available (regular time):
o Win;
o Handicap;
o Total (Over/Under);
o Total (Even/Odd);
o Individual Totals (Over/Under);
o How Many Points Will Team Score;
o Exact Points Difference;
o Exact Number Of Points;
o Team (Result + Total).
9. The following markets are available (including overtime):
o Team Wins.
9.66. ESPORTS BASKETBALL (3X3 AND 1X1)
Esports Basketball (3x3 and 1x1) involves the streaming of a multiplayer game (a basketball simulator).
The two teams shoot into the same hoop until they reach 11 points. If they get to 11 points and the point
difference between the teams is less than 2 points, extra periods are played. The game continues until
there is more than 1 point difference between the teams.
1. All bets are settled after an event ends.
2. The minimum stake on any single selection is €0.20.
3. The maximum stake is determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
6. Bets are accepted Live. All the series are streamed Online.
7. Available markets:
Win;
Handicap;
Total (Over/Under);
Total (Odd, Even);
Player Will Score More Than 11 Points (Yes/No);
Individual Totals (Over/Under).
9.67. ESPORTS BASKETBALL. NBA 2K18
1. Generalized type of bets on the matches presented in the "Esports Basketball. NBA 2K18"section. There
are three stages in the tournament:
o The group stage of the Eastern Conference - the teams play at home and away.
o The group stage of the Western Conference - the teams play at home and away.
o Playoffs - Four teams from each division play in the semi-finals and the finals of their divisions. Then the
winners of the finals meet in the grand final, and the losers - in the match for third place.
2. Scoring in the group:
o For win - 2 points.
o For defeat - 1 point.
3. When allocating places in a group, the following team stats are taken into account in order of priority:
o Points (the more, the higher).
o Wins in regular time (the more, the higher).
o Defeats in regular time (the smaller, the higher).
4. All bets are settled after an event ends.
5. The minimum stake on any single selection is €0.20.
6. The maximum stake is determined by the bookmaker for each selection individually.
7. The bookmaker may change stake limits without prior notice.
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9. Bets are accepted before the start of a tournament as well as during the course of a tournament.
10. If a match is canceled and the outcome of this match does not affect the outcome of the tournament, no
stakes are refunded.
The following tournament markets are available:
Who Will Win? - Yes/No (group stage)
To Take From 1st To 2nd Place Yes/No (group stage)
To Take From 1st To 3rd Place (group stage)
To Qualify For The Next Round (group stage)
Who Will Win? (playoffs, tournament result)
To Take From 1st To 2nd Place (playoffs, tournament result)
To Take From 1st To 3rd Place (playoffs, tournament result)
9.68. WORLD OF TANKS
World of Tanks involves the streaming of a multiplayer game.
1. All bets are settled after an event ends.
2. The minimum stake on any single selection is €0.20.
3. The maximum stake is determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
6. In the event of unsportsmanlike conduct that influences the outcome of the battle such as complete
inaction of allies or a team kill, the bookmaker is entitled to declare such bets void and settle at odds of 1
(stakes will be refunded).
7. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All
matches are streamed online.
8. A team which has destroyed all the vehicles of the opposing team or captured the opposing team’s base is
declared the winner.
9. If, at the end of a match, both bases are captured or neither team has destroyed all the vehicles of the
opposing team in the available time, a draw is declared.
10. Bets are accepted on a random battle in the multiplayer online game “World of Tanks”, team members
are chosen at random.
11. The number of points scored by each team equates to the number of the opposing team’s vehicles
destroyed in any manner.
THE FOLLOWING MARKETS ARE AVAILABLE:
Win;
Handicap;
Total (based on the score);
Capture The Base.
9.69. ESPORTS TENNIS
Esports Tennis involves the streaming of a multiplayer game (a tennis simulator).
1. All bets are settled after an event ends.
2. The minimum stake on any single selection is €0.20.
3. The maximum stake is determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. A match consists of one set.
6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
7. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All
Esports Tennis matches are streamed online.
8. The following markets are available. Handicap and total bets are settled on games.
Win;
Handicap;
Total (Over/Under);
Individual Totals (Over/Under);
Correct Score;
Total Even/Odd;
Win In The Game.
9.70. DOTA 2
1. Dota 2 involves the streaming of a multiplayer game.
2. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
3. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All
matches are streamed online.
4. The winner of a map or the winner of a match is declared once the throne or nexus of the opposing team
has fallen.
5. A match shall be deemed abandoned if it lasts less than 15 minutes.
6. A match shall be deemed abandoned if one of the players quits the game before 15 minutes have elapsed.
7. A match shall be deemed abandoned if one of the players goes offline before 15 minutes have elapsed and
later quits the game altogether.
8. A match shall be deemed abandoned if one of the players becomes inactive in the first 15 minutes of the
game and it is later declared that the player left the game within the first 20 minutes.
9. Should one or several players quit the game before its completion, but after 15 minutes of play have
elapsed, stakes will not be refunded. Bets on the match will be settled in any case.
10. A random match is streamed online. Real random players participate.
THE FOLLOWING MARKETS ARE AVAILABLE:
W1 and W2 a team which has destroyed the opposing team’s throne is declared the winner;
Total Frags Over/Under the combined number of frags by both teams at the end of a match;
Frags, Race To the team which first reaches the specified number of frags wins;
Who Will Beat Roshan the Customer should predict which team will be the first to beat Roshan;
First Blood the Customer should predict which team will be the first to frag;
Will Hero Be Picked. Bets are settled after all picks have been made (10 heroes);
Tower Falling Up To () Seconds / After () Seconds bets are settled after the first tower is destroyed,
provided that the match has not been abandoned;
Radiant / Dire To Take First Tower bets are settled after the first tower is taken down provided that the
match has not been abandoned. The team which loses the tower first shall be deemed defeated.
9.71. WORMS
1. Worms involves the streaming of a multiplayer turn based game (a simulator).
2. Two teams consisting of four worms each take alternate turns to use various weapons against each other.
3. The goal is to destroy the opposing team.
4. Bets are accepted on a battle between two teams. A match continues until one of the teams wins.
5. All bets are settled after an event ends.
6. The minimum stake on any single selection is €0.20.
7. The maximum stake is determined by the bookmaker for each selection individually.
8. The bookmaker may change stake limits without prior notice.
9. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
10. Bets on the handicap, total and correct score markets are settled subject to the number of frags scored by
the worms.
11. A team which has at least one worm alive wins if all the worms on the opposing team have been killed.
12. Should the last living worms on both teams die in the same turn, the game ends in a draw.
THE FOLLOWING MARKETS ARE AVAILABLE:
Win;
Handicap;
Total (Over/Under);
Total (Even/Odd);
Correct Score.
9.72. ESPORTS. MARTIAL ARTS. WWE
World Wrestling Entertainment involves the streaming of a professional wrestling simulator.
1. All bets are settled after an event ends.
2. The minimum stake on any single selection is €0.20.
3. The maximum stake is determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
6. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All
WWE matches are streamed online.
7. A wrestling ring is a raised platform fenced off by ropes.
THE FOLLOWING MARKETS ARE AVAILABLE:
Win. The wrestler who takes the championship belt or the case with money hoisted above the ring is
declared the winner.
Item Will Be Taken Yes/No. Will an item be taken from under the ring.
Fight On A Ladder Yes/No. The first blow on the ladder counts, provided that both wrestlers are on the
ladder and it is placed inside the ring.
Table Will Be Broken Yes/No. The table is considered to be broken if it breaks into pieces. No table is
considered to be broken if its legs are folded down. A broken table taken from under the ring will not
count.
Second Ladder Will Be Taken Yes/No. There are two ladders in the ring. A ladder which has been
thrown into the ring more than once is regarded as one ladder.
Steps Will Be Broken Yes/No. The steps in the corners of the ring must be completely broken for this
bet to be valid.
9.73. ESPORTS CRICKET
1. FIVE 5 matches (Esports Cricket) consist of one innings with each team bowling maximum five overs.
One over consists of six deliveries.
2. Before a match begins, a draw (toss) is held and the winning team decides whether to bat or to field first.
3. The first team to bat attempts to score runs over the course of five complete overs, or up until 5 wickets
are lost. The opposing team then bats until they score more runs than their opponents, or until five overs
of six deliveries each have been played or 5 wickets are lost.
4. The team which has scored more runs is deemed the winner. If both teams have scored an equal number
of runs, the team which has lost fewer wickets (i.e. has had fewer batsmen dismissed) is deemed the
winner. If both teams have an equal number of runs and an equal number of wickets lost, the match ends
in a draw.
5. When bets on totals in the match, team totals, totals in overs and totals per delivery are settled, the
number of runs scored by the teams counts, including any extras.
6. Bets on the “Total Fours” market are settled subject to the number of deliveries from which a team scores
exactly four runs excluding extras. Four runs can be scored either when the ball reaches the perimeter of
the field having hit the ground at least once (and thus having not been caught by the fielding team) or
when batsmen score four runs while the ball is in play.
7. Bets on the “Total Sixes” market are settled subject to the number of deliveries from which a team scores
exactly six runs excluding extras. Sixes can be scored either when a ball is hit over the field boundary by
a batsman without the ball touching the ground or when batsmen score six runs while the ball is in play.
8. When bets on the “Highest Opening Partnership” market are settled, runs scored (excluding extras) before
the first batsman is dismissed will count. Should no batsman be dismissed, the result of the respective
team’s opening partnership will be the total number of runs scored by the team excluding extras.
9. All bets are settled after an event ends.
10. The minimum stake on any single selection is €0.20.
11. The maximum stake is determined by the bookmaker for each selection individually.
12. The bookmaker may change stake limits without prior notice.
13. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9.74. BIG BASH CRICKET
1. Big Bash Cricket matches (a type of Esports Cricket) consist of one inning with each team bowling
maximum one over. One over consists of six deliveries.
2. Before a match begins, a draw (toss) is held and the winning team decides whether to bat or to field first.
3. The team which bats first attempts to score runs over the course of one complete over. Then the opposing
team bats until they score more runs than their opponents or until six deliveries each have been played.
4. The team which has scored more runs is deemed the winner. If both teams have an equal number of runs,
the match ends in a draw.
5. When bets on totals in the match, team totals, totals in overs and totals per delivery are settled, the
number of runs scored by the teams counts, including any extras.
6. Bets on the “Total Fours” market are settled subject to the number of deliveries from which a team scores
exactly four runs excluding extras. Four runs can be scored either when the ball reaches the perimeter of
the field having hit the ground at least once (and thus having not been caught by the fielding team) or
when batsmen score four runs while the ball is in play.
7. Bets on the “Total Sixes” market are settled subject to the number of deliveries from which a team scores
exactly six runs excluding extras. Sixes can be scored either when a ball is hit over the field boundary by
a batsman without the ball touching the ground or when batsmen score six runs while the ball is in play.
8. When bets on the “Highest Opening Partnership” market are settled, runs scored (excluding extras) before
the first batsman is dismissed will count. Should no batsman be dismissed, the result of the respective
team’s opening partnership will be the total number of runs scored by the team excluding extras.
9. All bets are settled after an event ends.
10. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
11. Stake limits may be changed by the bookmaker without prior notice.
12. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9.75. MORTAL KOMBAT X
1. Mortal Kombat X involves the streaming of a multiplayer game.
2. Bets are made on a match between two fighters. A match continues up to five wins, hence the maximum
number of rounds is nine.
3. All bets are settled after an event ends.
4. The fighter who kills their opponent is deemed the winner.
5. The minimum stake on any single selection is €0.20.
6. The maximum stake is determined by the bookmaker for each selection individually.
7. The bookmaker may change stake limits without prior notice.
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9. Bets on fighters are accepted only LIVE. The game is streamed online.
THE FOLLOWING MARKETS ARE AVAILABLE
IN THE ROUND:
Win In Round;
Round Duration* (Over/Under);
Flawless Victory In Round a flawless victory is where the winner has not sustained any damage from
their opponent or any self-inflicted damage (sometimes a fighter may injure themselves while carrying
out a particularly brutal attack). The phrase “Flawless Victory” at the end of the stream indicates that a
flawless victory has been achieved by the winner;
Type Of Finishing Move: Brutality, Fatality, or none (a Faction Kill is regarded as a Fatality).
* Duration of the round means the number of seconds which have elapsed since the fight started. This
number is calculated by deducting the number at which the timer stops from 90 seconds (the standard
number on the timer at the start). For example, if the countdown stops at 74, the duration of the round is
90-74=16 seconds.
IN THE TOURNAMENT:
Win In The Tournament;
Total (Over/Under);
Fighter’s Individual Total (Over/Under);
Total Finishing Moves By Types (Over/Under).
9.76. ESPORTS HANDBALL
1. Esports Handball involves the streaming of a multiplayer game (a handball simulator).
2. All bets are settled after an event ends.
3. The minimum stake on any single selection is €0.20.
4. The maximum stake is determined by the bookmaker for each selection individually.
5. The bookmaker may change stake limits without prior notice.
6. Bets are accepted on regular time.
7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
8. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All
Esports Handball matches are streamed online.
9. The following markets are available (regular time):
Win;
Handicap;
Total (Over/Under);
Individual total (over, under);
Total Even/Odd;
Double Chance.
9.77. ROWING, SAILING
1. Rowing. All bets will stand regardless of which team or rower participates.
If a competition is canceled, all bets will be deemed void except for those markets which have already
been determined. The winners are determined based on the official result, disregarding any subsequent
disqualifications. If there is no podium presentation, the official published results will be used.
2. America’s Cup Regatta. All bets will stand regardless of which team/sailor participates. The winners are
determined based on the official result, disregarding any subsequent disqualifications. If there is no
podium presentation, the official published results will be used.
Victory In The Regatta. In the event of a race starting but not being completed, the player/team
progressing to the next round or being awarded the victory will be deemed the winner for settlement
purposes.
3. Sailing. All bets will stand regardless of which team/sailor participates. The winners are determined based
on the official result, disregarding any subsequent disqualifications. If there is no podium presentation,
the official published results will be used. If there is no prize award ceremony, bets will be settled subject
to which sailor crosses the finishing line first.
9.78. TEQBALL
1. Matches consist of best-of-three sets (the maximum number of sets which can be played is 3).
2. Each set is played until a player/team reaches 20 points. The first two sets can be won by at least a one-
point margin. The third set must be won by two points in the event of a tie (19:19).
3. Each player makes 4 services and has two attempts to complete a successful service. Players can serve
using any part of their body except their hands. The ball must also be above the lowest level of the
Teqboard when a service is made.
4. A rally lasts until the ball either lands on the floor or doesn't bounce on the playing surface. Players
cannot touch the ball using the same body part twice in a row during a rally. Each player can take a
maximum of 3 touches provided they don’t touch the ball using the same body part more than once.
5. If the ball hits the net or an edge ball occurs during a service, this service has to be repeated. If the ball
hits the net and any touches can still be taken, the game can continue.
6. In the event of an edge ball, a rally shall be repeated.
7. If the ball touches the net during a service, this will result in a fault.
8. Players can only return the ball from their side without crossing the lengthened imaginary line of the net.
9. When returning the ball to the opponent's side, the ball must always be above the net, even if the hit is
made from the side of the Teqboard.
10. A service must be made at a distance of 2 metres from the Teqboard between the lines on the floor along
the width of the Teqboard.
9.79. KUNG VOLLEYBALL
1. Kung volleyball matches feature 2 teams of three players (each of whom have 1-2 subs). Teams can make
an unlimited number of substitutions.
2. Matches are played on a 13x6 metre court with a net across the middle.
3. Matches consists of best-of-three sets (the maximum number of sets which can be played is 3). Each set is
played until a team reaches 21 points with at least a two-point margin. If the score is tied (20:20), the set
lasts until one team has a two-point lead. If both teams have won a set each, a tie breaker shall be played.
The first team to open up a two-point lead or reach 15 pints will win this tie break.
4. Kung Volleyball rules:
o Teams must kick the ball into the opponent's side of the court.
o Each team is allowed a maximum of three touches of the ball in their half of the pitch and each player can
only take one touch. If this limit is exceeded, a point will be awarded to the opposing team.
o If a player touches the net or makes a foot fault, a point will be awarded to the opposing team.
o If the ball touches a player’s hand, a point will be awarded to the opposing team.
o If the ball lands on the floor, a point will be awarded to the opposing team.
o The ball is deemed to be out of play if it lands outside the boundaries of the court.
o If the ball hits the net and doesn’t go to the other half of the court, this will result in a fault (both a point
and serve will be awarded to the opposing team). The team who scores the point will serve.
5. Volleyball rules apply to rallies.
9.80. TEQVOLY
1. Matches are played until one team has won two sets. The sets are played until one of the teams has won
21 points. The third set is played until one of the teams has won 15 points.
2. The game is played according to the traditional rules of volleyball with three types of shot (dig, set and
spike/tip).
3. Spiking the ball from jumping or standing is permitted from behind the diagonal sideline.
o The ball may touch the transparent screen that divides the table during a rally, but if the ball does not end
up on the opponent’s side of the table, this is considered a fault.
o Spiking is allowed only from the outside of the lines, while tipping can be performed anywhere in the
team’s playing area.
4. Lots are drawn to determine which team starts the game. The serving team switches to receive the serve
after every two points that are scored, up until the end of the set, until each team has scored 20 points (14
points in the 3rd set), or until the serve rule is introduced that requires the serving and receiving teams to
continue to switch only after every single point.
o If the ball touches the transparent screen that divides the playing table during a serve this is considered a
fault (the ball goes to the opposing team).
5. A team is awarded a point when the ball hits their opponent’s side of the table and then goes on to land in
their opponent’s playing area.
o A point is awarded when one of the teams hits the ball from jumping or standing to the opposite side of
the table and the defending team does not return it.
6. Touching players from the opposing team is prohibited.
7. Touching the table is prohibited.
8. Attacks from outside the baseline are prohibited.
9.81. ROCKET LEAGUE
9.82. BATTLEFIELD
1. Battlefield involves the streaming of a multiplayer game (a simulator).
2. Bets are accepted on a battle between two teams. A match continues until one team runs out of
reinforcement tickets.
3. The duration of a single round is limited to three hours. Should neither team run out of reinforcement
tickets in this time, the team with the highest score wins.
4. The minimum stake on any single selection is €0.20.
5. The maximum stake is determined by the bookmaker for each selection individually.
6. The bookmaker may change stake limits without prior notice.
7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
8. Bets on teams are only accepted LIVE. The game is streamed online.
9. The following markets are available:
Win;
Total (Over/Under) (the number of remaining tickets);
Team Total (Over/Under);
Total (Even/Odd);
Race To Points.
9.83. LOTTERY
1. Unless otherwise stated, all bets are settled on the result of the main draw, excluding bonus balls.
2. Should a draw be delayed or postponed for more than 12 hours after the official scheduled start time for
any reason, all bets will be deemed void.
3. The start time of a draw is displayed in the “Sports” section.
4. If the Customer is not able to watch a draw due to technical difficulties, but the result of said draw is
posted on the official source, such a draw shall be deemed official.
5. The result may be viewed on the official website of the lottery draw in question.
6. The odds on different lotteries cannot be combined with each other, nor may they be combined with the
odds on other events.
9.84. ESPORTS RUGBY
Esports Rugby involves the streaming of a multiplayer game (a rugby simulator).
RUGBY FIFTEENS
1. Bets are accepted on traditional rugby matches featuring two teams of 15 players.
2. A match consists of two 40-minute halves (regular time). If time runs out while the ball is in play, the
match continues until the ball is "dead", i.e. when the ball crosses a dead ball line or is passed forward by
a player.
3. Try (5 points): A try is scored when an attacking player grounds the ball in the in-goal area, which is
between the goal line (is included in the goal area) and the dead-ball line. A try counts if a player touches
the ground with the ball whist holding it in their hand, or presses the ball to the ground with any part of
their body from their waist to neck inclusive. When a try is scored, the scoring team gets to attempt a
conversion kick and score extra points;
4. A Penalty try (5 points) is awarded if the player could have scored a try but was prevented from doing so
by an opponent’s misconduct. Penalty tries are awarded between the goal posts, which makes it easier to
score a conversion kick;
5. Conversion (2 points): If a team scores a try, they can score extra points by successfully attempting a
conversion. One of the players places the ball in line with where the ball was grounded for a try and kicks
the ball at their opponents’ goal. A conversion is deemed to be successful if the ball passes over the
crossbar and between the two uprights. At the same time, the opposing team’s players must be in their
own in-goal area;
6. A penalty kick (3 points): The referee may award a penalty (place) kick for certain infringements of the
rules. The ball is placed at the point where the infringement occurred and one of the players kicks the ball
at their opponents’ goal. A goal is scored according to the same rules as a conversion;
7. A drop goal (3 points): If the ball is in play, any player can kick it at the goal. A player intending to score
a drop goal must drop the ball to the ground and kick it with their foot after the ball bounces off the
ground. It is prohibited for players to shoot directly from their hands.
RUGBY LEAGUE (NRL)
1. Bets are accepted on National Rugby League matches featuring two teams of 13 players.
2. A match consists of two 40-minute halves (regular time). A “try” is when a team scores points in the in-
goal area and is worth four points.
3. When a try is scored, the scoring team attempts a conversion. The ball is placed in line with the sideline
from the point where the ball was grounded at a convenient distance, after which the conversion is
attempted.
4. A successful conversion is worth two points. Points can also be scored with a penalty kick (2 points) or a
‘drop goal’ (an in-play kick of the ball after it has bounced off the ground), which is worth 1 point.
5. If a match ends in a draw in regular time, two 5-minute periods of overtime take place. The ‘golden point’
rule applies in such cases, meaning the team who scores points first wins.
6. If the score is equal at the end of these periods of overtime, a match ends in a draw.
RUGBY SEVENS
1. Bets are accepted on World Rugby matches featuring two teams of 7 players.
2. A match consists of two 7-minute halves.
3. The team that has scored more points than their opponents is deemed to be the winner. 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): When a try is scored, the scoring team attempts a conversion. One of the players
places the ball in line with where the try was scored and kicks the ball at their opponents’ goal. A
conversion is deemed to be successful if the ball passes through the two uprights and over the crossbar.
6. A penalty kick (3 points): The referee may award a penalty (place) kick for serious infringements of the
rules. The ball is placed at the point where the infringement occurred, and one of the players kicks the ball
at their opponents’ goal. A goal is scored according to the same rules as a conversion;
7. A drop goal (3 points) is an in-play kick of the ball at goal once it has bounced off the ground.
8. If a player receives a yellow card, they will be suspended for 2 minutes.
9. If a player is shown a red card, they will be sent off and take no further part in the match.
10. If a match ends in a draw in regular time, then the result of the match is a draw.
GENERAL RULES
1. All bets are settled after an event ends.
2. The minimum stake on any event is €0.20.
3. The maximum stake is determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip,
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and Live bets are accepted. All eRugby matches are streamed online.
7. The following markets are available:
o Including regular time:
Win
Double Chance
Total (Over/Under)
Team Total (Over/Under)
Handicap
Win To Nil
Exact Number Of Points (in a match)
Both Teams To Score
HT-FT
Scores In Each Half
o Including overtime:
Win
Race To ‘N’ Points
First To Score Points
Last To Score Points
Total Tries (Over/Under)
Total Drop Goals (Over/Under)
9.85. ESPORTS AMERICAN FOOTBALL
1. Esports American Football involves the streaming of a multiplayer game (an American football
simulator).
2. Bets are accepted on traditional American football, where each team has 11 members.
3. All bets are settled after an event ends.
4. The minimum stake on any single selection is €0.20.
5. The maximum stake is determined by the bookmaker for each selection individually.
6. The bookmaker may change stake limits without prior notice.
7. If a match ends in a draw in regular time, overtime takes place. In this case, all bets will be settled
including overtime.
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All
Esports American football matches are streamed online.
10. The following markets are available:
Win;
Team Handicap;
Total (Over/Under).
9.86. ESPORTS RALLY
1. Esports Rally involves the streaming of a rally simulator.
2. All bets are settled after an event ends.
3. The minimum stake on any single selection is €0.20.
4. The maximum stake is determined by the bookmaker for each selection individually.
5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
6. The following markets are available:
“Winner Of The Race”. The driver who takes 1st place in the final rankings will be deemed the winner.
“Match-Ups”. The Customer should predict which of the two named drivers will finish higher in the final
rankings.
“To Be Higher (3Way)”. The Customer should predict which of the three named drivers will finish higher
in the final rankings.
“Finishing Position In The Race”. The Customer should predict which position the named driver will take
in the final rankings.
“In Top 3”. The Customer should predict whether the driver will finish in the Top 3 or not.
9.87. ESPORTS GOLF
1. Esports Golf involves the streaming of a golf simulator.
2. All bets are settled after an event ends.
3. The minimum stake on any single selection is €0.20.
4. The maximum stake is determined by the bookmaker for each selection individually.
5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
6. Two players take part in a match and must play four holes each.
7. The player who completes all four holes in the fewest number of strokes is deemed the winner. If both
players shoot an equal number of strokes, the match ends in a draw.
8. The player who shoots fewer strokes while completing a single hole will be deemed to have won that
hole. If both players shoot an equal number of strokes, they will be deemed to have tied.
9. A par is assigned to each of the four holes. Par is the number of strokes that a player must make to
complete the hole according to the rules. The par of each hole is shown in the table of results. The
Customer may place bets on the “Total Over/Under Par” market.
10. The result of a match is determined according to the final statistics table. No issues with the game
graphics will result in the cancellation of bets.
9.88. ESPORTS BASEBALL
1. Esports Baseball involves the streaming of a multiplayer game (a baseball simulator).
2. Bets are accepted on a traditional type of baseball where each team has nine members.
3. All bets are settled after an event ends.
4. The minimum stake on any single selection is €0.20.
5. The maximum stake is determined by the bookmaker for each selection individually.
6. The bookmaker may change stake limits without prior notice.
7. If a match ends in a draw in regular time (three innings), an extra inning takes place. In this case, all bets
will be settled including extra innings.
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All
matches are streamed online.
10. The following markets are available:
Win;
Team Handicap;
Total (Over/Under);
Team Total.
9.89. STREET FIGHTER V
1. Street Fighter V involves the streaming of a multiplayer game.
2. Bets are accepted on a match between two fighters. A match continues up to two victories; the maximum
number of rounds is three.
3. All bets are settled after an event ends.
4. The fighter who has killed their opponent will be deemed the winner.
5. The minimum stake on any single selection is €0.20.
6. The maximum stake is determined by the bookmaker for each selection individually.
7. The bookmaker may change stake limits without prior notice.
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9. Bets on fighters are only accepted 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 displayed at the top of the screen near the timer.
* Duration of the round means the number of seconds which have elapsed since the fight started. This
number is calculated by deducting the number at which the timer stops from 99 seconds (the standard
number on the timer at the start).
For example, if the countdown stops at 59, the duration of this round will be 99-59=40 seconds.
9.90. QUAKE 4
1. Quake 4 involves the streaming of a multiplayer game.
2. Deathmatch. A round lasts five minutes. The player who has killed the most opponents will be deemed
the winner.
3. If the winner is impossible to determine at the end of a round (e.g. if the leading players have killed an
equal number of opponents), an extra time period of two minutes is played.
4. In extra time, the winner is determined in the same manner as in regular time (i.e. the player who has
killed the most opponents).
5. The minimum stake on any single selection is €0.20.
6. The maximum stake is determined by the bookmaker for each selection individually.
7. The bookmaker may change stake limits without prior notice.
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9. Only LIVE bets are accepted. All matches are streamed online.
The following markets are available:
Regular Time Winner;
Winner Of The Match;
Will There Be Overtime?
Individual Total Frags.
9.91. CALL OF DUTY
1. Call of Duty involves the streaming of a multiplayer game (a simulator).
2. Bets are accepted on a battle of six players. A single match lasts six minutes.
3. All bets are settled after an event ends.
4. The minimum stake on any single selection is €0.20.
5. The maximum stake is determined by the bookmaker for each selection individually.
6. The bookmaker may change stake limits without prior notice.
7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
8. The “Winner” market. The winner is measured by most frags. If players are tied, the winner is determined
by the fewest number of deaths.
9. Player Total a player’s total number of frags.
10. The result is determined according to the table displayed during the course of streaming.
11. Only LIVE bets are accepted. All matches are streamed online.
9.92. HEARTHSTONE
1. HearthStone involves the streaming of a multiplayer game.
2. A match is deemed to have started as soon as both players draw their starting hands.
3. Casual matches are played until the first win.
4. The minimum stake on any single selection is €0.20.
5. The maximum stake is determined by the bookmaker for each selection individually.
6. The bookmaker may change stake limits without prior notice.
7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
8. If the final result of a match is impossible to determine, stakes are refunded. Bets on markets which have
already been determined shall be settled.
9. The result of a casual match shall be determined based on streaming/videorecording.
10. The following markets are available:
o Win the winner is the player who destroys the enemy hero;
o Total (Over/Under) the number of the winner’s health points plus armor remaining at the end of a
match;
o Total Used Secrets the number of “Secret” cards played by both players during a match;
o Total Used Spells the number of “Spell” cards played by both players during a match;
o Total Minions Used the number of “Minion” cards played by both players during a match;
o Total Legendary Cards Laid on The Table the number of legendary cards played by both players during
a match (legendary cards are decorated with a dragon at the top).
o Card Value X Laid on The Table Yes/No the Customer should predict whether a card of the stated
value will be played during a match.
11. Should previously used cards (including legendary cards) be returned to the game board, these cards will
not be taken into account a second time for settlement of the following markets: “Total Minions Used”
and “Total Legendary Cards Laid on the Table”.
12. Minions called up by another minion will not be taken into account for the settlement of the “Total
Minions Used” market.
9.93. ESPORTS LACROSSE
1. Esports Lacrosse involves the streaming of a multiplayer game (a lacrosse simulator).
2. All bets are settled after an event ends.
3. The minimum stake on any single selection is €0.20.
4. The maximum stake is determined by the bookmaker for each selection individually.
5. The bookmaker may change stake limits without prior notice.
6. Bets are accepted on regular time excluding overtime.
7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
8. Bets are accepted before the start of a match and during the match (Live bets). All Esports Lacrosse
matches are streamed online.
9. The team with the highest score shall be deemed the winner. Should the scores of both teams be equal, the
match ends in a draw and overtime takes place.
10. If a shot is made outside the penalty area, the team receives two points.
11. Bets on a half are settled after an event ends.
12. Available markets:
Win;
Double chance;
Handicap;
Total (over; under);
Total (even; odd);
Individual Total (Over/Under);
Race To () Points.
9.94. STEEP
1. Steep involves the streaming of 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 for a player to
complete the challenge. Bets are settled when the player has completed the challenge and after the event
has ended.
4. The player with the highest score shall be deemed the winner of a tournament by score.
5. The player who completes the challenge fastest shall be deemed the winner of a tournament on time.
6. The minimum stake on any single selection is €0.20.
7. The maximum stake is determined by the bookmaker for each selection individually.
8. The bookmaker may change stake limits without prior notice.
9. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
10. Only LIVE bets are accepted. Matches are streamed online.
Available bets:
Win In The Tournament By Points;
Win In The Tournament On 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 estimated as the period from leaving the starting line to crossing the finish line.
9.95. CROSSFIT GAMES
Bets are accepted on the winner. The list of sports included in the tournaments is published several hours
before the Games start and may contain unusual sports. The CrossFit Games include competitions for
male and female athletes, teams, and masters.
Should a particular athlete fail to participate in the tournament, bets on this athlete will be settled at odds
of 1 (stakes will be refunded).
9.96. ESPORTS FLOORBALL
1. Esports Floorball involves the streaming of a multiplayer game (a floorball simulator).
2. Bets are accepted on traditional floorball matches, where each team has six players.
3. All bets are settled after a match ends.
4. The minimum stake on any single selection is €0.20.
5. The maximum stake is determined by the bookmaker for each selection individually.
6. The bookmaker may change stake limits without prior notice.
7. Bets are accepted on regular time.
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9. Bets are accepted before the start of a match and during a match (Live bets). All Esports Floorball
matches are streamed online.
10. Available types of bets:
Win;
Team Handicap;
Total (over; under);
Team Total.
9.97. ESPORTS FORMULA 1
1. Esports F1 involves the streaming of a Formula 1 simulator.
2. All bets are settled after the race ends.
3. The minimum stake on any single selection is €0.20.
4. The maximum stake is determined by the bookmaker for each selection individually.
5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
6. Available markets:
o “Winner Of The Race” – the Customer should predict which driver will take first place in the final
rankings.
o “Match-Ups” – the Customer should predict which of the named drivers will be higher in the final
rankings.
o “Win Without Leaders” – the Customer should predict which driver will take first place in the final
rankings excluding the two favorites.
o “Top Driver in Team” – the Customer should predict which driver will be higher than their teammate.
o “Finishing Position In The Race” – the Customer should predict the position of a driver in the final
rankings.
o “In Top 3” – the Customer should predict whether a driver will finish in the top 3.
9.98. ESPORTS ANGRY BIRDS
1. Esports Angry Birds involves the streaming of a video game. The aim of the game is to hit the green pigs
that appear on various structures by launching birds at them from a sling shot.
2. Bets are placed on a game consisting of 30 levels (maps). If a player loses a map, the game ends.
3. If a bet is placed on a specific level, but a player fails to reach it, this bet will be settled at odds of 1
(refund).
4. All bets are settled after a game ends.
5. The minimum stake on any single selection is €0.20.
6. The maximum stake is determined by the bookmaker for each selection individually.
7. The bookmaker may change stake limits without prior notice.
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9. Bets are accepted before the start of a match and during a match (Live bets). All games are streamed
online.
10. Available markets:
o Total Points (the number of points earned across all opened maps);
o Total Stars (the number of stars earned across all opened maps);
o Total Maps (the number of all completed maps);
o Map, Total Points;
o Map, Total Stars.
9.99. INJUSTICE 2
1. Injustice 2 involves the streaming of a multiplayer game.
2. Bets are accepted on battles between two teams of three fighters. A match lasts up to two wins, with a
maximum of three rounds.
3. All bets are settled after an event ends.
4. The team with the most victories shall be deemed the winner.
5. The minimum stake on any single selection is €0.20.
6. The maximum stake is determined by the bookmaker for each selection individually.
7. The bookmaker may change stake limits without prior notice.
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9. Only LIVE bets on fighters are accepted. Games are streamed online.
10. Available bets:
o Win in round;
o Win in tournament;
o Total rounds.
9.100. PESÄPALLO
1. Pesäpallo is a bat-and-ball game played in Finland.
2. Bets are accepted on regular time. Please visit http://www.pesis.fi for an overview of the game.
9.101. TEKKEN VII
1. Tekken is a stream of multiplayer game.
2. Bets are accepted on battles for two fighters. The game is played until 5 wins, max 9 single rounds.
3. All bets are settled on the result at the end of full time.
4. The winner is the player killed the opponent.
5. The minimum stake on any event is 0,2€.
6. A maximum stake is determined for each event by the betting company.
7. A stake can be limited without any notification and giving reasons.
8. In case the company staff makes mistakes at bets accepting (obvious misprints in a betting list, odds
mismatch between Sports line and a bet, etc.) or there are any evidences of unfair play, breach of the
present Rules at bets accepting as well as other arguments confirming incorrectness of bets, the
bookmakers company reserves the right to declare bets on such terms void.
9. Bets are accepted only in Live. All the matches are streamed Online.
10. Available bets:
1. On Round:
Win in round;
Round Duration (Over; Under);
2. On Tournament
Win in tournament;
Total (Over; Under);
Fighter's total (Over/Under);
Fighter's handicap (Over; Under);
Total Rounds (Odd, Even).
*Round duration means the number of seconds which have elapsed since the round started. This number
is calculated by deducting the number at which the timer stops from 80 seconds (the standard number on
the timer at the start).
For example, if the countdown stops at 54, the duration of the round is 80-54=26 seconds.
9.102. SPECIAL BETS
1. Weather specials. Applies to snow being recorded at the city's main international airport weather station
on 25th December. In the case of cities with more than one international airport, the airport with the
highest number of annual passengers will be used. www.wunderground.com must confirm the result by
end January.
9.103. PROFESSIONAL WRESTLING
1. All bets are settled after the end of the competition based on the rules of the tournament. If the number of
participants in the competition is changed, the bets remain in force.
2. Should additional wrestlers or teams take part into the tournament at any stage, all bets remain in force.
Should nobody win the tournament or the winner is determined by drawing lots, all bets will be cancelled.
3. Should the match ends in a draw then bets will be settled at odds of 1 (in the absence of bets on a draw).
4. The bet “To appear in the ring”. The calculation is based on the broadcast of the main show. Wrestler,
who is listed in the event, must enter the ring, but is not required to participate in the fight. In case of
changing the number of matches, the schedule for the appearance of the participants, all bets on the
appearance of a wrestler in the ring remain in force.
5. The bet “To Intervene in event”. Wrestler must intervene in the event (hand over the object, distract the
judge etc.) in the period between the starting gong and the signal of the end of the fight. If the
intervention occurs at another time, then the bet on this outcome bets will be settled at odds of 1. If the
referred participant hits an additional participant or a team that prevents the match, the bets will be settled
at odds of 1.
6. The bet “To Intervene in match”. The referred wrestler must hit the declared participant in the period
between the starting gong and the signal of the end of the fight in this match, so that this action is taken
into account. If the referred wrestler hits the declared opponent at any other time, then the bets on this
outcome will be settled with the odds equal to “1”. If the referred wrestler intervenes in another match, it
will not be taken into account in the bets on this outcome. If the referred wrestler hits an additional
participant or a team that prevents the match, the bet on this outcome will be settled at odds of 1. If the
referred match does not start, the bet on this outcome will be settled at odds of 1.
7. Any changes in the bet settlement will not be made due to any changes or corrections made by the
managing organizations after the event.
9.104. CARD GAME “DURAK”
1. Durak is a popular card game between 2 players. Cards ranking in a deck of 36 cards: 6, 7, 8, 9, 10, J,
Q, K, A.
2. Glossary of Terms:
o Trump: the trump suit is the most powerful, and beats other suits on the table.
o Cards discarded is a situation when the player has beaten the attacking cards lying on the table.
o Cards taken is a situation when the player is not able to beat the attacking cards lying on the table and he
takes all the cards on the table.
o A draw is declared if there are no more cards in the deck and all the cards are beaten. In this case, there
are no winners or losers in the game.
3. The following markets are available:
o Player 1 To Win / Player 2 To Win / Draw (The player wins if he has not cards in his hand and his
opponent is left with cards at the end of the game; a draw is declared if both players have not cards in
their hands at the end of the game).
o Total Rounds (The round begins when one of the players starts to attack, and ends with cards discarded or
cards taken if the other player cannot beat the attacking cards).
o Total Rounds Ending With Cards Taken (The rounds during which the player could not beat the cards
lying on the table).
o Total Rounds Ending With Cards Discarded (The rounds ending with cards discarded).
o First Turn (The player with the lowest trump card is the first attacker; if neither player has a trump card
yet then the Player 1 starts to attack).
o Suit Of Trump.
o Round (Cards Discarded / Cards Taken) with what result the selected round will end.
o Player To Hold 4 Cards Of The Same Rank (at any time during of the game).
o Player’s Total Cards At The End Of The Game (the number of cards left in loser's hand; if the game is
over in a draw total equals to 0).
o Who Will Take Last Card From Deck (the last card is a trump card laid face up on the table under the
deck).
o Last Card in Deck To Be Face Card Or Ace.
o Who Will Draw Trump Ace from the Deck.
4. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9.105. CARD GAME
CARD GAME «21»
1. Card game «21» is an option of the classic game. At the start of a game, the player and the dealer receive
two cards each by the following turn: player-dealer-player-dealer. If someone of them score 21 points
with the first two cards, then the game is over and the points are compared. In other case the player has
the right to take one card until they decide to stop, or they get 5 cards in the hand, or the total value of the
hand is equal to 21, or they score more than 21 points (bust). If the player goes bust, they automatically
lose. In all other cases, the dealer takes their turn. If the dealer scores less than 17 points and they get less
than 5 cards, they must take additional cards. The dealer can stand if they score more points than the
player. If the dealer goes over 21 points, then they lose. In all other cases the points scored by the player
and the dealer are compared. The winner is the one who scored more points than their opponent, if the
points of the rivals are equal, there is a draw. "21" is played with a standard 36-card deck. Cards ranking:
6, 7, 8, 9, 10, J, Q, K, A. Value of cards according to their rank: 6, 7, 8, 9, 10, 2, 3, 4, 11. "Golden Point"
is a winning combination when the player / the dealer holds in his hand two Aces (that are counted as 21).
2. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds on the different places etc.), or
should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such
bets void. Should any software failures occur, the game may be interrupted, then all unsettled bets will be
refunded.
3. The following markets are available:
o Win
o Total (Over; Under)
o Individual Total (Over; Under)
o 21 Points Will Be Scored (Yes/No)
o Dealer/Player To Score 21 Points (Yes/No)
o Will There Be "Golden Point"
o Player/Dealer To Receive "Golden Point"
o Bust (Yes/No)
o Dealer/Player To Bust (Yes/No)
o Game To Be Finished On Deal (Yes/No)
o Dealer/Player To Get A Card (Suit)
o Dealer/Player To Get A Card (Rank)
o Dealer/Player To Get A Card
CLASSIC CARD GAME «2
1. At the start of a game, the player and the dealer receive one card. The dealer’s card is placed face down
on the table, that is, the value of the card is not visible. Then the player takes one card until they decide to
stop, or they get 5 cards in the hand, or the total value of the hand is equal to 21, or they score more than
21 points (bust). If the player scores 21 points, they automatically win. If the player goes bust, they lose.
In all other cases, the dealer takes their turn. They turn over their first card and take the additional cards.
If the dealer scores less than 17 points and they get less than 5 cards, they must take additional cards. If
the dealer goes over 21 points, then they lose. In all other cases the points scored by the player and the
dealer are compared. The winner is the one who scored more points than their opponent, if the points of
the rivals are equal, there is a draw. Classic "21" is played with a standard 36-card deck. Cards ranking: 6,
7, 8, 9, 10, J, Q, K, A. Value of cards according to their rank: 6, 7, 8, 9, 10, 2, 3, 4, 11. There are two
special combinations in the game that are counted as 21:
o two Aces in the hand ("Golden Point")
o five picture cards (J, Q, K) in the hand ("Five Pictures")
2. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds on the different places etc.), or
should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such
bets void. Should any software failures occur, the game may be interrupted, then all unsettled bets will be
refunded.
3. The following markets are available:
o Win
o Total (Over; Under)
o Individual Total (Over; Under)
o 21 Points Will Be Scored (Yes/No)
o Dealer/Player To Score 21 Points (Yes/No)
o Will There Be "Golden Point"
o Player/Dealer To Receive "Golden Point"
o "Five Pictures" (21 Points)
o Player/Dealer To Have "Five Pictures" (21 Points)
o Bust (Yes/No)
o Dealer/Player To Bust (Yes/No)
o Exact Number Of Cards
o Dealer/Player To Get A Card (Suit)
o Dealer/Player To Get A Card (Rank)
DOTA 21. UP TO 3 WINS
1. This game is played by Dota characters. Games consist of a number of rounds. If a player wins a round,
they get 1 point. The game continues until one of the participants has scored 3 points. The rounds are
played in accordance with the rules of the card game “21”.
2. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds on the different places, etc.), or
should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such
bets void. Should any software failures occur, the game may be interrupted, then all unsettled bets will be
refunded.
3. The following markets are available:
o on the whole game:
Win
Total Draws
Correct Score
Wins In A Row
o 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)
9.106. SECA
1. Seca is a card game, in which 2 opponents take part.
2. The goal of the game is to score more points than the opponent. A deck of 36 cards from sixes to aces is
used for the game.
1. Three cards are dealt to each player. The winner is the player who scores the most points and, if there is a
tie draw.
2. Value: ace - 11 points, cards from six to ten have a face value, jack, queen and king - 10 points
3. If three cards of the same rank are drawn, the sum of points is equal to the sum of all cards. Example: a
player has a jack of spades and eight spades - that's 18 points. The sum of the points of any card
combination that includes two aces is always 22, three aces is always 33 regardless of the suit of the aces.
But the combination of ace of spades, ace of clubs and king of spades is 22 points, not 32.
4. Six of clubs is considered a joker and plays with any card (combination) , the joker costs 11 points.
Example: there are six clubs, ace of clubs and ace of spades cost 33 points.
5. The strongest combination in the game is three sixes, one of which is six clubs, this combination gives 36
points. The strongest combination in the game is three sixes, one of which is six clubs, this combination
gives 36 points.
3. In the event of staff error or software failure at the time of bet acceptance (e.g. obvious misprints in the
odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or
should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such
bets void.
4. The following markets are available:
o win
o total
o Individual Total
o Total Odd, Even
o Player1/Player2 To Score Total Points (Exact number of points)
o Total Points Of Any Player(Exact number of points)
o Each Player To Score (over/under/ yes/no)
o Player1/Player2 To Get Card/Suit/Rank
o One Of The Players To Get A Card
9.107. POKER
1. Poker is a card game in which the winner is a player who collected the highest combination. Two
participants take part in the game. Poker is played with a deck of 52 cards. Cards ranking: 2, 3, 4, 5, 6, 7,
8, 9, 10, J, Q, K, A.
2. Poker hands:
o A royal flush is not a separate combination, but a special case of a straight flush, the best possible hand
and consists of 5 high (ace, king, queen, jack, ten) cards of the same suit, for example: A ♥ K ♥ Q ♥ J ♥
10.
o A straight flush is a poker hand containing any five cards of sequential rank, all of the same suit, such as
9♠ 8♠ 7♠ 6♠ 5♠. An ace can rank either high or low. 5♦ 4♦ 3♦ 2♦ A♦ is the lowest straight flush.
o Four of a kind is a poker hand containing four cards of the same rank. For example, 3♥ 3♦ 3♣ 3♠.
o A full house is a poker hand containing three cards of one rank and two cards of another rank. For
example, 10♥ 10♦ 10♠ 8♣ 8♥.
o A flush is a poker hand containing five cards all of the same suit. For example, К♠ J♠ 8♠ 4♠ 3♠.
o A straight is a poker hand containing five cards of sequential rank, not all of the same suit, such as 5♦ 4♥
3♠ 2♦ A♦. As part of a straight, an ace can rank either above a king or below a two. In this example, A ♦
starts the combination and its value is one, and 5 ♦ is considered the highest card. The lowest straight is
from the five to the ace, the highest is from the ace to the ten.
o Three of a kind is a poker hand containing three cards of the same rank. For example, 7♣ 7♥ 7♠.
o Two pair is a poker hand containing two cards of the same rank. For example, 8♣ 8♠ 4♥ 4♣.
o One pair is a poker hand containing two cards of the same rank. For example, 9♥ 9♠.
o High card is a none of the above combinations, such as A♦ 10♦ 9♠ 5♣ 4♣ (ace-high).
3. A kicker is a card in a poker hand that does not itself take part in determining the rank of the hand, but
that may be used to break ties between hands of the same rank. In the case of equal hands, the player who
has the highest kicker takes the pot. It should be borne in mind the following:
o The kicker in poker is counted only if the hands consist of four or less cards. In poker hands of 5 cards
(all types of straights and flushes), it plays no role, and the pot is divided in half;
o as a kicker, not only one, but more free cards can be used. Their number is determined by the difference
between the community cards (there are 5 in poker) and the cards in hand. Thus, a pair can have 3
kickers, a set has 2, two pairs or four of a kind in a poker have 1 kicker.
4. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9.108. BACCARAT
1. 1.Baccarat is a card game involving a player and a banker. Each aims to get more points than the other.
Six decks of 52 cards are used (from 2 to ace). Card values: aces = 1 point, card numbers 2 to 9 = 29
points, according to the number, and face cards and 10s = 0 points. You can have a maximum of 9 points,
so the total points are determined by the modulo 10 formula; for example, 7 + 6 = 13 = 3, or 7 + 6 + 8 =
21 = 1.
At the start of the game, the banker and player receive two cards. If one of them gets 8 or 9 points, the
game ends. Otherwise, a third card can be given to each of them in certain situations.
Third-card rule for the player: the player takes a third card if he/she has 5 points or less.
Third-card rules for the banker:
o If the player did not take a third card and the banker has over 5 points, the banker does not take a third
card.
o If the player did not take a third card and the banker has 5 points or less, the banker takes a third card.
o If the player took a third card and the banker has 02 points, the banker takes a third card.
o If the player took a third card, the banker has 3 points, and the player’s third card is not an 8, the banker
takes a third card.
o If the player took a third card, the banker has 4 points, and the player’s third card is between 2 and 7, the
banker takes a third card.
o If the player took a third card, the banker has 5 points, and the player’s third card is between 4 and 7, the
banker takes a third card.
o If the player took a third card, the banker has 6 points, and the player’s third card is a 6 or 7, the banker
takes a third card.
o If the player took a third card and the banker has 7 points, the banker does not take a third card.
2. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
3. The following markets are available:
o Win
o Total
o Individual total
o Handicap
o Total Even/Odd
o Individual total Even/Odd
o Game to end straight after deal Yes/No
o Exact number of points
o Total Player/Banker card
o Player/Banker to get third card Yes/No
o Player/Banker to get a card (Suit/Rank)
9.109. DICE
1. 2 players take part in this game. They roll 2 dice in turn. The winner is the player who scores more points
than their opponent. If both players score the same number of points, the game ends in a draw. Games
consist of 2 rounds. In the first round, player 1 rolls 2 dice first, then player 2 does the same. The second
round is played in the same way.
2. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds on the different places, etc.), or
should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such
bets void. Should any software failures occur, the game may be interrupted, then all unsettled bets will be
refunded.
3. The following markets are available:
o on 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
o on a round:
Win
Double Chance
Total (Over; Under)
Individual Total (Over; Under)
Handicap
Total (Even; Odd)
Individual Total (Even; Odd)
9.110. STARCRAFT
1. StarCraft involves the streaming of a real-time strategy game. 2 teams compete against each other. All
bets are settled after an event ends.
2. The minimum stake on any single selection is €0.20. The maximum stake is determined by the
bookmaker for each selection individually. The bookmaker may change stake limits without prior notice.
3. The team who has destroyed all opponent's buildings will be deemed the winner.
4. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
5. The following markets are available:
o W1/W2
o Total Drones Of The Winner At The End Of The Match (called up units are not taken into account)
o Total Units Of The Winner At The End Of The Match (called up units are not taken into account)
o Total Buildings Of The Winner At The End Of The Match (annexes to the Terran’s buildings are not
taken into account)
o Duration Of The Match (the game time (!) at the moment of the destruction of the last building)
o Unit Has Been Created (this market is available only in pre-match)
6. Before the match, units and buildings that are counted will be demonstrated. For the convenience of the
players, the interface provides information about the current number of these units and buildings.
7. For clarity a stop frame with the final result is displayed at the end of the fight.
9.111. DISC JAM
1. Disc Jam is a stream of multiplayer game.
2. Bets are accepted on battles for two rivals. The game is played until 2 wins, max 3 sets.
3. All bets are settled on the result at the end of full time.
4. The winner is the player with the most number of wins.
5. The minimum stake on any event is 0,2€.
6. A maximum stake is determined for each event by the betting company.
7. A stake can be limited without any notification and giving reasons.
8. In case the company staff makes mistakes at bets accepting (obvious misprints in a betting list, odds
mismatch between Sports line and a bet, etc.) or there are any evidences of unfair play, breach of the
present Rules at bets accepting as well as other arguments confirming incorrectness of bets, the
bookmakers company reserves the right to declare bets on such terms void.
9. Bets are accepted only in Live. All the matches are streamed Online.
10. The following markets are available:
Win In Set;
Win In Tournament;
Total Sets;
Total Points During The Game;
Win To Nil In One Of The Sets;
Total Points In The Set;
Minimum Total Points Per Goal In The Match;
Maximum Total Points Per Goal In The Match.
9.112. LEAGUE OF LEGENDS (ARAM)
1. League of Legends (ARAM) involves the streaming of a multiplayer game.
2. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
3. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All
matches are streamed online.
4. The winner of a map/match is declared once one team’s nexus has been destroyed or one of the teams has
surrendered.
5. Should one or several players quit the game before its completion, but after 11 minutes of play have
elapsed, stakes will not be refunded. Bets on the match will be settled in any case.
6. A match shall be deemed abandoned if one of the players becomes inactive in the first 11 minutes of the
game or goes offline before 11 minutes have elapsed.
7. A match shall be deemed abandoned if it lasts less than 11 minutes.
8. A random match is streamed online. Real random players participate.
9. THE FOLLOWING MARKETS ARE AVAILABLE:
o W1 and W2;
o Total Frags;
o Team To Be The First To Destroy Inhibitor:
o Total Even/Odd.
9.113. LEAGUE OF LEGENDS (CLASSIC MODE)
1. League of Legends (Classic mode) involves the streaming of a multiplayer game.
2. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
3. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All
matches are streamed online.
4. The winner of a map/match is declared once one team’s nexus has been destroyed or one of the teams has
surrendered.
5. A match shall be deemed abandoned if it lasts less than 16 minutes.
6. A match shall be deemed abandoned if one of the players quits the game before 16 minutes have elapsed.
7. A match shall be deemed abandoned if one of the players becomes inactive in the first 16 minutes of the
game and later quits the game altogether.
8. Should one or several players quit the game before its completion, but after 16 minutes of play have
elapsed, stakes will not be refunded. Bets on the match will be settled in any case.
9. A random match is streamed online. Real random players participate.
10. THE FOLLOWING MARKETS ARE AVAILABLE:
o W1 and W2;
o Total Frags;
o Team To Be The First To Destroy Inhibitor;
o Total Even/Odd.
9.114. KING OF FIGHTERS
1. King Of Fighters involves the streaming of a multiplayer game (a game between 2 players).
2. All bets are settled 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. The maximum duration of the round is 60 seconds.
5. The minimum stake on any event is 0,2€.
6. A maximum stake is determined for each event by the betting company.
7. A stake can be limited without any notification and giving reasons.
8. In case the company staff makes mistakes at bets accepting (obvious misprints in a betting list, odds
mismatch between Sports line and a bet, etc.) or there are any evidences of unfair play, breach of the
present Rules at bets accepting as well as other arguments confirming incorrectness of bets, the
bookmakers company reserves the right to declare bets on such terms void.
9. Bets are accepted only in Live. All the matches are streamed Online.
10. The following markets are available:
o Round Duration*;
o Win In The Match;
o Win In Round;
*Duration of the round means the time that players expend to determine the winner in the round. For
example, if the fight stops when the countdown timer shows 25 seconds, the duration of this round will be
35 seconds (60-25=35).
9.115. HEROES OF MIGHT AND MAGIC III
1. Heroes of Might and Magic III involves the streaming of a multiplayer strategy game.
2. Glossary of terms
o The creature is a fighting unit characterized by a unique set of in-game attributes and a distinctive
appearance. The attributes are numerical characteristics of the ability of creatures to deal damage, defend
themselves and also move to the battlefield. Integral attribute is a creature’s level: the higher the level, the
more the squad of such creatures can influence the outcome of the fight. You can find more details about
the creatures of the world of Might and Magic and a short attribute set, necessary to understand the bets
calculation, in Table. 1.
o The squad is a creature’s group on the battlefield. Attributes of the squad are depend on a type of the
creature whose representatives are recruited into the squad and the number of warriors. The squad has the
same set of attributes as well as the creatures forming the squad. The whole squad in a combat can be
subjected to positive and negative magical influences, which affect the combat attributes and the squad
strength. As soon as the strength of the squad drops to zero, it is considered to be destroyed.
o The hero - a warlord capable of increasing the attributes of creatures on the battlefield and providing them
with magical support. The hero controls 7 squads: one squad of creatures of each level.
3. Gameplay
o The fight starts after the formation of squads on the battlefield. The bet “Who Will Take Part In The
Fight” is settled after the fight beginning. The fight ends when all squads of one of the hero are destroyed.
This hero is considered a loser. Other bets are settled after the fight ending.
o There is a text translation in English in the lower part of the video stream.
4. The following markets are available:
o Win In The Fight. The winner is the hero whose squads have destroyed all the rival’s squads.
o Who Will Take Part In The Fight. The bet on a pair of creatures is considered to be a winning one if at
least one creature from a pair has taken part in the battle at least on one side.
o What Level Creature Will Survive. The bet is considered to be the winning one if the squad of the chosen
level survives until the end of the fight.
o How Many Squads Will Survive. The bet is considered to be the winning one if the player has guessed
the number of winner’s squads that will survive by the end of the fight.
9.116. ESPORTS TABLE TENNIS
Esports Table Tennis is a stream of multiplayer game (table tennis simulator).
1. All bets are settled on the result at the end of full time.
2. The minimum stake on any event is 0,2€.
3. A maximum stake is determined for each event by the betting company.
4. A stake can be limit on a certain event without any notification and giving reasons.
5. Bets are accepted before an official event beginning and in Live. All the matches of E-Sports Table
Tennis are streamed Online.
6. Set duration up to 7 points; when there is an equal score then up to the difference of 2 points.
7. Game duration bo3 (best of three until 2 wins in sets).
8. In case of discrepancies between the score on the site and the score on the video, the bet is settled by
video streaming.
9. The following markets are available:
o Win;
o HANDICAP;
o Total (Over; Under);
o Individual Total (Over; Under).
10. If any administrative or software-related errors are made while accepting a bet (obvious misprints of
odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other
indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
9.117. ESPORTS POOL
TOURNAMENT: EIGHT-BALL POOL.
1. E-Sports Pool is a stream of multiplayer game (pool simulator).
2. Bets are accepted on a pool game for two rivals. The game is played until the win of one of the rivals.
3. All bets are settled on the result at the end of full time.
4. The minimum stake on any event is 0,2€.
5. A maximum stake is determined for each event by the betting company.
6. A stake can be limited without any notification and giving reasons.
7. In case the company staff makes mistakes at bets accepting (obvious misprints in a betting list, odds
mismatch between Sports line and a bet, etc.) or there are any evidences of unfair play, breach of the
present Rules at bets accepting as well as other arguments confirming incorrectness of bets, the
bookmakers company reserves the right to declare bets on such terms void.
8. Bets are accepted only in Live. All the matches are streamed Online.
9. Methods of win:
o There are 4 ball types in the game: cue ball (white ball), solid-colored balls, striped balls and black
(eighth) ball. The game ends when a black ball potted or jumped out of the table. Solid-colored and
striped balls are given to opponents by the results of break shot.
o Regular win is counted if a player pots a black (eighth) ball after potting all his seven object balls (solid-
colored or striped).
o Auto win is counted if a rival pots a black (eighth) ball before he pots all his seven object balls (solid-
colored or striped), pots a black ball together with a white one or a black ball jumps out of the table.
10. The following markets are available:
o Win.
o Method Of Win.
o One or More Balls Potted With Break Shot (That is true if one or more balls, except the white ball, potted
with the first break shot. The next break shots are not counted).
o Jumped Ball (That is true if one or more balls, except the white ball, jumped out of the table during the
game).
o Exact Number Of Unpotted Balls On The Table At The End Of The Game (without a white ball).
9.118. ESPORTS POOL (SNOOKER)
TOURNAMENT: Snooker
1. Esports Pool (Snooker) is a stream of multiplayer game (snooker simulator).
2. Bets are accepted on a pool game for two rivals. The game is played until the win of one of the rivals.
3. All bets are settled on the result at the end of full time.
4. The minimum stake and maximum stake are determined by the bookmaker for each selection
individually.
5. Stake limits may be changed by the bookmaker without prior notice.
6. If any administrative or software-related errors are made while accepting a bet (obvious misprints of
odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other
indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
7. Bets are accepted before an official event beginning and in Live. All the games are streamed Online.
8. In case of mismatch of score on the website and the video, bets are settled based on information published
on the website. It is about the end of streaming when the player pots a ball with a certain value, namely:
red valued at 1 point, yellow 2, green 3, brown 4, blue 5, pink 6, black 7 points.
9. Types of win for one player:
o One of the players recognizes himself defeated, because the difference in the score is so large that the
amount of points left on the table will not allow him to catch up with the opponent.
o One of the players pots a pink ball and only black ball is left on the table. Should this player's advantage
is more than 7 points then he is recognized as the winner, and it is not necessary to pot the last black.
o The last black is potted, or there was a foul while its playing. If the score does not become equal, then the
player with more points is recognized as the winner.
10. The following markets are available:
o Win
o Total
o Individual Total
o Handicap
o Total (Even/Odd)
9.119. FLATOUT4
1. FlatOut4 is a stream of 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 for 3 attempts, total
points per attempt, comparison of players by points (over, under). Bets are settled when the player has
completed the challenge and after the event has ended.
4. The player with the highest score shall be deemed the winner by score.
5. The minimum stake on any event is 0,2€.
6. A maximum stake is determined for each event by the betting company.
7. A stake can be limited without any notification and giving reasons.
8. In case the company staff makes mistakes at bets accepting (obvious misprints in a betting list, odds
mismatch between Sports line and a bet, etc.) or there are any evidences of unfair play, breach of the
present Rules at bets accepting as well as other arguments confirming incorrectness of bets, the
bookmakers company reserves the right to declare bets on such terms void.
9. Bets are accepted only in Live. All the matches are streamed Online.
10. The following markets are available:
o Individual Total Scored Points (Over; Under);
o Total Scored Points (Over; Under);
o Match-Ups By Points.
*Challenge Time is estimated as the period from the moment of the attempt start till the moment of its
end.
9.120. ESPORTS ICE HOCKEY (SHOOTOUT)
1. Esports Ice Hockey (Shootout) involves the streaming of a multiplayer game (an ice hockey simulator).
2. The game consists of a series of penalty shots which each team scores in turns. If the score is tied after 10
shots, additional shots are played until one team scores and the other doesn't .
3. If the team has less than 5 shots and cannot reach the opponent, the match is interrupted (for example, the
score is 2-0 and the number of shots 4-4).
4. All bets are settled after an event ends.
5. The minimum stake on any single selection is €0.20.
6. The maximum stake is determined by the bookmaker for each selection individually.
7. Stake limits may be changed by the bookmaker without prior notice.
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9. Bets are accepted before the start of a match and during the course of a match (Live bets). All Esports Ice
Hockey (Shootout) matches are streamed online.
10. The following markets are available
o Win;
o HANDICAP;
o Total (Over/Under);
o Total (Even/Odd);
o Correct Score;
o Individual Total (Over/Under).
9.121. SHOOTER PUBG
1. Shooter PUBG involves the streaming of a multiplayer game (a simulator).
2. Up to 100 people involve in the battle.
3. Bets are accepted on a streamer. The game ends if a player kills all rivals or dies.
4. The minimum stake on any single selection is €0.20.
5. The maximum stake is determined by the bookmaker for each selection individually.
6. The bookmaker may change stake limits without prior notice.
7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
8. Bet "Player's Position": the final position that the player will take.
9. Bet "Total Player's Frags": the number of rivals that were killed by the streamer during the whole fight.
10. Only LIVE bets are accepted. Matches are streamed online.
9.122. KOK-BORU
1. The object of the game is to grab the goat's carcass (or the prop) and throw it into the "tai kazan" (gate) of
the opponent the maximum number of times.
2. Gaming time: 3 periods of 20 minutes, break between periods is 10 minutes.
3. For violation of the rules, the player gets 2 minute penalty.
4. After placing the carcass in "tai kazan" and awarding the points for goal by the referee, the game begins
from the field center.
5. A team that voluntarily discontinues the game and does not obey the decision of the chief referee is
counted as defeated.
6. In case if after a break one of the teams deliberately plays for time and does not go on the field, then the
other team has the right to continue the game without the participation of the opponent in the allotted
time.
7. If the outcome of the match is a draw, then additional playing time (10 minutes) is given only in the semi-
finals and finals. If the winner does not appear in extra time, then free throws are played - shootouts.
8. The game is served by a protocol commission approved by the Board of the Federation "Kok-boru",
which considers the requests and claims of the teams and decides whether to award a victory to either of
the two teams in the disputed moments.
9.123. NBA PLAYGROUNDS
1. NBA Playgrounds is a stream of multiplayer game (basketball simulator).
2. All bets are settled on the result at the end of full time.
3. The minimum stake on any event is 0,2€.
4. A maximum stake is determined for each event by the betting company.
5. A stake can be limit on a certain event without any notification and giving reasons.
6. Bets are accepted before an official event beginning and in Live. All the matches of NBA Playgrounds
are streamed Online.
7. Game duration is 5 minutes. If the score is tied, the match goes to an extra time (30 sec). Extra time can
be awarded unlimited times.
8. The following markets are available:
o Win;
o HANDICAP;
o Total (Over; Under);
o Individual Total (Over; Under).
9. If any administrative or software-related errors are made while accepting a bet (obvious misprints of
odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other
indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
NBA PLAYGROUNDS (EXHIBITION 3-POINT CONTEST):
1. NBA Playgrounds (Exhibition 3-Point Contest) involves the streaming of a multiplayer game (basketball
simulator). The game is played on one side of the court. Players throw balls from the three-point line.
Each player has 25 balls. Round duration is 1 minute 10 seconds. There are three types of balls: regular
ball 1 point; golden ball 1 point + 5 seconds of extra time; tricolor ball 3 points. Game continues up
to 3 wins (3 rounds). All bets are settled on the actual result at the end of full time.
2. The maximum and the minimum stake limits are set by the betting company for each individual
selection.
3. Stake limits may be changed without prior notice to customers.
4. In the event of staff error or software failure at the time of bet acceptance (e.g. obvious misprints in the
odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or
should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such
bets void.
5. Bets are accepted before the start of a match and during the course of a match (Live bets). All NBA
Playgrounds (Exhibition 3-point Contest) matches are streamed online.
6. Available markets:
o On an entire match:
Win (only rounds without a draw outcome count)
Total Over/Under (only rounds without a draw outcome count)
Correct Score (only rounds without a draw outcome count)
Total Draws Over/Under (only rounds with a draw outcome count)
o On a round:
Win
Total (Over/Under)
Individual Total (Over/Under)
Total Points (the exact interval of points scored)
Total (Even/Odd)
Handicap
Most Extra Time
Total Extra Time (Over/Under)
9.124. LASER LEAGUE
1. Laser League involves the streaming of a multiplayer game. The maximum number of rounds is 3, two
teams (3 players per team) try to inflict damage to each other, destroying all opponents. Each round goes
to 3 points, if one of the teams has destroyed all the opponents, then it is awarded 1 point, if one of the
teams reached the point of 3 points, it will be counted the victory in the round. As soon as one of the
teams reaches 2 wins in rounds, the game ends.
2. All bets are settled after an event ends.
3. The minimum stake and maximum stake are determined by the bookmaker for each selection
individually.
4. Stake limits may be changed by the bookmaker without prior notice.
5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
6. Bets are accepted before the start of a match and during the course of a match (Live bets). All
LaserLeague matches are streamed online.
7. The following markets are available:
o Win The Match
o Points Victory
o Points Handicap
o Total (Over/Under)
o Total (Even/Odd)
o Correct Score
o Individual Totals (Over/Under)
9.125. BATTLERITE
1. BattleRite is a stream of multiplayer game.
2. Bets are made on a match between two fighters. A match continues up to two wins, hence the maximum
number of rounds is three.
3. All bets are settled after an event ends.
4. The fighter who kills their opponent is deemed the winner.
5. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
6. Stake limits may be changed by the bookmaker without prior notice.
7. The following markets are available:
o Win
o Round Duration
o Total Rounds (Over/Under)
o Total Taken Orbs (Over/Under)
8. Bets are accepted before an official event beginning and in Live. All the matches of Battlerite are
streamed Online.
9. If any administrative or software-related errors are made while accepting a bet (obvious misprints of
odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other
indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
9.126. MUTANT FOOTBALL LEAGUE
1. Mutant Football League is a stream of multiplayer game (American football simulator).
2. All bets are settled after an event ends.
3. The minimum stake and the maximum stake are determined by the bookmaker for each selection
individually.
4. Stake limits may be changed by the bookmaker without prior notice.
5. If a match ends in a draw in regular time, overtime takes place. In this case, all bets will be settled
including overtime.
6. If any administrative or software-related errors are made while accepting a bet (obvious misprints of
odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other
indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
7. Bets are accepted before an official event beginning and in Live. All the matches of Mutant Football
League are streamed Online.
8. The following markets are available:
o Win
o Handicap Of Each Team
o Total (Over/Under)
9.127. CROSSOUT
1. CrossOut is a stream of multiplayer game.
2. All bets are settled after an event ends.
3. The minimum stake and the maximum stake are determined by the bookmaker for each selection
individually.
4. Stake limits may be changed by the bookmaker without prior notice.
5. If any administrative or software-related errors are made while accepting a bet (obvious misprints of
odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other
indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
6. In the event of unsportsmanlike conduct that influences the outcome of the battle such as complete
inaction of allies or a team kill, the bookmaker is entitled to declare such bets void and settle at odds of 1
(stakes will be refunded).
7. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All
matches are streamed online.
8. A team which has destroyed all the vehicles of the opposing team or captured the opposing team’s base is
declared the winner.
9. If the games finishes because it is the end of regular time, the winner is the team which captures the
opposing team’s base. Type of win Capture The Base.
10. Bets are accepted on a random battle in the multiplayer online game “CrossOut”, team members are
chosen at random.
11. The number of points scored by each team equates to the number of the opposing team’s vehicles
destroyed in any manner.
12. THE FOLLOWING MARKETS ARE AVAILABLE:
o Win
o Handicap
o Total (based on the score)
o Capture The Base
o Total Player's Frags.
9.128. RAINBOW SIX SIEGE
“Rainbow Six Siege” involves the streaming of a multiplayer game.
1. All bets are settled after the end of an event.
2. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
3. The bookmaker may change stake limits without prior notice.
4. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints of the odds, inconsistencies between the odds displayed in the Sports/Live
sections or on the bet slip etc.) or should there be any other indications of bets accepted incorrectly, the
bookmaker is entitled to declare such bets void.
5. In the event of unsportsmanlike conduct that influences the outcome of the battle such as complete
inaction of allies, a team kill, or premature exit from the game, the bookmaker is entitled to declare such
bets void and settle at odds of 1 (stakes will be refunded).
6. If a team surrenders or a player joins from a round other than the first the bookmaker is entitled to
declare such bets void and settle at odds of 1 (stakes will be refunded).
7. Bets are accepted both before the start of a game and Live. All games are streamed online.
8. Win in Round. The team which destroys their opponent or achieves the objective of the map such as
defusing the bomb, releasing the hostage, or capturing the position (the priority of the map) is considered
the winner.
9. Win in the Match. The team which collects 4 points (when the number of points collected by the opposite
team is less than 3) or 5 points is considered the winner.
10. Bets are accepted on battles in the multiplayer online game "Rainbow Six Siege". Team players are
selected at random.
11. Team Score the number of winning rounds.
12. Available markets (for the whole match):
Win
Correct Score
Total Rounds
9.129. ESPORTS FOOTVOLLEY
Esports FootVolley involves the streaming of a multiplayer game (a FootVolley simulator).
1. All bets are settled on the result at the end of full time.
2. The minimum stake and the maximum stake are determined by the bookmaker for each selection
individually.
3. Stake limits may be changed by the bookmaker without prior notice.
4. Bets are accepted before an official event beginning and in Live. All the matches of FootVolley are
streamed Online.
5. A round lasts up to 5 points; if the score after 4 points is equal, then up to a difference of 2 points.
6. Game duration - up to 3 wins. (The maximum number of rounds is 5).
7. The following markets are available:
o Win
o HANDICAP
o Total (Over; Under)
o Individual Total (Over/Under).
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9.130. ESPORTS MINI ICE HOCKEY
1. Esports Mini Ice Hockey involves the streaming of a multiplayer game (an ice hockey simulator).
2. All bets are settled after a match ends.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. Bets are accepted on regular time.
6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
7. Bets are accepted before the start of a match and during a match (Live bets). All Esports Mini Ice Hockey
matches are streamed online.
8. The team with the highest score shall be deemed the winner. Should the scores of both teams be equal
then the game continues until the goal.
9. The following markets are available:
o Win The Match
o Total
o Individual Totals
o Handicap
o Total (Even/Odd).
9.131. KILLER INSTINCT
1. Killer Instinct involves the streaming of a multiplayer game.
2. Bets are made on a match between two fighters. A match continues up to five wins, hence the maximum
number of rounds is nine.
3. All bets are settled after an event ends.
4. The fighter who kills their opponent is deemed the winner.
5. The minimum stake on any single selection is €0.20.
6. The maximum stake is determined by the bookmaker for each selection individually.
7. The bookmaker may change stake limits without prior notice.
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9. Bets on 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)
Type Of Finishing Move: Ultimate, Awesome, Supreme, or none.
* Duration of the round means the number of seconds which have elapsed since the fight started. This
number is calculated by deducting the number at which the timer stops from 99 seconds (the standard
number on the timer at the start). For example, if the countdown stops at 74, the duration of the round 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 Types (Over/Under).
9.132. SOCIABLESOCCER
1. SociableSoccer involves the streaming of a multiplayer game (a football simulator).
2. All bets are settled after an event ends.
3. The minimum stake and the maximum stake are determined by the bookmaker for each selection
individually.
4. Stake limits may be changed by the bookmaker without prior notice.
5. Bets are accepted before an official event beginning and in Live. All the matches of SociableSoccer are
streamed Online.
6. A match lasts 90 minutes (two halves of 45 minutes each).
7. The following markets are available
o Win
o HANDICAP
o Total (Over/Under);
o Individual Totals (Over/Under);
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9.133. PIXEL CUP SOCCER
PIXEL CUP SOCCER
1. Pixel Cup Soccer is a stream of multiplayer game (football simulator).
2. All bets are settled after an event ends.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If a match ends in a draw in regular time, penalty shootouts takes place (3rd half). In this case, all bets
will be settled excluding penalty shootouts besides win in the match.
6. In case the company staff makes mistakes at bets accepting (obvious misprints in a betting list, odds
mismatch between Sports line and a bet, etc.) or there are any evidences of unfair play, breach of the
present Rules at bets accepting as well as other arguments confirming incorrectness of bets, the
bookmakers company reserves the right to declare bets on such terms void.
7. Bets are accepted before the start of a match and during the course of a match (Live bets). All Pixel Cup
Soccer matches are streamed online.
8. The following markets are available
o Double Chance
o Win In The Match
o Total
o Individual Total
o Total (Even; Odd)
o Handicap
o Both Teams To Score
o Win To Nil
o Total In Interval
PIXEL CUP SOCCER (PENALTY SHOOTOUT)
1. Pixel Cup Soccer (Penalty Shootout) is a stream of multiplayer game (football simulator).
2. The game consists of a series of penalty shots which each team scores in turns. If the score is tied after 10
shots, additional shots are played until one team scores and the other doesn't .
3. If the team has less than 5 shots and cannot reach the opponent, the match is interrupted (for example, the
score is 2-0 and the number of shots 4-4).
4. All bets are settled after an event ends.
5. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
6. The bookmaker may change stake limits without prior notice.
7. In case the company staff makes mistakes at bets accepting (obvious misprints in a betting list, odds
mismatch between Sports line and a bet, etc.) or there are any evidences of unfair play, breach of the
present Rules at bets accepting as well as other arguments confirming incorrectness of bets, the
bookmakers company reserves the right to declare bets on such terms void.
8. Bets are accepted before the start of a match and during the course of a match (Live bets). All Pixel Cup
Soccer (Penalty Shootout) matches are streamed online.
9. The following markets are available:
o Win In The Match
o Total
o Individual Total
o Total (Even; Odd)
o Handicap.
9.134. ESPORTS FOOSBALL
1. Esports Foosball involves the streaming of a multiplayer game.
2. Bets are accepted on the matches that last until 5 scored goals of one of the teams.
3. All bets are settled after an event ends.
4. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
5. The bookmaker may change stake limits without prior notice.
6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints of the odds, inconsistencies between the odds displayed in the Sports/Live
sections or on the bet slip etc.) or should there be any other indications of bets accepted incorrectly, the
bookmaker is entitled to declare such bets void.
7. Bets are accepted before the start of a match and during the course of a match (Live bets). All Esports
Foosball matches are streamed online. The following markets are available:
o Win
o Team Handicap
o Total (Over/Under)
o Correct Score
o Number Of Goals (Even/Odd).
9.135. TABLE FOOTBALL PRO
1. Table Football Pro is a stream of a multiplayer game (a table football simulator).
2. All bets are settled after an event ends.
3. The minimum stake and the maximum stake are determined by the bookmaker for each selection
individually.
4. Stake limits may be changed by the bookmaker without prior notice.
5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
6. Bets are accepted before the start of a match and during the course of a match (Live bets). All Table
Football Pro matches are streamed online.
7. The following markets are available:
o Double Chance
o Win
o Total
o Individual Total
o Total (Even; Odd)
o Handicap
o Both Teams To Score
o Total In Interval
9.136. ESPORTS FOOTBALL (PES)
Esports Football (PES) involves the streaming of a multiplayer game (a football simulator).
Bets are accepted on EPL, Africa Cup of Nations and America Cup.
1. All bets are settled after an event ends.
2. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
3. The bookmaker may change stake limits without prior notice.
4. Bets on football are accepted on regular time.
5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
6. Bets on Esports Football (PES) are accepted both in pre-match and Live. All Esports Football matches are
streamed online.
7. There is an additional market in the Copa América for total shots, both on and off-target (bets are settled
in accordance with the PES stats).
8. The following markets are available (regular time)
o Win
o Double Chance
o Handicap
o Total (Over/Under)
o Team Total (Over/Under)
o Total (Even/Odd)
o Correct Score
o Next Goal.
9.137. ESPORTS AUSTRALIAN FOOTBALL
AFL involves the streaming of a multiplayer game (an Australian football simulator).
1. A match lasts 80 minutes (with four quarters of 20 minutes each).
Goal: the team scores 6 points if the ball is scored into the main gate without touching the crossbar.
Behind: the team scores 1 point if the ball has crossed the scoring zone within the boundaries of the
secondary gate, or has touched the crossbar of the main gate.
2. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
3. The bookmaker may change stake limits without prior notice.
4. Bets are accepted before the start of a match and during a match (Live bets). All Esports AFL matches are
streamed online.
5. The following markets are available (regular time)
o Win
o Handicap
o Total (Over/Under)
o Individual Totals (Over/Under)
o Total (Even/Odd)
6. All bets are settled after a match ends.
7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9.138. SUPER ARCADE FOOTBALL
1. Super Arcade Football involves the streaming of a multiplayer game (a football simulator).
2. All bets are settled after an event ends.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If a match ends in a draw in regular time then the result of the match is a draw.
6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
7. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All Super
Arcade Football matches are streamed online.
8. The following markets are available:
o Double Chance
o Win In The Match
o Total
o Individual Total
o Total (Even/Odd)
o Handicap
o Both Teams To Score
o Win To Nil
o Exact Number Of Points
9.139. MARBLE FOOTBALL
1. Marble football involves the streaming of a marble football match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and Live bets are accepted. All Marble football matches are streamed online.
7. Rules:
o A match consists of two halves.
o A team receives a point for scoring a goal at either end of the pitch.
o Total Team Points is equal to the number of goals scored in both halves.
8. Rules for determining a goal:
o If a marble is in the goal area and has stopped moving, it counts as a goal.
o If a marble enters the goal area and then leaves it, it does not count as a goal.
o If a marble is on the goal line, it counts as a goal if most of the marble (relative to the center of the
marble) has crossed the line.
o Disputes related to determining a goal are resolved by the organizer of a competition. The final score is
displayed on a scoreboard in the video stream.
9. Available bets on the whole match (bets are settled according to the final score of a match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Both Teams To Score Yes/No
o Score Draw Yes/No
o Correct Score
o HT-FT
o Scores In Each Half
o Either Team To Win To Nil Yes/No
o Team To Win To Nil Yes/No
o Goals Scored In Both Halves Yes/No
o Team To Win By Exactly One Goal Or To Draw Yes/No
o Draw In At Least One Half Yes/No
o Draw In Both Halves Yes/No
o Each Team Will Score Over/Under Yes/No
o Total Goals In Interval
10. Available bets on a half (bets are settled according to the score of the relevant given half):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Both Teams To Score Yes/No
o Score Draw Yes/No
o Either Team Win To Nil Yes/No
o Team To Win To Nil Yes/No
o Team To Win By Exactly One Goal Or To Draw Yes/No
9.140. MARBLE GOLF
1. Marble golf involves the streaming of a marble golf match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and live bets are accepted. All Marble golf matches are streamed online.
7. Rules:
o A match consists of three rounds.
o A team receives points if their ball lands in the hole.
o There is a flag above each hole, which shows both the number of the hole and the amount of points.
o Teams’ points totals are equal to the number of points they’ve earned in all the rounds.
8. Rules to determine whether a ball has landed in a hole:
o A team is awarded points if the ball goes into a hole.
o In each round, up to 5 balls may land in the 5th hole. However, no more than 1 ball can land in any of the
other holes.
o Disputes regarding whether a ball has landed in a hole or not are resolved by the organizer of the relevant
competition. The overall score is displayed on a scoreboard in the video stream.
9. The following bets can be placed on an entire match (bets are settled according to the final score of the
relevant match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o No Draws To Occur Yes/No
o Clear Victory Yes/No
o Team To Win In Every Round Yes/No
o Total Balls In A Hole
10. The following bets can be placed on a round (bets are settled according to the score of the relevant
round):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Either Team To Win To Nil Yes/No
o Team To Win To Nil Yes/No
o Total Balls In A Hole
9.141. MARBLE SHOOTING
1. Marble shooting involves the streaming of a marble shooting match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and live bets are accepted. All Marble shooting matches are streamed online.
7. Rules:
o A match consists of three rounds (stands).
o A team is awarded points if their ball lands in any zone (each zone contains a marker which indicates how
many points a team will receive if their ball lands in this zone).
o Teams’ points totals are equal to the number of points they’ve earned at all stands.
o Results refer to the first competitor’s performance. Therefore, “Three Wins -Yes” refers to the first
competitor winning 3 times and “Three Defeats - Yes” refers to three wins for their opponent.
o For bet settlement purposes, a number is only deemed to be even if it is divisible by 20. For example, 350
points will be considered to be an odd number as it cannot be divided by 20.
8. Rules for determining whether a ball has landed in a zone:
o A team is awarded points if their ball lands in a zone.
o Some balls can be shot out of the playing zones. If this happens, these balls will not earn points in this
round.
9. The following bets can be placed on an entire match (bets are settled according to the final score of the
relevant match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Will A Ball Be Shot Out Of A Playing Zone? Yes/No
o Will A Player Shoot A Ball Out Of A Playing Zone? Yes/No
o Rounds Results
o Draw In At Least One Round
o Total Balls In A Zone
10. The following bets can be placed on a round (bets are settled according to the score of the relevant
round):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Total Balls In a Zone
o Will A Ball Be Shot Out Of A Playing Zone? Yes/No
o Will A Player Shoot A Ball Out Of A Playing Zone? Yes/No
9.142. MARBLE FIDGET SPINNERS
1. Marble Fidget Spinners involves the streaming of a marble fidget spinners match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and Live bets are accepted. All Marble Fidget Spinners matches are streamed online.
7. Rules:
o A match consists of three rounds.
o Teams receive a point for getting a ball into a hole.
o The hole number and the number of points are indicated near each hole.
o A team’s total points are equal to the number of points they earned in all the rounds.
8. Rules for determining whether a ball has gone into a hole:
o The ball is counted as having gone in if it ends up inside a hole.
o Disputes over whether a ball has gone into a hole are resolved by the competition organizer, and the final
score is displayed on the scoreboard in the video stream.
9. The following markets are available on an entire match (bets are settled according to the final score of the
match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Team To Win To Nil Yes/No
o Total Balls In Hole
10. The following markets are available on a round (bets are settled according to the score of the given
round):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Team To Win To Nil Yes/No
o Total Balls In Hole
9.143. MARBLE BILLIARDS
1. Marble Billiards involves the streaming of a marble billiards match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip,
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and live bets are accepted. All Marble Billiards matches are streamed online.
7. Rules:
o A match consists of two games.
o Teams receive one point for each potted ball.
o The pockets are numbered from left to right: 1, 2 and 3 are the upper pockets, and 4, 5 and 6 are the lower
ones.
o A team’s total points are equal to the number of points they earned in both games.
8. Rules for determining whether a ball has been potted:
o A ball is counted as having been potted if it ends up inside a pocket.
o Disputes over whether a ball has been potted are resolved by the competition organizer, and the final
score is displayed on the scoreboard in the video stream.
9. The following markets are available on an entire match (bets are settled according to the final score of the
match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Ball To Be Potted In A Corner Pocket Yes/No
o Ball To Be Potted In A Central Pocket Yes/No
o Team To Win To Nil Yes/No
o Number Of Balls In A Pocket
10. The following markets are available on a game (bets are settled according to the score of the given game):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Ball To Be Potted In A Corner Pocket Yes/No
o Ball To Be Potted In A Central Pocket Yes/No
o Team To Win To Nil Yes/No
o Number Of Balls In A Pocket
9.144. MARBLE CURLING
1. Marble Curling involves the streaming of a marble curling match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and Live bets are accepted. All Marble Curling matches are streamed online.
7. Rules:
o Matches last until a team wins 3 times.
o Teams get a point for each end they win.
o Teams aren’t awarded any points in the event of a draw.
o Teams’ total points are equal to the number of points which they have earned in all ends.
8. The winner of an end is determined according to the following rules:
o The playing area (house) is indicated by the outer circle of the target.
o Stones which are knocked out of the house are not taken into account when determining the winner of an
end.
o The house is divided into 4 zones.
o The team whose stones lands closest to the button will be deemed to be the winner of an end:
The distance to the button is measured in zones.
If both teams’ stones land in the same zone, the team with the most stones in this zone wins.
If both teams have an equal number of stones in a zone, the end will result a draw.
o Disputes regarding the winner of an end are resolved by the organizer of the relevant competition. The
overall score is displayed on a scoreboard in the video stream.
9. The following bets can be placed on an entire match (bets are settled according to the final score of the
relevant match):
o Win
o Total Ends (Over/Under)
o Correct Score
10. The following bets can be placed on an end (bets are settled according to the score of the relevant end):
o To Win End
o Total Stones In House In End (Over/Under)
9.145. MARBLE COLLISION
1. Marble Collision involves the streaming of a marble collision match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and Live bets are accepted. All Marble Collision matches are streamed online.
7. Rules:
o A match consists of three rounds.
o Teams get points if their ball lands in chutes in the playing zones.
o Teams’ points totals are equal to the number of points they’ve earned at all rounds.
8. The winner of an round is determined according to the following rules:
o The playing area is divided into 5 zones.
o If a team's ball lands in the zero (red) zone, the team doesn't get points.
o 4 zones include 6 chutes with numbers corresponding to the number of points which will be awarded for
getting into them. These zones are numbered from left to right: 1, 2 - upper, 3, 4 - lower.
o Teams’ total points for one round are equal to the number of points which they have earned in all zones.
o Disputes regarding the winner of a round are resolved by the organizer of the relevant competition. The
overall score is displayed on a scoreboard in the video stream.
9. The following bets can be placed on an entire match (bets are settled according to the final score of the
relevant match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Total Even/Odd
o Individual Total Even/Odd
o No Draws To Occur Yes/No
o Either Team To Win A Number Of Rounds
o Total Points In Zone
o Number Of Balls In A Playing Zone
10. The following bets can be placed on a round (bets are settled according to the score of the relevant
round):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Total Even/Odd
o Individual Total Even/Odd
o Total Points In Zone
9.146. MARBLE WAVES
1. Marble Waves involves the streaming of a marble waves match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and live bets are accepted. All Marble waves matches are streamed online.
7. Rules:
o A match consists of two rounds.
o A team receives points if their ball lands in the chute (wave).
o There is a number near each wave, which shows both the number of the wave and the amount of points.
o Teams’ points totals are equal to the number of points they’ve earned in all the rounds.
8. The winner of a round is determined according to the following rules:
o A team is awarded points if their ball is inside a chute.
o The team earned the most number of points will be deemed to be the winner.
o Disputes regarding the winner of a round are resolved by the organizer of the relevant competition. The
overall score is displayed on a scoreboard in the video stream.
9. The following bets can be placed on an entire match (bets are settled according to the final score of the
relevant match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o No Draws To Occur Yes/No
o Either Team To Win A Number Of Rounds
o Balls On Wave
10. The following bets can be placed on a round (bets are settled according to the score of the relevant
round):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Balls On Wave
9.147. MARBLE ROUND TARGET
1. Marble round target involves the streaming of a marble round target match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and live bets are accepted. All Marble round target matches are streamed online.
7. Rules:
o A match consists of three rounds.
o A team is awarded points if their ball lands in zones inside the target.
o A team is lost points if their ball lands in zones outside the target.
o There is a number into each zone, which shows the amount of points that a team gets or loses if their ball
lands into this zone.
o A team’s total points are equal to the number of points they earned in all the rounds.
8. The winner of a round is determined according to the following rules:
o A team is awarded points if their ball is inside a zone.
o The team earned the most number of points will be deemed to be the winner.
o Disputes regarding the winner of a round are resolved by the organizer of the relevant competition. The
overall score is displayed on a scoreboard in the video stream.
9. The following bets can be placed on an entire match (bets are settled according to the final score of the
relevant match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o No Draws To Occur Yes/No
o Team 1 To Win A Number Of Rounds (3)
o Team 2 To Win A Number Of Rounds (3)
o Total Balls In A Zone
10. The following bets can be placed on a round (bets are settled according to the score of the relevant
round):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Total Balls In a Zone
9.148. MARBLE SLIDES
1. Marble slides involves the streaming of a marble slides match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and live bets are accepted. All Marble slides matches are streamed online.
7. Rules:
o A match consists of two rounds.
o A team is awarded points if their ball lands in zones.
o The number of points that a team gets corresponds to the zone number.
o A team’s total points are equal to the number of points they earned in all the rounds.
8. The winner of a round is determined according to the following rules:
o The team earned the most number of points will be deemed to be the winner.
o Disputes regarding the winner of a round are resolved by the organizer of the relevant competition. The
overall score is displayed on a scoreboard in the video stream.
9. The following bets can be placed on an entire match (bets are settled according to the final score of the
relevant match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o No Draws To Occur Yes/No
o Team 1 To Win A Number Of Rounds (2)
o Team 2 To Win A Number Of Rounds (2)
o Total Balls In a Zone
10. The following bets can be placed on a round (bets are settled according to the score of the relevant
round):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Total Balls In a Zone
9.149. MARBLE RACE
1. Marble Race involves the streaming of a marble curling match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and Live bets are accepted. All Marble Race matches are streamed online.
7. Rules:
o A match consists of two rounds.
o During a round, the balls of each team push along a weight with a pointer.
o Teams receive points for the distance covered.
o The pointer indicates on the measurement line the distance that is covered by each team.
o Fractional numbers are always rounded down.
o Teams’ points totals are equal to the number of points they’ve earned in all the rounds.
8. The winner of a round is determined according to the following rules:
o The team earned the most number of points will be deemed to be the winner.
o Disputes regarding the winner of a round are resolved by the organizer of the relevant competition. The
overall score is displayed on a scoreboard in the video stream.
9. The following bets can be placed on an entire match (bets are settled according to the final score of the
relevant match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o No Draws To Occur Yes/No
o Team (..) To Win A Number Of Rounds (2)
o Team To Finish In Green Zone Yes/No
o Team To Finish In Yellow Zone Yes/No
o Team To Finish In Red Zone Yes/No
o Team To Finish In Blue Zone Yes/No
10. The following bets can be placed on a round (bets are settled according to the score of the relevant
round):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Team To Finish In Green Zone Yes/No
o Team To Finish In Yellow Zone Yes/No
o Team To Finish In Red Zone Yes/No
o Team To Finish In Blue Zone Yes/No
9.150. MARBLE MMA
1. Marble MMA involves the streaming of a marble MMA match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and Live bets are accepted. All Marble MMA matches are streamed online.
7. Rules:
o A match consists of three rounds.
o Teams’ points totals are equal to the number of points they’ve earned in all the rounds.
o The team earned the most number of points will be deemed to be the winner.
8. The winner of a round is determined according to the following rules:
o The team that gets the most balls into the holes will be deemed the winner.
o A match can end in a draw if both teams get an equal number of balls in the holes.
o The winning margin is determined by the difference in the number of balls each team gets into the holes.
o The winner of a round is awarded 10 points.
o The winning margin is deducted from the winner’s total points to determine the number of points
awarded to the losing team.
o If a draw occurs, both teams receive 10 points each.
o Disputes regarding the winner of a round are resolved by the organizer of the relevant competition. The
overall score is displayed on a scoreboard in the video stream.
9. The following bets can be placed on an entire match (bets are settled according to the final score of the
relevant match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Team (..) To Win A Number Of Rounds (3)
o No Draws To Occur Yes/No
10. The following bets can be placed on a round (bets are settled according to the score of the relevant
round):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
9.151. MARBLE BLOCK BREAKER
1. Marble Block Breaker (Marble Smash) involves the streaming of Marble Block Breaker matches.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and Live bets are accepted. All Marble Block Breaker matches are streamed online.
7. Rules:
o A match consists of two rounds.
o A team’s total points are equal to the total number of points they’ve won in all the rounds.
o The team that earns the most points wins the game.
8. The winner of each round is determined according to the following rules:
o Teams are awarded points when their balls land in the playing zones.
o The team that earns the most points wins the round.
o If a team's ball lands on a broken block, it is deemed to have landed in the zone with the relevant block’s
colour.
o If a ball lands in zone 4 or 6, the corresponding number of points is awarded.
o If a ball lands in the yellow or green zone, the team earns one point.
o If a ball lands in the blue zone, the team earns three points.
o If a ball lands in the red zone, the team's total points are multiplied by two for each ball.
o Disputes regarding the winner of a round are resolved 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 (bets are settled according to the final score of the
match):
o Win
o Double Chance
o Total Over/Under
o Handicap
o Individual Total Over/Under
o Total Even/Odd
o Individual Total Even/Odd
o Team Total In The 2x Zone Over/Under
o Total In A Zone With A x2 Multiplier Over/Under
o Number Of Balls In A Playing Zone
o Team ( ) To Win ( ) Rounds
o No Draws
10. The following bets can be placed on a round (bets are settled according to the score of the round):
o Win
o Double Chance
o Total Over/Under
o Handicap
o Individual Total Over/Under
o Total Even/Odd
o Individual Total Even/Odd
o Team ( ) Total In The x2 Zone Over/Under
o Total In A Zone With A x2 Multiplier Over/Under
o Number Of Balls In A Playing Zone
9.152. MARBLE LOTTO
1. Marble Lotto involves the streaming of a Marble Lotto match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and Live bets are accepted. All Marble Lotto matches are streamed online.
7. Rules:
o A match consists of three rounds.
o A team’s total totals are equal to the total number of points they’ve earned in all the rounds.
o The team that earns the most points wins the game.
8. The winner of each round is determined according to the following rules:
o A team is awarded points if their balls lands in a playing zone.
o The team that earns the most points wins the round.
o The number of points awarded when a ball lands in a zone is indicated on the zone.
o For every ball that lands in a zone with a x2 or x3 multiplier, the team’s total number of points is
multiplied by the corresponding number.
o Points for the Bonus50 zone are awarded to the team before the multiplier is applied.
o Disputes regarding the winner of a round are resolved by the organizer of the competition. The final score
is displayed on a scoreboard in the video stream.
9. The following bets can be placed on an entire match (bets are settled according to the final score of the
match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Team Total In The 2x Zone Over/Under
o Total In A Zone With A x2 Multiplier Over/Under
o Team ( ) Total In The x3 Zone Over/Under
o Total In A Zone With A x3 Multiplier Over/Under
o Team 1 Total In The Bonus50 Zone Over/Under
o Team 2 Total In The Bonus50 Zone Over/Under
o Total In A Zone With A Bonus50 Multiplier Over/Under
o Team ( ) To Win (3) Rounds
10. The following bets can be placed on a round (bets are settled according to the score of the round):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Team ( ) Total In The 2x Zone Over/Under
o Total In A Zone With A x2 Multiplier Over/Under
o Team ( ) Total In The x3 Zone Over/Under
o Total In A Zone With A x3 Multiplier Over/Under
o Team ( ) Total In The Bonus50 Zone Over/Under
o Total In A Zone With A Bonus50 Multiplier Over/Under
9.153. MARBLE BASEBALL
1. Marble baseball involves the streaming of a marble baseball match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and live bets are accepted. All Marble baseball matches are streamed online.
7. Rules:
o A match consists of three innings.
o A team’s total points are equal to the total number of points they earn in all the innings.
o The team that earns the most points wins the game.
8. The winner of an inning is determined according to the following rules:
o Each team receives 1 point for every ball that lands in the Finished zone.
o The team that earns the most points wins the inning.
o Disputes regarding the winner of an inning are resolved by the organizer of the competition. The final
score is displayed on a scoreboard in the video stream.
9. The following bets can be placed on an entire match (bets are settled according to the final score of the
match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Team ( ) Total Winning Innings (3) Yes/No
o No Draws Yes/No
10. The following bets can be placed on an inning (bets are settled according to the score of the inning):
o Win
o Double chance
o Total Over/Under
9.154. MARBLE VOLLEYBALL
1. Marble volleyball involves the streaming of a marble volleyball match.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and live bets are accepted. All Marble volleyball matches are streamed online.
7. Rules:
o Teams get a point for each set they win.
o A team’s total points are equal to the total number of points they earn in all the sets.
o The team that earns the 3 points first wins the game.
8. The winner of each set is determined according to the following rules:
o A team is awarded 1 point if their balls lands in the “Points” playing zone.
o The team that earns the most points wins the set.
o Disputes regarding the winner of a set are resolved by the organizer of the competition. The final score is
displayed on a scoreboard in the video stream.
9. The following bets can be placed on an entire match (bets are settled according to the final score of the
match):
o Win
o Handicap
o Total Over/Under
o Individual Total Over/Under
o Total Out Balls Over/Under
o Individual Total Out Balls Over/Under
o Total Sets Over/Under
o Handiсap Sets
o Correct Score
10. The following bets can be placed on a set (bets are settled according to the score of the relevant set):
o Win
o Handicap
o Total Over/Under
o Individual Total Over/Under
o Total Out Balls Over/Under
o Individual Total Out Balls Over/Under
9.155. RAID: SHADOW LEGENDS
1. Raid: Shadow Legends involves the streaming of a multiplayer game.
2. Bets are accepted on fights between two teams: Team 1 and Team 2.
3. All bets are settled after the end of an event.
4. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
5. Stake limits may be changed by the bookmaker without prior notice.
6. If any administrative or software-related errors are made while accepting a bet (obvious misprints of
odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other
indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
7. Bets are accepted before the start of a fight. All Raid: Shadow Legends fights are streamed online.
8. Rules:
o A fight (round) lasts until one of the teams has won.
o The team who kills the opposing team is deemed the winner of the fight.
o The final score and hero order numbers are displayed in the video stream at the end of the fight.
9. The following bets can be placed on an entire fight:
o Win
o Will A Character Survive
9.156. ESPORTS BASKETBALL (PLAYGROUND)
1. Esports Basketball (2x2) involves the streaming of a multiplayer game (a basketball simulator). The two
teams shoot into the same hoop until they reach 21 points. If they get to 21 points and the point difference
between the teams is less than 2 points, extra periods are played. The game continues until there is more
than 2 point difference between the teams.
2. All bets are settled after a match ends.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
6. Bets are accepted before the start of a match and during a match (Live bets). All Esports Basketball
matches are streamed online.
7. The following markets are available:
o Win
o Handicap
o Total (Over; Under)
o Total (Even; Odd)
o Player Will Score More Than 21 Points (Yes/No)
o Individual Totals (Over/Under)
o Each Team Will Score Over () - Yes
o Total () Or Less
o Total In Interval () and ()
o Team (1;2) To Win By () - () Points
o W (1;2) + Total (Under;Over) Yes/No
9.157. ASSAULT SQUARD
1. Assault Squad involves the streaming of a real-time strategy game. 2 teams (2x2) compete against each
other. All bets are settled once an event ends.
2. The minimum and maximum stakes are determined by the bookmaker for each event individually.
3. The bookmaker may change the stake limits without prior notice.
4. The team who fully raises their flag (i.e. without this flag being seized by the other team) over a captured
object will be deemed to be the winner.
5. Should members of staff make any mistakes, any software failures occur when bets are accepted (e.g.
obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections of
the website and on the bet slip, etc.) or if there are any other indications that bets have being accepted
incorrectly, the bookmaker is entitled to declare such bets void.
6. Bets can be placed on the following markets:
o W1/W2
o Total (points scored by both teams)
o Handicap
o Total Frags / Total Frags Team 1 / Total Frags Team 2
o Total Destroyed Technics (amount of military equipment to be destroyed in a game)
o Initiative To Be Seized, Total (the number of times a flag is captured, i.e. when one team has raised their
flag, but another team manages to capture it and raise their own flag).
9.158. CUT THE ROPE
1. Cut the Rope is an online stream of a video game where players need to feed a little green creature named
Om Nom by cutting the ropes so that the candy placed on them falls into Om Nom's mouth.
2. Bets can be placed on a game pack called a “Box” (each box contains from 1 to 25 levels (maps)). If a
player loses a map, the game ends.
3. If a bet is placed on a specific map, but a player fails to reach it, this bet will be void (refunded).
4. If a player loses a map, they will earn 0 points and 0 stars.
5. All bets are settled after the end of a game.
6. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
7. The bookmaker may change the stake limits without prior notice.
8. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet
slip, etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is
entitled to declare such bets void.
9. Both pre-match and Live bets are accepted. All games are streamed online.
10. Available markets:
o Total Points Over/Under (the number of points earned on maps which have been completed);
o Total Stars Over/Under (the number of stars earned on maps which have been completed);
o Total Maps (the number of all completed maps including maps which have been lost);
o Completed Maps (if all 25 maps have been completed, the bet “All Maps Will Be Completed” wins)
o Total Points Earned On A Map Over/Under (the number of points earned on a specific map)
o Total Stars Earned On A Map Over/Under (the number of stars earned on a specific map)
o Exact Total Stars Earned On A Map (the number of stars earned on a specific map)
o Will A Map Be Completed Yes/No (will a specific map be completed or not)
9.159. CRASH
1. Crash involves the streaming of a platform game. All bets are settled after an event ends.
2. The minimum and maximum stakes are determined by the bookmaker for each selection individually. The
bookmaker may change the stake limits without prior notice.
3. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet
slip, etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is
entitled to declare such bets void.
4. Available markets:
o Total Apples Collected (Number of apples the player has remaining at the end of the level)
o Total Boxes (Number of boxes crushed by the player per level)
o Total Lives (Number of lives the player has remaining at the end of the level).
9.160. SUBWAY SURFERS
1. SubwaySurfers involves the streaming of a multiplayer game. The character runs along the railroad tracks
until they crash into an obstacle.
2. Characters in the game can grab power-ups which multiply their coin count.
3. There are two types of rewards in the game gold and points according to the distance travelled.
Power-ups are also available, which will count as active if they are picked up by the character.
4. The minimum and maximum stake limits are determined by the bookmaker for each individual selection.
5. Stake limits may be changed without prior notice to customers.
6. In the event of staff error or software failure at the time of bet acceptance (e.g. obvious misprints in the
odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or
should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such
bets void.
7. Pre-match and live bets are accepted. All SubwaySurfers matches are streamed online.
8. The following markets are available:
o Total scored points (distance travelled) Over/Under
o Total gold collected (Under/Over)
o Power-ups collected (2x Multiplier, Coin Magnet, Jetpack and Super Sneakers)
9.161. SONIC GENERATIONS
1. Sonic Generations involves the streaming of the video game of the same name.
2. All bets are settled after the end of the event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change the stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip,
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Both pre-match and Live bets are accepted. All heats are streamed online.
7. Available markets:
o Will A Level Be Completed-Yes/No
o Level Completed And Total Rings O/U (if a level is not completed, bets lose. Rings Total the number of
rings a character has at the end of a level).
o Level Completed And Level Duration O/U (If a level is not completed, bets lose. Level duration the
time (in seconds) it takes a character to complete a level. The time indicated does not include
milliseconds).
o Number Of Checkpoints Passed (the end of a level is also considered to be a checkpoint)
o Will A Checkpoint Be Passed-Yes/No (will a character pass a specific checkpoint in a level).
9.162. SPYKEBOTS
1. Spykebots involves the streaming of a multiplayer game.
2. All bets are settled after the end of the event.
3. Bets are made on a match between two players. A match continues up to 3 sets.
4. Duration of the round is up to 6 points (unless a tie-break situation arises*).
5. The player who wins 2 rounds is deemed the winner.
6. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
7. The bookmaker may change stake limits without prior notice.
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9. Bets are accepted before the start of a match and during a match (Live bets). All SpykeBots matches are
streamed online.
10. The following markets are available:
o in the match:
Win
Correct Score
Win To Nil In One Of The Sets (Yes/No)
Total Tie-Breaks* (Over/Under)
o 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 is a situation which arises when the score is 5-5, and the opponents should continue playing
until the score difference amounts to two points.
9.163. BLADE AND SOUL
1. Blade And Soul involves the streaming of a massively multiplayer online role-playing game.
2. Bets are made on a match between two fighters. A match continues up to two wins, hence the maximum
number of rounds is three. Each match lasts three minutes.
3. All bets are settled after a match ends.
4. The fighter who kills their opponent is deemed the winner. If both players stand on their feet at the end of
the round, the winner will be determined by scored points.
5. The minimum and maximum stakes are determined by the bookmaker for each event individually.
6. The bookmaker may change the stake limits without prior notice.
7. Should members of staff make any mistakes, any software failures occur when bets are accepted (e.g.
obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections of
the website and on the bet slip, etc.) or if there are any other indications that bets have being accepted
incorrectly, the bookmaker is entitled to declare such bets void.
8. Bets on fighters are only accepted LIVE. All matches are streamed online.
9. THE FOLLOWING MARKETS ARE AVAILABLE:
o in the whole match:
Win
Correct Score
Total Rounds (Over/Under)
Who Will Take Part In The Fight
o in the round:
Win
Duration Of Round (Over/Under)
Maximum Series Of Attacks In Round - Total (Over/Under)
9.164. BALL GRABBERS
1. Ball Grabbers involves the streaming of a multiplayer game.
2. All bets are settled after an event ends.
3. Bets are made on a match between two players. A match continues up to two wins, hence the maximum
number of rounds is three.
4. A round lasts 2 minutes (unless an overtime situation arises*).
5. The player who wins 2 rounds is deemed the winner.
6. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
7. The bookmaker may change stake limits without prior notice.
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9. Bets are accepted before the start of a match and during a match (Live bets). All Ball Grabbers matches
are streamed online.
10. The following markets are available:
o in the match:
Win
Correct Score
Total Rounds (Over/Under)
o in the round:
Win
Total (Over/Under)
Individual Totals (Over/Under)
Handicap
Total (Even/Odd)
Individual Totals (Even/Odd)
Exact Number Of Points
Overtime (Yes/No)
Race
First Goal
Last Goal
* Overtime - if two minutes of the round have elapsed and the result is a draw, the round lasts until the
first goal scored (point earned)
9.165. OVERCOOKED
1. Overcooked is a live-streamed computer game. The game takes place in a kitchen where the players
control 2 chefs preparing meals to fulfil orders.
2. Players earn points for completed orders. If an order is completed on time, the players earn coins (the
order bar is displayed at the top of the screen). Otherwise, 10 points are deducted.
3. There are three parameters (total points, coins, and completed orders). Coins count towards the total
number of collected points.
4. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
5. The bookmaker may change stake limits without prior notice.
6. Should members of staff make any errors or should any software failures occur at the time of bet
acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the
Sports/Live sections and on the bet slip, etc.), or should there be other indications of bets accepted
incorrectly, the bookmaker is entitled to declare such bets void.
7. Bets are accepted before the start of a match and during a match (live bets). All Overcooked games are
broadcast online.
8. The following betting markets are available:
Total Points (points earned for completed orders plus coins) Over/Under
Total Coins (Over/Under)
Total Completed Orders (Over/Under)
9.166. ETAEKWONDO
1. eTaekwondo involves the streaming of a multiplayer game (a fight simulator).
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. Both pre-match and Live bets are accepted. All eTaekwondo matches are streamed online.
6. Matches last for 3 30-second rounds.
7. Available bets on a match:
o Win
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o Draw in one of the rounds
o Win to nil in one of the rounds
8. Available bets on a round:
o Win
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
9. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip,
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
9.167. ESPORTS VOLLEYBALL
1. Esports Volleyball involves the streaming of a multiplayer game (a volleyball simulator).
2. All bets are settled after an event ends.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. Bets are accepted before the start of a match and during a match (Live bets). All Esports Volleyball
matches are streamed online.
6. Match continues up to 3 wins by sets (1st, 2nd, 3rd, 4th sets are played up to 25 points; if the score is
equal after 24 points, a set is played until the score difference amounts to two points; 5th set is played up
to 15 points).
7. The following betting markets are available:
o Win
o Win By Sets
o Handicap
o Sets Handicap
o Total (Over/Under)
o Individual Total (Over/Under)
o Correct Score
8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
9.168. JUMP FORCE
1. Jump Force involves the streaming of a multiplayer game (a fight simulator).
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. Both pre-match and Live bets are accepted. All Jump Force matches are streamed online.
6. A match lasts until one of the teams achieves 5 wins (the maximum number of rounds is 9).
7. Each team features 3 characters. Fights follow a 1-v-1 format. The characters taking part in a fight may
change an unlimited number of times during a round.
8. Each match lasts for 99 seconds. Once 69 seconds have elapsed, a countdown timer appears on the
screen.
9. The player who performs a finishing move to win is the character who knocks their opponent out before
the end of a round.
10. The player who loses by finishing move is the character who is knocked out by their opponent before the
end of a round.
11. Method Of Victory:
o Finishing Move (A player knocks their opponent out before the end of a round)
o Time Win (One of the players wins after the end of a round)
12. The following markets are available:
o on the whole match:
Win
Total (Over/Under)
Individual Totals (Over/Under)
Total (Even/Odd)
Correct Score
Total Time Wins (Over/Under)
Each Character To Win By Finishing Move
Each Character To Lose By Finishing Move
o on a round:
Win
Duration Of Round (Over/Under)
Method Of Win In Round
Winner And Method Of Victory
Character To Win By Finishing Move
Character To Lose By Finishing Move
13. Should members of staff make any mistakes, any software failures occur when bets are accepted (e.g.
obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections of
the website and on the bet slip, etc.) or if there are any other indications that bets have being accepted
incorrectly, the bookmaker is entitled to declare such bets void.
9.169. TOTALLY ACCURATE BATTLE SIMULATOR (TABS)
1. Totally Accurate Battle Simulator (TABS) is a live-streamed multiplayer game.
2. All bets are settled after an event ends.
3. Bets are accepted on fights between two players.
4. The winner is the player who destroys all of their opponent's units.
5. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
6. Stake limits may be changed by the bookmaker without prior notice.
7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
8. Bets are accepted before the start of a match and during the match (live). All Totally Accurate Battle
Simulator (TABS) matches are broadcast online.
9. The following markets are available:
o Win
9.170. SEKIRO
1. Sekiro is a live-streamed single-player game.
2. Bets are accepted on fights between two combatants: the shinobi and his opponent.
3. All bets are settled after an event ends.
4. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
5. Stake limits may be changed by the bookmaker without prior notice.
6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
7. Bets are accepted before the start of a fight and during a fight (live bets). All Sekiro fights are streamed
online.
8. Rules:
o Fights last until one fighter has won twice (maximum 3 rounds).
o The fighter who kills their opponent the stated number of times is deemed the winner of the round.
o Flawless Victory is a victory in which one of the fighters doesn’t lose any lives.
o One life is taken if the shinobi's opponent dies.
o The shinobi's opponent's remaining lives are displayed as orange spheres in the top-left corner of the
broadcast.
o The opponent Genichiro Ashina has one extra (hidden) life.
o If the shinobi dies, the word “Death” will appear during the broadcast of that round.
9. The following markets are available:
o on a fight:
Win
Total Rounds
Correct Score
Total Deaths Over/Under
o on a round:
Win
Win To Nil Yes/No
9.171. ESPORTS BICYCLE RACING
1. eSports Bicycle Racing is a stream of road cycling simulator.
2. All bets are settled after an event ends.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. Stake limits may be changed by the bookmaker without prior notice.
5. If any administrative or software-related errors are made while accepting a bet (obvious misprints of
odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other
indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
6. Bets on events are accepted only before the start of a race. All the races of eSports Bicycle Racing is
streamed online.
7. The following markets are available:
o Regular time (by countries) bets on a country that a cyclist represents:
Winner
Place In The Final Table
Number Of Riders In Place Interval
o By teams - bets on a team that a cyclist represents:
Winner
Place In The Final Table
Number Of Riders In Place Interval
9.172. RUMBLE STARS
1. Rumble Stars is a live streamed mobile game in which two teams of animals play football against each
other.
2. Games are 3 minutes long. As soon as one of the teams has scored 3 goals, the game ends. If the game
ends in a draw, there will be 2 minutes of extra time.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. Pre-match and live bets are accepted. All Rumble Stars games are streamed online.
7. The following markets are available:
o W1, W2, Draw
o Total Goals, Individual Total (Over/Under)
o Game Handicap and Correct Score
9.173. BRAWLOUT
1. Brawlout is a live streamed multiplayer game.
2. All bets are settled after the end of an event.
3. Bets are made on a match between two fighters.
4. The player who manages to throw his opponent off the stage 3 times is deemed to be the winner.
5. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
6. Stake limits may be changed by the bookmaker without prior notice.
7. If any administrative or software-related errors are made while accepting a bet (obvious misprints of
odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other
indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
8. Bets are accepted before the start of a match and during the match (live). All Brawlout matches are
broadcast online.
9. The following betting markets are available:
o Win
o Correct Score
o Total (Over; Under)
o Player 1/2 Max Damage (Over; Under)*
* *Player 1/2 Max Damage is the maximum damage that the selected player takes during the match (as a
percentage).
9.174. BOMBERMAN
1. Bomberman is a live-streamed multiplayer game.
2. All bets are settled after the end of an event.
3. Bets are placed on a match between four players. A match continues until one of the players has won 3
times. Each round lasts for 2 minutes.
4. The winner is the player who is the last one alive. If more than one player is still alive at the end of a
round, then the result of that round is a draw. If, during the round, the last surviving players exploded at
the same time, then the result of that round is a draw.
5. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
6. Stake limits may be changed by the bookmaker without prior notice.
7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
8. Bets are accepted before the start of a match and during the match (live). All Bomberman matches are
broadcast online.
9. The following markets are available:
o on a round:
Win In Round
Round Duration* (Over/Under)
o on a tournament:
Individual Total (the number of rounds a player wins in the tournament)
Tournament Result (the first player to reach 3 wins in the tournament is deemed to be the winner)
Even/Odds
Handicap (the difference in the number of rounds won by the first and second player)
*The duration of the round is the number of seconds that have elapsed since the match started. This
number is calculated by deducting the number at which the timer stops from 120 seconds (the default
number on the timer at the start of a round).
9.175. WAR THUNDER
1. "WarThunder" is a live streamed multiplayer game.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. Stake limits may be changed by the bookmaker without prior notice.
5. If any administrative or software-related errors are made while accepting a bet (obvious misprints of
odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other
indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
6. In the event of unsportsmanlike conduct that influences the outcome of the battle such as complete
inaction of allies or a team kill, the bookmaker is entitled to declare such bets void and settle at odds of 1
(stakes will be refunded).
7. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All
matches are streamed online.
8. The team which has destroyed all their opponents’ vehicles or left their opponent without respawn points
is deemed to be the winner.
9. Bets are accepted on a random battle in the multiplayer online game “WarThunder”, team members are
chosen at random.
10. The number of points scored by each team is equal to the number of respawn points left. Different types
of vehicle require a different number of respawn points.
11. THE FOLLOWING MARKETS ARE AVAILABLE:
o Win
o Total Frags
o Total (Even/Odd)
o Total In the Interval.
9.176. ROBOT CHAMPIONS
1. Robot Champions is a live streamed multiplayer game.
2. All bets are settled after the end of an event.
3. Bets are made on a match between two players.
4. The player who manages to push his opponent off the stage or destroy him is deemed to be the winner.
5. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
6. Stake limits may be changed by the bookmaker without prior notice.
7. If any administrative or software-related errors are made while accepting a bet (obvious misprints of
odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other
indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
8. Bets are accepted before the start of a match. All Robot Champions matches are broadcast online.
9. The following betting markets are available:
o Win
o How Long The Match Will Last* (Over/Under) / Minute The Bout Will End
o Will There Be Overtime? Yes/No.
*Duration of the round means the number of seconds which have elapsed since the fight started. This
number is calculated by deducting the number at which the timer stops from 120 seconds (the standard
number on the timer at the start). For example, if the countdown stops at 74, the duration of the round is
120-74=46 seconds.
9.177. CARD FOOTBALL
1. Card football is a card game which follows some of football’s rules. This game features 2 teams (players):
the red team, which only uses red cards (diamonds and hearts) and the black team, which only uses black
cards (spades and clubs). Each team has three decks of cards:
o Goalkeepers are chosen from cards with the following values: 4 to Queen. As both teams have two cards
of each suit, this deck contains 18 cards in total.
o Defenders are chosen from cards with the following values: 2 to 8. This deck contains 14 cards in total.
o Attackers are chosen from cards with the following values: 2 to Ace. This deck contains 26 cards in total.
2. Each match consists of two halves in which each team makes three attacks. Thus, each team makes a total
of six attacks in a match. The highest possible score in a match is 6-6 if each attack results in a goal. The
lowest possible score is 0-0.
3. Goalkeepers and defenders for both teams are chosen at random at the start of the match from the relevant
card decks mentioned above. After this, each team takes it in turn to attack, with the red team going first.
Attackers are also chosen at random. The first attacking card goes up against the opposing team’s first
defending card. If the value of the attacking card is higher than that of the defending card, the attack
continues and the attacking team plays their second card. The value of this card is then compared to that
of the second defensive card. If the value of the attacking card is higher than that of the defending card,
the attacking team takes a “shot on goal” i.e. they play their third attacking card. If the value of this card
is higher than that of the goalkeeper card, the attacking team scores a goal. If not, the goalkeeper “makes
a save”. The defending team can stop an attack if the value of the defending card is not lower than that of
the attacking card, which results in the end of the attack. After the red and black teams’ first attacks, both
teams’ attackers are removed from the game and the next attack starts, using the remaining cards left in
the decks of attacking cards. Goalkeepers and defenders are removed from the game at half-time. Each
team selects a new goalkeeper and defenders at the start of the second half, just like at the start of the
match, and makes three attacks.
4. The team which scores the most goals will be deemed to be the winner. If both teams score an equal
amount of goals, a match will end in a draw.
5. As in football, matches nominally last for 90 minutes. Each attack is 15 minutes game time. The time at
which the first (red) team score a goal is calculated using the following formula: (attack number 1) x 15
+ 5. The time at which the second (black) team score a goal is calculated using the following formula:
(attack number 1) *15 + 10. For instance, if the red team scores from their first attack, they are deemed
to have scored in the 5th minute of the match ((1-1) x 15 +5), whereas if the black team scores from their
fifth attack, they are deemed to have scored in the 70th minute of the match ((5-1) x 15 + 10).
6. If any administrative or software-related errors are made while accepting a bet (obvious misprints of
odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other
indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
7. The following betting markets are available:
o Entire Match, first half and second half Winner, Double Chance, Total, Handicap etc….
o Cards:
o Goal by an Ace (Yes / No)
o Goal by a Non-Picture Card* (Yes / No)
o Total Attacking Cards ** (Over / Under )
o Individual Total Attacking Cards (Over / Under )
o Attack With Three Non-Picture Cards (Yes / No)
o Attack With Three Picture Cards (Yes / No)
o Defenders Pair Of The Same Rank (Yes / No)
o Total Attacks With Three Cards Of The Same Suit (Over / Under )
o Goalkeeper to Be a Picture Card (Yes / No)
* The term “Non-Picture Cards” refers to cards with the following values: 2 to 10. “Picture Cards” refer
to cards with the following values: Jack to Ace.
** This is calculated from the total of all attacking cards played.
9.178. DEAD OR ALIVE VI
1. Dead Or Alive VI involves the streaming of a multiplayer fighting game.
2. Bets are accepted on fights between two fighters. All matches follow a “Race to 5 Wins” format with a
maximum of 9 rounds.
3. All bets are settled after the end of an event.
4. The fighter who inflicts the most damage in a round is deemed to be the winner.
5. The minimum and maximum stakes are determined by the bookmaker for each event individually.
6. The bookmaker may change the stake limits without prior notice.
7. Should members of staff make any mistakes, any software failures occur when bets are accepted (e.g.
obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections of
the website and on the bet slip, etc.) or if there are any other indications that bets have being accepted
incorrectly, the bookmaker is entitled to declare such bets void.
8. Only LIVE bets on fighters are accepted. Matches are streamed online.
9. The following markets are available:
o On a Round:
Round Winner;
Round Duration (Over; Under);
Will A Flawless Victory/Victory By Time Occur (these events are not mutually exclusive)
Maximum Series Of Blows In A Round
Will Either Fighter Attempt To Perform A Break Blow Or A Break Hold
Will A Chosen Fighter Attempt To Perform A Break Blow or A Break Hold
o On A Tournament:
Tournament Winner
Total Rounds (Over/Under)
Fighter’s Individual Total (Over/Under)
Total Break Blows, Break Holds
Individual Total Break Blows, Break Holds
Flawless Victory. This is deemed to have occurred if a Flawless Victory occurs in at least one round.
Flawless Victory is where a fighter wins a round without sustaining any damage.
Victory By Time. If both fighters remain standing at the end of a round, the winner will be determined
based on which fighter has inflicted the most damage.
Flawless Victory By Time. Both fighters remain standing at the end of a round and the winner has not
sustained any damage.
Break Blow refers to a powerful strike which uses all of the Break Gauge meter.
Break Hold refers to a special hold that allows a fighter to intercept any counterattack. Break Holds use
half of the Break Gauge meter.
The Break Gauge meter is a blue bar under the main health bar. Any action fills the break gauge,
regardless of whether it causes damage to an opponent or not.
Duration of the round means the number of seconds which have elapsed since the fight started. This
number is calculated by deducting the number at which the timer stops from 40 seconds (the standard
number on the timer at the start). For example, if the countdown stops at 15, the duration of the round is
40-15=25 seconds.
9.179. DOTA AUTO CHESS
1. Dota Auto Chess is a live-streamed multiplayer game.
2. All bets are settled after the end of an event.
3. Bets are accepted on matches between 8 players.
4. The “K/D/A” (wins/defeats/draws) field is displayed in the top-left corner during a match. If a player
loses (the last round of a match), 2 will be added to the “Defeats” field. For bet settlement purposes, if a
player doesn’t finish in 1st place, then their lost rounds total will be 1 lower than the value shown in the
“K/D/A” field.
5. The mini-map (which is displayed in the bottom left corner) contains 8 fields i.e. one for each player.
When a player loses, their field is emptied. Where a player finishes in the match standings is determined
by the number of fields filled by their opponents at the end of a match.
6. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
7. The bookmaker may change the stake limits without prior notice.
8. If any administrative or software-related errors are made while accepting a bet (obvious misprints of
odds, inconsistency of odds between the betting market and the bet, etc.) or if there are any other
indications that the bet is wrong, the bookmaker reserves the right to declare such bets void.
9. Both pre-match and Live bets are accepted. All Dota Auto Chess matches are broadcast online.
10. The following betting markets are available:
o On a Round
Round Winner
o On a Match:
Total Wins (the number of rounds which a player has won at the end of a match)
Total Defeats (the number of rounds which a player has lost at the end of a match)
Total Rounds (the number of rounds played by a player)
Total Pieces Destroyed (the number of enemy pieces which a player has destroyed in a match)
Total Pieces Not Destroyed (the number of enemy pieces which a player has not destroyed in a match)
Player's Finishing Position (where a player finishes in final standings at the end of a match).
9.180. DARTS LIVE
1. The rules for Darts Live are the same as for darts.
2. Both players start a match with 301 points. The first player to reduce their score to 0 wins. Players take
turns to throw 3 darts with Player 1 throwing first. The final dart of the game should land on either a
double or a bullseye. The “Bust” rule also applies, meaning that if a player scores more points than they
need to reduce their score to 0 (or if the score is reduced to exactly 1), their score will be reset to what it
was before their last visit to the board. A player’s last turn will also be annulled if they reduce their score
to 0 but the last dart did not land on a double or bullseye.
3. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
4. The following markets are available:
o Win
o Total Darts (Over/Under)
o Individual Total Darts (Over/Under)
o Total 180s (Over/Under)
o Individual Total 180s (Over/Under)
o Last Checkout (Color)
o Match Winning Checkout* (Over/Under)
o Match To Finish On Bulleye
o First Player's Dart
o Total Remaining Points (Over/Under)
o Six Dart Finish
* Checkout refers to the number of points a player scores in their final visit to the board.
9.181. KOPANITO SOCCER (CYBER)
1. All bets are settled on the result at the end of full time.
2. Bets are accepted on matches between two players.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. A match lasts 90 minutes (two halves of 45 minutes each). The rules for Kopanito Soccer are the same as
for football.
6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
7. The following markets are available:
o Win
o Both Teams To Score
o Total (Over/Under)
o Total (Even/Odd)
o Double Chance
o Individual Total (Over/Under)
o First Goal
o Team To Win Both Halves
9.182. SUPER BLOOD HOCKEY
1. Super Blood Hockey involves the streaming of a multiplayer game (an ice hockey simulator).
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If a winner is not determined in regular time, a penalty shootout (4th period) takes place. Should this
occur, the results of this penalty shootout are only taken into account to settle match winner bets. All
other bets are settled based on the results of the first 3 periods.
6. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
7. Both pre-match and live bets are accepted. All Super Blood Hockey matches are streamed online.
8. The following bets can be placed on an entire match (bets are settled according to the final score of the
relevant match):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Handicap
o Total Even/Odd
o Individual Total Even/Odd
o No Draws to Occur Yes/No
o Correct Score
o Will A Goal Be Scored In Each Period? Yes/No
o Will Each Period End In A Draw? Yes/No
o Scoring Periods
o Results Of Periods
o Exact Number Of Points
9. The following bets can be placed on a period (bets are settled according to the score of the relevant
period):
o Win
o Double Chance
o Total Over/Under
o Individual Total Over/Under
o Total Even/Odd
o Individual Total Even/Odd
o Both Teams To Score Yes/No
9.183. SUPER KICKERS LEAGUE
1. All bets are settled after the end of an event.
2. Bets are accepted on matches between two players.
3. The minimum and maximum stakes are determined by the bookmaker for each event individually.
4. The bookmaker may change the stake limits without prior notice.
5. Matches last for 3 minutes + overtime.
6. If a draw occurs in regular and/or overtime, teams proceed to play until a goal is scored by either team
(Golden Goal).
7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections
and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker
is entitled to declare such bets void.
8. The following markets are available:
o Win
o Both Teams To Score
o Handicap
o Total Over/Under
o Total Even/Odd
o Individual Total Even/Odd
o Correct Score
o Exact Number Of Goals
o Goal In Overtime*
* A goal in overtime is a goal that was scored after the 180th second of the match or a golden goal.
9.184. BATTLESHIP
BATTLESHIP 6X6
1. This is a two-player game in which opponents take turns to shoot at each other's warships. Before the
game starts, players need to arrange their warships on the 6x6 grid. Each player’s fleet is made up of the
following ships:
o one cruiser (each 3 cells long)
o two destroyers (each 2 cells long)
o three powerboats (each 1 cell long)
2. Player 1 takes the first shot. If they don't hit one of their opponent’s ships, the next player takes a shot.
The player who manages to sink all of their opponent’s warships is deemed the winner.
3. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds on the different places etc.), or
should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such
bets void. Should any software failures occur, the game may be interrupted, then all unsettled bets will be
refunded.
4. The following markets are available:
o Win
o Total Shots Over/Under
o Individual Total Shots Over/Under
o Total Shots Even/Odd
o Total Ships Sunk
o Next Sunk Ship (Powerboat / Destroyer / Cruiser)
o Who Will Sink Next Ship Player 1 / Player 2
o At Least One Ship That's Been Hit* Will Be Left At The End Of The Game
o All Ships Sunk (Powerboat Yes / No, Destroyer Yes / No, Cruiser Yes / No)
o Max Exact Shots** Over / Under
* i.e. a ship that has been hit but not sunk.
** Exact Shots are a series of consecutive shots which hit the warships until one misses or the game ends.
9.185. WORLD OF WARSHIPS
1. World of Warships involves the streaming of a multiplayer game.
2. All bets are settled after the end of an event.
3. The minimum and maximum stakes are determined by the bookmaker for each selection individually.
4. The bookmaker may change stake limits without prior notice.
5. If members of staff make any errors or any software failures occur when bets are accepted (e.g. obvious
misprints in odds, inconsistencies between the odds displayed in the Sports/Live sections and in a bet slip
etc.), or if there is any other indication that a bet has been accepted incorrectly, the bookmaker is entitled
to declare such bets void.
6. In the event of unsportsmanlike conduct that influences the outcome of the battle such as complete
inaction of allies or a team kill, the bookmaker is entitled to declare such bets void and settle at odds of 1
(stakes will be refunded).
7. Both pre-match and live bets are accepted. All World of Warships matches are streamed online.
8. Rules:
o Matches last up to 20 minutes.
o The game is played by two teams of 12 players. In rare cases, teams may consist of fewer players.
o Teams get points for destroying enemy ships and keeping the territory that they capture. They lose points
if they lose teammates.
o Scores correspond to the number of enemy ships that each team destroys (by any method).
9. Rules for determining the winner:
o A team wins if they score 1,000 points or their opponent reaches 0 points.
o If a team captures the enemy base in standard battle mode, it will be awarded 1,000 points and
automatically wins.
o A team wins if it destroys all enemy ships.
o After 20 minutes, the team that has scored the most points is deemed the winner.
10. The following bets can be placed on an entire match (bets are settled according to the final score of the
relevant match):
o Win
o Total
o Individual Total
o Handicap
o Total Even/Odd
o Player To Survive
o Player's Total
o Method Of Win
by frags - all enemy ships are destroyed
by points - team scores 1,000 points or the opposing team scores 0 points
any other - method of win not specified above
9.186. TABLE HOCKEY
1. All matches begin with the puck placed at centre spot. Game starts with the opening signal. If any player
plays the puck before the signal, face-off is made.
2. Face-offs are made by dropping the puck on the centre spot.
3. Three (3) seconds must elapse after each face-off before a valid goal can be scored.
4. Before a goal can be counted after a face-off, one of the following must occur:
o (a) The puck touches a sideboard.
o (b) The puck touches a playing figure other than the attacking center or defending goalkeeper at least 3
seconds after the face-off.
o (c) A deliberate pass is made to the center. If it is unclear whether the center receives the puck from a
deliberate pass or by accident, the defending player (or referee, if present) can decide whether the center
is allowed to score a direct goal. If it is decided that the center cannot score a direct goal, the center can
then only score by complying with (a) or (b).
5. The puck must stay in the goal cage for the goal to count. In and outs do not count. If the puck goes out
from the goal cage, the match continues without interruption.
6. A goal is not valid,
o if the goal is scored when the final buzzer is sounding
o if the goal is scored by moving the whole game
7. If any figure or goalie breaks when a goal is scored, the goal is valid.
8. If the puck is in full rest on the goal line and not touching the goalie, the defending player may call
“block” and a new face-off is made.
9. If the puck is in full rest in goal crease and is not touching the goal line the defending player must play
the puck.
9.187. TABLE FOOTBALL
1. There are no time limits in a table football match (game). Matches consist of 3 (three) or 5 (five) games.
2. A player (double) wins a 3-games match if they have won two games. A player (double) wins a 5-games
match if they have won three games. A player (double) wins a game if they have scored 5 (five) or 7
(seven) goals depending on championship or tournament requirements.
3. Players proceed playing after a score of 4:4 in the last game of a 5-goals match, until a player gets a
margin of 2 goals or the score reaches 8 points. For instance, if in the last game score reaches 4:4, then
the game lasts until the score becomes 4:6, 6:4, 5:7, 7:5, 6:8 or 8:6. But after a score of 7:7, the game may
end with a score of 8:7 or 7:8.
4. Players proceed playing after a score of 6:6 in the last game of a 7-goals match, until a player gets a
margin of 2 goals or the score reaches 8 points. For instance, if in the last game score reaches 6:6, then
the game lasts until the score becomes 6:8 or 8:6. But after a score of 7:7, the game may end with a score
of 8:7 or 7:8.
5. The following bets can be placed on a match (game):
o Win
o Handicap
o Total Over/Under
o Individual Total Over/Under
o Total Even/Odd
o Correct Score
6. If a table football match is interrupted and not continued or not completed within 24 hours then such
match shall be declared void. Bets on the outcomes of interrupted and abandoned matches will be settled
with odds of “1”, except for bets on already played games and those cases in which the outcomes were
already determined at the time the match was stopped.
9.188. AIR HOCKEY
1. A match consists of 3 rounds, each of which last for 7 minutes.
2. Players are awarded a point for every goal they score. Goal, and the point awarded for them, count if the
puck drops into a player’s goal.
3. Players can only touch the puck in their own half of the table. If a player doesn’t hit the puck, their
opponent takes their turn to hit it.
4. The following are deemed to be violations of the rules:
o Pressing the puck against the table.
o A player touching the puck in their own half with anything except their paddle.
o A player touching the puck in their opponent’s half.
o A player losing their paddle.
o The puck flying off the table due to a strong shot.
9.189. AIR HOCKEY INFINITY CUP
1. Players are awarded a point for every goal they score. A match consists of 7 sets, each of which lasts until
a player scores 7 points.
2. The following are deemed to be violations of the rules:
o Pressing the puck against the table.
o A player touching the puck in their own half with anything except their paddle.
o A player touching the puck in their opponent’s half.
o A player losing their paddle.
o The puck flying off the table due to a strong shot.
9.190. VICTORY FORMULA
1. This game involves 2 players. Each player has their own formula for calculating their total points. The
winner is the player who scores the most points. If both players score the same number of points, the
game ends in a draw. There are 4 possible formulas:
o х1 + х2 + х3
o (х1 + х2) * х3
o х1 * х2 + х3
o х1 * х2 * х3
For example, if player 1 has formula 3, their points are calculated according to the formula x1 * x2 + x3.
The symbols x1, x2, and x3 represent numbers from 0 to 9 (which are drawn randomly). Before the start
of the game, only the formulas assigned to each player are known. Then, once the game has begun, x1 is
drawn for each player individually. At the next stage of the game, x2 is drawn for each player
individually. Finally, the third variable is shown and the game ends.
2. Should members of staff commit errors or should any software failures occur at the time of bet acceptance
(e.g. obvious misprints in the odds, inconsistencies between the odds on the different places, etc.), or
should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such
bets void. Should any software failures occur, the game may be interrupted, then all unsettled bets will be
refunded.
3. The following markets are available:
o Win
o Total
o Individual Total
o Total (Even; Odd)
o Handicap
o Exact Number Of Points
o Exact Points Difference
o Player 1/Player 2, Score + Total
9.191. RUGBALL
1. Matches consist of four periods of 8 minutes each. If a match ends in a draw, an overtime period is
played. Each team is entitled to one 30-second time out per period.
2. The ball can be passed, thrown, bounced, carried, or rolled in any direction.
3. Players are allowed to run with the ball.
4. Players can make physical contact and tackle other players, but they are not allowed to perform illegal
actions.
5. Illegal actions. Players must not::
o Use their hands to grab another player’s head
o Block a free player for more than 10 seconds
o Strike, knock down, or trip up an opponent
o Use their legs or grab another player’s leg(s)
o Push a player from behind when they are throwing the ball into the hoop
o Hold a player’s clothing without letting go
o Deliberately cause an injury
o Attack a player on the attacking team in the penalty area, under the hoop, provided they entered the area
with the ball (the punishment for this violation is a 30-second suspension for the defending team).
6. Players may:
o Use one or both of their arms to hold another player’s body or arms
o Perform a takedown to bring another player to the ground
o Attack players not in possession of the ball
o Get help from their teammates to fight for the ball
o Throw the ball from any position using any technique
7. If there is a violation of the rules, the game is stopped, and the ball is thrown into play from outside of the
playing area by the team against which the violation was committed.
10. AVAILABLE MARKETS (ОUTCOMES)
1. The bet “Team 1 To Win” is indicated as “1”.
2. The bet “Draw” is indicated as “X”.
3. The bet “Team 2 To Win” is indicated as “2”.
4. The bet “Team 1 To Win or Draw” is indicated as “1X”. Team 1 must win or there must be a draw for the
bet to win.
5. The bet “Team 1 To Win or Team 2 To Win” is indicated as “12”. Either team must win (a match must
not end in a draw) for the bet to win.
6. The bet “Team 2 To Win or Draw” is indicated as “X2”. Team 2 must win or there must be a draw for the
bet to win.
7. The bet “Team (player, driver etc.) To Win With A Handicap” is indicated as “Handicap” (each handicap
has its own odds). A handicap is an advantage or a disadvantage of a team (player, driver etc.) which is
expressed in goals, points, sets, seconds etc. and is determined by the bookmaker in respect to a particular
bet. The outcome of an event with a handicap is determined by adding the handicap to the actual result. If
the result is in favor of the selected team (player, driver etc.), the bet is settled as won. In the opposite
case, the bet is settled as lost. If the result is a draw after the handicap has been applied, the bet is settled
at odds of 1.
8. The bookmaker offers two types of Total bets: on two outcomes (Over/Under) or three outcomes
(Over/Exactly/Under).
The bet “(Total) Over/Under” is indicated as “Total”.
This is a bet on the total number of goals, points, games (etc.) that have been scored, earned, played (etc.)
by teams (players etc.). The Customer must predict how many goals, points, games (etc.) will be scored,
earned, played etc. (more or fewer than the total number quoted). At the bet settlement playing time
stipulated hereby for each sport is taken into account, unless the market states otherwise. At the
settlement of individual total (also called “player total” or “team total”), no own goal shall count.
At the settlement of bets on individual total (also called “player total” or “team total”) the number of
goals, points, games (etc.), scored, earned, played (etc.) by either team (player etc.) is taken into account.
If the result is the same as the total quoted by the bookmaker, “over” and “under” bets will be settled at
odds of 1.
9. Over/Exactly/Under bets are referred to as a 3-way total. Such bets are labeled “3way” and shall be
settled exactly as follows:
“Total Under 123 (3way)” – the total number is less than 123.
“Total Exactly 123 (3way)” – the total number is equal to 123.
"Total 123 over (3way) - total strictly over"
If the final score is 123, only one bet “Total Exactly 123 (3way)” wins, while bets on total over or under
123 labeled as “3way” are not refunded, as would be the case for ordinary Over/Under bets. Bets on
individual 3way totals shall be settled accordingly.
10. The bet “Total Interval”
The Customer should predict the total in a particular interval. For example, if the bet “Total From 0 to 1”
is placed and the score is 0:0, the total number is 0; if the score is either 1:0 or 0:1, the total number is 1.
In both cases, the bet wins. Any other bets lose. “No Goals” – the bet wins if the final score is 0:0. The
bet «Correct score» it is necessary to predict a score of a match on regular time (not including OT,
penalty shootouts).
11. The bet “Correct Score”. The Customer should predict the exact score in regular time (excluding
overtime, penalty shootouts etc.).
12. The bet “HT-FT” is expressed with “W” (for win), and “X” (for draw). The result of the first half (period)
is followed by the result of the match. For example, W1W2 means that Team 1 will win (W1) the first
half, and Team 2 will win (W2) the match. In sports where a match lasts for four quarters (basketball,
water polo etc.) “HT-FT” bets are settled based on the result of the first half (first two quarters) and the
result of the match (in regular time).
13. The bet “Result + Total Goals”
The Customer should predict which team will win, and the total number of goals.
14. The bet “Goal () Up To 78 Min. – Yes”. The Customer should predict whether a team will score the goal
before or in the 78th minute.
15. The bet “Scoring Periods (Halves/Quarters/Games/Innings)”; “Sets Scoring”; “Scores In Each Half”.
The Customer should predict which half, period, quarter etc. in a match will end with the highest score or
whether halves, periods, quarters etc. will end with the same score (number of goals/points).
16. The bet “Player Match-Ups in the Final Tournament Table”.
The Customer should predict which player will perform better in a tournament. If, after comparison, the
stats of the players (number of goals scored, points earned etc.) are equal, bets will be settled at odds of 1.
Penalty shootouts will not count. The number of matches in which the named player participated will not
count either. If a player fails to participate in any match, bets are settled at odds of 1.
17. The bet “To Be Higher At The End Of The Championship” The Customer should predict which of the
two named teams will be higher in the tournament tableat the end of a tournament. If the scores are equal,
bets are settled at odds of 1. Should a team fail to participate in the tournament matches, bets will be
settled at odds of 1.
18. The bet “Home-Away”. The winner is determined based on a difference in goals (points) scored by the
home team and the away team, respectively, including any handicap.
19. The bet “Total Goal Minutes”
Bets are settled based on the sum total of minutes in which goals were scored in regular time. For
example, if goals were scored in the 13th, 25th and 47th minutes, the total number for bet settling
purposes is 13 + 25 + 47 = 85.
20. The bet “Points” (volleyball, table tennis, squash, badminton). A point is a result of a serve in the
specified game or set.
For example, “Volleyball. 1 To Win Point 19 (1 set)”. The score of the first set was (8:9) at the time of
placement, then the score changed to (8:10), meaning the serve was won by Team 2. Afterwards the score
became (9:10), which means that the 19th point was won by Team 1. The bet wins.
21. First Match Goal From () To () Minute. The Customer should predict whether the first goal will be scored
in the quoted timeframe.
22. Last Goal From () To () Minute. The Customer should predict whether the last goal will be scored in the
quoted timeframe.
23. No Last Goal. The bet wins if a match ends with the score 0:0.
24. First Goalscorer. For betting purposes, own goals do not count. If the first goal in a match is an own goal,
first goalscorer bets will be settled based on who scores the second goal. If all the goals in a match are
own goals, bets on a “No Goals” outcome win.
25. Last Goalscorer. For betting purposes, own goals do not count. If the last goal in match is an own goal,
last goalscorer bets will be settled based on who scores the penultimate goal. If all the goals in a match
are own goals, bets on a “No Goals” outcome win.
26. The bet “Highest Scoring Period”. If the highest scoring quarter is impossible to determine (two or more
quarters ended with the same score), bets on such quarters are settled at odds of 1. Bets on other quarters
are settled as lost.
For example: the score is (19:20, 22:17, 21:18, 12:20).
Highest Scoring Period (1) refund;
Highest Scoring Period (2) refund;
Highest Scoring Period (3) refund.
27. The bet “Race To… Points”. The Customer should predict which participant of a match will be the first to
earn the quoted number of points. For example:
“Team 1 To Win Race To 15 Points”. If the score is 15-13, the bet wins; if the score is 12-16, the bet
loses; if the score is 10-12, the bet loses.
“Neither Team To Win Race To 15 Points”. If the score is 15-13, the bet loses; if the score is 12-16, the
bet loses; if the score is 10-12, the bet wins. Should any participant refuse to continue for any reason
before they or their opponent receive the quoted number of points, bets are settled at odds of 1.
28. The bets “Next Corner () Team ()” and “Next () Y/C Team ()”. If the outcome specified on a bet slip does
not take place, bets will be refunded.
29. The bet “Players, Match-Ups, Handicaps” will be settled based on the match-up of players’ individual
totals (the number of scored goals) with a handicap. No own goal shall count. If a player is not included
in the starting line-up, bets on this player will be settled at odds of 1.
30. The bet “Players, Special, Total”. The bet is placed on the total number of goals scored by the named
players. No own goal shall count. If a player is not included in the starting line-up, bets on this player will
be settled at odds of 1.
31. The bet “1st and 2nd Place In The Group” wins if the teams named finish in 1st and 2nd places at the
group stage in the specified order.
32. The market “First Goal To Be An Own Goal”. If the score is 0-0, the bet “No First Goal” will win.
33. The market “Remaining Time Outcome” (“After Score ()-()”). The Customer should predict how a match
will continue after the quoted score. For example, the bet “1X After Score 3-2” will win if the score does
not change until the end of the match. The final score is deducted from the specified score: in this
example, the score of 3-2 is followed by the score of 0-0 (draw). If the score becomes 3- 3, the bet will
lose, because the score in the remaining time after 3-2 will be 0-1 (Team 2 scored).
34. Bets on total playing time are made in minutes. If the total playing time is predicted exactly, bets will be
settled at odds of 1. For example, the bet “Total Kyrie Irving Over (39.5)” will be settled at odds of 1 if
the player’s total playing time amounts to 39 minutes 30 seconds.
35. Correct Score. Group Bet. The bet “Any Other Score” is settled based on the outcomes specified in the
group. There are three groups of outcomes, and score numbers depend on the current score in a match.
For example, if the current match score is 0-1, the following selections are offered:
Correct Score 2-1, or 3-1, or 3-2.
Correct Score: 1-2, or 1-3, or 2-3.
Any other score.
If the match ends with a score of 0-1, the bet “Any Other Score” will win.
36. The market “Win Or Draw”. The market includes only two outcomes. For example, the bet “X Or 2
(Home Win - Refund) 2” means that the bet is made on a draw or win of Team 2 and the selected
outcome is the win of Team 2. The bet will win if Team 2 wins, and lose if the match ends in a draw. If
Team 1 wins, the bet will be refunded (according to the condition specified in the market). Bets are
accepted on regular time.
37. Post-Match vs Live. This bet is formed from two matches, one of which has already taken place on the
current match day and the other will be broadcast LIVE. In other words, customers need to predict the
outcome of a bet where they already know one of the results.
If a team forfeits in one of these matches or a match is either abandoned or postponed, “Post-Match vs
Live” bets will be void (refunded).
38. Winner with Handicap bets cover the entire competition season. The team that is the favorite will win the
season with a handicap of 0. At the end of the season, all the teams' handicap points are added to their
current score. The team with the most points will be determined the winner.
39. Accumulator Outcomes.
These are markets which include two or more outcomes. For example:
“Fewer Than 2.5 Goals And Fewer Than 4 Cards”
"Juventus, Borussia Dortmund & Manchester United all to score in the first 20 mins"
For these types of bets to win, all the outcomes in the market must be predicted correctly.
Unless otherwise stated, bets are accepted on regular time, including additional/stoppage time.
Should some but not all of the outcomes be predicted correctly, no refund will be made. For example:
“Fewer Than 10 Corners And Fewer Than 4 Cards” – if there are 9 corners and 4 cards, the bet loses.
If one or more of the outcomes is not determined (the match has been interrupted, canceled, the athlete
did not take part in the competition), then bets will be settled according to the outcomes which have been
determined.
For example: "Juventus, Borussia Dortmund & Manchester United all to score in the first 20 mins". The
Borussia match was canceled, and Juventus did not score in the first 20 minutes. The accumulator is
deemed to be lost because one of the outcomes was predicted incorrectly.
40. The bookmaker may offer other types of bets.
11. EXTRA BETS
1. 1st Half-Match. The Customer should predict the result of the first half and the result of a match.
2. Correct Score. The Customer should predict the score of a match (regular time) correctly.
3. To Score First Goal. The Customer should predict which team will be the first to score a goal. If there are
no goals in regular time, bets are settled as lost. An own goal shall be treated as a goal of the team whose
score it was added to.
4. Goal Time. The Customer should predict the timeframe in which a goal will be scored by either team
(from X to Y minute, inclusive). If there are no goals, bets will lose.
5. The bet “Both Teams To Score – Yes” will be settled as won if each team scores at least one goal. The bet
“Both Teams To Score No” will be settled as won if at least one team fails to score.
6. Score Match-ups by halves, periods, quarters, innings. The Customer should predict whether the halves
(or periods, quarters, innings) will end with the same score (number of goals/points/runs) or which half
(period, quarter, inning) will end with the highest score.
7. Team Wins. The Customer should predict which team (player) will score more goals (earn more points,
win more sets, etc.) according to 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” will win if no period ends in a
draw. For example, if the score is (1-0; 0-0), the bet will lose. If the score is (1-0; 0-1), the bet will win.
9. Who Will Kick Off The Match? The Customer should predict which team will kick off from the center
mark to start the match.
10. First Substitution - Team. The Customer should predict which team will be the first to make a
substitution. Should both teams make substitutions at the same time (according to the match records), bets
will be settled at odds of 1.
11. First Substitution. The Customer should predict when the first substitution will be made: 1st half, half-
time, or 2nd half. If there are no substitutions in a match, bets will be settled at odds of 1.
12. Penalty Awarded Yes/No. The Customer should predict whether a penalty kick will be awarded in a
match.
13. Sending Off Yes/No. The Customer should predict whether any player will be sent off during the
match. Only dismissals of outfield players and goalkeepers will count.
14. First Booking. The Customer should predict which team will be the first to receive a booking (yellow
card). Should players from both teams receive bookings at the same time (according to the match
records), bets are settled at odds of 1.
15. Last Booking. The Customer should predict which team will be the last to receive a booking (yellow
card). A second booking resulting in a player being dismissed will not count. Should players from both
teams receive bookings at the same time (according to the match records), bets are settled at odds of 1.
16. Home-Away. The Customer should predict whether the home or away teams will score more goals in a
round of a tournament, taking into account handicaps and totals. Should at least one match in the round be
canceled, rescheduled, abandoned, or declared void, bets on the “Home- Away” market will be settled at
odds of 1 (except for the outcomes which have already been determined).
17. Handicap. As well as handicaps in the main markets, the bookmaker offers bets on which team will win
with a different handicap. For example, if the final score is 2:1 (regular time): The bet “Handicap [0:1]
W2” loses, because after the handicap has been applied, the score becomes 2:2. The bet “Handicap [0:1]
X” wins, because after the handicap has been applied, the score becomes 2:2. The bet “Handicap [1:0]
W1” wins, because after the handicap has been applied, the score becomes 3:1.
18. Teams, Match-Ups. The Customer should predict which of the named teams will score more goals or earn
more points.
19. Player Total (Individual Total) (basketball, volleyball). The Customer should predict a player’s individual
total according to certain statistics, such as points, rebounds, assists etc. All bets on player totals include
overtime or golden set. Should a member of the team fail to take part in a match, bets on them will be
settled at odds of 1.
20. Player Total (Individual Total) (handball, futsal, field hockey). The Customer should predict a player’s
individual total by the number of goals scored. All bets on player totals are accepted on regular time.
Should a member of the team fail to take part in a match, bets on them will be settled at odds of 1.
21. First To Happen. Example: “First To Happen - Yellow Card Or Goal”. The Customer should predict what
will happen first in the match: a yellow card will be shown or a goal will be scored. If there are no yellow
cards and no goals in a match, bets are settled at odds of 1.
22. A Player Scores Two Goals (Brace)/A Player Scores A Hat-Trick/A Player Scores Four Goals (Poker).
The Customer should predict whether one football player will score exactly two goals (brace), exactly
three goals (hat-trick), or exactly four goals (poker). No own goal will count.
23. Player To Get Yellow/Red Card. The Customer should predict whether the referee will show a yellow or
red card to a particular player. No yellow or red card will count unless it is shown to an outfield player or
a goalkeeper. If a player is not included in the starting 11, bets on this player will be settled at odds of 1.
24. Official Added Time Total. The Customer should predict whether the number of minutes added as
stoppage time to each half will be higher or lower than the quoted number.
25. Come From Behind And Win (regular time including added time). A team is deemed to have come from
behind if they had been trailing during the match, but then win. Should a match end in a draw, the bet
“Come From Behind And Win – Yes” loses.
26. Either Team Not To Take The Lead and Avoid Defeat. Bets on such a market win if a team avoids defeat
(i.e. they win or draw) without taking the lead in a match.
Either Team Not To Take The Lead and Win The Match. Bets on such a market win if a team wins
without taking the lead in a match.
27. Goal 1 Scored With A Header. The Customer should predict whether the first goal in the match will be
scored with a header. If there are no goals in a match, or if the first goal is an own goal (even if it is
scored with a header), the bet “Goal 1 Scored With A Header – No” wins.
28. To Score First And Win The Match. The Customer should predict which team will be the first to score a
goal and win the match. Bets on NHL, KHL, and all international tournaments are accepted on regular
time. If there are no goals, bets on the selection “To Score First And Win The Match – Yes” will lose.
29. Clean Sheet (Shutout) a match in which at least one team does not concede a single goal.
30. “Team 2 To Win To Nil Yes”. The bet wins if the score is 0:1, 0:2, etc. The bet “Team 2 To Win To Nil
No” wins if a match ends with any score other than 0:1, 0:2, etc.
31. To Score Penalty Yes/No. The Customer should predict whether a team will score a penalty kick. If no
penalty kick is awarded during a match, bets on “To Score Penalty – Yes” and “To Score Penalty – No”
will lose. Example: “Team 2 To Score Penalty No” The bet will win if a penalty kick is awarded to
Team 2 but they do not score the penalty. The bet will lose if no penalty kick is awarded, or Team 2
scores the penalty (scores a goal from a penalty).
32. Team 2 To Score Their 1 Penalty Yes. The Customer should predict whether the team will score the
first penalty kick awarded to them. If no penalty kick is awarded during a match, the bets “Team To Score
Their 1 Penalty Yes” and “Team To Score Their 1 Penalty No” will be settled as lost.
33. Run Of Play (Lead Win, Lead Draw, Lead Lose). Bets are accepted on regular time including added
time. This bet will be settled on the first team to take the lead in combination with the final result,
regardless of how often the lead may change in between.
34. “First/Last Match Goal From () To () Minute”. Added time is taken into account for bet settlement
purposes. The bet “First Match Goal From 10:00 To 14:59” will be settled as won if the first goal is
scored in this timeframe.
35. “The Duration Of The Draw” and “Time In The Lead” markets. Bets are accepted on regular time.
Example. During the match (hockey) Team 1 scored a goal in the 16th minute, Team 2 scored a goal in
the 21st minute, and Team 1 scored a goal in the 36th minute. The total number of minutes during which
there was a draw shall be calculated as follows: first 15 minutes + 15 minutes (36-21) = 30 minutes. The
total number of minutes during which Team 1 led shall be calculated as follows: (21-16) + (60- 36) = 5 +
24 = 29 minutes. The bet “Draw For Under 19.5 Minutes” loses. The bet “Team 1 To Lead Over 13.5
Min” wins.
36. The bet “Correct Score. Any Other Score”. The bet will win if the score of a match differs from the list of
correct scores offered. The bookmaker shall make a list of correct scores at its own discretion.
37. “Either Goalkeeper To Touch The Ball In The First N Minutes of A Match” and “Both Goalkeepers to
Touch The Ball In The First N Minutes of A Match” include any touches of the ball made by either
goalkeeper, even if the ball was out of play at that time etc. For betting purposes, any touches of the ball
made by either goalkeeper count, regardless of whether they were shown in the live stream or not. If the
moment when a goalkeeper touched the ball was not shown in the stream (for example, if a goal kick was
not shown due to a replay), the ball is deemed to have been touched when the live stream resumed.
38. "Leader After Total Points Scored". The Customer should predict the situation between the teams after
the specified number of points has been scored.
Example. Bet “Team 1 To Win After 10 Points.
Let’s consider several options:
The score of the match is (6:4), 10 points have been scored, Team 1 leads, the bet wins.
The score of the match is (3:7), 10 points have been scored, Team 2 leads, the bet loses.
The score of the match is (5:5), 10 points have been scored, there is a tie, the bet loses.
39. For 'Special' and 'Special bets' types of bets, if the outcome of an event was not included in the list of
available bets, all bets placed on outcomes that were available for betting will stand and will be settled
according to the results.
12. EXAMPLES
12.1. SINGLE BET EXAMPLE
You place a bet on Milan’s victory with a stake of €100.
The odds on Milan’s victory are 2.0.
If Milan wins, the payout will be 100 x 2.0 = €200.
The net gain is: €200 (the payout) - €100 (the stake) = €100.
12.2. ACCUMULATOR BET EXAMPLE
The odds of the selections included in the accumulator bet are multiplied: 2.0 × 2.1 × 2.9 = 12.18.
With a stake of €100 on this accumulator bet, you receive €100 × 12.18 = €1218.
The net gain (excluding the stake) is €1118.
event
bet
odds
AC Milan - Bayern Munich
1
2.0
AC Milan - Bayern Munich
X
3.0
AC Milan - Bayern Munich
2
3.3
bet
odds
1
2.1
X
2.9
2
2.0
13. MAIN SOURCES OF INFORMATION
1. Basketball:
www.euroleague.net - ULEB Euroleague
www.ulebcup.com - ULEB Cup
www.fiba.com - FIBA Tournaments
www.aba-liga.com - Adriatic League
www.bbl.net - Baltic League
www.russiabasket.ru - Russia
www.nba.com - NBA
www.wnba.com - WNBA
www.ncaa.com - NCAA
www.nbl.com.au - Australia
https://basketballaustria.at - Austria
www.easycredit-bbl.de - Germany
www.esake.gr - Greece
www.acb.com - Spain
www.legabasket.it - Italy
www.lkl.lt - Lithuania
www.plk.pl - Poland
https://www.kls.rs- Serbia
www.tbl.org.tr - Turkey
www.basket.com.ua - Ukraine
www.lnb.fr, www.basketpro.com - France
www.cbf.cz - Czech Republic
2. Volleyball:
www.cev.lu - European Cups
www.fivb.com - International
www.volleyball-bundesliga.de - Germany
www.volleyball.gr - Greece
www.rfevb.com - Spain
www.legavolley.it - Italy (Men)
www.legavolleyfemminile.it - Italy (Women)
www.pls.pl - Poland (Men)
https://www.pzps.pl- Poland (Women)
www.volley.ru - Russia
www.voleybol.org.tr - Turkey
http://www.lnv.fr/ - France
www.cvf.cz - Czech Republic
3. Handball:
www.ihf.info - IHF Tournaments
www.eurohandball.com - EHF Tournaments
championsleague.eurohandball.com - European
Champions League
www.handball-bundesliga.de - Germany
https://www.dhf.dk/ - Denmark
www.asobal.es - Spain
www.rushandball.ru - Russia
www.ff-handball.org - France
www.svenskhandboll.se - Sweden
6. Soccer:
http://www.fifa.com - International Matches
http://www.uefa.com - International Matches. Europe
http://www.uefa.com - UEFA Champions League,
UEFA Europa League
http://www.concacaf.com - CONCACAF Champions
League
http://www.cafonline.com - CAF Champions League
http://www.the-afc.com - AFC Champions League
https://www.premierleague.com - Premier League
http://www.a-league.com.au A-League
https://www.nationalpremierleagues.com.au - National
Premier Leagues
http://www.bundesliga.at - Austrian Football
Bundesliga
http://www.afa.org.ar - Superliga Argentina
http://www.fshf.org/index.php/sq/ - Albanian
Superliga
http://www.ffa.am - Armenian Premier League
http://abff.by - Belarusian Premier League
http://www.sport.be - Belgian First Division A
http://fpleague.bg/bg - First Professional Football
League (Bulgaria)
http://www.nfsbih.ba - Premier League of Bosnia and
Herzegovina
https://www.cbf.com.br - Campeonato Brasileiro Série
A
http://www.mlsz.hu - Nemzeti Bajnokság
http://www.federacionvenezolanadefutbol.org -
Venezuelan Primera División
https://www.guatefutbol.com - Liga Nacional de
Fútbol de Guatemala
http://www.kicker.de Bundesliga
http://www.hkfa.com - Hong Kong Premier League
http://www.superleaguegreece.net - Super League
Greece
http://www.footballleague.gr Super League Greece
2
http://www.lnphn.com - Liga Nacional de Fútbol
Profesional de Honduras
http://erovnuliliga.ge Erovnuli Liga
http://www.knvb.nl Eredivisie
http://www.dbu.dk - Danish Superliga
http://www.efa.com.eg - Egyptian Premier League
http://football.org.il - Israeli Premier League
http://www.the-aiff.com I-League
http://www.persianleague.com - Persian Gulf Pro
League
http://www.ksi.is Úrvalsdeild karla
https://www.laliga.es/en/ - La Liga
https://pflk.kz - Kazakhstan Premier League
http://www.canadiansoccerleague.ca - Canadian
Soccer League
http://www.qfa.com.qa - QNB Stars League
4. Other types of sports:
www.nfl.com - American Football NFL
www.mlb.com - Baseball MLB
www.koreabaseball.com
http://biathlonresults.com, www.ibu.at -
Biathlon
www.globalsnookercentre.co.uk - Billiards.
Snooker
www.boxrec.com - Boxing
www.iaaf.org - Athletics
www.fis-ski.com - Ski
www.atptour.com - Tennis. ATP. Challengers.
wwww.wtatennis.com - Tennis WTA
www.ti.fft.fr
www.itftennis.com/en/itf-tours/mens-world-
tennis-tour/- Tennis ITF
www.espn.com/f1, www.formula1.com -
Formula-1
www.rusbandy.ru - Bandy
www.fide.com - Chess
5. Ice hockey:
www.khl.ru - KHL
www.nhl.com - NHL
www.theahl.com - AHL
www.erstebankliga.at - Austria
www.hockey.by - Belarus
www.penny-del.org - Germany
www.ishockey.dk - Denmark
www.hockey.no - Norway
www.fhr.ru - Russia
www.szlh.sk - Slovakia
https://www.finhockey.fi/ - Finland
www.hockeyfrance.com - France
www.hokej.cz - Czech Republic
www.sihf.ch - Switzerland
www.swehockey.se - Sweden
http://sports.sina.com.cn/csl - Chinese Super League
http://www.cfa.com.cy - Cypriot First Division
http://www.unafut.com - Liga FPD
http://dimayor.com.co Categoría Primera A
http://www.kfa.org.kw - Kuwait Premier League
http://www.lff.lv - Latvian Higher League
http://www.lff.lt - A Lyga
http://ffm.mk - Macedonian First Football League
https://www.footballmalaysia.com - Malaysia Super
League
http://www.mfa.com.mt - Maltese Premier League
http://www.frmf.ma - Botola
http://www.femexfut.org.mx - Liga MX
http://www.nzfootball.co.nz - New Zealand Football
Championship
http://www.fotball.no - Eliteserien
http://www.proleague.ae - UAE Pro-League
http://www.fepafut.com - Liga Panameña de Fútbol
http://www.apf.org.py - Paraguayan Primera División
http://adfp.org.pe - Peruvian Primera División
http://www.ekstraklasa.org - Ekstraklasa
https://premierliga.ru - Russian Premier League
http://www.1fnl.ru - Russian Football National League
http://www.lpf.ro Liga I
http://www.spl.com.sa - Saudi Professional League
http://nifootballleague.com - NIFL Premiership
http://www.superliga.rs - Serbian SuperLiga
http://www.futbalsfz.sk - Slovak Super Liga
http://www.nzs.si - Slovenian PrvaLiga
https://www.mlssoccer.com - MLS
http://www.thaileague.co.th - Thai League 1
http://www.ftf.org.tn - Tunisian Ligue Professionnelle
1
http://www.tff.org.tr - Süper Lig
http://www.fpl.ua - Ukrainian Premier League
http://www.welshpremier.com - Wales Premier
League
http://www.auf.org.uy - Uruguayan Primera División
http://www.veikkausliiga.com - Veikkausliiga
http://www.lfp.fr - Ligue 1
http://www.prvahnl.hr - Croatian First Football
League
http://fscg.me - Montenegrin First League
http://fotbal.cz - Czech First League
http://www.anfp.cl - Chilean Primera División
http://www.football.ch - Swiss Super League
www.allsvenskan.se - Allsvenskan
https://spfl.co.uk - SPL
http://www.ecuafutbol.org - Ecuadorian Serie A
http://www.jalgpall.ee - Meistriliiga
http://www.psl.co.za - South African Premier Division
http://www.kleague.com - K League 1
https://www.jleague.jp - J1 League
www.boff32.ru - Football championship of Bryansk
region
14. CASINO
1. There is a lot of specialised terminology used in the betting industry. If you are not sure about the
meaning of an expression, you should not place a bet in a game using such an expression until you fully
understand its meaning.
The bookmaker Bilbet shall not be responsible for bets placed by you in games that are using terminology
which is not clear to you.
2. Please read the rules provided in the game before you play.
3. If you start playing, it means that you accept and undertake to comply with the rules of the game, table
and/or tournament you have selected.
4. It is prohibited to enter into collusion to participate, directly or indirectly, in any collusion scheme with
any other player in the course of any game in which you participate now or will participate in the future.
5. You must examine the legality of your participation in gambling and of the use of the appropriate
software which provides access to gambling in your location and make sure that your actions are not in
breach of any regulations or legislation in the relevant jurisdiction.
6. Winnings over €10,000 are considered Big Wins and must be approved by Partners of the bookmaker
prior to the funds being credited to your account and/or being available for withdrawal.
7. A bet is considered accepted after it has registered on the server and has been confirmed online.
Registered bets are not eligible for cancellation or amendments.
8. Your stake cannot exceed your current account balance. Once a bet has been registered, the stake is
debited from the account. The winnings are credited to your account after the bet has been settled.
9. No complaints or disputes about the acceptance or settlement of bets shall be accepted upon the expiry of
10 (ten) calendar days from the date of the transaction.
10. If you wish to lodge a complaint regarding the work of the Service, you must contact Customer Support
as soon as possible. If necessary, your complaint will be forwarded to the relevant decision makers for the
final decision.
11. You acknowledge that our random number generator will determine the outcome of the games played
through the bookmaker and you accept the outcomes of all such games. You agree that in the unlikely
event of a discrepancy between the result that appears on your screen and result displayed on the game
server, the result that appears on the game server will prevail. You acknowledge and agree that our
technical records will be the final authority in determining the terms and circumstances of your
participation in the relevant online gaming activity and the results of this participation.
12. To contact a member of the Customer Support team and discuss any issues that might arise, please use the
online chat or e-mail support Bilbet.
14.1. PROMOTIONS
BONUSES
1. The bonus is a deal between the bookmaker Bilbet and the customer. The bookmaker Bilbet provides the
customer with funds for the game, and the customer takes responsibility for satisfying the wagering
requirement before requesting the withdrawal of the funds.
2. Bonuses may have additional terms and conditions, so before activating a bonus we strongly advise that
you read them carefully to receive complete information and to avoid misunderstandings.
3. Bonuses can only be used by one customer, on one device, at one IP address, in one browser.
4. There can only be one active bonus on an Account at any one time. Bonuses related to deposits are not
cumulative. Bonuses are applied one after another. The next bonus will become available after an earlier
bonus is redeemed or revoked.
5. The bonuses are only available to customers with fully completed personal information in their Account,
with an activated phone number and who agreed to the terms of the bonus program while registering. The
minimum deposit amount for participation in the bonus offer depends on the chosen bonus.
6. The bonus amount will be placed into a Bonus Balance and will be kept separate from your Cash Balance.
7. The bonus and winnings received from it will be lost upon the expiry of the bonus. The average bonus
validity period is 30 (thirty) days from the date of crediting.
8. The validity period of the bonus free spins depends on the provider and is not subject to regulation by the
bookmaker.
9. The bookmaker Bilbet is entitled to change the terms and conditions of bonuses, to suspend or terminate
them at any time.
10. The General Terms and Conditions apply.
WAGERING REQUIREMENT
1. While a bonus is activated you have the right to place bets using funds, both on your bonus account and
on your main account. Please keep in mind that while there is an active bonus on the account, any
requests for withdrawal will be declined until the bonus wagering requirement is met in full or until you
reject the bonus.
2. To redeem the bonus, you need to place a required amount in bets. In most cases, if not stated otherwise
in the bonus conditions, you are required to place bets with the total stake equal to the amount of the
bonus multiplied a specific number of times: the wagering requirement = bonus amount x required
number of times.
3. All deposit bonuses must be redeemed by wagering the bonus amount.
4. Until the bonus has been redeemed, stakes cannot exceed €5.
5. After the bonus has been redeemed, your main account will be credited with the remaining bonus funds
which will not exceed the total bonus amount. If, after the bonus is redeemed, the bonus account balance
is less than the minimum stake amount, the bonus is deemed to have been lost.
6. The stake percentage taken into account for wagering requirement purposes (“contribution”) is different
for different games. Bets on all versions of Roulette, Baccarat, Blackjack, Poker, «Keno», «Scratch»,
«Bingo» and slots from the "Other" section do not count toward the wagering requirement. Stakes in all
other slot games count toward the wagering requirement in full (100%).
The following games are excluded from bonus offers: 41429 Uncharted Seas, 3 Hit Pay, 30 Ball BINGO,
80 Ball BINGO, A Christmas Carol, A Night In Paris JP, Acemania, African Roulette, After Night Falls,
Alice Adventure, Alkemor's Tower, American BINGO, Art of the Heist ,Asia Wins, Astro Legends: Lyra
and Erion, At The Copa, Aztec Magic Deluxe, Baker's Treat, Barn Ville, Big Apple Wins, Bikini Party,
Bingo Bonanza, Bingo Machine, Bingolé, Bird of Paradise, Birds!, Blazing Joker, Blood Eternal, Blood
Suckers, Blood Suckers Touch, Blue Ocean, Book of Oz, Book of Oz: Lock n Spin, Book of
Shadows, Bookie of Odds, Booming Bananas, Booming Seven, Booming Seven Deluxe, Break Da Bank
Again Respin, Bugs Party, Cabaret Dancing Bones, Carnaval Forever, Cash Cuisine, Castle Builder (II),
Charms And Clovers, Cherry Bomb, Cherry Bomb Deluxe, Chicago Nights, Chilli Pop, Classico, Cloud
Tales, Cool Buck, Cops And Robbers, Crown Anchor, Curious Machine, Dead or Alive, Diamond Valley,
Diamonds are Forever 3 lines, Dice Bingo, Dim Sum Mania, Disco Night, Divine Forest, Dolphin´s Luck,
Dr. Jekyll & Mr. Hyde, Dragon Dance, Dragon Kings™, Dragon Scrolls, E.T. Races, Eggomatic, Electro
Bingo Web, Enchanted JP, European BINGO, Extra Keno,Extreme, Extreme, Eye of the Kraken, Fa-Fa
Twins, Faerie Spells™, Fire & Steel, Flying Pigs, Forsaken Kingdom, Four Seasons, Football
3x3, Frankenslot's Monster, Fruit Basket, Fruit Bat Crazy™, Fruit Cocktail, Fruitsie, Fruit Snapz, Gem
Riches, Genie Wishes, Ghost Pirates, Gifts From Caesar, Giovanni’s Gems, Gold Canyon™, Gold Hold,
Golden Dragon Club, Golden Egg Keno, Golden Girls, Golden Legend, Goldfire 7s, Good Girl Bad Girl,
Great 88, Greedy Goblins, Greyhound Racing, Gypsy Rose, Halloween Witch, Happy Birds, Happy
Halloween, Hot Ink, Hugo 2, Immortal Romance, Irish Charms, Italia 3x3, It Came From Venus JP
PLUS, Jack Hammer, Jack Hammer 2, Jack Hammer 2 Touch, Jackpot 6000, Jackpot Jamba, Jackpot
Rango, Jade Butterfly, Johnny the Octopus, Joker Power, Joker´s Wild, Kamikadze, Kawaii Kitty, Keno,
Keno - Vegas Jackpot, Keno Extra, Keno Jackpot, Keno Universe, Le Kafee Bar, Legend Of The Nile™,
Lemur Does Vegas, Lemur Does Vegas Easter Edition, Let's Shoot, Locomodin, London Hunter, Lotus
Love, Lucky 3, Lucky Angler, Lucky Irish, Lucky Keno, Lucky Reels, Lucky Riches Hyperspins, Luxor
Scratch, Magic Shoppe, Matchmania, Max Quest: Wrath of Ra, Mayan Bingo Web, Mega Gems, Mega
Glam Life, Mega Joker, Mega Love, Megamoney, Million Cents, Million Coins Respin, Mona Lisa
Jewels, Monkey, Monkey Keno, More Gold Diggin', Mr. Vegas ,Muertitos, MULTIFRUIT 81,
Musketeers, Mystic Force, Neon Reels™, New Triple, New Triple HD, Nuwa, Ocean Fortune, Ocean
Lord, Ogre Empire, Paris Nights, Pearls of India, Pharaoh Bingo, Pimped, Pinocchio, Planet 67, Plumber
Free, Pompeii, Power Keno, Progressive Diamond Jackpot, Pumpkin Patch, Queen of Gold, Quick Bingo,
Rage to Riches, Rainbow 3x3, Red Dragon Wild, Reel Gems, Reel Hot Respin, Reel Stea, Reels of
Wealth, Retro Reels, Robin Hood: Shifting Riches, Romeo, Royal Cash, Royal Charm, Royal
Masquerade, Royal Wins, Safari Hunter, Safari Sam, Samba Bingo Web, Santa's Village, Santa's
WorkShop, Scarab Treasure, Scrooge, Scudamore's Super Stake, Sea Hunter, Secret of the Stones, Sin
City Nights, Sixbingo, Slots Angels, Spectacular Wheel of Wealth, Spinfinity Man, Stampede, Star
Raiders Scratch, Stardust, Sugar Pop, Sugar Pop 2: Double Dipped, Super Bonus Bingo, Super Fast Hot
Hot, Super Fast Hot Hot Respin, Super Keno, Super Lucky Reels, Super Multitimes Progressive, Taxi
Movida, The Alchemist 89, The Angler, The Exterminator, The Ghouls, The Glam Life, The Gold of
Poseidon, The Golden Egg,The Golden Owl of Athena™, The Slotfather JP, The Slotfather: Part II, The
Tipsy Tourist, The True Sheriff, The Wish Master, Thrones of Persia, Thunder Reels, Tiger's Claw,
Tokyo Kombat, Tomb Raider, Tower Quest, Treasure Room, Tree of Fortune,Triple Bonus, Triple Bonus
HD, Tropical Fruitsie, Tycoons, Under the Bed, Untamed Bengal Tiger,Untamed Crowned Eagle,
Untamed Giant Panda, Untamed Wolf Pack, Valley of Pharaohs, Vampire: The Masquerade - Las Vegas,
Vegas VIP Gold, Vegas Wins, Victorious, Victorious Touch, Viking Voyage™, Weekend In Vegas,
Wheel of Africa, Wheel of Hounds, Wheel of Monsters, Wheel of Wealth, Wheel of Wealth Special
Edition, When Pigs Fly!, WhoSpunIt?, Wild Jester, Wild Orient, Wild Spin, Wolf Moon Rising, World
Cup Keno, World Football, Xmas 3x3, Xoc Dia, Yak Yeti & Roll™, Zodiac Fortune, Zombie Hoard
However, please note that these figures may change from time to time. To find out the up-to-date
contribution percentages please contact Customer Support.
7. You can make a withdrawal request before the bonus is redeemed. However, in this event the bonus
amount and the winnings received while redeeming the bonus will be canceled.
8. All winnings received from playing using bonus funds and requested for withdrawal are to be verified by
the Company before the payment is processed. Depending on the outcome of the verification, the
Company reserves the right to request the customer provide their personal data and payment method
confirmation details.
BONUS CANCELLATION
1. Any customer may decline all or any individual promotions by contacting Customer Support at support
Bilbet, via an online chat, or by taking the necessary steps in their Account.
2. When canceling a bonus, your bonus balance hits "zero" and you do not need to meet wagering
requirements any longer.
3. You can decline to continue meeting bonus wagering requirements in your Account. If the bonus has been
declined after it was partially redeemed, any winnings generated while redeeming the bonus will be
canceled.
ABUSE OF BONUSES
1. Bonus abuse by Players is not permitted. The following ratio of bonuses received in relation to deposits is
as deemed abuse: 70% bonus funds received on between 5 and 9 deposits; 50% bonus funds received on
10 or more deposits. In the event of such abuse, the Company reserves the right to prohibit the Player
from receiving any bonuses and cancel any winnings obtained using bonus funds both during wagering
and after it.
2. The bookmaker Bilbet reserves the right to review the transaction history and customer logs for any
reason and at any time. If during such a review misuse of bonuses by a player is revealed, the bookmaker
has the right to cancel the bonuses for this customer.
3. If administration determines that while redeeming a bonus you use gaming strategies not approved by the
bookmaker Bilbet, the bookmaker is entitled to apply penalty measures and exclude you from current and
all future promotions.
4. Here are several known examples of clearing a bonus wagering requirement strategies which we consider
unacceptable:
o placing a high volume of bets which has a minimal impact on your balance. One example of this strategy
can be betting on all numbers on a roulette or simultaneous betting on red and black
o placing big bets (over €5) with the aim of increasing the bonus balance rapidly and then dramatically
reducing the stakes (more than twofold) for no apparent reason and with a sufficient account balance.
Each of these cases will be considered separately by the Service administration
o placing big bets in games with a low contribution (stake percentage that counts towards the wagering
requirement) and then placing smaller bets in games with a larger contribution
o delaying any round of any game, including free spins and bonuses, to a later time when there are no
wagering requirements and/or restrictions on making new deposits while free spins and bonuses are still
available in the game
o any combinations of the above gaming tactics.
5. When abuse of bonuses by a customer is identified, the bookmaker Bilbet is entitled to apply the
following measures to the customer: canceling all existing bonuses and bonus winnings; blocking the
customer’s account.
6. You are strongly advised to provide your actual telephone number during registration, as the bookmaker
might use it to confirm your identity. If it is not possible to get in touch with you, the bookmaker is
entitled to apply restrictions on the use of bonuses, as well as to block your account.
WELCOME PACKAGE
1. Before making a deposit into their account, customers must agree to receive a casino bonus either on the
‘Account Settings’ page in the My Account section, or directly on the ‘Deposit’ page.
2. The bonus will be automatically activated and credited to your account within 24 (twenty-four) hours of
all the requirements of the bonus offer set out in paragraph 27.1 having been met.
3. To be eligible for the First Deposit Bonus, you need to make a deposit of €10 (ten euro) or higher; to be
eligible for the Second, Third and Fourth Deposit Bonuses the deposit amount must be €15 (fifteen euro)
or higher.
4. The maximum First Deposit Bonus that can be claimed is €300 (three hundred euro); the maximum
Second Deposit Bonus is €350 (three hundred and fifty euro); the maximum Third Deposit Bonus is €400
(four hundred euro); and the maximum Fourth Deposit Bonus is €450 (three hundred and fifty euro).
5. All deposit bonuses must be redeemed by wagering the bonus amount 35 (thirty-five) times.
6. The activated bonus must be redeemed within 7 (seven) days.
7. Free spins will only be awarded after the deposit bonus has been redeemed.
8. Winnings received on free spins are credited to the main account and do not need to be redeemed.
9. Until the bonus has been redeemed, stakes cannot exceed €5.
10. If a user switches between types of bonuses (although he has already made his choice), refuses them or
receives an opposite type of bonus, he loses the right to participate in the Company's bonus offers for
subsequent deposits, including a welcome package and a 50% 10th deposit bonus.
50% BONUS ON 10TH DEPOSIT
1. If a user switches between types of bonuses (although he has already made his choice), refuses them or
receives an opposite type of bonus, he loses the right to participate in the Company's bonus offers for
subsequent deposits, including a welcome package and a 50% 10th deposit bonus.
2. The bonus will be automatically activated and credited to your account within 24 (twenty-four) hours of
all the requirements of the bonus offer set out in paragraph 27.1 having been met.
3. To be eligible for the Bonus on the 10th Deposit, you must make a deposit of at least of €10 (ten euro).
4. The maximum bonus amount that can be claimed is €300 (three hundred euro).
5. The bonus must be redeemed by wagering the bonus amount 35 times.
6. The activated bonus must be redeemed within 48 (forty-eight) hours.
7. The number of free spins will be calculated based on the balance on your account at the moment when the
deposit is made. You will get one free spin for each €5 (five euro) of the main account balance. The
deposit itself is not taken into account when calculating the number of free spins. Free spins are awarded
within 15 (fifteen) minutes of the deposit being made when all requirements of the bonus offer of the
Company have been met.
8. The winnings received on free spins are credited to the main account and do not need to be redeemed.
9. Until the bonus has been redeemed, stakes cannot be higher than €5 (five euro).
GIFTS
1. A gift is a special type of bonus which does not require a deposit and is only available to those who have
agreed to participate in the casino's bonus offers.
2. Special terms and conditions may apply to gifts, so, before activating them, we highly recommend that
you read the T&Cs (bonus amount, wagering requirement etc.) in the relevant section of the My Account
page carefully, to get more complete information on this and avoid any misunderstandings.
3. Only one gift per game account can be active at any one time. Gifts do not accumulate and are used
according to the queuing principle i.e. the next gift becomes avaliable once the previous gift has been
redeemed, canceled or suspended during wagering.
4. A Gift, as well as any winnings made using it, will be lost after it expires. The validity period is specified
on the My Account page in the “Bonuses and Gifts” section of our website. A gift is active from the
moment it is awarded. Suspending the wagering bonus does not prolong the validity period of an
avaliable gift offer.
5. With an active gift, a customer has the right to place bets using funds in their real account.
6. All the Betting Company's T&Cs, including all the other terms and conditions of the Company's bonus
policy that do not conflict with the above items, apply.
14.2. ERRORS OR OMISSIONS
1. In the event of malfunction of computer software or hardware which is used by us, we will use reasonable
endeavours to rectify the problem as soon as possible. If such problems cause a game to be interrupted to
the extent that it cannot be restarted from exactly the same moment it is interrupted without irreversible
loss of data, we will apply the most reasonable and fair policies to this situation (which may include
reinstating your Account balance as it appeared before the last bet was logged on the Operator's server
immediately prior to the occurrence of the problem).
2. If as a result of an error funds have been credited to your account and you use these funds to place bets or
to participate in games, we may cancel such bets and/or withhold any winnings that were received using
such funds. If we have paid you winnings received from such bets or games, the bookmaker Bilbet is
entitled to have them returned.
3. When you access the Service via the Internet, you must understand that:
o you may encounter system problems, defects, errors or malfunctions of the Service. If you experience any
technical problems, please contact the Support Service by e-mail;
o success in promotions that are carried out at speed directly depends on the equipment used and the speed
of your Internet connection;
o rules for any promotion or game are always available for review, please do not forget to read them before
using the products of our Service.
4. If you place a bet on a live event, you may not be able to see or otherwise obtain the latest information
about the event in the relevant period of time. The bookmaker is not liable to you for any losses that you
incur as a result of a delay in the transmission of information relating to any event.
5. You are solely responsible for the speed of your internet connection and the state of the equipment you
use to access the internet. The bookmaker Bilbet does not accept any liability for any losses that you incur
(as a result of loss of service, poor internet connection or otherwise) due to the internet service providers
or telecommunication service providers which you use to access the Service.
14.3. FORCE MAJEURE EVENTS
1. The bookmaker Bilbet will not be liable or responsible for any failure to perform or delay in performance
of any of our obligations under the Terms and Conditions that is caused by events outside our reasonable
control, including, without limitation, interruption in telecommunication networks, problems with
electricity, problems with computers (or other equipment) belonging to third parties, fire, lightning,
explosions, floods, extreme weather conditions, strikes and blockages, terrorist acts, acts of government
or other competent authorities ("Force Majeure").
2. Our performance is deemed to be suspended for the Force Majeure period. We will use our reasonable
endeavours to bring the Force Majeure event to a close or to find a solution by which the bookmaker
Bilbet obligations may be performed despite the Force Majeure event.
15. PRIVACY POLICY
The Bilbet management team and its employees take the safety of your personal data and general
confidentiality very seriously.
We are committed to improving the transparency of how we use and protect your data. We have included
changes to this Privacy Policy to comply with the standards of the General Data Protection Regulation
(GDPR).
This Privacy Policy sets out our data processing methods and your options concerning how your personal
information is used.
Bilbet understands and takes responsibility for providing you, our customers, with clear information about
how we use cookies, and we guarantee that people using our website can make the right choice.
If you have any requests, questions, or suggestions regarding your personal data or any general questions
regarding methods of processing and using the services that are provided to you, please contact us at
support Bilbet.
We also kindly ask that you send detailed information to support Bilbet about any pages on our website
where you are concerned about the use of cookies.
15.1. PRIVACY
Bilbet undertakes to protect your personal data.
This Privacy Policy explains what information we collect when our services are used, why we collect this
information, and how we use it.
Please note this Privacy Policy will be agreed between you and Bilbet (hereinafter "We", "Us" or "Our",
if applicable).
We may periodically make changes to this Privacy Policy and notify you of these changes by publishing
the modified terms on our platforms.
We recommend that you review this Privacy Policy regularly.
15.2. CONSENT TO PERSONAL DATA PROCESSING
RIGHTS OF THE PERSONAL DATA SUBJECT
The processing of your personal data at Bilbet starts only after you have clearly expressed the approval
that establishes and confirms freely given, explicit, informed, and unambiguous expression of your
consent to the processing of your personal data (hereinafter "Consent").
The Consent you give us freely, voluntarily and in your interest is explicit, informed, and conscious.
Your consent to the processing of personal data may be given to us by you or your representative in any
form that allows to confirm that it was received, namely:
- IN WRITING
In this event the Consent should contain the following information:
surname, first name, patronymic (if applicable), address of the subject of personal data, number of the
main identification document, document issue date and the issuing authority, or surname, first name,
patronymic, address of the representative of the personal data subject, the number, issue date, and issuing
authority of their main identification document, the requisites of the notarized power of attorney or other
document confirming the authority of that representative (upon receipt of the consent from the
representative of the personal data subject)
the postal address of Bilbet receiving the consent of the personal data subject
the purposes of processing the personal data
a list of the personal data, for the processing of which the consent of the subject of personal data is given
the name and address of the person (legal entity) that is processing the personal data on behalf of Bilbet,
if the processing is delegated to such person (entity)
a list of actions on personal data to which the consent is given; general overview of the personal data
processing methods
the period during which the consent of the subject of personal data is valid, as well as the method of its
withdrawal
the signature of the personal data subject
- BY WAY OF IMPLICATIVE ACTIONS OF a personal data subject which express their will to
establish a legal relationship with Bilbet, not in the form of an oral or written expression of their will, but
by their behavior, from which such intention can be concluded (for example, registration on the Bilbet
website, registration to Bilbet services, execution of monetary transactions into their personal account
obtained through registration on the Bilbet website, which is a condition for participating in betting in
accordance with the Terms and Conditions of Bilbet, registration of bets through their personal account
and receipt of winnings through their personal account, compliance with the rules established by the
gambling operator, etc.).
Bilbet does not require your Consent to process your personal data in the following cases:
- where the processing of personal data is necessary to achieve the objectives provided for by
international treaties or laws of local jurisdictions, for the performance and discharge of the functions,
powers, and duties conferred by law;
- where processing of personal data is necessary for the administration of justice, the execution of a court
decision or a decision by another legal body or an official subject to execution in accordance with local
laws;
- where processing of personal data is necessary to protect the life, health, or other vital interests of the
subject of personal data if obtaining their consent is not possible;
- where processing of personal data is necessary for the purposes of exercising the rights and legitimate
interests of Bilbet or third parties, or for the achievement of socially significant purposes, provided that
this does not violate the rights and freedoms of your personal data;
- where processing of personal data is carried out for statistical or other research purposes, subject to
obligatory anonymization of your personal data, except when personal data is processed for marketing
purposes;
- where access to the personal data that is being processed has been provided by you to an unlimited
number of persons;
- where personal data that is being processed is subject to publication or mandatory disclosure in
accordance with the laws of local jurisdictions.
The procedures for the withdrawal of your consent to the processing of your personal data, obtaining
information about the availability of your personal data in Bilbet, and clarifying, blocking, and destroying
your personal data which Bilbet holds on request are governed by the "General Data Protection
Regulation" (GDPR) and are carried out by us in full.
15.3. OBLECTIVES OF INFORMATION COLLECTION
We collect and process information that can be used for personal identification purposes, including, but
not limited to, first name and surname, date of birth, credit card details, home or other address, e-mail
address, telephone number or other appropriate Personal information (hereinafter "Information").
You may be asked to provide personal information when using our website, registering an account or
using our services.
The personal information we collect may include such information as:
contact details (including phone number, e-mail address)
information on residency (your geographic postal address)
payment information
transaction history
preferences when using the website
feedback on Services
This information is collected, processed, and stored by us on servers, according to the requirements of the
legislation of your state.
When you interact with services, our servers store your unique activity log, which collects certain
administrative and traffic information, including:
source IP address
access time
date of access
visited web pages
language used
software crash reports
type of browser used
This information is needed to ensure we provide services of the highest quality.
We never collect personal information about you without your knowledge.
15.4. MEANS OF GATHERING AND PROCESSING DATA
We may automatically collect certain data, as discussed above, and receive Personal Information about
you where you provide such information voluntarily through the services or other communications and
interactions on the Bilbet site.
We may also receive personal information from online vendors and service providers, and from customer
lists lawfully acquired from third-party suppliers.
In addition, we may use the services of third-party service suppliers for technical support of your online
transactions and for maintaining your account.
We will have access to any information you provide to such suppliers, service providers, and third-party
e-commerce services. We will use the Personal Information in accordance with the provisions of this
Privacy Policy.
This information will be disclosed to third parties outside the company only in accordance with this
Privacy Policy and the legislation of your state.
15.5. THE USE OF DATA
We use the personal information that you provide to us to deliver our Services, to provide customer
support, to ensure the necessary security, for the identity verification and checks, to process any of your
online transactions, as well as to assist your participation in third-party promotions, that meet certain
business conditions, and for any other purposes related to the operation of our gaming Services.
Therefore, during the provision of our services we may share your personal information with our
carefully selected partners (including any other parties that have arrangements with you about the sharing
of your data).
Your personal information may also be used by us to provide you with:
promotional offers and information about our products and services
promotional offers and information about our partners’ products and services, in order to enlarge the
range of products provided to you and improve our customer service
From time to time, we may request information from you via surveys or competitions. Participation in
these surveys or competitions is completely voluntary and you have the choice of whether or not to
disclose your personal information.
Information requested may include contact details (such as name, correspondence address, telephone
number), and geographic information (such as postal code or postal address), age.
By taking part in any competition or accepting winnings (prizes) from us, you consent to the use of your
name for promotional purposes without additional remuneration, except where prohibited by law.
If you have not unequivocally decided whether to receive promotional information from us, we may use
your personal information (including your e-mail address and phone number) to provide you with
information regarding our products, services, and promotions, including other gaming products (including
online poker, casino, betting, backgammon etc.) and third-party products and services carefully selected
by us.
15.6. INFORMATION DISCLOSURE
We do not disclose your Personal Information to companies, organizations or individuals not associated
with Bilbet.
We may disclose your Personal Information to companies, organizations or individuals not associated
with Bilbet if you have given us consent to these actions.
We may disclose your Personal Information if required to do so by applicable law, or if we believe in
good faith that such actions are necessary to:
comply with any legal issue or process that concerns us, any of our websites or services or in
circumstances where we are essentially bound by legal obligation
protect our rights or property
protect the personal safety of our service users or the public
If, in our opinion and sole determination, you are found to have deceived us or attempted to deceive us, or
any other service user in any way including but not limited to:
game tampering
payment fraud
If we have grounds to suspect you of payment fraud, including the use of stolen credit cards, or any other
fraudulent activity, including any payment reversal or other, payment cancellation, or prohibited
transactions, including money laundering, we reserve the right to share this information together with
your identity information with other online gaming sites, banks, credit card companies, appropriate
regulatory agencies, and relevant law enforcement authorities.
For the purpose of public research on the prevention of addiction, your data can be passed on to the
relevant institutions.
15.7. ACCESS
You may ‘opt out’ of receiving any promotional communications either:
by choosing to opt out via your account settings available on our sites or through our services
in response to a promotional email you receive from us
at any time by sending an e-mail, or by writing to our Customer Services
In addition, you may contact us at any time if you:
want to find out what of your personal information we collect, process, and store, and also from which
sources we have obtained it
want to confirm the accuracy of the personal information we have collected about you
would like to update your personal information; and/or
have any complaint regarding our use of your Personal Information
If required, we will update any information you have provided to us, given that you prove the necessity
for such changes and verify your identity.
For the avoidance of doubt, nothing in this Privacy Policy shall allow us to retain your Personal
Information if we are required to provide it by the law of your country.
15.8. COOKIES
INFORMATION STORED ON YOUR DEVICE
When accessing our services, with your consent we may store information on your device. This
information is referred to as ‘cookies’, which are small text files containing letters and numbers for
recording your preferences. Cookies are stored on your device when you use our services while visiting
our websites and online pages.
We also use local shared objects or ‘flash cookies’. ‘Flash cookies’ are similar to browser cookies. They
allow us to remember your visits across our sites.
Neither cookies nor flash cookies can be used to access your device or use information on your computer.
We only use cookies and ‘flash cookies’ for monitoring.
We only use these methods to track your use of our services to record your preferences.
Cookies help us monitor traffic to our site, improve our services, make it easier for you to access them
and increase your interest in our services.
We use flash cookies and other cookies to help us show you more relevant and targeted advertisements.
STRICTLY NECESSARY COOKIES
Strictly necessary cookies are used to allow users to navigate the website and use its features, such as
accessing secure areas of the website or making financial transactions. Without these cookies, you would
not be able to use our websites efficiently.
THE REGISTRATION PROCESS
These cookies will hold information collected during your registration and will allow us to recognize you
as a customer and provide you with the services you require. We may also use this data to better
understand your online interests and preferences and to constantly enhance your visits to our platforms
and use of our services.
OUR WEBSITE
We use cookies to collect information for visitors to our website.
Our servers use three different types of cookies:
‘Session-based’ cookies: This type of cookie is only allocated to your computer for the duration of your
visit to our website. A session-based cookie helps you navigate our website faster and, if you are a
registered customer, allows us to give you information that is more relevant to you. This cookie
automatically expires when you close your browser.
‘Persistent’ cookies: This type of cookie will remain on your computer for a set period of time for each
cookie. Flash cookies are also persistent.
‘Analytical’ cookies: This type of cookie allows us to recognize and count the number of visitors to our
site and see how visitors use our services. This helps us improve the way our sites work, for example, by
ensuring you can log in and find what you are looking for easily.
You make a decision and you always have a choice of whether to accept or decline cookies.
Most web browsers automatically accept cookies, but, if you prefer, you can modify your browser
settings to keep control over your cookies.
You can use your web browser to:
delete all cookies;
block all cookies;
allow all cookies;
block third-party cookies;
clear all cookies when the browser is closed;
open a "private browsing"/"incognito" session that allows you to browse the Internet without storing data
locally;
install add-ons and plug-ins to extend browser options.
Where can I find information about managing cookies?
Information about cookies in Internet Explorer
Information about cookies in Chrome
Information about cookies in Firefox
Information about cookies in Safari
Information about cookies in Opera
For more information on how to manage cookies through your web browser, please visit
www.aboutcookies.org.
You will get access to instructions for deleting and controlling cookies.
We warn you that we are not responsible for the content of external websites, and by disabling cookies
you will not be able to use all the features of our Bilbet website.
FLASH COOKIES
You can modify your Flash Player settings to prevent the use of flash cookies. The settings manager of
your Flash Player allows you to manage your preferences.
If you choose to decline all cookies in the browser, unfortunately you will not be able to use some of the
features and services on our websites, and some services will not work correctly, for example, we will not
be able to save your chosen interface language.
15.9. CONSENT TO USE OF ELECTRONIC SERVICE PROVIDERS
In order to play real money games on our services, you will be required to transfer money to and receive
money from us. To facilitate such services we may use third-party electronic payment systems to process
the required financial transactions.
By agreeing to and accepting this Privacy Policy, you expressly and voluntarily consent to the transfer to
third parties of your personal information which is necessary for the processing and completion of
monetary transactions including, when necessary, to the transfer of your personal information outside of
your country.
We take steps to ensure that your privacy is protected when using third party payment systems.
15.10. CONSENT TO SECURITY REVIEWS
We reserve the right to conduct a security review at any time to validate the registration details provided
by you and to verify your financial transactions and the correct use of our services by you, in order to
prevent potential breaches of our Terms and Conditions and of any applicable law.
By using our services and thereby agreeing to our Terms and Conditions, you authorize us to use your
Personal Information and to disclose your Personal Information to third parties for the purposes of
validating the information you provide during registration and use of our Services, including, where
necessary, the transfer of your personal information outside your country.
Security reviews may include but are not limited to ordering a credit report and otherwise verifying the
information you provide against third-party databases.
15.11. SECURITY
We understand the importance of providing security and the methods needed to secure the confidentiality,
integrity, and accessibility of information. We store all personal information we receive directly from you
in an encrypted and password-protected database stored within our secure network behind active up-to-
date firewall software.
Our Services support SSL Version 3 with 128-bit encryption.
We also take measures to ensure our subsidiaries, agents, partners, affiliates, and suppliers employ
adequate security measures.
However, sending information via the internet is usually not completely secure, and we cannot guarantee
the security of your data while it is being sent.
ANY DATA, WHICH YOU SEND, IS SENT AT YOUR OWN RISK.
Bilbet has all security procedures and features in place to protect your data after it is received.
15.12. PROTECTION OF MINORS
Our services are not intended for persons under the age of eighteen (18) or the lawful age in their
respective jurisdiction.
Any person who provides their information to us through any part of the services confirms to us that they
are eighteen (18) years of age (or the lawful age in their respective jurisdiction) or older.
It is our policy to uncover attempts by minors to access our services which may require an additional
security review.
If we become aware that a minor has attempted to or has submitted personal information via our services,
we will not accept their information and will take all steps to purge the information from our records.
15.13. INTERNATIONAL TRANSFERS
Personal Information collected by us may be stored and processed in any country in which we or our
affiliates, suppliers, partners or agents provide gaming services and services of our gaming platform.
By using our services, you expressly consent to any transfer of information outside your country
(including to countries that may not be considered as having adequate privacy laws).
Nevertheless, we take steps to ensure that our agents, partners, affiliates, and suppliers comply with our
standards of privacy and this Privacy Policy regardless of their location.
15.14. THIRD-PARTY RELATIONSHIPS
We cannot ensure the protection of any information that you provide to a third-party website that links to
our services or of any other information collected by any third party managing it in compliance with our
affiliate program (if applicable) or otherwise, since these third-party online services and websites are not
owned by us and are operated independently from us.
Be careful.
Any information collected by these third parties is governed by the privacy policy, if any, of such third
party.
15.15. LEGAL DISCLAIMER
We are not responsible for events beyond our direct control.
Due to the complex and ever-changing nature of our technologies and business, we provide
comprehensive, but we do not guarantee an error-free, operation regarding the confidentiality of your
personal information when you visit other websites using links located on our website. Websites that are
beyond our control, and especially not covered by this Privacy Policy, should provide you with an
opportunity to familiarize yourself with their security policies. If you visit other websites, you should be
aware that the operators of these websites can collect your personal information, which they will use in
accordance with their privacy policy, which will differ from ours.
Be careful.
We do not guarantee the security of your data, while it is being transmitted through channels of
communication.
ANY DATA, WHICH YOU SEND, IS SENT AT YOUR OWN RISK.
We are also not responsible for any direct or indirect damage arising from the unlawful use or theft of
your Personal Information.
15.16. CONSENT TO PRIVACY POLICY
Your use of our services is your voluntary agreement with our Privacy Policy and you thereby give us the
right to collect, process, and store your personal data.
This Privacy Policy should be read in conjunction with our Terms and Conditions and any additional
applicable Terms and Conditions published on our platforms and websites.
We may periodically make changes to this Privacy Policy and will notify you of these changes by
publishing the modified terms on our platforms and websites.
Your continued use of our services following any changes to this Privacy Policy constitutes your
acceptance of the changes.
This is our entire and exclusive Privacy Policy on May 16, 2018, it supersedes any earlier version and
applies only to Bilbet.com.
We recommend that you revisit this Privacy Policy regularly.
15.17. ANTI-MONEY LAUNDERING/COMBATING THE FINANCING OF TERRORISM
Bilbet betting company carries out all appropriate measures to combat money laundering and
international terrorism (AML Policy). Thus, the Company has a strong position to prevent all kinds of
illegal activity. To fulfill these obligations, the Company is bound to inform competent authorities if there
is a reason to suspect that funds which were deposited by the User into his account are related to illegal
activity or terrorism financing. The company is also obliged to block such funds and to undertake
measures provided for by the rules of the AML policy.
Money laundering means:
hiding or keeping privacy regarding the information about the real source, location, disposal, movement,
ownership or other property rights related to property obtained as a result of illegal activity,
conversion, moving, obtaining, possession or use of property which was got as the result of criminal
activity for the purpose of concealing the illicit source of such property or assisting persons involved in
crime to avoid legal consequences of their actions,
a situation in which the property was obtained as a result of criminal activity committed on the territory of
another state.
In order to prevent the infiltration of criminal capital into the economy of the state, many countries fight
against money laundering and the terrorism financing.
The company applies internal laws and regulations and special measures to help international
organizations in combating money laundering and the terrorism financing around the world.
When you open an account, you agree to undertake the following obligations:
You agree that you comply with all applicable laws and regulations on combating money laundering and
terrorism financing, including the АМL Policy.
You confirm that you have no information or any suspicions about the fact that funds used for depositing
in the past, present or future, are received from any illegal source, or have any relation to legalization of
income obtained illegally, or other unlawful activity prohibited by applicable law or the instructions of
any international organizations;
You agree to immediately provide any information we think fit to require according to applicable laws
and regulatory requirements in respect of combating the legalization of funds obtained illegally.
The company collects and keeps the passport or other ID of the User, and reports on all changes made in
the account;
The company monitors any suspicious activity on the User's account, as well as operations carried out
under special conditions;
The company has the right to ban the User at any time, if the Company has grounds for supposing that
this operation has any relation to money laundering and criminal activity. In accordance with international
law the Company is not obliged to inform the User about his suspicious activity and let him know that it
has been passed to relevant authorities.
In accordance with the internal AML procedures the Company performs initial and ongoing personal
identity verification procedures as provided by the level of risk of each User.
The company will ask you to provide the minimal information to confirm your identity.
The company will record and preserve all data and ID, as well as which methods of confirmation have
been used and the results of verification procedures.
The company will check your personal data to match the list of persons suspected of terrorism, which is
formed by the authorized state and independent authorities. A minimum set of identification data
includes: the User's full name; date of birth (for individuals); residential address or registered address of
the User;
sources of funds that you plan to Deposit into the account.
To verify and confirm the authenticity of the above-mentioned data, the Company may require the
following documents:
passport or identification card, or other document equivalent that meets the following requirements:
contains the name, date of birth and a photograph of the document holder;
issued by the national public authorities, a recently obtained receipt for the payment of utility bills (not
older than 3 months) or other documents confirming the address of the User.
The company may also require other additional information, confirmed by relevant documents. In certain
cases, the Company may also require notarized copies of documents from the User.
16. RESPONSIBLE GAMING
1. Gambling problems are associated with poor mental health and can manifest in depression, anxiety, and
suicidal thoughts. They also have an adverse effect on family relationships, work, academic performance,
and can lead to bankruptcy or crime.
Gambling should be an enjoyable pastime and not a way to make money.
Unfortunately, in some cases abuse of gambling can lead to problems. We take care of our customers and
make every effort to provide a safe and reliable service which our customers can use without any
damaging consequences.
2. Our company does not allow underage gambling (for persons under the age of 18).
We do not advertise our products and services to minors or mentally vulnerable people.
We guarantee that our advertising, sponsorship, and marketing activities do not contain any information
aimed at attracting underage persons to the Service.
3. If you share your computer with underage persons, you should make sure that they do not have access to
usernames, passwords, and banking details.
There is software available for limiting access to gambling, for example NetNanny and Cyber Patrol.
4. We regularly carry out checks to determine the age of our customers to guarantee that all our players have
reached the legal age.
o In some cases our checks cannot confirm the customer’s age and we request the added information to
confirm that the player has reached the legal age.
o Availability personal account may be limit and funds are frozen until we receive the necessary
information and the fact that you have reached the legal age will be confirmed unambiguously.
o The legal age for betting and gambling is determined by laws of your country and is usually 18 years.
o Our customers should understand that they are the guarantors of their legal registration on Bilbet.com.
5. Our advertising campaigns and ads do not mislead customers or misrepresent the services that we offer.
Customers are informed about their chances of winning and possible risks. Services are provided for
payment, excessive spending is not encouraged. To test the level of your gambling addiction, please
answer “Yes” or “No” to the questions below:
o Is your spending out of control?
o Do you typically borrow money or steal to continue gambling?
o Have you been spending less time with your family and loved ones lately?
o Have opinions of others about your activity on gambling Services started to irritate you?
o Have you lost interest in your hobbies or usual leisure activities?
o Are you feeling depressed or sometimes even think of suicide because of losing?
o Have you ever lied to cover up the amount of time or money that you have spent on gambling?
If you answered “Yes” to most of the questions above, then it is likely that you have a gambling problem.
6. It’s never too late to admit that you have an addiction and to address it. We value our customers and will
certainly never contribute to the problem. Please read the following tips to help you reduce the risk of
developing a gambling addiction:
o Do not consider gambling as your main source of income.
o Put a cap on the amount of money and time you want to spend and do not exceed the limits you set.
o Only gamble with money that you can afford to lose.
o Avoid the temptation to chase your losses.
o Do not gamble if you are under the influence of alcohol or drugs, or are feeling depressed.
7. For customers who want to set limits on their gambling, we offer a voluntary self-exclusion service,
which allows you to close your account or restrict your gambling activities for one of the following
periods: 1 month, 6 months or 1 year. Once your account has been self-excluded, it will be closed until
the selected time period has elapsed. Once the self-exclusion period has ended, you will be able to
recommence your use of any Services on the website.
You can request that the restrictions are removed from your account before the self-exclusion period has
ended; however, the final decision rests with the Company.
o If you want to set limits on your online activity then contact us at Bilbet-team. We may limit the
maximum amount of your stake. You can amend these amounts in any time but any change will be
realized only in 24 hours after the last update.
8. During the self-exclusion period you must not attempt to open a new Account and you must accept that
the Company shall have no financial liability and shall not be held otherwise accountable if you continue
gambling or using a new Account with the Service under a different name or address. In exceptional
cases, a customer's account may be unblocked before the self-exclusion period expires.