Rules by sport


  • 9.1 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.
    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 “Higher At The End Of The Tournament” market can be placed on international tournaments, such as the World Cup, UEFA European Championship, UEFA Champions League, Europa League, Olympic Games, and others.
    The bettor must predict which of the two specified teams will finish higher at the end of the tournament.
    If both teams are knocked out in the group stage, bets will be settled based on the team’s places within their groups:
    If both teams finish in the same place within their groups, bets are settled at odds of 1.00.
    If a team does not play a single match, bets are settled at odds of 1.00.
    If both teams are knocked out at the same stage of the play-offs, bets are settled at odds of 1.00.
  6. Bets on the markets “Which Team Will Score More Goals” and “Which Team Will Score (Concede) The Most (Least) Goals” placed on the World Cup, UEFA European Championship, UEFA Champions League, Europa League, Olympic Games, and others, are settled with extra time included, but without taking post-match penalties into account.
  7. Bets on football matches labeled “extra time” will be settled excluding penalty shootouts. Bets on penalty shootouts are accepted separately.
  8. “First Corner – Team”. Which team will be the first to take a corner kick?
  9. “More Corners – Team”. Which team will take the most corner kicks in the match?
  10. “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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. Shots On Target. Shots which hit the crossbar/post or which are blocked are not counted when this bet is settled.
  18. Shots on goal. For bet settlement purposes, all shots on and off target, as well as blocked shots count.
  19. Bets on the statistics markets may be settled within one hour of the end of the match.
  20. 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.
  21. 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.
    • In the interval from 40:00 to 44:59 the total number of goals will be calculated excluding stoppage time;
    • In the interval from 40:00 to 49:59 the total number of goals will be calculated including stoppage time;
    • In the interval from 85:00 to 89:59 the total number of goals will be calculated excluding stoppage time;
    • 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.
  22. 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 41st–45th minute and 86th–90th 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.
  23. 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 41st–45th minute and 86th–90th minute – a statistical comparison is conducted which does not take added time into account.
  24. “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. 
    • 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).
    • 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.
  25. “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).
  26. "() To Score A Goal At Any Time". The bet will win if the player scores a goal in regular time.
  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. “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.
  37. Bets on specific players “First To Happen”: (Costa D.) Will Not Score A Penalty; (Costa D.) Will Get Red/Yellow Card; (Costa D.) Will Be Substituted; (Costa D.) Will Score A Goal”.
    A bet 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).
  38. 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.
  39. 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.
  40. 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.
  41. 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”.
  42. 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.
  43. 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.
    • No card will count unless it is shown to a player on the pitch;
    • One yellow card is worth 10 points;
    • One red card is worth 25 points;
    • 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.
  44. 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:
    • 10 points for each goal;
    • 5 points for a win to nil;
    • 3 points for each corner;
    • - (minus) 10 points for each red card.
  45. 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.
    • A corner kick which has to be retaken will be regarded as a single corner; 
    • A penalty which has to be retaken at the referee’s discretion will count as a single penalty;
    • 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:
    • 10 points for each goal;
    • 3 points for each corner;
    • 10 points for each penalty awarded;
    • 5 points for each card.
  46. Alternative outcomes. “Total Points During The Match”. The Customer should predict the number of points earned by the teams during the match.
    • A corner kick which has to be retaken will count as a single corner;
    • A penalty which has to be retaken at the referee’s discretion will count as a single penalty;
    • 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:
    • 10 points for each goal;
    • 3 points for each corner;
    • 10 points for each penalty awarded;
    • 3 points for each yellow card;
    • 10 points for each red card.
  47. Cards. Statistics. Bets 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.
  48. 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.
    • 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;
    • Only the referee may determine the duration of added time;
    • 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;
    • Extra time. The rules may stipulate two equal extra time periods.
  49. 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.
  50. FIFA. Next President. The acting president of FIFA will not count for betting purposes.
  51. 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.
  52. 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.
  53. How The Goal Will Be Scored. The following rules apply:
    • Own Goal – the bet wins if a goal is scored as an own goal.
    • 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.
    • Penalty – the bet wins if a goal is scored from a penalty kick by the player taking the penalty kick.
    • 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.
    • 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.
    • No Goal – the bet wins unless the first (or next) goal has been scored.
  54. “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.
  55. 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”.  
  56. Statistics of national teams in the group stage. These markets will be settled on the results of official matches held in the group stage.
  57. 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.
  58. 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.
  59. 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.
  60. The medical team is only deemed to have entered the field of play if they have permission from the referee to do so and if they actually provide medical assistance to a player on the pitch (applying dressings, treating a sudden loss of blood circulation, cardiopulmonary resuscitation, medical evacuation, etc.). In the event that two medical teams are called in by the referee - one to each team - this will be counted as a single medical team entering the field of play.
  61. "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:
    • the referee makes the video review sign (a rectangle);
    • the referee consults the VAR screen;
  62. 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).
  63. For bets on player statistics (for a season, series, tournament), if a player fully withdraws from a season/series/tournament for any reason, bets on that player are settled at odds of 1.00.
  64. For “Higher At The End Of The Tournament” markets, the bettor must predict which team in the specified pair will finish higher in the table at the end of the tournament:
    If both teams finish in the same place in the tournament table, bets are settled at odds of 1.00.
    If a team does not play a single match in the tournament, bets are settled at odds of 1.00.
    If both teams are knocked out at the same stage of the play-offs, bets are settled at odds of 1.00.
  65. The “Player to score more goals” market (for a tournament or a championship) will be settled including extra time, but excluding penalty shootouts. 
  66. “To Be Sent To The Stands”. The Customer should predict whether the referee will send the specified manager to the stands.
  67. “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.
  68. 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.
  69. 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.
  70. “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.
  71. "Goal From Outside The Penalty Area". Only goals from open play will count.
  72. Bets on number of left-footed goals, right-footed goals and headed goals. No own goals will count.
  73. For the “Free Kick” markets both direct and indirect free kicks are valid (including free kicks after an offside).
  74. 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.
  75. 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.
  76. 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.
  77. 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.
  78. 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.
  79. Time periods with no goals (not including added time). The duration of this time interval is calculated as the difference between the minute of the first goal and the start of the match, the difference in the minutes of any subsequent goals, and the difference between the minute of the final goal and the end of the match. If no goals are scored in the match, the time period with no goals in the match will be calculated as 90 mins.
    For bets on time periods with no goals, one team’s time in the lead, and draw duration, only completed minutes are taken into account.
    For 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).
    Example 2: If a goal is scored in added time, it will be considered to have been scored in the 90th minute and will result in two time periods with no goals: 89 complete minutes (0-90) and 0 complete minutes (90 - 90)
  80. Tackles. To settle this type of bets, stats published on https://whoscored.com are taken into account.
  81. “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.
  82. 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.
    1. 9.2 American Football
      1. The bookmaker accepts bets:
        • on regular time (60 minutes of play consisting of four quarters of 15 minutes each);
        • 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.
    2. 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.
    3. 9.4 Basketball
      1. The bookmaker accepts bets:
        • 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);
        • 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", "Total Fouls". When settling bets, only personal fouls committed by players on the court are taken into account. Technical fouls committed by a coach, team officials, or bench players are not counted.
      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:
        • 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).
        • 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. Alternative matches. In this type of event, the teams’ results in the specified matches are compared (regular time only). If one team forfeits any of the matches, bets on the alternative matches will be settled at odds of 1.00 (refunded).
      38. 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:
        • A standard goal is worth 1 point.
        • A field goal (from the 3-point line) scores 2 points.
        • Teams have 12 seconds to shoot during an offensive.
      39. 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:
        • A standard goal is worth 2 points.
        • A field goal (from the 3-point line) scores 3 points.
        • A slam dunk scores 3 points.
        • Teams have 24 seconds to shoot during an offensive.
    4. 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. 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.
    5. 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.
    6. 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. Points Decision Handicap (Fight To Go The Distance). The handicap is calculated according to the final score of the fight, as recorded in official sources. In the event that a fight does not go the distance, bets on this market are settled at odds of 1.00.
      6. 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.
      7. "1 (2) Will Win". In the “Sports” section, bets on this market are labeled “1” and “2” respectively and include the following:
        • "Points Victory";
        • "Win By Knockout";
        • "Win By Technical Knockout";
        • "Win By Technical Decision";
        • "Win By Disqualification or Refusal".
      8. "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.
      9. "Points Victory". This means that the winner will be declared by the decision of the judges at the end of the last round.
      10. "Win Inside The Distance". This includes a win through knockout, technical knockout, disqualification of the opponent, or the opponent withdrawing during the bout.
      11. “Win (2way)”. Should a match ends in a draw, W1 and W2 bets will be settled at odds of 1.
      12. "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.
      13. "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.
      14. "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.
      15. "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.
    7. 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:
        • "Points Victory";
        • "Win By Knockout";
        • "Win By Technical Knockout";
        • "Win By Technical Decision";
        • "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. «() Will Win in Round ()». This bet will win if the selected athlete wins inside the distance by knockout or by a technical decision in the selected 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.
    8. 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.
        • Should any contender drop out of a competition for any reason, their opponent will be declared the winner.
        • Should one or both riders fail to cross the official starting line, bets will be settled at odds of 1.
        • Should both riders retire from a race, the rider who has completed the most laps will be deemed the winner.
        • 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.
        • 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.
        • If none of the specified riders scores any points in the race, all bets will be refunded at odds of 1.00.
    9. 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.
    10. 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).
    11. 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.
    12. 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.
    13. 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.
    14. 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).
    15. 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:
        • A Twenty20 International is a form of cricket where the game lasts three and a half hours on average;
        • A One Day International (ODI) is a form of cricket where the game lasts over eight hours;
        • 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 One Day International 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 match be shortened by 20 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 5 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 are selected but do not bowl or enter the field of play will be deemed to have lost. If two or more players finish the game with the same number of wickets, the bowler who conceded the fewest runs will be deemed the winner. Simultaneous finish rules apply. If no bowlers take 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.
        • Stakes refunded on non-selected players.
        • In One Day matches both teams must face at least 40 overs each, otherwise bets void, unless settlement of bets is already determined.
        • 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:
        • if the bail is knocked off the wicket as the result of a bowler's direct hit, the batsman will be dismissed
        • 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
        • 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
        • 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
        • 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. Team () to Save Follow On. You need to determine if follow-on could be enforced for the team batting second, regardless of whether it is enforced or not. Both teams must complete their first innings (including declarations) for bets to be considered valid, otherwise bets will be settled at odds of 1.
    1. 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.
    2. 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.
    3. 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.
    4. 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:
        • a race is terminated;
        • a race is officially declared void;
        • the conditions of a race are changed after bets have been made (subject to the rules);
        • the track is changed;
      2. "Participant Will Be In Top 3". Bets on this market will win if the horse finishes among the first three place-getters.
      3. "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).
      4. "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.
      5. 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.
      6. 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".
    5. 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.
    6. 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. 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:
        • a change in playing surface;
        • a change of venue;
        • 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 a player being withdrawn or disqualified, or if the match is ended early by the player for any reason, the match is considered to end at the time of the last scored point. Any bets made after this time are refundable. Bets on player statistics (aces, double aces, double faults, breaks, etc.) are settled according to the results at the time the match was stopped.
        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:
        • the winner of the match;
        • victory in the first set;
        • games handicap in the first set;
        • first set total;
        • first to serve in the match;
        • 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:
        •  1st point: 0-15 (player 2 won);
        •  2nd point: 15-15 (player 1 won);
        •  3rd point: 15-30 (player 2 won);
        •  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.
        •  The tie-break ends with the score (7:3) – the bet loses.
        •  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.

    8. 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.
        • 9.1 Australian Rules Football
        1. The bookmaker accepts bets:
          • on regular time of 80 minutes (four quarters of 20 minutes each or two halves of 40 minutes each)
          • on regular time including overtime (labeled “Including Overtime”).
            The bookmaker 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. 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.
    10. 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.
    11. 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.
    12. 9.29 Ice Hockey
      1. Bets on matches are accepted on regular time (60 minutes of play consisting of 3 periods of 20 minutes each), unless labeled otherwise (“With OT” if overtime is included, “Including Overtime And Penalty Shootouts” if overtime and penalties are included):
        Regular time
        Regular time (With OT)
        Regular time (Including Overtime And Penalty Shootouts)
        Example 1: Buffalo Sabres vs Toronto Maple Leafs (Including Overtime And Penalty Shootouts). Bets are accepted on regular time including overtime and penalties. If the score in the match is 2:3 (1:0, 1:1, 0:1, 0:0, 0:1), all bets will be settled based on a final score of 2:3. The total number of goals is 5.
        Example 2. Buffalo Sabres vs Toronto Maple Leafs (With OT). Bets are accepted on regular time including overtime. If the final score in the match is 2:2 (1:0, 1:1, 0:1; 0:0), the total number of goals is 4. Bets on a win by Team 1 or Team 2 are settled as a loss.
        Example 3. Buffalo Sabres vs Toronto Maple Leafs. Bets are accepted on regular time only. If the final score in the match is 2:2 (1:0, 1:1, 0:1), the total number of goals is 4. Bets on a win by Team 1 or Team 2 are settled as a loss.
      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 stopped.
      3. 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.
      4. 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.
      5. “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.
      6. “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.
      7. 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”.
      8. The bet “Period () > Period () - Yes” will lose if an equal number of goals has been scored in both specified periods.
      9. Bets on “Top Goalscorer (Points)” markets are settled based on statistical “goals + assists” data available on the official tournament website. If a player does not take part in the tournament, bets on them are settled at odds of 1.00.
      10. “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.
      11. “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.
      12. “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.
      13. “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.
      14. 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.
      15. Bets on markets labeled “Shots On Goal”. The number of shots on goal will be determined only on the basis of the official record.
      16. 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.
      17. Bets on “To Score First And Win The Match” are accepted on regular time.
        Example: The bet “Team 1 To Score First And Win The Match - No” will be settled as a loss if that team does not score first or if they do not win the match.
      18. “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.
      19. 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.
      20. “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).
      21. “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).
      22. “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. 
      23. 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).
      24. Bets on “Match Winner” are settled based on the rules of the tournament the match is part of.
      25. 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.
      26. For bets on “Top Goalscorer (Goals)”, the bettor must predict who will score the most goals. Bets are settled based on statistical data available on the official league (tournament) website. If a player does not take part in the tournament, bets on them are settled at odds of 1.00.
      27. Total Minor Penalties”. The Customer should predict the total number of minor penalties in the match.
      28. “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.
      29. “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.
      30. 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.
      31. The "VAR To Be Used" market includes any use of VAR to replay a disputed incident.
    13. 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.
    14. 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.
    15. 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.
    16. 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. "Number of race leaders". Any driver who starts from first position (usually pole position) will be considered a leader of the race. In addition, any driver who completes the lap first will be considered the leader of the race after the start of that race. The official FIA results at the time of presentation on the podium will be used.
      7. “The Place Of The Driver In The Final Rankings”.
      8. “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.
      9. “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.
      10. “Fastest Lap”. The Customer should predict which driver will set the fastest lap time.
      11. A warm-up lap counts in the race.
      12. 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. 
      13. 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.
    17. 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:
        • Boat 1 - white
        • Boat 2 - black
        • Boat 3 - red
        • Boat 4 - blue
        • Boat 5 - yellow
        • Boat 6 – green.
      2. "Winner of The Race". The rower who finishes 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".
    18. 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). 
    19. 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. 
    20. 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.
    21. 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.
    22. 9.39 TV-Games
      1. Eurovision Song Contest.
        • 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.
        • 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.
    23. 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.
    24. 9.41 KVN
      1. Bets are settled subject to information on www.amik.ru.
    25. 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.
      12. Bets on individual totals in Rainbow Six are accepted without the inclusion of overtime. If overtime is played, all bets are settled based on a score of 6-6.

Counter-Strike: Global Offensive (CS:GO)

      1. Winner – a bet on the match winner. A match is considered to have started after the first kill in the pistol round. A 1x2 bet is similar to a Winner bet, but with draws included as a potential outcome. This bet is offered in matches where a draw is possible (for example BO2 matches or BO1 matches without overtime).
      2. 0 handicap – a bet on one of the teams winning, excluding a draw. If the match ends in a draw, the bet is settled at odds of 1.00 (refund).
      3. Odd/even maps – a bet on whether the number of maps played in a match will be odd or even.
      4. Total maps – a bet on the total number of maps played during a match, including overtime.
      5. Correct map score – a bet on the correct final score of a particular map in a match.
      6. Total rounds – a bet on the number of rounds played by both teams in a match.
      7. Individual map results:
        • Winner (including OT) – a bet on the winner of a particular map in a match, including additional rounds.
        •  First half winner – a bet on the first team to win 8 rounds on a particular map.
        •  Odd/even rounds – a bet on whether the number of rounds played on a particular map will be odd or even.
        • Total rounds – a bet on the total number of rounds played on a particular map.
        •  Total rounds to end with the bomb detonating – a bet on the number of rounds that will end with the bomb exploding on a particular map.
        •  Overtime yes/no – a bet on whether a particular map will go into overtime.
        • Teamkill yes/no – a bet on whether the selected team will perform a teamkill on a particular map. A “teamkill” is when a player is killed by one of their own teammates.
        •  Knife kill yes/no – a bet on whether the selected team will kill an opponent with a knife on a particular map.
      8. Pistol round results (first and sixteenth rounds on a map):
        • Pistol round (X) winner – a bet on which team will win a particular pistol round on the specified map.
        • Two pistol rounds winner – a bet on which team will win both pistol rounds on the specified map.
        •  Bomb planted in pistol round (X) – a bet on whether the bomb will be planted in a particular pistol round on the specified map.
        • Total pistol rounds won – a bet on whether the selected team will win the specified number of pistol rounds in a match.
        •  Total pistol round kills – a bet on the total number of kills by both teams in a particular pistol round on the specified map.
      9. Individual team results:
        • Total rounds – a bet on the total number of rounds won by a particular team in a match.
        • Total map rounds – a bet that a particular team will win the specified number of rounds on the specified map.
        • Total rounds won by Terrorists/Counter-Terrorists – a bet that a particular team will win the specified number of rounds on the specified map while playing either attack (Terrorists) or defence (Counter-Terrorists).
        • Round (X) winner – a bet on the selected team winning  a particular round on the specified map. Victory in a round is achieved by killing all opponents on the map, detonating/defusing the bomb, or according to the outcome when the time limit runs out.
      10. Map (X) – race to X rounds – a bet on which of the teams will be the first to win the specified number of rounds on a particular map
      11. Map (X) – correct score – a bet on whether a particular map will end with the specified score.
      12.  Overtime – victory on a map is achieved by winning at least 16 rounds. In the event of a draw on a map (when the round score is 15-15), tournament regulations typically stipulate playing 6 additional rounds of so-called “overtime”. Victory in overtime is awarded to the first team to win four of the six added rounds. In the event of a draw in overtime (both teams win three rounds in overtime each), another 6 rounds of overtime are played.
      13.  Map (X) – correct score in overtime (X) - a bet that the specified overtime period on a particular map will end with the specified score.
      14.  Map (X) – odd/even rounds of overtime (X) – a bet on whether the number of overtime rounds played will be odd or even.
      15.  Map (X) – total rounds in overtime (X) – a bet on the total number of rounds played in a particular overtime period.
      16.  Map (X) – first half winner in overtime (X) - a bet on which team will be the first to win three rounds in a particular overtime period.
    1. 9.43 Olympic Games
      1. Bets on the number of medals will be settled based on the official medal count at the time the closing ceremony starts.
      2. If an event is postponed, or its date or venue is changed, all bets will stand until the completion of the competition.
      3. 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.
    2. 9.44 Winter Sports
      1. 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.
    3. 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.

    1. 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.

    1. 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.
    1. 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.
    2. 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
    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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:
        • Players move clockwise or anti-clockwise around the court after every third point scored.
        • Players are permitted a single touch of the ball, and jumps and soft passes are forbidden.
        • Any volleyball technique can be used to put the ball into play, though it must be strictly from the corner of the serving area.
        • 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.
        • 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:
        • a jump
        • a soft pass
        • a touch of the center post.
    6. 9.55 RANDOM LEAGUE
      1. 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. Bets are settled according to the rules of the sports stated in the bet slip.
      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 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.
    7. 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 maximum stake is 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 the UEFA Champions League are accepted both in pre-match and Live. All Esports Football matches are streamed online.
      7. 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.
      8. The following markets are available (regular time)
        • Win;
        • Double Chance;
        • Handicap;
        • Total (Over/Under);
        • Team Total (Over/Under);
        • Total (Even/Odd);
        • Correct Score;
        • Next Goal.
    1. 9.57 Kabaddi

Kabaddi is a game that combines elements of wrestling and tag.

      1. Game format: two halves of 20 minutes. In case of a draw, to determine a winner, the game continues until one team scores the next point.
      2. Bets are accepted on regular time (40 minutes of regular time, excluding extra time). If a match is not completed, any outcomes that had been unambiguously determined by the time it was stopped will stand. All other outcomes will be settled at odds of 1.00.
      3. Outcomes including extra time (Golden Raid):
        • To win in extra time (Golden Raid)
      4. Betting on one half. If a half is not completed, any outcomes that had already been unambiguously determined will stand. All other outcomes will be settled at odds of 1.00. Extra time is not included.
      5. In competitions, if the venue of an event is changed or an event is moved to the opposing team’s ground, bets will stand provided the home team retains its home status.
      6. If any match is postponed or delayed by more than 48 hours, all bets on it will be settled at odds of 1.00.
    1. 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.
    2. 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:
        • "Points Victory" means a win decided by the judges once all rounds have been completed
        • "Win by Knockout (KO)"
        • "Win by Technical Knockout (TKO)" means one of the contestants wins by scoring 25 points before the end of the final round
        • "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:
        • 1 point for a straight hit or a hook
        • 2 points for an uppercut
        • 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.
    3. 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 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. “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.
      11. W1 and W2 in a round will be settled as follows if a bomb is planted:
        • if the bomb is defused in the round, the bet W1 will win and the bet W2 will lose;
        • if the bomb explodes in the round, the bet W1 will lose and the bet W2 will win.
      12. Bets on teams are only accepted LIVE. All matches are streamed online.

The following markets are available:

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

A frag* 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:
        • Pistols: P2000, P250, Deagle, Glock
        • Machine Guns: FAMAS, M4A4, AUG, Galil, AK-47, SG 556
        • Rifles: AWP, SCAR-20, G3SG1

The following markets are available:
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)

    1. 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 maximum stake is determined by the bookmaker for each selection individually.
      3. Stake limits may be changed by the bookmaker without prior notice.
      4. Bets 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 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.
      7. 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.
    1. 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 maximum stake is determined by the bookmaker for each selection individually.
      3. The bookmaker may change stake limits without prior notice.
      4. Bets 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.

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:
        • Referee Stoppage, when the referee decides that a fighter is no longer able to defend themselves intelligently.
        • Ringside Physician Stoppage, when the physician present at the ringside decides that further combat may put a fighter’s life and health in jeopardy.
        • 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.
    1. 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:
        • A fighter is awarded one point for each win in a round.
        • If a round ends in a draw, neither fighter is awarded any points.
        • The first fighter to win 5 rounds is the winner of the match.
      8. Win method definitions:
        • Voluntary Submission (Submission) – a win by submission hold.
        • Knockout (KO) – when a fighter becomes unconscious as the result of a legal strike.
        • Technical Knockout (TKO) – when the fight is stopped by a third party due to one of the fighters no longer being able to continue.
        • Draw – when a round ends because the allotted time for the round is up.
        • 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):
        • Win
        • Total (over/under)
        • Individual Total (over/under)
        • Total KO’s (over/under)
        • Total TKO’s (over/under)
        • 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):
        • Win In Round
        • Method Of Win In Round (knockout, technical knockout, submission)
        • Method Of First/Second Fighter's Win In Round (knockout, technical knockout, submission)
    2. 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:
        • 1) Opponents in a real match may not be on the same virtual team;
        • 2) A player can only be included in one virtual team;
        • 3) Each player can be picked for a virtual team only once;
        • 4) From 1 to 5 players participating in real matches may be chosen for each virtual team; and the number of players in the teams may vary;
        • 5) Virtual teams may include players from Doubles matches;
        • 6) Virtual teams may include tennis players, as well as football and ice hockey teams.
      3. In order to determine the outcomes on available markets, the number of sets (goals) won (scored) by each member of a virtual team in their respective real match in regular time is added up. In tennis matches, only finished sets will be taken into account for bet settlement purposes.
      4. The following markets are available:
        • 1) Match Result
        • 2) Match Result including Handicap
        • 3) Match Total
      5. Only single bets are available in Bet Constructor.
      6. If the start of a match is delayed or if a match is postponed for any reason, all bets will stand until the end of the match or the end of the tournament in which it is a part.
      7. Bets will be settled after the completion of all real matches from which members of the virtual teams have been chosen. If one or several real matches are interrupted due to the withdrawal or disqualification of a player, all bets placed on virtual teams will be settled at odds of 1 (refunded), except for markets that had already been determined unconditionally.
      8. Bets on the "Total" and "Handicap" markets are settled as "Total Sets" and "Sets Handicap" bets in tennis matches.
    3. 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 maximum stake is determined by the bookmaker for each selection individually.
      4. The bookmaker may change stake limits without prior notice.
      5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
      6. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All Esports Basketball matches are streamed online.
      7. The following markets are available (regular time):
        • Win;
        • Handicap;
        • Total (Over/Under);
        • Total (Even/Odd);
        • Individual Totals (Over/Under);
        • How Many Points Will Team Score;
        • Exact Points Difference;
        • Exact Number Of Points;
        • Team (Result + Total).
      8. The following markets are available (including overtime):
        • Team Wins.
    4. 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 maximum stake is determined by the bookmaker for each selection individually.
      3. The bookmaker may change stake limits without prior notice.
      4. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
      5. Bets are accepted Live. All the series are streamed Online. 
      6. Available markets: 
      • Win;
      • Handicap;
      • Total (Over/Under);
      • Total (Odd, Even);
      • Player Will Score More Than 11 Points (Yes/No);
      • Individual Totals (Over/Under).
    1. 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:
        • The group stage of the Eastern Conference - the teams play at home and away.
        • The group stage of the Western Conference - the teams play at home and away.
        • Playoffs - Four teams from each division play in the semi-finals and the finals of their divisions. Then the winners of the finals meet in the grand final, and the losers - in the match for third place.
      2. Scoring in the group:
        • For win - 2 points.
        • For defeat - 1 point.
      3. When allocating places in a group, the following team stats are taken into account in order of priority:
        • Points (the more, the higher).
        • Wins in regular time (the more, the higher).
        • Defeats in regular time (the smaller, the higher).
      4. All bets are settled after an event ends.
      5. The maximum stake is determined by the bookmaker for each selection individually.
      6. The bookmaker may change stake limits without prior notice.
      7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
      8. Bets are accepted before the start of a tournament as well as during the course of a tournament.
      9. If a match is canceled and the outcome of this match does not affect the outcome of the tournament, no stakes are refunded.

The following tournament markets are available:

      • Who Will Win? - Yes/No (group stage)
      • To Take From 1st To 2nd Place – Yes/No (group stage)
      • To Take From 1st To 3rd Place (group stage)
      • To Qualify For The Next Round (group stage)
      • Who Will Win? (playoffs, tournament result)
      • To Take From 1st To 2nd Place (playoffs, tournament result)
      • To Take From 1st To 3rd Place (playoffs, tournament result) 
    1. 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 maximum stake is determined by the bookmaker for each selection individually.
      3. The bookmaker may change stake limits without prior notice.
      4. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
      5. In the event of unsportsmanlike conduct that influences the outcome of the battle such as complete inaction of allies or a team kill, the bookmaker is entitled to declare such bets void and settle at odds of 1 (stakes will be refunded).
      6. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All matches are streamed online.
      7. A team which has destroyed all the vehicles of the opposing team or captured the opposing team’s base is declared the winner.
      8. If, at the end of a match, both bases are captured or neither team has destroyed all the vehicles of the opposing team in the available time, a draw is declared.
      9. Bets are accepted on a random battle in the multiplayer online game “World of Tanks”, team members are chosen at random.
      10. The number of points scored by each team equates to the number of the opposing team’s vehicles destroyed in any manner.

The following markets are available:

      • Win;
      • Handicap;
      • Total (based on the score);
      • Capture The Base.
    1. 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 maximum stake is determined by the bookmaker for each selection individually.
      3. The bookmaker may change stake limits without prior notice.
      4. A match consists of one set.
      5. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
      6. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All Esports Tennis matches are streamed online.
      7. The following markets are available. Handicap and total bets are settled on games.
        • Win;
        • Handicap;
        • Total (Over/Under);
        • Individual Totals (Over/Under);
        • Correct Score;
        • Total Even/Odd;
        • Win In The Game.
    1. 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.
    1. 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 maximum stake is determined by the bookmaker for each selection individually.
      7. The bookmaker may change stake limits without prior notice.
      8. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
      9. Bets on the handicap, total and correct score markets are settled subject to the number of frags scored by the worms.
      10. A team which has at least one worm alive wins if all the worms on the opposing team have been killed.
      11. Should the last living worms on both teams die in the same turn, the game ends in a draw.

The following markets are available: 

      • Win;
      • Handicap;
      • Total (Over/Under);
      • Total (Even/Odd);
      • Correct Score.
    1. 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 maximum stake is determined by the bookmaker for each selection individually.
      3. The bookmaker may change stake limits without prior notice.
      4. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
      5. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All WWE matches are streamed online.
      6. A wrestling ring is a raised platform fenced off by ropes.

The following markets are available:

      • Win. The wrestler who takes the championship belt or the case with money hoisted above the ring is declared the winner.
      • Item Will Be Taken – Yes/No. Will an item be taken from under the ring.
      • Fight On A Ladder – Yes/No. The first blow on the ladder counts, provided that both wrestlers are on the ladder and it is placed inside the ring.
      • Table Will Be Broken – Yes/No. The table is considered to be broken if it breaks into pieces. No table is considered to be broken if its legs are folded down. A broken table taken from under the ring will not count.
      • Second Ladder Will Be Taken – Yes/No. There are two ladders in the ring. A ladder which has been thrown into the ring more than once is regarded as one ladder.
      • Steps Will Be Broken – Yes/No. The steps in the corners of the ring must be completely broken for this bet to be valid.
    1. 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 maximum stake is determined by the bookmaker for each selection individually.
      11. The bookmaker may change stake limits without prior notice.
      12. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
    2. 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.
    3. 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 maximum stake is determined by the bookmaker for each selection individually.
      6. The bookmaker may change stake limits without prior notice.
      7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void. 
      8. Bets on fighters are accepted only LIVE. The game is streamed online.

The following markets are available

In the round:

      • Win In Round;
      • Round Duration* (Over/Under);
      • Flawless Victory In Round – a flawless victory is where the winner has not sustained any damage from their opponent or any self-inflicted damage (sometimes a fighter may injure themselves while carrying out a particularly brutal attack). The phrase “Flawless Victory” at the end of the stream indicates that a flawless victory has been achieved by the winner;
      • Type Of Finishing Move: Brutality, Fatality, or none (a Faction Kill is regarded as a Fatality).

* Duration of the round means the number of seconds which have elapsed since the fight started. This number is calculated by deducting the number at which the timer stops from 90 seconds (the standard number on the timer at the start). For example, if the countdown stops at 74, the duration of the round is 90-74=16 seconds.

In the tournament:
— Win In The Tournament;
— Total (Over/Under);
— Fighter’s Individual Total (Over/Under);
— Total Finishing Moves By Types (Over/Under).

    1. 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 maximum stake is determined by the bookmaker for each selection individually.
      4. The bookmaker may change stake limits without prior notice.
      5. Bets are accepted on regular time.
      6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
      7. Bets are accepted before the start of a match as well as during the course of a match (Live bets). All Esports Handball matches are streamed online.
      8. The following markets are available (regular time):
        • Win;
        • Handicap;
        • Total (Over/Under);
        • Individual total (over, under);
        • Total Even/Odd;
        • Double Chance.
    2. 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.
    3. 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.
    4. 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:
        • Teams must kick the ball into the opponent's side of the court.
        • Each team is allowed a maximum of three touches of the ball in their half of the pitch and each player can only take one touch. If this limit is exceeded, a point will be awarded to the opposing team.
        • If a player touches the net or makes a foot fault, a point will be awarded to the opposing team.
        • If the ball touches a player’s hand, a point will be awarded to the opposing team.
        • If the ball lands on the floor, a point will be awarded to the opposing team.
        • The ball is deemed to be out of play if it lands outside the boundaries of the court.
        • If the ball hits the net and doesn’t go to the other half of the court, this will result in a fault (both a point and serve will be awarded to the opposing team). The team who scores the point will serve.
      5. Volleyball rules apply to rallies.
    5. 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.
        • The ball may touch the transparent screen that divides the table during a rally, but if the ball does not end up on the opponent’s side of the table, this is considered a fault.
        • Spiking is allowed only from the outside of the lines, while tipping can be performed anywhere in the team’s playing area.
      4. Lots are drawn to determine which team starts the game. The serving team switches to receive the serve after every two points that are scored, up until the end of the set, until each team has scored 20 points (14 points in the 3rd set), or until the serve rule is introduced that requires the serving and receiving teams to continue to switch only after every single point.
        • If the ball touches the transparent screen that divides the playing table during a serve this is considered a fault (the ball goes to the opposing team).
      5. A team is awarded a point when the ball hits their opponent’s side of the table and then goes on to land in their opponent’s playing area.
        • A point is awarded when one of the teams hits the ball from jumping or standing to the opposite side of the table and the defending team does not return it.
      6. Touching players from the opposing team is prohibited.
      7. Touching the table is prohibited.
      8. Attacks from outside the baseline are prohibited.
    6. 9.81 Rocket League
      1. Rocket League involves the streaming of a multiplayer arcade game.
      2. Bets are accepted on Football, Basketball and Hockey.
      3. A single match lasts five minutes. The team scoring the most goals is deemed the winner. When the teams score an equal number of goals, the match ends in a draw.
      4. All bets are settled after an event ends.
      5. The maximum stake is determined by the bookmaker for each selection individually.
      6. The bookmaker may change stake limits without prior notice.
      7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
      8. Bets on Rocket League are accepted before the start of a match as well as during the course of a match (Live bets). All matches are streamed online.
      9. The following markets are available:
        • Win, Draw;
        • Double Chance;
        • Handicap;
        • Total (Over/Under);
        • Team Total (Over/Under);
        • Total (Even/Odd).
    7. 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 maximum stake is determined by the bookmaker for each selection individually.
      5. The bookmaker may change stake limits without prior notice.
      6. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
      7. Bets on teams are only accepted LIVE. The game is streamed online.
      8. The following markets are available:
        • Win;
        • Total (Over/Under) (the number of remaining tickets);
        • Team Total (Over/Under);
        • Total (Even/Odd);
        • Race To Points.
    8. 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.
      7. Rocketbingo lottery. The draw takes place in 4 rounds, up to the 35th drawn number. If the quantity of drawn numbers is changed by the lottery organizer, all bets placed on this draw will be setteld at odds of "1".
    9. 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: 
        • 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
        • Including overtime:
          • Win
          • Race To ‘N’ Points
          • First To Score Points
          • Last To Score Points
          • Total Tries (Over/Under)
          • Total Drop Goals (Over/Under)
    1. 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 maximum stake is determined by the bookmaker for each selection individually.
      5. The bookmaker may change stake limits without prior notice.
      6. If a match ends in a draw in regular time, overtime takes place. In this case, all bets will be settled including 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 as well as during the course of a match (Live bets). All Esports American football matches are streamed online.
      9. The following markets are available:
        • Win;
        • Team Handicap;
        • Total (Over/Under).
    2. 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 maximum stake is determined by the bookmaker for each selection individually.
      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:
        • “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.
    3. 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 maximum stake is determined by the bookmaker for each selection individually.
      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. Two players take part in a match and must play four holes each.
      6. 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.
      7. 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.
      8. 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.
      9. 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.
    4. 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 maximum stake is determined by the bookmaker for each selection individually.
      5. The bookmaker may change stake limits without prior notice.
      6. 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.
      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 matches are streamed online.
      9. The following markets are available:
        • Win;
        • Team Handicap;
        • Total (Over/Under);
        • Team Total.
    5. 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 maximum stake is determined by the bookmaker for each selection individually.
      6. The bookmaker may change stake limits without prior notice.
      7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
      8.  Bets on fighters are 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.

    1. 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 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. Only LIVE bets are accepted. All matches are streamed online. 
      9. The following markets are available: 
        • Regular Time Winner;
        • Winner Of The Match;
        • Will There Be Overtime?
        • Individual Total Frags.
    2. 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 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. The “Winner” market. The winner is measured by most frags. If players are tied, the winner is determined by the fewest number of deaths.
      8. Player Total – a player’s total number of frags.
      9. The result is determined according to the table displayed during the course of streaming.
      10. Only LIVE bets are accepted. All matches are streamed online.
    3. 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 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. 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.
      8. The result of a casual match shall be determined based on streaming/videorecording.
      9. The following markets are available:
        • Win – the winner is the player who destroys the enemy hero;
        • Total (Over/Under) – the number of the winner’s health points plus armor remaining at the end of a match;
        • Total Used Secrets – the number of “Secret” cards played by both players during a match;
        • Total Used Spells – the number of “Spell” cards played by both players during a match;
        • Total Minions Used – the number of “Minion” cards played by both players during a match;
        • 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).
        • 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.
      10. 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”.
      11. Minions called up by another minion will not be taken into account for the settlement of the “Total Minions Used” market.
    4. 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 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 excluding overtime.
      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 match (Live bets). All Esports Lacrosse matches are streamed online.
      8. 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.
      9. If a shot is made outside the penalty area, the team receives two points.
      10. Bets on a half are settled after an event ends.
      11. Available markets:
        • Win;
        • Double chance;
        • Handicap;
        • Total (over; under);
        • Total (even; odd);
        • Individual Total (Over/Under);
        • Race To () Points.
    5. 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 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. 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.

    1. 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).

    1. 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 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 and during a match (Live bets). All Esports Floorball matches are streamed online.
      9. Available types of bets:
      • Win;
      • Team Handicap;
      • Total (over; under);
      • Team Total.
    1. 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 maximum stake is determined by the bookmaker for each selection individually.
      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. Available markets:
        • “Winner Of The Race” – the Customer should predict which driver will take first place in the final rankings.
        • “Match-Ups” – the Customer should predict which of the named drivers will be higher in the final rankings.
        •  “Win Without Leaders” – the Customer should predict which driver will take first place in the final rankings excluding the two favorites.
        • “Top Driver in Team” – the Customer should predict which driver will be higher than their teammate.
        • “Finishing Position In The Race” – the Customer should predict the position of a driver in the final rankings.
        • “In Top 3” – the Customer should predict whether a driver will finish in the top 3.
    2. 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 maximum stake is determined by the bookmaker for each selection individually.
      6. The bookmaker may change stake limits without prior notice.
      7. Should members of staff commit errors or should any software failures occur at the time of bet acceptance (e.g. obvious misprints in the odds, inconsistencies between the odds displayed in the Sports/Live sections and on the bet slip etc.), or should there be other indications of bets accepted incorrectly, the bookmaker is entitled to declare such bets void.
      8. Bets are accepted before the start of a match and during a match (Live bets). All games are streamed online.
      9. Available markets:
        • Total Points (the number of points earned across all opened maps);
        • Total Stars (the number of stars earned across all opened maps);
        • Total Maps (the number of all completed maps);
        • Map, Total Points;
        • Map, Total Stars.
    3. 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 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. Only LIVE bets on fighters are accepted. Games are streamed online.
      9. Available bets:
        • Win in round;
        • Win in tournament;
        • Total rounds.
    4. 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.