Rules

Not withstanding any translation of these rules, the English Language version of the rules contained on the website shall be controlling in all respects and any rights or obligations of any party shall be construed solely be reference to such English Language rules.

Results of sporting events will be according to the adjudication of the official governing body unless otherwise stated. Any subsequent change to that result will be irrelevant for betting purposes. If sporting offences or fixing is suspected, we reserve the right to freeze wins and not pay them in the event that one of the above cases is proved present.

Results are after full time, excluding extra time and penalty shootouts unless stated otherwise. 
All bets are all in and there is no refund on non-starters unless stated otherwise.

In Sports Markets were 1,X,2 (or 1,2) are offered, 1 stands for Home Team win, X for Draw and 2 for Away Team win (unless otherwise stated).

For any matters not covered by these rules and by the contents of the Internet site, we reserve the right to decide on an individual basis on the basis of equity.

Football

  1. Match interruption

    Football matches must go at least 90 minutes to be considered valid. If this is not the case, all bets are considered void (unless stated otherwise) and the odds are set to 1.00. Results are settled on regular time only, including any injury time added by the referee, but exclude extra time and penalty shootouts unless stated otherwise.

  2. Match postponement

    If the match is postponed longer than 36 hours then all bets are considered voided.

  3. Competition Winner

    Winning bets must predict the outright winner of the meeting. For the purposes of this market the official result given at the conclusion of the event will used for settlement of all league and cup betting regardless of any later disqualifications or changes to the points.

  4. Match Result

    Winning bets must predict the winner of match at the end of Normal Time.

  5. Goal Scorer

    Winning bets must select a player to score at any time in a match up in Normal Time. Own goals do not count for the purposes of this market. Bets will be void if the player does not start at any time in Normal Time. All players who take part in the match will be considered as Runners.

  6. First Goal Scorer

    First scorer bets stand if at least one goal has been scored in the match irrespective of if the match later is abandoned. If no goal is scored, bets on 'no scorer’ win and all other bets lose. If no goals are scored and the match is abandoned before the 86th minute, all bets are void and the odds set to 1.00. Stakes are refunded on players that take no part or come on the pitch after the first goal has been scored. If the first goal is an ‘own goal’ (and ‘own goal’ is not quoted) all bets on first scorer (including bets on ‘any unlisted player’) are still open and will be settled on the second goal scored in the match. If there are no more goals after an ‘own goal’ then bets on ‘no goal scorer’ win and all other bets lose.

  7. Goals Odd / Even

    Winning bets must predict whether the total number of goals is odd or even (0-0 is considered even).

  8. Double Chance

    Winning bets must predict the outcome of the match based on three selections - either the Home or Away team wins, the Home team wins or draws or the Away team wins or draws.

  9. Half-time result

    Bets on halftime results stands if the first half is finished, regardless if the match later is abandoned.

  10. Half-time Correct Score

    Winning bets must predict the score at Half Time.

  11. Correct Score

    Bets on correct score stand if the match is played for at least the 85 minutes. The result is after full time, excluding extra time and penalties, unless stated otherwise.

  12. Half-time / Full-time

    Bets on halftime/fulltime stand if the match is played for at least the stipulated time for a valid match.

  13. Match Result Handicap

    Winning bets must predict the team winning the match after the final score has been adjusted by the indicated handicap

  14. Match Result Asian Handicap

    Winning bets must predict the team winning the match after the final score has been adjusted by the indicated handicap, as described in the following table:

    Let N be the absolute indicated handicap, rounded to the nearest integer towards zero, e.g. when handicap = -1.75 then N = 1. Let TG be the team goals scored and OG be the opponent goals scored.

    Handicap TG - OG Bet Result
    -N.00 > N Win
    = N Stake refund
    < N Lose
    -N.25 > N Win
    = N Half Lose
    < N Lose
    -N.50 > N Win
    = N Lose
    < N Lose
    -N.75 > N+1 Win
    = N+1 Half Win
    < N+1 Lose
    Handicap OG - TG Bet Result
    +N.00 > N Lose
    = N Stake refund
    < N Win
    +N.25 > N Lose
    = N Half Win
    < N Win
    +N.50 > N Lose
    = N Win
    < N Win
    +N.75 > N+1 Lose
    = N+1 Half Lose
    < N+1 Win

    Half Win means that half the stake counts toward a win while the other half is refunded. Half Lose means just half the stake is refunded.

  15. Under/Over #goals

    Winning bets must predict whether the total number of goals is under or over the offered number of goals (#goals) in Normal Time.

    Match abandonment: If a match is abandoned before the stipulated time for a valid match, stakes are refunded on non-settled bets. Bets that are settled by the time the match is abandoned are dealt with as being active. i.e. A bet on Over 2.5 goals when a game is 2-1 and abandoned is settled as a win. A bet on Under 2.5 in the same game is settled as a loss.

  16. Next Goal

    Winning bets select the team to score the next goal up until the end of Normal Time. Own goals count to the side credited with the goal. Bets will be void if 90 Minutes' Play is not completed, unless the bet has already been settled.

  17. Number Of Corners

    Winning bets must select the number of corners taken either as exact amounts (e.g....8 corners) or in bands (e.g. 12-14 corners) in Normal Time. Corners that are awarded but are prevented from being taken for whatever reason do not count. Settlement will be made with reference to all available evidence.

  18. Teams To Score

    Winning bets must predict the teams to score in the match

  19. Both teams to score

    Bets stand if both teams have scored in the match irrespective of if the match is later abandoned.

 

Basketball

  1. Two-way (2-way) results include extra time, three-way (3-way) results does not include extra time.
  2. Match abandonment

    A match must go a full time minus 2 minutes for bets to be considered valid. If this is not the case, all bets are considered void and the odds is set to 1.00.

  3. Cancellation or movement of time

    A match must start on the stipulated date (local time) for bets to stand. If a match is cancelled or moved, all bets are considered void and the odds is set to 1.00.

  4. Points handicap

    Bets on point handicap are considered void and the odds is set to 1.00 if the teams adjusted scores result in a draw. Bets on over/under a given total are considered void and the odds is set to 1.00 if the final match score exactly equals the total.

  5. Competition Winner

    Winning bets must predict the outright winner of the meeting. For the purposes of this market the official result given at the conclusion of the event will used for settlement of all league and cup betting regardless of any later disqualifications or changes to the points.

  6. Half-time/Full-time

    Winning bets must predict the winner of the match at Half Time. For the purposes of these rules, Half Time is defined as the 1st Quarter and 2nd Quarter.

  7. First/Second/Third/Fourth Quarter Winner

    Which team will score the most points in the given quarter. If both teams score the same points, bets are void.

Tennis

  1. Match abandonment

    For a bet on a tennis match to be valid at least one point must be played. If one of the players withdraws or is disqualified before the match or before the end of the match the event is considered void and the odds is set to 1.00. If one of the players withdraws or is disqualified after some sets are completed, the bets regarding those sets stand. Bets stand until the match is played, even if postponed longer than 36 hours, unless the match is permanently cancelled.

  2. Correct Score

    For correct score bets to stand, the match must be played to the finish. If one of the players withdraws before that time, all bets are considered void and the odds is set to 1.00.

  3. Competition Winner

    Winning bets must predict the outright winner of the meeting. For the purposes of this market the official result given at the conclusion of the event will used for settlement regardless of any later disqualifications or changes to the points.

4

Fantasy League

  1. In a fantasy league, two teams compete virtually only. The winner of this fantasy match-up is the team that scores the most goals on the current match day against a real opponent. Beware: Only goals are counted. Victory or loss is not relevant.
  2. Example: Chelsea plays Liverpool, Arsenal plays Tottenham. The fantasy match is Chelsea vs. Arsenal. If Chelsea wins 1:0 against Liverpool, while Arsenal loses 2:3 to Tottenham, the fantasy match would go Arsenal's way with 2:1.

Motor Sports

  1. Driver withdrawal

    If a driver withdraws before the start of the official qualifying session, all bets on that driver are considered void and the odds is set to 1.00. If the driver starts the qualifying but fails to start in the actual race, all bets on that driver are considered lost.

    If the race is red flagged and the original start voided, events taking place before a possible re-start are ignored. Drivers who fail to re-start are considered to have withdrawn from the competition. In all other events, bets are settled according to the official results.

  2. Head-to-head and triple head betting

    The following rules are used for head-to-head and triple head betting:

    -If all drivers finish the race, the winner is the driver with the best official finishing position at the time of the podium ceremony.

    -If one driver fails to finish the race but one (or both) of the others do, bets on the non-finisher(s) are considered lost and the winner is determined as above.

    -If all drivers in the bet are non-finishers, the driver who completed the most laps is considered winner.

    -If all drivers in the bet are non-finishers and they have completed the same number of laps, the bet is considered void and the odds is set to 1.00.

  3. Contestant to withdraw

    For bets on first contestant to withdraw, the following rules apply:

    If both contestants withdraw after completing the same number of laps, all bets are considered void and the odds is set to 1.00.

    If none of the contestants withdraws, all bets are considered void and the odds is set to 1.00.

  4. Qualification Markets

    Official qualifying position as recorded by the FIA will be used for settlement (for Fastest Qualifier, times recorded in the third phase count). Penalties do not apply for settlement purposes. Drivers must start the first phase of qualifying for bets to stand.

  5. To Be Classified

    To be classified a driver must complete 90% of the laps completed by the winner. A driver retiring after completing 90% of the laps completed by the winner will be settled as Classified. Safety Car - starts under safety car do not count into safety car phase in race.

  6. Drivers Championship Winner

    Winning bets must predict the outright winner of the championship. For the purposes of this market the official result given at the conclusion of the event will be used for settlement of all league and cup betting regardless of any later disqualifications or changes to the points.

  7. Constructor Championship Winner

    Winning bets must predict the outright winner of the championship. For the purposes of this market the official result given at the conclusion of the event will used for settlement regardless of any later disqualifications or changes to the points.

  8. Race Winner

    Winning bets must predict the outright winner of the meeting. For the purposes of this market the official result given at the conclusion of the event will used for settlement regardless of any later disqualifications or changes to the points.

Ice Hockey

  1. General rules

    A match must go at least full time minus 5 minutes to be considered valid. If this is not the case, all bets are considered void and the odds is set to 1.00. Overtime and penalties are not included in the final result.

Baseball

  1. Specified Pitchers (Listed)

    If the starting pitchers are not exactly as shown in your betting history, or on your bet slip, your bet will be deemed void and the odds set to 1.00. For betting purposes, a match becomes official once 5 innings has been played (4.5 if the home team is in the lead). If, for any reason, a match would end up in a draw, match bets are considered void and the odds is set to 1.00. Bets on Total Runs, Run Line (handicap) and Alternate Run Line stand if at least 9 innings are played (8.5 if the home team is in the lead). A match must start on the stipulated date (local time) for bets to stand. If a match is cancelled or moved to another date, all bets are considered void and the odds is set to 1.00.

    Result includes extra innings

Boxing

  1. General rules

    Results will be decided by the judges official decision, which will include points, TKO, KO or disqualification.

    For bets on how the fight will be won, the following definitions apply:

    "KO" includes TKO and disqualification,

    "Decision" includes Technical Decision,

    "Draw" includes Technical Draw.

    If one, or both, Boxers fail to make the specified weight for the advertised contest then all bets are void and settled at 1.00 regardless of whether the event takes place. Number of completed rounds: If a fight is stopped before the completion of a round the previous round counts as the last completed round. E.g. If the match is stopped during the 9th round then there have only been 8 completed rounds. On a bet which says: Over/under 8.5 completed rounds, the result will be under 8.5.

  2. Competition Winner

    Winning bets must predict the outright winner of the meeting. For the purposes of this market the official result given at the conclusion of the event will used for settlement of all league and cup betting regardless of any later disqualifications or changes to the points.

American Football

  1. General rules

    Results include extra time. At least 55 minutes of the match must have been played for bets to be considered valid. If this is not the case, all bets are considered void and the odds is set to 1.00. If a match ends in a draw after extra time, bets are considered void and the odds is set to 1.00.

  2. Competition Winner

    Winning bets must predict the outright winner of the meeting. For the purposes of this market the official result given at the conclusion of the event will used for settlement of all league and cup betting regardless of any later disqualifications or changes to the points.

Rugby

  1. General rules

    Results do not include extra time. If the match is abandoned before full time, all bets are considered void and the odds set to 1.00.

  2. Competition Winner

    Winning bets must predict the outright winner of the meeting. For the purposes of this market the official result given at the conclusion of the event will used for settlement of all league and cup betting regardless of any later disqualifications or changes to the points.

Cricket

  1. General rules

    Test matches: In matches affected by adverse weather, bets will stand on the official result provided at least one ball has been bowled and in the event of a tie, bets will be settled on the draw.

    Limited Overs matches: In matches affected by adverse weather, bets will be governed by the official competition rules. Bets stand on the official result provided at least one ball has been bowled and in the event of a tie, all bets will be void.

    Series Betting: Bets void if designated number of matches are not completed, unless a sufficient number of tests are played to determine the series.

    Top Series Batsman/Bowler: All in play or not.

    UK County Cricket Match Betting: In the event of a draw or tie, all bets on the match result will be void. In Cup competitions, results will be settled according to the official declared winner.

    Highest Opening Partnerships and Highest First 15 Overs: Bets void if tied.

    Batting Head to Heads: Both listed players must be selected in the starting 11 for bets to stand.

    Top Batsman in Match: First innings only and bets stand regardless of the number of overs bowled. Bets placed on any player not in the starting 11 are void. Bets on players who are selected but do not bat will be lost. If two or more batsmen are leading runs scorer all bets shall be settled in accordance with general dead heat rules.

    Total/Multi Wides, Sixes and Fours markets: One Day Cricket, Must be a minimum 25 over match for bets to stand. Twenty/20, Minimum 10 over match for bets to stand.

Snooker

  1. Outright betting: Bets stand even if the competitor does not compete.

  2. Frame/Handicap betting: If the match is abandoned before it's completed, all bets are considered void and the odds set to 1.00.

  3. Match betting: If the match is abandoned before it is completed the player progressing to the next round will be deemed the winner.

 

Futsal

  1. Competition Winner

    Winning bets must predict the outright winner of the meeting. For the purposes of this market the official result given at the conclusion of the event will used for settlement of all league and cup betting regardless of any later disqualifications or changes to the points.

Darts

  1. Competition Winner

    Winning bets must predict the outright winner of the meeting. For the purposes of this market the official result given at the conclusion of the event will used for settlement of all league and cup betting regardless of any later disqualifications or changes to the points.

Handball

  1. Competition Winner

    Winning bets must predict the outright winner of the meeting. For the purposes of this market the official result given at the conclusion of the event will used for settlement of all league and cup betting regardless of any later disqualifications or changes to the points.

Volleyball

  1. Competition Winner

    Winning bets must predict the outright winner of the meeting. For the purposes of this market the official result given at the conclusion of the event will used for settlement of all league and cup betting regardless of any later disqualifications or changes to the points.

17

Dead Heat

  1. In the event of a dead heat (a tie), stakes will be divided by the number of selections that have tied, with the divided stake settled at full odds. Remaining stakes are lost. If the tie was a betting option, then the dead heat rule does not apply.

    The dead heat rule only applies to 'future' wagers. For example, if there is a 3 way tie for the top scorer in a league, then your winnings are calculated by taking your stake, dividing it by 3, and multiplying that amount by the odds on your betting ticket.

18

Outright Bets

  1. In the event of a non-starting participant, the odds on the remaining runners are reduced in accordance to the tables below:

    Please note that the deductions are made from the net gain.

    Win betting

  • 1.30 and lower 75%
  • 1.31 - 1.40 70%
  • 1.41 - 1.53 65%
  • 1.54 - 1.62 60%
  • 1.63 - 1.80 55%
  • 1.81 - 1.95 50%
  • 1.96 - 2.20 45%
  • 2.21 - 2.50 40%
  • 2.51 - 2.75 35%
  • 2.76 - 3.25 30%
  • 3.26 - 4.00 25%
  • 4.01 - 5.00 20%
  • 5.01 - 6.50 15%
  • 6.51 - 10.00 10%
  • 10.01 - 15.00 5%
  • 15.01 and higher 0%
  1. In the event of more than one non-starting participant, the total deduction shall not exceed 75%. The deduction will then be based on the sum of the above percentages.

19

Multiple Bets

  1. Multiple bets are accepted, however no such bet can be accepted where the result of one leg influences the outcome of another.

    Multiple bets that combine different selections within the same event are not accepted where the outcome of one affects or is affected by the other, unless a Special bet for such a combination is offered.

    Multiple bets that combine selections that are resolved at different times but within the same tournament are not accepted. These bets will be settled as instructed with the price of the second or subsequent selection being determined at each individual stage.

    Multiple bets that combine selections within different events where the outcome of one affects or is affected by the other are not accepted, unless a Special bet for such a selection is offered.

    In the case of all multiples including selections with related outcomes, if a bet is taken inadvertently we reserve the right to void part of or the whole of the bet.

  2. An accumulator bet, also known as "laying a parlay", allows for higher returns by carrying over the winnings on one event to be placed as the stake on the next event, and so on, for a pre-determined number of events selected.

    Winning an accumulator bet, requires that all of your selections must win for you to receive any return.

  3. A N-Fold bet allows the construction of several smaller accumulator bets from a selection of events. These smaller accumulator bets are formed by taking all possible combinations of N events from the initial selection of events. A minimum of N+1 selections is required for placing a N-Fold bet. Depending on the number of selections, the total "Cost" of placing a N-Fold bet is higher because it is not a single bet, but a series of small bets; the number of combinations is shown next to the Stake in your bet slip, e.g. 5 combinations is shown as 5x, so the cost of the bet is 5 times the Stake.

    A 2-fold bet is called 'Doubles', while a 3-fold bet is called 'Trebles'.

    Winning a N-Fold bet requires winning at least one combination. Since each combination is an accumulator bet that means all events in a combination must win for the combination to win. Each combination won is added to the total winnings of the N-Fold bet. The maximum amount that can be won (if all combinations are won) is shown in the Winnings on your bet slip.

 

20

Virtual Sports

Virtual Football

  1. Game Logic

    The Virtual Football League Mode provides 24/7/365 real money betting experience on virtual football. Competitions are generated continuously and bets can be placed at any time, even within a season. 

  2. League Mode:

  • 16 Teams
  • Home & away matches
  • 30 match days
  • 8 concurrent matches per match day
  • 240 matches per season
  1. Euro Cup and Nations Cup:

    Group Stage

  • 24 Teams (6 groups of 4 teams per group)
  • 9 match day chunks (3 match days of 3 chunks per match day)
  • 4 concurrent matches per match day chunk
  • 32 matches per group stage
  1. Knock-Out-Stage

  • 16 Teams
  • 5 round (R16[1..4]; R16[5...8]; R8; Semi Finals; Final & 3rd Place)
  • 4 concurrent matches (R16[1..4]; R16[5...8]; R8); 2 concurrent matches (Semi Finals; Final & 3rd Place)
  • 16 matches per knock-out-stage
  1. World Cup:

    Group Stage

  • 32 Teams (8 groups of 4 teams per group)
  • 12 match day chunks (3 match days of 4 chunks per match day)
  • 4 concurrent matches per match day chunk
  • 48 matches per group stage
  1. Knock-Out-Stage

  • 16 Teams
  • 5 round (R16[1..4]; R16[5...8]; R8; Semi Finals; Final & 3rd Place)
  • 4 concurrent matches (R16[1..4]; R16[5...8]; R8); 2 concurrent matches (Semi Finals; Final & 3rd Place)
  • 16 matches per knock-out-stage
  1. Match Day / Cup Round Timing
  1. League Mode:

  • 01:00 minute online betting cycle 03:00 minutes retail betting cycle
  • 02:20 match cycle
  • 00:20 minute online resulting cycle 01:00 minute retail resulting cycle
  • 03:40 minutes per online match day
  • 06:20 minutes per retail match day
  1. Euro Cup, Nations Cup and World Cup:

    Group Stage

  • 01:00 minute online betting cycle (including 00:10 minute bet stop) 03:00 minutes retail betting cycle (including 00:10 minute bet stop)
  • 02:20 match cycle
  • 00:20 minute online resulting cycle
  • 01:00 minute retail resulting cycle
  • 03:40 minutes per online match day
  • 06:20 minutes per retail match day
  1. Knock-Out-Stage

  • 01:00 minute online betting cycle (including 00:10 minute bet stop) 03:00 minutes retail betting cycle (including 00:10 minute bet stop)
  • 02:30 match cycle
  • 00:20 minute online resulting cycle
  • 01:00 minute retail resulting cycle
  • 03:50 minutes per online cup round
  • 06:30 minutes per retail cup round
  1. Tournament Timing Information
  1. League Mode:

  • 01:00 minute pre-season
  • Match day loop; 30 match days of - 03:40 minutes per online match day - 06:20 minutes per retail match day
  • 01:00 minute post season
  • 112 minutes per online season
  • 192 minutes per retail season
  1. Euro Cup and Nations Cup

  • 01:00 minute pre-cup
  • Group stage loop; 9 match day chunks of - 03:40 minutes per online match day - 06:20 minutes per retail match day
  • 01:00 minute group stage to knock-out stage transition
  • Knock-out stage loop; 5 rounds of - 03:50 minutes per online match day - 06:30 minutes per retail match day
  • 01:00 minute post cup
  • 55:10 minutes per online cup tournament
  • 92:30 minutes per retail cup tournament
  1. World Cup:

  • 01:00 minute pre-cup
  • Group stage loop; 12 match day chunks of - 03:40 minutes per online match day - 06:20 minutes per retail match day
  • 01:00 minute group stage to knock-out stage transition
  • Knock-out stage loop; 5 rounds of - 03:50 minutes per online match day - 06:30 minutes per retail match day
  • 01:00 minute post cup
  • 66:10 minutes per online cup tournament
  • 111:30 minutes per retail cup tournament
  1. Betting Markets

    Betting on a match is allowed up to 10 seconds before kick-off. Outrights will be closed during the runtime of any match. Once a market is decided it'll be cleared and removed from the feed. Betting markets for future match days of the current tournament remain open. When a future match day is selected from the bar at the bottom of the iframe, the matches related to that day, along with the odds, will be displayed in the lower odds section. The following match related betting options are available:

Betting Market Description
Match Related Markets
Full Time 3 Way / 1X2 Score after 90 minutes - Regular Match Time (1 - home team wins; X - draw; 2 - away team wins)
1st Half 3 Way / 1X2 Half time score (1 - home team leads; X - draw; 2 - away team leads)
Total Goals Number of goals scored in match. 3 most valuable fix spreads for all matches: Under/Over 1.5, 2.5, 3.5 (U/O)
Handicap Handicap points are added to the game’s final score, and the winner is the team that wins with these additions (1 - home team wins; X - draw; 2 - away team wins) 4 most valuable fix spreads for all matches: Handicap 1:0; 0:1; 0:2; 2:0
1st Goal First goal of match (1 - home team scores first; X - no team scores; 2 - away team scores first)
Correct Score Correct score after 90 minutes (0:0 to 3:3; others)
Asian Handicap * (Details below) Disabled by default: -2 to 2 are calculated, three most balanced are broadcasted
1st Half 3 Way / Full Time 3 Way Combination of 'Full Time 3 Way / 1X2' and '1st Half 3 Way / 1X2' where you place a combined bet on both outcomes (XX;1X;11;X1;2X;22;X2)
Double Chance Score after 90 minutes - Regular Match Time. Double Chance covers two out of three possible outcomes. We calculate and broadcast all 3 combinations: 1X; 2X; 12
Double Chance Halftime Score after first half. Double Chance covers two out of three possible outcomes. We calculate and broadcast all 3 combinations: 1X; 2X; 12
Both Teams to Score Score after 90 minutes - Regular Match Time (Yes - both teams will score at least one goal; No - at least one of the teams does not score a goal)
Teams to Score (Home / Away) Score after 90 minutes - Regular Match Time (1 - home team scores at least one goal; 2 - away team scores at least one goal; both teams; neither teams)
Highest Scoring Half Score after 90 minutes - Regular Match Time. Highest number of goals in what half or equal number of goals in both halves (1st Half; Draw; 2nd Half)
Team Total Goals Score after 90 minutes - Regular Match Time. Number of goals scored by named team (home team; away team; calculate and distribute 3 most valuable fix spreads for both teams: Under/Over 0.5, 1.5, 2.5 (U/O)
Number of home goals Exact number of goals scored by home team (0/1/2/3/4+)
Number of away goals Exact number of goals scored by away team (0/1/2/3/4+)
Number of goals Exact number of goals scored in match (0/1/2/3/4/5/6+)
Odd/Even Number of Total Goals Score after 90 minutes - Regular Match Time (even; odd number of total goals) Note: Matches ending in zero goals will be resulted as even.
Draw No Bet Score after 90 minutes - Regular Match Time (Punters will get their stake back if the game is a draw (1 - home team wins; 2 - away team wins)
1st Half Totals Calculate and distribute 3 most valuable fix spreads for all matches: Under/Over 0.5, 1.5, 2.5 (U/O)
1st Half Asian Handicap Disabled by default / -2 to 2 are calculated, three most balanced are broadcasted
Asian Total Goals Disabled by default / 0.5 to 5.5 are calculated, three most balanced are broadcasted
1st Half Asian Total Goals Disabled by default / 0.5 to 2.5 are calculated, three most balanced are broadcasted
Combo 1X2 and Total Combination of 1X2 and Total Goals market (1U/1O/XU/XO/2U/2O)

Outright Betting

Betting Market Description
League Mode
Match Day related
Number Of Goals on Match Day Total number of goals scored by all teams (U/O)
Total Goals Home Teams Total number of goals scored by all home teams (U/O)
Total Goals Away Teams Total number of goals scored by all away teams (U/O)
Most Goals Home Teams or Away Teams Who scores more goals - home teams or away teams (1 - home team wins; X - draw; 2 - away team wins)
Number Home Team Wins Number of home team wins (U/O)
Number Draws Number of draws (U/O)
Number Away Team Wins Number of away team wins (U/O)
League related (markets closed during matches)
Season Winner Initially offered for all participating teams, once a team is eliminated it'll be removed from the offer.
Top 5 Finisher Will the team finish on table position 1…5? (Yes/No)
Bottom 3 Finisher Will the team finish on table position 14…16? (Yes/No)
Teams to Score (Home / Away) Score after 90 minutes - Regular Match Time (1 - home team scores at least one goal; 2 - away team scores at least one goal; both teams; neither teams)
Head to Head What team will finish better at the end of the season? 12 market; limited to 20 combinations
Euro Cup, Nations Cup and World Cup
Group Stage (markets closed during matches)
Cup Winner Same market as in Knock out stage but already offered during the group stage. Initially offered for all participating teams, once a team is decided it'll be removed from the offer.
Group winner Initially offered for all participating teams, once a team is decided it'll be removed from the offer.
Qualify to play offs Initially offered for all participating teams, once a team is decided it'll be removed from the offer.
Exact order 1-2 per group All possible combinations offered, visualization in matrix style (as also used for the dogs straight forecast)
Knock Out Stage (markets closed during matches)
Cup Winner Initially offered for all participating teams, once a team is eliminated it'll be removed from the offer.
To reach the final Initially offered for all participating teams, once a team is eliminated it'll be removed from the offer.
Exact order 1-2 All possible combinations offered, visualization in matrix style (as also used for the dogs straight forecast)

 

*Asian Handicap details:
Asian handicap betting applies a handicap to the favorite and reduces the possible number of outcomes from three (in traditional 1X2 wagering) to two by eliminating the draw outcome. The handicap, which is either a whole number, a half-number or a mix of those, is trying to balance the market. In the event that a whole number is used for the handicap, the handicap adjusted final score could result in a draw where all bettors have their original wagers returned as there is no winner while quarter (¼) handicaps split the bet between the two closest ½ intervals where the bettor can win and tie (win ½ of wager) or lose and tie (lose ½ wager). The stake is automatically divided equally and placed as 2 separate bets. Please refer to the following examples regarding settlement of bets:

Handicap Team Result Bet Result
0 Win Win
Draw Stake refund
Lose Lose
-0.25 Win Win
Draw Half Lose
Lose Lose
-0.50 Win Win
Draw Lose
Lose Lose
-0.75 Win by 2+ Win
Win by 1 Half Win
Draw Lose
Lose Lose
-1.00 Win by 2+ Win
Win by 1 Stake refund
Draw Lose
Lose Lose
-1.25 Win by 2+ Win
Win by 1 Half lose
Draw Lose
Lose Lose
-1.50 Win by 2+ Win
Win by 1 Lose
Draw Lose
Lose Lose
-1.75 Win by 3+ Win
Win by 2 Half Win
Win by 1 Lose
Draw Lose
Lose Lose
-2.00 Win by 3+ Win
Win by 2 Stake refund
Win by 1 Lose
Draw Lose
Lose Lose
Handicap Team Result Bet Result
0 Win Win
Draw Stake refund
Lose Lose
+0.25 Win Win
Draw Half Win
Lose Lose
+0.50 Win Win
Draw Win
Lose Lose
+0.75 Win Win
Draw Win
Lose by 1 Half Lose
Lose by 2+ Lose
+1.00 Win Win
Draw Win
Lose by 1 Stake refund
Lose by 2+ Lose
+1.25 Win Win
Draw Win
Lose by 1 Half win
Lose by 2+ Lose
+1.50 Win Win
Draw Win
Lose by 1 Win
Lose by 2+ Lose
+1.75 Win Win
Draw Win
Lose by 1 Win
Lose by 2 Half Lose
Lose by 3+ Lose
+2.00 Win Win
Draw Win
Lose by 1 Win
Lose by 2 Stake refund
Lose by 3+ Lose
  1. Miscellaneous

    All matches are broadcast as live video streams through an integrated media player in your browser. You can switch freely between the four available games or alternatively only follow your favorite match. The match simulations are created through a combination of Artificial Intelligence and independent random number generators. Simultaneously, the performance parameters of the players are based on professional football players (e.g. in terms of number of goals, fitness, consecutive match-statistics, etc.).

  1. RTP

    Virtual Football RTP is 94% to 70%.

Virtual Horses Classics

  1. How to Play

    The VHC provides 24/7/365 real money betting experience on virtual horse races. The VHC runs 2 independent race channels in parallel where each channel shows continuously generated race days. Bets can be placed up to 10 seconds prior to the start of the next upcoming race as well as on all future races of the current race days at any time.

  1. Race day information

    Race days are generated continuously - a new one will be started as soon as the current one has finished. The single race day covers 9 races on the same race track (turf or dirt) with an average total duration of a race day of 35 minutes.

  1. Race information

    Dependent on the number of participating horses (8, 10 or 12 horses) and the race distance (3 different distances per track) the single race has a total duration of approx. 3 to 5 minutes and, separated into a ‘Race Begin’ (15 seconds), ‘Horse Introduction’ (6 seconds per horse), ‘Bet stop’ (10 seconds), ‘Race’ (70 to 160 seconds, dependent on race distance) and ‘Race End’ (10 seconds) period. At the beginning/end of the race day there’s also a ‘Raceday Begin’/ ‘Raceday End’ (30 seconds each) period.

  1. Betting

    Betting on a VHC race is allowed up to 10 seconds prior to the race start. Betting markets for future races of the current race days (race channel 1 and race channel 2) remain open. When a future race from ‘Race Calendar’ is selected, the odds table at the bottom will automatically scroll to the corresponding position. The following race related betting markets are available:

Market Description
Winner You bet that the horse you selected will win.
Place You bet that the horse you selected finishes first, second or third.
Straight Forecast / Dual Forecast With straight forecast bets you bet on the 2 horses which you expect to finish first and second in the correct order. You may also bet on a dual forecast that enables you to bet upon the first and second placed horses in any order. Therefore your total stake will be 2 times your original stake. As long as the two horses you select come in the first 2 positions, you will win your bet. Output limited to the 20 most likely.
Straight Tricast / Dual Tricast With a straight tricast bet you must select the 3 horses that you think will finish first, second and third in the correct order. A dual tricast bet enables you to bet upon the first, second and third placed horses in any order. Therefore your total stake will be 6 times your original stake. As long as the three horses you select come in the first 3 positions, you will win your bet. Output limited to the 20 most likely.
  1. Miscellaneous

    All races are broadcast as live video streams through an integrated media player in your browser. You can switch freely between the two independent race channels or alternatively only follow your favorite channel. The race simulations are created through a combination of Artificial Intelligence and independent random number generators. The performance parameters of the VHC horses are based on real horses’ performance parameters (e.g. in terms of acceleration, speed and endurance consecutive race-statistics, etc.).

  1. RTP

    Virtual Horses RTP is 85% to 80%

Virtual Tennis Open

  1. How to play

    The VTO provides 24/7/365 real money betting experience on virtual tennis where we’re continuously running 2 knock out cup tournaments in parallel. Each tournament consists of 4 rounds starting with 16 players (round 16, round 8, semi finals, final). In order to ensure sufficient time to betting the GUI always alternates between the 2 tournaments on a round base, means a grass cup round is always followed by a hard court cup round and vice versa. Bets can be placed on all matches of the next available cup round.

  1. Tournament information

    Due to the parallel tournament approach one complete cup lasts for 25:30 minutes separated into a ‘Tournament Introduction’ period of 15 seconds prior to the cup start , the ‘Cup Round’ loop of 3:30 per cup round and a ‘Cup Celebration’ period of another 15 seconds at the end of each cup.

  1. Cup round information

    One cup round lasts 3:30 minutes. Dependent on the cup round, all available matches are fully broadcasted (round 16 = 8 matches, round 8 = 4 matches, semi finals = 2 matches, final = 1 match) where it’s up to the customer to switch the videos between the matches.

  1. Betting

    Betting on a VTO match is allowed up to 10 seconds prior to the match start. Betting is offered on game- set- and match level. Betting markets are always opened for at least 3:30 minutes prior to the match (betting on the next available grass round while the hard court round is in progress and vice versa). The following match related betting options are available:

    Game level betting

  • Winner of game 1 in set 1 (1 - home team wins; 2 - away team wins)
  • Correct score of game 1 in set 1 (game-0; game-15; game-30; game-40 - 0-game; 15-game; 30-game; 40-game)

         Set level betting

  • Winner of set 1 (1 - home team wins; 2 - away team wins)
  • Correct score of set 1: (6:0; 6:1; 6:2; 6:3; 6:4; 7:5; 7:6 – 0:6; 1:6; 2:6; 3:6: 4:6; 5:7; 6:7)
  • Total number of games in set 1: (Over / Under, 3 different offers)
  • Odd/even number of games in set 1: (Odd / Even)

         Match level betting

  • Winner of the match (1 - home team wins; 2 - away team wins)
  • Final Result (in sets - best of 3) (2:0; 2:1 – 0:2; 1:2)
  • Total number of games in match: (Over / Under, 1 offer)
  1. Miscellaneous

    All matches are broadcast as live video streams through an integrated media player in your browser. You can switch freely between all available matches per cup round or alternatively only follow your favorite match. The match simulations are created through a combination of Artificial Intelligence and independent random number generators. Simultaneously, the performance parameters of the VTO players are based on professional tennis players (e.g. in terms of fitness, consecutive match-statistics, etc.).

  1. How to play

    Virtual Tennis RTP is 94% to 70%

Virtual Basketball League

  1. How to play

    The VBL provides 24/7/365 real money betting experience on virtual basketball. The league consists of 16 teams and seasons run continuously. Each season comprises 30 match days (home and away matches). Bets can be placed at any time – even within a season.

  1. Season information

    One season lasts 106:30 minutes in total, separated into a ‘Pre League’ period, a ‘Match day Loop’, and a ‘Post league’ period. The ‘Pre League’ period runs prior to the start of a season and lasts 60 seconds. All match days are summarized as the ‘Match day Loop’ period with a total duration of 105:00. At the end of every season there is a 30 second ‘Post Season’ period.

  1. Match day information

    One match day lasts 3:30 minutes. It is separated into a ‘Pre Match’ period, ‘1st Quarter’, ‘2nd quarter’, ‘Half time’, ‘3rd quarter’, ‘4th quarter’, Overtime (if the match result is a draw after the 4th quarter’) and ‘Post Match’ period. The ‘Pre Match’ period runs prior to the start of a match for 30 seconds. The match lasts 2:30 minutes in total, with a halftime break of 10 seconds in-between. Each match is followed by a 20 second ‘Post Match’ period. The match day switch takes 10 seconds.

  1. Betting

    Betting on a VBL match is allowed up to 10 seconds before tip-off. Betting markets for future match days of the current season remain open. When a future match day from the ‘Match Day’ bar at the bottom is selected, the matches related to that day along with the odds will be displayed in the lower odds section. The following match related betting options are available:

  • Match Winner, incl. OT: Score after 4 quarters (+ Overtime) (1 - home team wins; 2 - away team wins)
  • Total Points, incl. OT: Number of points scored by both teams in match, incl. overtime (over; under)
  • Handicap, incl. OT: Handicap points are added to the game’s final score, and the winner is the team that wins with these additions (1 - home team wins; 2 - away team wins)
  • Winning Margin, incl. OT: Margin between the points scored of both teams at the end of the match, incl. overtime
  • 1st Half Winner: Winner of the first two quarters (1 - home team wins; x - draw, 2 - away team wins)
  • 1st Half Total Points: Number of points scored in first half (1 - home team wins; 2 - away team wins)
  • 1st Half Handicap: Handicap points are added to the game’s half time score, and the winner is the team that wins with these additions (1 - home team wins; 2 - away team wins)
  • 1st Half Winning Margin: Margin between the points scored of both teams at the end of the first half (1 - home team wins; 2 - away team wins)
  • Race To x Points: Which team scores X points first (1 - home team wins; 2 - away team wins)
  • Highest Scoring Quarter: The quarter of the match in which the most points (both teams combined) are scored in. In the case of two or more quarters having identical highest total points, deadheat rules will not apply as the winning outcome is the betting selection "Equals". (1st, 2nd, 3rd, 4th, equals)
  • Home Team Total Points, incl. OT: Number of points scored by home team in match, incl. overtime (over; under)
  • Away Team Total Points, incl. OT: Number of points scored by away team in match, incl. overtime (over; under)
  1. Miscellaneous

    All matches are broadcast as live video streams through an integrated media player in your browser. You can switch freely between the eight available games per match day or alternatively only follow your favorite match. The match simulations are created through a combination of Artificial Intelligence and independent random number generators. Simultaneously, the performance parameters of the VBL players are based on professional basketball players (e.g. in terms of number of points, fitness, consecutive match-statistics, etc.).

  1. RTP

    Virtual Basketball RTP is 95% to 93%

Version: 3 Date: 21/09/2018